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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Jorge Jimenez (Director of Creative Engineering & General Manager, Striking Distance Studios)
Glauco Longhi (Character Director , Striking Distance Studios)
Pass Type: All Access Pass, Core Pass
Topic: Programming, Visual Arts
Vault Recording: TBD
Audience Level: Intermediate
In this session, Jorge Jimenez and Glauco Longhi will cover how art and technology worked as one in the pursuit of photorealism for The Callisto Protocol. This encompasses a journey of discovering the process of achieving photorealism through an unconventional philosophical approach. A journey of humbleness, persistence and faith.
They will present advances to accurately render faces under varied lighting setups, solving the lighting not for a best-case scenario but across many of them. This will be presented within the framework of the observations made from controlled light stage photography reference.
It will discuss the elements required to translate photorealistic results from a controlled environment into a live running game, on current generation consoles. They will also cover how they made competing priorities like art direction and photorealism to collaborate together.
The talk will emphasize building on top of state of the art, technology and beliefs, and expanding on the required elements to cross the boundaries of photorealism.
Attendees will gain insight into the importance of strong art and technology collaboration, through trust and confidence.
The importance of crossing disciplinary boundaries, the willingness to adapt and discuss methodologies, pipelines and the importance of following a structured method.
Finally, the learnings from pitfalls when trying to deploy art directed digital humans on a resource constrained project such as a video game.
This is for visual project stakeholders such as art directors, technical directors, character artists, technical artists, and rendering/graphics engineers who are interested in photorealistic digital humans and breaking new grounds, advancing technology.