In this project, the intern will develop computer software used by the film industry in order to simulate new visual effects such as water, blood, and other fluids. This is called fluid simulation. It is very hard, and requires sophisticated mathematics, physics, and computer programming. Cebas sells a software package called thinkingParticles for the film industry. This software cannot presently simulate fluids in the way that they would work in the real world.
XNA (Xbox New Architecture) allows independent game/digital-media content developers to build, deploy, and publish games on the Xbox360 and PC platforms. The technical objective of this project is to bridge Vicon Motion Capture technology (used to record movement and translate that movement on to a digital model) with XNA to allow the users (special effects directors, game designers, or producers) the ability to see the Real Time Visualization (immediate visual feedback of animations within a digital environment) of Motion Capture data on the PC and Xbox360 platforms using XNA.
This research project is part of an endeavor exploring how to design, research and prototype technological advances related to S3D calibration processes and tools, including for DIY mobile S3D rigs. This project will benefit the company Rampage Entertainment as well as the Canadian filmmaking and new media production community by enabling the creation of better tools for S3D film-making to improve efficiencies, competitiveness and creativity. The research brings access to world class professionals at Kerner USA.
Computer hardware and software have revolutionized the film production process and brought about a world of visually rich, immersive videogames. These days, computers are used both in the process of developing preliminary visualizations of cinematic sequences (known as previsualization) and on-set to preview computer-generated environments and visual effects (known as virtual production).
This project will develop a novel sensor based gesture controlling system aiming at significantly improving game player's satisfaction via realistic playing engagement/experience. With such interface technology, the player can control the game directly via his/her natural gestures and body movements which are translated into game interface parameters in real time. The objectives of this project include the followings.
The emerging high dynamic range (HDR) displays provide a much larger range of luminance compared to conventional low dynamic range (LDR) displays, thereby improving the visual impression of the displayed images. This is achieved by expanding the effective dynamic range towards darker and lighter luminance through a combination of a conventional TFT LCD panel and a space-variant background lighting (backlight) system. The backlight can either be a projector or an array of high-luminance LEDs that are individually addressable.
The internship will investigate existing techniques and languages to analyze, describe and visualize motion, movement or flow characteristics in a number of different fields and application areas including optical flow for video and visual effects, and Laban Motion Analysis for physical movement. The goal is to draw on existing approaches to define a language to describe motion in 2D art images, and for the purpose of manipulating images to better suit different compositions and spatial layouts.