Talks

Avatar in Depth

Sunday, 25 July | 2:00 PM - 3:30 PM | Room 515 AB
Session Chair: Mk Haley, Carnegie Mellon University
A Physically Based Approach to Virtual Character Deformations

James Cameron's "Avatar" required the principal digital characters to be photo-realistic, full-screen, and almost fully naked in hundreds of shots. To accomplish this task, Weta Digital developed a robust character-simulation toolset that delivered the required level of realism.

Simon Clutterbuck
Weta Digital Ltd.

James Jacobs
Weta Digital Ltd.

Rendering "Avatar": Spherical Harmonics in Production

Application of spherical harmonics in a production rendering environment for accelerated final-frame rendering of complex scenes and materials.

Nick McKenzie
Weta Digital Ltd.

Martin Hill
Weta Digital Ltd.

Jon Allitt
Weta Digital Ltd.

PantaRay: Directional Occlusion for Fast Cinematic Lighting of Massive Scenes

NVIDIA Research and Weta Digital Ltd. present the results of a joint research collaboration. The talk describes the architecture of a novel system for precomputation of ray-traced sparse, directional occlusion caches used as a primary lighting technology during the making of "Avatar".

Jacopo Pantaleoni
NVIDIA Research

Luca Fascione
Weta Digital Ltd.

Timo Aila
NVIDIA Research

Martin Hill
Weta Digital Ltd.

Sebastian Sylwan
Weta Digital Ltd.

David Luebke
NVIDIA Corporation

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