
Realistic Wrinkles in Dumbo
Realistic Wrinkles in Dumbo
by Christoph Genzwürker
We introduce a new cross department workflow to generate wrinkles automatically.
We introduce a new cross department workflow to generate wrinkles automatically.
by Kai Wolter
MPC R&D Siggraph 2017 talk on creating the water effects for Pirates of the Caribbean: Dead Men Tell no Tales
MPC R&D Siggraph 2017 talk on creating the water effects for Pirates of the [...]
by MPC R&D
In this first part the Pixar Renderman team came to visit MPC Film in London to learn how Renderman contributes to the VFX process.
In this first part the Pixar Renderman team came to visit MPC Film in London to learn [...]
by Alan Bucior
How MPC created massive procedural city for the film Alien: Covenant
How MPC created massive procedural city for the film Alien: Covenant
by Kai Wolter
We present the unique challenges of creating of large scale environments for a full CG feature film.
We present the unique challenges of creating of large scale environments for a full [...]
by Hannes Ricklefs
How MPC used cloud technology to complete Disney's The Jungle Book
How MPC used cloud technology to complete Disney's The Jungle Book
by Curtis Andrus
In this Siggraph 2015 talk, MPC R&D explain how they introduced robust hair styling to their proprietary fur creation system, Furtility.
In this Siggraph 2015 talk, MPC R&D explain how they introduced robust hair styling [...]
by Rob Pieké
Siggraph 2016 talk explains how MPC produced a 90-second shot for Fast & Furious: Supercharged at Universal Studios Hollywood.
Siggraph 2016 talk explains how MPC produced a 90-second shot for Fast & Furious: [...]
by Damien Fagnou
This Siggraph 2010 talk explains how MPC R&D updated their hair & fur system Furtility to handle growing and transforming hair.
This Siggraph 2010 talk explains how MPC R&D updated their hair & fur system [...]
by Tom Melson
This Siggraph 2017 talk explains the tools MPC R&D build in order to manage huge and highly detailed jungle sets for The Jungle Book.
This Siggraph 2017 talk explains the tools MPC R&D build in order to manage huge and [...]
by Curtis Andrus
We describe the tool that was built to simulate secondary motion of flesh and resolve geometry intersections on Detective Pikachu.
We describe the tool that was built to simulate secondary motion of flesh and resolve [...]
by Kirk Chantraine
In this Siggraph 2015 talk, MPC R&D explain how they updated their pipeline to accommodate large amounts of data to create panoramic images.
In this Siggraph 2015 talk, MPC R&D explain how they updated their pipeline to [...]
by Marco Romeo
How MPC R&D developed a system to enable the caching and fast previewing of animated characters in complex shots within Maya
How MPC R&D developed a system to enable the caching and fast previewing of animated [...]
by Curtis Andrus
This Siggraph 2017 talks about augmenting The Mummy's Ahmanet with optical flow-based face tracking
This Siggraph 2017 talks about augmenting The Mummy's Ahmanet with optical flow-based [...]
by Curtis Andrus
We present how have modified the way we load and render geometry for simulating trees in a larger and moving environment.
We present how have modified the way we load and render geometry for simulating trees [...]
by Damien Fagnou
This talk from Siggraph 2010 explains the research from MPC R&D into using free form deformations to manipulate animations.
This talk from Siggraph 2010 explains the research from MPC R&D into using free form [...]