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In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

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2. Data Protection Inspector can be reached through e-mail:

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VIEW conference: Lighting, Appearance and Animation for Photoreal Digital Actors

2013-09-04 09:14 article  > All

Paul Debevec's workshop during VIEW conference in October.

During VIEW Conference there will be a unique opportunity of taking a 6 hour workshop on "Lighting, Appearance, and Animation for Photoreal Digital Actors" with the image-based modelling and rendering techniques master Paul Debevec from the USC’s Institute for Creative Technologies.

Paul Debevec leads the ICT Graphics Laboratory as Associate Director of Graphics Research at USC’s Institute for Creative Technologies. His work is focused on image-based modeling and rendering techniques with specializations in high dynamic range imaging, reflectance measurement, facial animation, and image-based lighting. Paul Debevec's digital inventions have powered the breathtaking visual effects in films like The Matrix, Superman Returns, King Kong and The Curious Case of Benjamin Button. He serves as the Vice President of ACM SIGGRAPH and received a Scientific and Engineering Academy Award® in 2010 for his work on the Light Stage facial capture systems.

Workshop details:

Lighting, Appearance and Animation for Photoreal Digital Actors - Paul Debevec , Associate Director, Graphics Research – USC Institute for Creative Technologies

  • Workshop starts on Monday 14 October 9.30 - 17.00 in Centro Congressi Torino Incontra, via Nino Costa 8, Turin - Sala Giolitti.
  • Session Length: 6 hours (excluding 1:30 lunch break)
  • Price: 100 € students | 200 € professionals  | 300 € companies

Session structure:

1. Lighting Reconstruction: Recording the Light where your Actor Should Go

2.   Facial Geometry and Texture Modeling

3.   Skin Appearance

4.   Facial Scan Processing

5.   Animation

6.  Case Studies

More details are on VIEW conference website: Lighting, Appearance and Animation for Photoreal Digital Actors


Tags: view
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