About the Conference 
 

The CG Overdrive 2009 Conference promises a high profile line-up of highly esteemed speakers from internationally renowned studios. They will share their experience working on internationally-acclaimed projects, and impart their valuable knowledge & insights over the 4-day event. The annual Conference, now in its 4th edition, is still THE must-attend event for budding CG artists, professionals and general enthusiasts.

 

Delivered in lecture style format, the CG Overdrive conference is a 4-day program that will feature a total of 10 international CG artists, all under one roof. Each speaker will speak for 2 hours as they share tips and techniques on specific skill sets, or the intricacies of the production pipeline behind the creation of feature films and games. After each presentation, there will be a Q&A session where participants have the chance to clarify doubts and pose questions to these international luminaries of the CG world. Participants may never get such opportunities ever again!

 

Conference Programme Outline

 

Time

Tuesday, 16 June

1.00pm – 1.30pm

Opening
Opening Address
Sen Lai
Founder / Conference Chair, CG Overdrive 2009
Founder / Director, 3dsense Media School

1.30pm – 3.30pm

Keynote Address: Inspiration for Lifelong Education

Being a student, does it end upon graduation? Do we stop learning once we get our first job? Of course not. Those of us that are the most creative and talented, be it designer, writer or developer, seem to share common traits. Within them burns the intense embodiment of inspiration, motivation and desire to evolve. How do we instill this trait into our artists? We are all students, now and forever… but how do we stay inspired to keep learning?

Alex Alvarez, Gnomon, Inc., USA

3.30pm – 4.00pm

Break / Exhibition Viewing

4.00pm – 6.00pm

Fracture: Procedural, Event-driven Destruction

Kevin Mannens will discuss a workflow for procedural, progressive and scriptable 3D destruction using a plug-in code-named Fracture. The session will not only illustrate the practical application of the plug-in in production, but also elaborate on the internal structure and design of the software using Voronoi diagrams, delauny tetrahedralization and the Bowyer–Watson algorithm.

Learn how to:

  • Create a voronoi diagram based on a point cloud of particles
  • Slice up the geometry into solid chunks based on those voronoi cells and the resulting tetrahedrons
  • Add the resulting shards to a rigid body solver like ODE or PhysX
  • Work around inherent texturing challenges
  • Design a user-friendly UI with low-level control in MEL
  • Think efficiently about collision events
  • Set up event-based destructions
  • Paint Fracture-maps
  • Integrate traditional particles in collision events

Kevin Mannens, Sony Pictures Imageworks, USA

 

Time

Wednesday, 17 June

10.00am – 12.00pm

Advanced VFX Pipelines, Particles and Fluid Simulations

Allan McKay will be demonstrating a large assortment of visual effects. Beginning with a demonstration of complex particle systems, crowd simulations and production pipeline methods. Introducing methods for getting characters to navigate through scenes and procedurally react to various rules set up for the system, as well as building automated pipelines to handle a lot of complex visual effects.

Later in the class we will then move into fluid simulations, discussing production workflow and pipelines to manage fluid simulations without breaking your production teams backs, getting the maximum quality out of your fluids and managing to do so on time and on budget. We focus a majority of this class on creating realistic fire, explosions and other commonly used pyrotechnics that until recently were impossible to achieve in CG.

Lastly Allan discusses a lot of his previous film work, walking through the processes involved and techniques hedeveloped to achieve the results that made these visual effects shots so amazing. Followed by a short Q&A for anyone who has questions or wants to learn more.

Allan McKay, Catastrophic FX, Australia

12.00pm – 1.00pm

Break / Exhibition Viewing

1.00pm – 3.00pm

Navigating Game Production

Gio will draw from his years of experience to discuss all aspects of game development from design to production whilst advising on how to be successful in a Games career.

Gio Corsi, Lucasfilm Animation Company Singapore B.V., Singapore

3.00pm – 4.00pm

Break / Exhibition Viewing

4.00pm – 6.00pm

Digital Illustration Techniques

Skan will show his technique of portrait rendering from blank canvas to finished detail in full coloured and describe about relationship between traditional to digital medium and advantage/disadvantage of digital method in the world of arts and illustration.

Skan Srisuwan, FZD School of Design, Singapore

 
Time Thursday, 18 June
10.00am – 12.00pm

CG Pipeline of a Generalist

Working in a small company or in a fast paced pipeline, you need to be a jack of all trades. Efficiency and know where and how to cut corners is very important. Jeremy will share some of his best tips, strategies and tricks that he has learnt through the years. Geared at a non proprietary pipeline artist with efficiency in mind.

Jeremy Cook, Possibility Space, China

12.00pm – 1.00pm Break / Exhibition Viewing
1.00pm – 3.00pm Practical Advice to Commercial Artists

The session will be focusing on the nurturing creativity. We will explore the various rules and guidelines of production and how we can inject more interesting elements to enhance a project. We will also explore more into the world of composition (or the lack of it) and the tools that would aid the process. The various forms of communication are also explored and re- invented to achieve more ground breaking results in different types of projects.

Craig Mullins, USA
3.00pm – 4.00pm Break / Exhibition Viewing
4.00pm – 6.00pm

From the Big screen to the TV set: Animating Star Wars

One of the primary goals of Star Wars: The Clone Wars was to produce something unlike anything else in animation, while still remaining true to the Star Wars experience that fans have come to expect over the past 30 years. Lee will discuss the challenges.

Lee Stringer, Lucasfilm Animation Company Singapore B.V., Singapore

 

Time

Friday, 19 June

10.00am – 12.00pm

A study of VFX pipeline with Red Camera

Mike Seymour, fxguide.com & fxphd.com, Australia

12.00pm – 2.00pm

Break / Exhibition Viewing

2.00pm – 4.00pm

Audio Optimization – From Handheld to Surround

For multimedia contents creator, understanding audio and basics of sound production is crucial, because even non-audio professionals, as producer or visual artist you need to be able to direct sound expertise to get right sound which enhance whole quality of contents. From the experience of cellphone to PS3 videogame sound development, Norihiko will talk about the importance of “layering” sound  that makes it hearable in any environment.

  1. What is "Good Sound" and "Bad Sound"?
  2. Understanding "Frequency"
  3. Understanding "Compression" - loudness compression/data size compression (mp3, aac)
  4. Layering Sound
  5. How to use surround in games learning different philosophy of surround  between films and video games

Norihiko Hibino, GEM Impact, Inc., Japan