Reel Breakdown - Olivier Maury

Giant Cloud Water Bubble // Matrix Revolutions ... Wrote the particle renderer that was used to render the shattered glass clouds behind Neo. Sentinel // Matrix ...
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Olivier Maury CG Software Engineer / R&D Technical Director [email protected] Reel breakdown (2min15s) Fire Tsunami // Matrix Reloaded Implemented a 3d Navier-Stokes solver and its interface in Maya. Collaborated with an effects technical director to shape the fire choreography. Responsible for establishing the fire look and implementing the solution. Wrote a volumetric shader using the fluid simulation output to deform procedural noise. Supervised an effects developer to implement certain aspects of the rendering solution. Truck Crash // Matrix Reloaded Wrote the particle expressions that were used to simulate the explosion. Developed a high-speed raymarcher that supports self-shadowing for the fire/smoke element. Implemented the post process motion blur tool applied to both trucks and characters. Water Bubble // Matrix Revolutions Implemented a fast 2d Navier-Stokes solver and its interface in Maya. Developed the bubble look in pair with an effects technical director. Wrote the bubble shader and the raymarcher that was used for the side spray. Giant Cloud Water Bubble // Matrix Revolutions Developed the 2d fluid solver which solutions were used to carve the outer cloud layer. Wrote the bubble rip expressions and the raymarcher that was used for the outer cloud layer. Ground Crash // Matrix Revolutions Wrote the raymarcher that was used for the exploding buildings’ dust and the water spray. Bubble Burst // Matrix Revolutions Wrote the particle expressions that drive the bubble burst. Clouds // Matrix Reloaded Wrote the raymarcher that was used as a basis for the cloud shader. Collaborated with an effects developer to tailor the raymarcher to rendering clouds. Developed the cloud look, working in pair with an effects technical director. Wrote the particle renderer that was used to render the wispy bits. Implemented the post process motion blur tool applied to both clouds and Neo. Jet shot // Matrix Reloaded Implemented the post process motion blur tool applied to the cars and certain elements. Wrote a shader to propagate motion vectors correctly. Trinity Save // Matrix Reloaded Wrote the particle renderer that was used to render the shattered glass clouds behind Neo. Sentinel // Matrix Revolutions Implemented the post process motion blur tool applied to the hero sentinel. Wrote the raymarcher that was used as a basis for the smoke plume shader. Bazooka // Matrix Revolutions Wrote the raymarcher that was used as a basis for the missile trail shader. Zion Dome // Matrix Revolutions Wrote the raymarcher that was used as a basis for the smoke plume shader. Burly Brawl shots // Matrix Reloaded Wrote the particle renderer that was used to render the concrete dust. Implemented the post process motion blur tool applied to both characters and the background. Freeway Chase shots // Matrix Reloaded Implemented the post process motion blur tool applied to both CG cars and trucks.