Unity believes that the future of filmmaking is real-time, and this year at SIGGRAPH we are celebrating cinematic storytelling in CG animation, virtual cinematography, and more—all throughout the event. The week kicked off with our CMO Clive Downie giving a keynote presentation at the SIGGRAPH Business Symposium on Unity’s predictions about real-time 3D content and its fundamental impact on every industry, from media and sports to space travel and filmmaking.
Just a few days ago we announced a collaboration with Disney Television Animation on Baymax Dreams, a series of three broadcast shorts included in the Emmy Award-nominated television series, Big Hero 6: The Series. Director Simon Smith (Bee Movie, Penguins of Madagascar) and Creative Director Adam Myhill (Unity Technologies) will be speaking about real-time directing for episodic CG animation on Wednesday, as well as a series of technical talks in Unity’s mini-theater. Unity Graphics Engineer John Parsaie will also offer tips and tricks on graphics, lighting, and FX in real-time animation projects.
Sonder, a short film that had its worldwide premiere at Unite Berlin earlier this summer, will have a screening in Unity’s breakout room in the East Wing (room 18), followed by a talk from Sonder’s writer/director Neth Nom on Toon Shading and Lighting. (You can also watch Neth’s and producer Sara K. Sampson’s Unite Berlin presentation about their team and pipeline.)
As part of SIGGRAPH’s Computer Animation Festival (CAF), Adam 2: The Mirror by Oats Studios as well as Book of the Dead by Unity’s demo team will be screened as official program selections.
Both projects will also be featured in Real-Time Live!, with Technicolor and Unity demonstrating a Unity-powered virtual production platform to empower filmmakers with full multi-user collaboration and live manipulation of whole environments and characters (using Book of the Dead). There will also be a look behind the scenes at how Oats Studios modified their traditional VFX pipeline to create their real-time shorts using photogrammetry, Alembic, and other tools and techniques.
To learn more about the anatomy of an end-to-end animation pipeline, how to do facial motion capture using an iPhoneX and ARKit, what virtual production on a blockbuster movie set is like, and more, come visit us at booth #817 in the West Hall—you can check out our full schedule here of talks at our mini-theater and breakout room.