We’re pleased to announce that MPC R&D will be attending the SIGGRAPH 2019 conference in Los Angeles. Take a look below for full details of all our talks and appearances.
Visit the SIGGRAPH website for tickets and more details about the conference.

 

 

WE ARE HIRING!

The SIGGRAPH Job Fair is a must for anyone looking for their next role. The Focus, Technicolor’s own in house recruitment agency will be on hand to offer potential candidates a greater choice of film and episodic projects across Technicolor’s VFX studios across the world.

Come by our booth to chat with our team and discover the exciting opportunities we have available.

 

Go to www.thefocus.com to learn more about current jobs at MPC Film, Mr.X, Mill Film and Mikros Animation Montreal.

 

 

 

SCULPTING COLOR SPACES


Color correction with a long chain of keyers and math operators, even in the hands of experienced artists, often induces artifacts such as muddy colors or malformed edges.
Rob Pieke, Principal Architect will explain how MPC R&D embarked on building a user-friendly 3D color space sculpting toolset which allows a user to make complex and elegant color alterations quickly, intuitively and effectively.
Our tool has been robustly integrated with the color correction pipeline through the ability to import and export industry standard 3D LUT files. We have found success for our tool in a number of color-manipulation-related tasks, such as: denoising, despilling, and standard grading.

Monday 29th July 3:45pm – 5:15pm, Room 403AB


Color correction with a long chain of keyers and math operators, even in the hands of experienced artists, often induces artifacts such as muddy colors or malformed edges.
Rob Pieke, Principal Architect will explain how MPC R&D embarked on building a user-friendly 3D color space sculpting toolset which allows a user to make complex and elegant color alterations quickly, intuitively and effectively.
Our tool has been robustly integrated with the color correction pipeline through the ability to import and export industry standard 3D LUT files. We have found success for our tool in a number of color-manipulation-related tasks, such as: denoising, despilling, and standard grading.

Monday 29th July 3:45pm – 5:15pm, Room 403AB

DMP WITHOUT DMP:
FULL CG ENVIRONMENTS FOR THE LION KING


Kai Wolter, Head of Production Technology, London will explain how MPC Film’s existing pipeline was expanded to make space for new dynamic set dressing techniques and for a new procedural approach to the creation of high-resolution natural elements such as rocks and terrains.

For The Lion King, the Environments Team built the 150 square kilometers of terrain that extends from Pride Rock – home of the lion Simba – to the massive spaces of the Pride Lands, traversing all the different ecosystems that the story touches. While previously the Environments team heavily relied on Digital Matte Paintings to extend the 3D sets, with The Lion King, the team abandoned the use of 2D elements and delivered the totality of the digital sets to the Lighting department for rendering.

Tuesday 30th July 9:00am – 10:30am Room 408AB


Kai Wolter, Head of Production Technology, London will explain how MPC Film’s existing pipeline was expanded to make space for new dynamic set dressing techniques and for a new procedural approach to the creation of high-resolution natural elements such as rocks and terrains.

For The Lion King, the Environments Team built the 150 square kilometers of terrain that extends from Pride Rock – home of the lion Simba – to the massive spaces of the Pride Lands, traversing all the different ecosystems that the story touches. While previously the Environments team heavily relied on Digital Matte Paintings to extend the 3D sets, with The Lion King, the team abandoned the use of 2D elements and delivered the totality of the digital sets to the Lighting department for rendering.

Tuesday 30th July 9:00am – 10:30am Room 408AB

BUILDING MODERN VFX INFRASTRUCTURE

Natasha Kelkar, Senior Software Developer will talk about how the engineering team at MPC Film drastically reduced the time of deployment from months to a few days by using cloud native solutions. Built on a foundation of microservices, the infrastructure stack provided an asset management system, together with storage, sync and compute capabilities, allowing the studios to scale rapidly.

Wednesday 31st July 9:00am – 10:30am Room 408AB

Natasha Kelkar, Senior Software Developer will talk about how the engineering team at MPC Film drastically reduced the time of deployment from months to a few days by using cloud native solutions. Built on a foundation of microservices, the infrastructure stack provided an asset management system, together with storage, sync and compute capabilities, allowing the studios to scale rapidly.

Wednesday 31st July 9:00am – 10:30am Room 408AB

EVERYTHING THE LIGHT TOUCHES: RENDERING FOR THE LION KING

PathTracing in Production Part 2

MPC R&D Principal Architect Rob Pieke, will be just one of the experts sharing their insights and experiences of using path tracing in production in the second part of this popular Siggraph course.

Wednesday 31st July 2:00pm – 5:15pm Room 403AB

PathTracing in Production Part 2

MPC R&D Principal Architect Rob Pieke, will be just one of the experts sharing their insights and experiences of using path tracing in production in the second part of this popular Siggraph course.

Wednesday 31st July 2:00pm – 5:15pm Room 403AB

MESH-DRIVEN GENERATION OF GROOMED FEATHERS


Rasmus Haapaoja, Software Developer will talk about how MPC R&D extended their proprietary grooming software Furtility with the introduction of a new feather wrapping system, that allowed the MPC Film Groom department to create higher quality feather based characters in a shorter time than what was previously possible.

MPC’s proprietary grooming software Furtility has been used to create all hair, fur and feathers on our characters with great success for over a decade. However, the creation of feather grooms has always been a time consuming and technically challenging task for our Groom department, often keeping a senior artist occupied for months. Due to narrower deadlines and a constant push for higher quality, we recently extended our feather tool set, which has allowed our artists to significantly streamline their feather workflow. After adopting our new geometry based feather system in production, our Groom artists have been able to reduce the required time frame for finalizing a hero character from months to weeks.

Thursday 1st Aug 10:45am – 12:35pm Room 403AB


Rasmus Haapaoja, Software Developer will talk about how MPC R&D extended their proprietary grooming software Furtility with the introduction of a new feather wrapping system, that allowed the MPC Film Groom department to create higher quality feather based characters in a shorter time than what was previously possible.

MPC’s proprietary grooming software Furtility has been used to create all hair, fur and feathers on our characters with great success for over a decade. However, the creation of feather grooms has always been a time consuming and technically challenging task for our Groom department, often keeping a senior artist occupied for months. Due to narrower deadlines and a constant push for higher quality, we recently extended our feather tool set, which has allowed our artists to significantly streamline their feather workflow. After adopting our new geometry based feather system in production, our Groom artists have been able to reduce the required time frame for finalizing a hero character from months to weeks.

Thursday 1st Aug 10:45am – 12:35pm Room 403AB

 

 

DIGIPRO 2019


Victor Yudin, Mill Film Lead Developer will present Millefiori – a visual effects application designed to allow users to view and edit a series of large scenes, leveraging Pixar’s USD in its core, and Qt/QML for the UI components. Development of the technology was a successful collaboration of developers led by Mill Film, MPC R&D, and Technicolor Research and Innovation.
To register go to: DIGIPRO 2019

Saturday 27 July – Millennium Biltmore Hotel Los Angeles


Victor Yudin, Mill Film Lead Developer will present Millefiori – a visual effects application designed to allow users to view and edit a series of large scenes, leveraging Pixar’s USD in its core, and Qt/QML for the UI components. Development of the technology was a successful collaboration of developers led by Mill Film, MPC R&D, and Technicolor Research and Innovation.
To register go to: DIGIPRO 2019

Saturday 27 July – Millennium Biltmore Hotel Los Angeles

 

 

THE PIPELINE CONFERENCE


We’re pleased to be participating at The Pipeline Conference, where Francesco Giordana, Principle Architect will be discussing Real-time technologies for film pipelines.
To register go to: The Pipeline Conference

Sunday 28 July – General Assembly Los Angeles


We’re pleased to be participating at The Pipeline Conference, where Francesco Giordana, Principle Architect will be discussing Real-time technologies for film pipelines.
To register go to: The Pipeline Conference

Sunday 28 July – General Assembly Los Angeles

 

 

UNITYTHE AT MPC FILM

Real-Time Set Dressing with Diorama

Learn how to rapidly create environments for film in real-time using Diorama, which is discussed in both technical and artistic terms. Powered by Unity and part of MPC’s Genesis toolkit, Diorama leverages the speed of procedural tools to accelerate workflows and retain artist control.

Wednesday 31st July 11:15am Unity Session room #407

Real-Time Set Dressing with Diorama

Learn how to rapidly create environments for film in real-time using Diorama, which is discussed in both technical and artistic terms. Powered by Unity and part of MPC’s Genesis toolkit, Diorama leverages the speed of procedural tools to accelerate workflows and retain artist control.

Wednesday 31st July 11:15am Unity Session room #407

 

 

PRISM AND NVIDIA RTX


Victor Yudin, Mill Film Lead Developer, will present Prism, a Technicolor initiative to produce a high-end OptiX-based path tracer for a fast preview of element, shots or sequences. Prism incorporates open source technologies like Open Subdivision Surface, Open Shading Language, and Pixar USD to produce a high level of fidelity and realism. He will explain why we chose to develop a modern GPU rendering system and the advantage of using it in collaboration to RTX graphic cards.

Wednesday 31st July 11:30am – 11:55am Nvidia Innovation Theater Booth 1313, Expo Hall


Victor Yudin, Mill Film Lead Developer, will present Prism, a Technicolor initiative to produce a high-end OptiX-based path tracer for a fast preview of element, shots or sequences. Prism incorporates open source technologies like Open Subdivision Surface, Open Shading Language, and Pixar USD to produce a high level of fidelity and realism. He will explain why we chose to develop a modern GPU rendering system and the advantage of using it in collaboration to RTX graphic cards.

Wednesday 31st July 11:30am – 11:55am Nvidia Innovation Theater Booth 1313, Expo Hall

 

 

MPC GENESIS: REAL-TIME RAYTACING IN VIRTUAL PRODUCTION


Francesco Giordana, Realtime Software Architect will talk about Genesis, Technicolor’s virtual production platform. Originally developed by MPC Film, Genesis has been designed as a robust multi-user distributed system that incorporates both modern technologies like mixed reality and more traditional techniques like motion capture and camera operation via encoded hardware devices. Francesco will talk about how MPC R&D is improving the quality of the real-time graphics, with a special attention to lighting. He will explain how they started incorporating elements of real-time ray tracing into the platform, from a live link to Renderman XPU and MPC’s own OptiX-based path tracer, as well as a hybrid approach based on DXR running inside Unity.

Wednesday 31st July 5:30pm – 5:55pm Nvidia Innovation Theater Booth 1313, Expo Hall


Francesco Giordana, Realtime Software Architect will talk about Genesis, Technicolor’s virtual production platform. Originally developed by MPC Film, Genesis has been designed as a robust multi-user distributed system that incorporates both modern technologies like mixed reality and more traditional techniques like motion capture and camera operation via encoded hardware devices. Francesco will talk about how MPC R&D is improving the quality of the real-time graphics, with a special attention to lighting. He will explain how they started incorporating elements of real-time ray tracing into the platform, from a live link to Renderman XPU and MPC’s own OptiX-based path tracer, as well as a hybrid approach based on DXR running inside Unity.

Wednesday 31st July 5:30pm – 5:55pm Nvidia Innovation Theater Booth 1313, Expo Hall