Animation
and gaming are two fields where artists can bring their imagination
to life and follow their creative instincts. But, creativity has
to be coupled with technology to get the desired result; hence keeping
up with the latest technology is also very important.
At
the NASSCOM animation and gaming summit held this year in Mumbai,
a session which discussed the cutting edge technologies in animation
and gaming comprised of eminent speakers from around the globe.
Chaired by Laura Dohrman of NVidia, speakers of the session included
Dominic Spina of Nvidia, Franck Malmin of Def2Shoot and Marlon Montgomery
of Mind the Gap Inc. .
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Dominic
Spina kick started the session by talking about Gelato which is
a non- real time, film quality rendering software from the stable
of NVidia. "What NVidia has tried to do with Gelato 2.2 is
make the GPU more interactive and faster. The objective is to render
objects everywhere. It is available on Linux and Windows and has
the options of creating plug ins," shared Dominic.
Dominic
went onto showing a 3D animated clip called The Plush Life which
was developed in house to test Gelato. This clip was made by an
artist in six months with the advantage being that content can be
developed and feedback can be got at the same time. "Gelato
is based on final frame rendering. NVidia is trying to move most
of the techniques from the CPU to the GPU. The Future technology
that we are bringing out is Gelato 3.0 which we have christened
as Mocha," commented Dominic. The new Gelato has an alternate
rendering algorithm within the earlier versions of Gelato and is
entirely GPU centric. Dominic concluded his presentation by comparing
the Gelato 2.2 and the Gelato 3.0.
Making
himself comfortable at the podium next was Frank Malmin of Def2Shoot
with the focus of his presentation on asset management. "Located
in Paris, most of our artists are aesthetically inclined; hence,
there is an ongoing friendly tiff between the techies and the artists
at Def2Shoot." Talking about asset management he said, "When
we saw the amount of work that our studio was doing, we decided
that we should create an engine for asset management. Thus was born
Foam."
Def2Shoot
was established five years ago with six artists and in less than
two years, the animation studio scaled up its team to a 120. The
studio wasn't prepared to handle so many people and so much work
at that point in time; therefore the creation of an asset management
engine seemed inevitable.
"Foam
can manage any kind of assets. Data right from scratch to the delivery
can be managed, all the while keeping in mind the significance of
the characters and the idea of the creator," shared Franck.
The engine took three years to develop and has been made in such
a way that it can be adapted into the working of any organization.
The
advantage of foam is that it breaks down the project in a structured
manner with a step by step process. One can keep track of all the
functions and activities taking place within the company. "It
provides for the artists a database which helps in the completion
of tasks. There are customizations for different formats. The objectives
are to main the process of the projects as well as aid in analysis
and keep the artists updated with software. Since we have various
software integrated into the asset management engine, one can access
data from any machine and doesn't have to needlessly shift to a
different machine."
Def2Shoot
has also created a render management engine in which different scripts
and tasks can be assigned to any machine in the facility. They have
also set up a system by which feedback from artists can be tracked,
in addition to building a bridge with the accounting department
where each employee's pay roll is systemized and accounted for.
In conclusion to his presentation Franck said, "Creating engines
such as these is good for small companies which are on the expansion
route but have few resources."
The
third speaker, whose presentation on Production Pipelines was precise
and to the point was Marlon Montgomery Co-founder of Mind the Gap.
He said, "The advantages of a good pipeline are profitability,
scalability, reliability, quality and flexibility." Marlon
shared some tips and tools including organizational structures (naming
cultures, directory structures), version of control, asset management
(one of the key abilities being the liberty to reuse the assets),
navigating the complex directory structures, variable system (helps
in keeping the artists productive), communication toolset (share
documentation, tips and tricks), production tracking, budgeting
and scheduling (you should always have artists and developers track
down tasks for estimates). "I would conclude by saying that
we should also have a 'make movie' button which would speed up the
entire film making process and complete the movie in a shorter period
of time," quipped Marlon.
All
three speakers brought to the fore, three very different facets
of technology which gave the audience a peek into about how different
parts of the IT infrastructure work and in some cases tweaked to
meet customized needs.
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