2008년 8월 4일 월요일

진리씨 강의 아웃라인

TALK OUTLINE

I. Introduction

- purpose
- outline of presentation
- three parts:
1- movie creation & pipeline
2- TDs
3- Technology
- about me
- comments about Disney CG movies

II. 3D Movie Creation

- basic pipeline
- development, element production, shot creation
- production vs. technology
- people: TDs, animators, modelers, art directors, etc.
- assets: models, art, shaders, etc.
- production environments: small vs. large
- post-production: music, trailers, marketing, DVD extras, etc.
- tracking, scheduling, and hiring

III. Pipeline

- principles: push vs. pull
- publish & subscribe
- sequential vs parallel
- asset database & tracking
- varies from studio-to-studio & film-to-film
- team sizes varying according to pipeline design, structure, and technology

IV. Development

- story (dialog, sounds, music)
- art packet: reference art, character design, story sketches, images
- animatics & screenings & feedback

V. Element Production

- kinds of files: model, animation, rendering
- work areas & versioning

VI Shot Creation

- terminology: shot vs sequence
- team structure: sequence-based vs pipeline-based

VII. Pipeline Assets

- file formats: ascii, binary
- asset representation: polys, subds, Nurbs
- metadata: tags

VIII. Tracking Assets

- AlienBrain: asset repository
- tracking: assets, images, shots, sequences, color schemes
- status & report creation

IX. Basic Roles of TDs

- front-end vs back-end
- apply tools (new & old)
- write scripts
- monitor assets
- technical abilities
- relationship w/technology folks

X. Kinds of TDs

- character TDs
- simulation TDs
- lighting TDs
- layout TDs
- effects TDs
- look TDs

XI. Examples of TD duties

- present scenarios & examples here
- kinds of errors encountered during production procress

XII. TD Hiring

- background (tools, schooling, etc.)
- networking: industry is cyclic
- experience
- demo reel

XIII. Technology

- people: backgrouds, roles, etc.
- software development: language, tools, etc.
- tools manage and deal with handling complexity
- collections
- roadmaps
- bug reports
- R&D
- interactions w/technical supervisors
- render farm
- stereoscopic viewing
- problems encountered

댓글 3개:

Si-Hyung :

o.o 우왓 장난아닙니다. ㄷㄷㄷ. 몰래 숨어서 강의듣고 싶네요. 다만 3시간으로는 부족할것 같은 느낌이...

Si-Hyung :

세시간으로 많이 부족할 것 같았는데 시간내에 다 커버되었다는 점이 너무 신기했습니다. 다만 끝나고 질문할 시간이 없었다는 것이 너무 아쉬웠습니다.

많은 것들을 배울수 있는 시간이었습니다. 다른 선배님 강의들도 다 듣고 싶지만 시간상... 월요일 아침 홍재철선배님 강의라도 놓히지 않게 일찍가야 될껏 같습니다.

Byunggun :

아무래도 교수직을 5-6년 해서 그런지 아주 프로페셔널한 강의라 인상깊게 경청했습니다. 시형이 말대로 완벽한 타이밍도 좋았고...