Realizadores:

 

Patrocinadores:

 

Mini-Curriculos dos Palestrantes

 

Todd Gantzler - "Artists and Designers in the Digital Games Industry"

Todd Gantzler é coordenador do curso de graduação em Computer and Video Games, da University of Salford, Inglaterra. Autor do livro Game Development Essentials - Video Game Art (http://www.amazon.com/exec/obidos/tg/detail/-/1401840663/qid=1093809620/sr=1-1/ref=sr_1_1/002-0950444-9033653?v=glance&s=books). É também responsavel pela implementação da primeira turma de game art da San Francisco State University, no Multimedia Studies Center e na Academy of Art College em San Francisco. Foi artista 3D dos jogos Gex 3D, Cyberia, e Akuji the Heartless.

Todd Gantzler works as Program Leader for the Computer and Video Games degree program at the University of Salford in England. Todd designed and taught the first game art classes at the San Francisco State University Multimedia Studies Center and the Academy of Art College in San Francisco. He has been teaching 2D and 3D computer graphics since 1997, and has taught digital game art and design for the last four years. Todd worked as a 3D artist, and occasionally as Level Designer, on such games such as Gex 3D, Cyberia, and Akuji the Heartless.

 

Alan Watt - "The Future of Character Animation for Game production"

Head of Computer Graphics Research Group, University of Sheffield (current researh projects - facial animation, visual speech, character animation, Mocap re-targetting, markerless Mocap); published 11 Computer Graphics and Image Processing Textbooks; research collaboration with UK and international games companies; currently collaborating with Fabio Policarpo (Paraleleo.com) on advanced GPU techniques for games.

Resumo da Palestra: "Based on on-going research at the University of Sheffield, the talk will examine the state of character animation and look at how we can overcome the restrictions inherent in pre-recorded animation by using alternatives such as real-time weighted IK. In the case of body motion I will demostrate that we are approaching the quality of MOCAP. I will look at new approaches to produce high quality 'total' facial animation. This will include accurate visual speech, using constraint based animation, and accurate control and rendering of expressions using strain analysis. Convincing visual speech, without using MOCAP sequences, has proved to be a difficult problem. We think we have a solution for text driven visual speech."