Wow Disney Calibration

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FE/VCh9IQazPDI/AAAAAAAAC9Y/YHsxCEBqyGs/s1600/Disney-wow-calibration.jpg' alt='Wow Disney Calibration' title='Wow Disney Calibration' />Wow Disney CalibrationLee Perry Smith is not a stranger here on HDRLabs. Under his company label Infinite Realities he previously donated a 3. Torrent Essential Grammar In Use Spanish Edition. D head scan of his own head for the graphics researcher community, and hes been a fan of our Smart IBL environmentlighting system from day one. But now Lee has stepped it up a notch. He put together a realtime demo for the infamous Oculus Rift the utterly futuristic VR glasses of the future. The demo contains some nudity, that is, incredibly realistic 3. BAR1_main_image.jpg' alt='Wow Disney Calibration' title='Wow Disney Calibration' />D scans of nude women may be NSFW if you dont work in the art field. The demo also contains a variety of my panoramas as environments, which Im rather thrilled about. Check it out Download the demo and see for yourself. Its even impressive if you dont have a Rift. Find your favorite Disney movies available now or preorder on Bluray disc, DVD, and download to watch any time. Below are links to 2016 Annual Session eBulletins that include a variety of information about the meeting sent to members starting in August 2015. Nothing Works as Hard on the Job as Craftsmans 20150 Ft Lbs., 12Inch Drive Torque Wrench Built from a combination of high tensile strength allo. I found it so impressive, that I was burning to ask Lee a few questions on how he did this. Buckle up for a new literary format on this blog an interview Thanks for this opportunity Blochi Im a huge fan of your books and website The detail in your figure scans is astonishing, in terms of laser accurate geometry and brilliant textures. Whats your setup At the moment I use 1. DSLRs for the full body capture system and 4. Ij4SB7xE.jpg]];var lpix_1=pix_1.length;var p1_0= [[498' alt='Wow Disney Calibration Pixel Flipper' title='Wow Disney Calibration Pixel Flipper' />DSLRs for the separate face FACS capture system. Mostly Canons with about 8x Nikon D8. It was the first type of system of its kind, world wide, back in 2. Wow, thats a mighty impressive setup. Just collecting the images from all these cameras sounds like a lot of work. Are they all wired together Yes, they are all wired together to fire in sync. The system is designed to be 9. There are never any black images or missing images. This is integral for reconstruction. There are miles and miles of cable The cameras are triggered using custom opto isolated trigger hubs designed by Merry Hodgkinson and Pocketwizard III remotes, with data streamed over a networked system, running Breeze Software and Agisoft Photoscan to process the point cloud data. Panorama of Lees VR Photostudio Are you doing any special tricks with polarizers or flashesAt the moment no, but Im still running experiments trying to figure out the best method here. Linear polarizing film seems the best way to go. The end goal being better surface details. Ive also run many multi lighting tests using flash lights and photoshop, similar to the Lighstage method, to acquire world space normals. Disneys mesoscopic emboss method is much quicker and far easier in comparison but the output is synthetic rather than true surface bump. My Oculus Rift is still on pre order. The clips look already awesome on my laptop screen, but how would you describe the experience of the Oculus RiftYoure in for a treat Its hard to put into words. Really hard to describe until you see it, feel it. Its a breathtaking moment when assets youve been working hard on for so long in a 2. D format, you see now in 3. D. Palmer Luckey, John Carmack, and the team at Oculus VR will go down in history as true pioneers. Huge thanks to them Were talking true 3. D stereo VR here. Not 3. D cinema stereo but true stereoscopic vision. You sense depth, vibrant colors and good contrast. Download Game Hp Crazy Penguin Catapult'>Download Game Hp Crazy Penguin Catapult. You can adjust your focus minus DOF changes in VR, you really experience scale like youve never before. And now youre populating it with realistic scans of real peopleSeeing scans of people in VR is amazing. It can feel strange at times, as if youre invading a persons space. Your sense of presence effects theirs and you cant make out if they are alive or dead because they dont move. Kind of like Wax works on steroids. When you put your point of view in the position of the scanned person and look down, its even stranger Then you are that person. For a split second, you kind of sense what they must feel like living in that vessel, that was given to them to use i. John Malkovich This could lead to some very interesting future experiences. At the moment these are static scans, Im working on movement but this will take time. Im pushing for something past traditional motion capture, which I think is quite dated. I understand that you put this demo together in Unity. D. How involved is this process, from a general 3. D artists point of view Is it a steep learning curve I was terrified of learning Unity. I put it off for monthsyears and started with UDK Unreal Development Kit instead. UDK was easy to slip into but I found it had serious limitations. It felt bloated and I had many problems just making simple shaders work with the lights. For publishing self illuminated or baked models it was great. One cool feature of UDK is its loading system and ability to load in 8k textures. Something Unity struggles with. But saying that, Unity is incredibly easy to learn. I initially learned from the Digital Tutors site, then I dissected the Tuscany Demo supplied with the Oculus Dev Kit SDK. How well does Unity work with the Oculus Rift Adding Rift integration was a walk in the park thanks to Unity and Oculus VR joining forces. Google is a treat with Unity searching because there are just thousands of help pages on all subjects. If you can think it up, someone else has inevitably already written a script for it. Ive been lucky enough to make some good friends quickly in the VRUnity community, who are incredibly talented at writing shaders and scripts. We are able to do things that once upon a time ILM had difficulty doing for film with offline rendering in the 9. T 1. 00. 0 effect. We can simulate something similar to that now, in Unity, in real time, at 6. VR. Its quite mind blowing. What I find stunning is how well the environments interact with the characters shading. Is this baked, or is this image based lighting in realtime This is the key, HDR and IBL, its easy now thanks to the research that people like Paul Debevec did in the 9. HDRLabs and people like Thomas Mansencal s. IBL GUI and Bob Groothuis Dutch Skies. This paves the way for artists to be able to utilize advanced lighting techniques easily. Working with s. IBLs is as simple as drag and drop in Unity. Also thanks to the great work the Marmoset Co guys do with Skyshop and Unity integration. This is what inspired me to use Unity after seeing their Skyshop tutorial So yes, the lighting in my demo is real time, non baked, all interactive. Some colored AO is baked during the studio scanning session but its minimal. Im also working on some new custom SSS shader integration. So these are custom shaders Weve myself, Charles and drash implemented a custom SSS solution with many different effects, like 2 specular lobe control, IBL bent normals calculated reflections, cavity Fresnel falloff, 8x multi region micro multi bump blended with RGB maps, thanks to Steve, 8x multi region cavity maps, deep red shadow scattering, GGX specular distance distribution, deep skin scatter for ear glow, 1x GI bounce, screen space reflections, colored AO and much more. Were also working on a hair rendering solution for Unity, using IBL for lighting and strand reflections, 2 specular lobe control, as well as GI bounce and strand AO. This is a lot harder to implement. I still use Marmoset for real time testing but find Unity more open creatively because of scripting, sound, animation and interactive executable publishing. Although I have a feeling UDK4 is going to be something very special Where do you see the creative potential of the Oculus Rift I can just imagine in 2 3 years, no more monitors, no more keyboard or mouse.