![]() ![]() As part of the OctaneRender 2020 release, OTOY introduced OTOY Sculptron™, a new standalone temporal real-time GPU mesh-based sculpting toolset, and EmberGenFX, a revolutionary, GPU-based real-time simulation system co-developed with JangaFX. OctaneRender 2020 builds on OctaneRender’s decade of real-time rendering advancements with further improvements to AI Spectral Volumetric Denoising, AI Light, NVLink, and Out-of-Core Geometry support. This spring, OTOY released OctaneRender 2020 - with 2-3X OptiX 7 RTX ray tracing GPU hardware acceleration and a host of powerful new features including: Fast Spectral Random Walk SSS Skin and Spectral Universal Hair Material, C4D Native GPU Noises, and LiveDB OSL Procedural Shaders. We hope you were able to stop by our virtual booth ( you can still check it out from the Exhibition section in the virtual conference platform!) during SIGGRAPH 2020 and chat with our team to learn more about our recent releases and technologies. And, as we look to build the media of tomorrow, we wanted to share an update on OTOY’s efforts this year, summarizing our major milestones as well as giving you a look at our plans for the second half of 2020. While this spring and summer has been a difficult time, we believe the post-COVID world will present enormous opportunities for all of us here in the immersive media community to redefine how we tell stories and connect with one another. On behalf of the OTOY team, we hope you are staying safe with your teams and families, and are very much looking forward to meeting again in person. A Multilevel Active-Set Preconditioner for Box-Constrained Pressure Poisson Solvers.Although the COVID-19 pandemic has changed how we connect, we are still extremely excited to share our technologies with you as we look to build towards the next decade of GPU accelerated immersive media. ![]() This site is managed by me, Christopher Batty, a CS prof at the University of Waterloo.Įmail or via Mastodon, or look me up on the Two-Way Coupling of Skinning Transformations and Position Based Dynamics Our interface allows novices to create vibrant animations without the need for tedious editing. Our method combines the best of the two methods: the controllability and shape preservation of the skinning transformation and the efficiency, simplicity, and unconditional stability of the PBD solver. We achieve this by introducing new steps in the PBD algorithm, (i) lightweight optimization to identify the skinning transformations, which is similar to inverse kinematics, and (ii) a position-based constraint to restrict the PBD solver in the complementary subspace of the skinning deformation. Our framework allows an arbitrarily skinned character to be partially manipulated by the user, and a kinematic physics solver automatically complements the behavior of the entire character. We propose a novel interactive framework that unifies skinning transformations and kinematic simulations using position-based dynamics (PBD). Physics simulations can improve the detailed dynamic movement of the animated character however, such details are typically added in the post-processing stage after the overall animation is specified. Skinning transformations allow digital characters to be animated with minimal user inputs. ![]()
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