wizaga
 

Beacon

'Pushing the Physical Arts Deeper into Real-Time Rendering', 2nd International Conference and Expo on Computer Graphics & Animation, September 21-22, 2015, San Antonio, USA

Abstract:

The primary motivation behind our research is to push the physical arts deeper into the CG pipeline for rendering virtual environments.  Using photogrammetry and 3d printing technologies, our process enables sculptors and painters to see their physical artworks move beyond the constraints of preproduction.

Deviating from the traditional video game production pipeline, we print our low-resolution collision models as physical objects that are then sculpted upon and later scanned for reintegration. In addition to this process, we will also discuss calibration methods that strengthen our ability to iterate quickly, as well as maximizing texture resolution in order to maintain the integrity of the original artwork.

By interjecting new technologies into established production models, we have created a unique pipeline for studios and new opportunities for artists.