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SIGGRAPH Asia 臺灣館秀實力,VR&AR 技術成功輸出海外!

 在本次SIGGRAPH Asia 臺灣館當中,來自八家臺灣的IP開發與技術團隊,在 SIGGRAPH Asia 日本展現優秀的軟實力!延續上一篇《台灣館表現亮眼!首度跨域聯展參與SIGGRAPH ASIA 2018,臺灣向國際展示 VR、AR、動畫、特效、Mocap、建築視覺化等各項技術研發,共組臺灣館前進國際盛會 SIGGRAPH Asia!

致力於打造原創影視劇本、故事內容,同時也透過創新美術風格及視覺特效著名,光點吉樹HYTREE STUDIO 導演劉育樹表示,近期團隊積極推動的原創 IP 作品《墨世曙光》(Ink Century),也希望可以發展成漫畫、動畫、遊戲、真人電影等形式。

義大視覺特效 EDA-VFX 協理駱怡誠分享,近期與醫院共同合作的 AR 應用軟體,能夠將醫學專業知識結合成簡單有趣的動畫,為醫護人員及病患之間打造更暢通的衛教知識傳遞管道。

Surreal edu 闇橡科技 董事長彭子威表示,透過在展會上帶來的「教具酷」,利用 VR 與AR 技術,把冰冷的教科書轉化成身歷其境的互動式教學體驗,解決國中小、高中會遇到的教學問題。

鼎鴻影像設計透過運用近期興盛的 VR 技術,能更容易將設計概念傳達給客戶,提供實際模擬體驗,讓客戶就像到訪實際空間般沉浸式體驗。鼎鴻影像設計經理蕭雅蓁說,透過 VR 平台導入建築空間設計,可以縮短設計師與業者的溝通時間。

透過此次展出的「BodyMap」醫學教育軟體,肯狄科研 Augmented Intelligence 資深產品設計師黃麗穎說明,軟體的概念旨在解決現有大體數目不足的問題,「解剖科的學生往往要共享一組大體老師,若是前面的同學操作有誤,後面的同學就難以看到完整、正確的大體結構。」

湃思 Pi Square 首席科學家張軒豪表示,透過連結電腦動畫軟體Maya與遊戲引擎 Unreal 的通道,此次展出的「PiStage」,就是結合了前者的編輯優勢、後者的高速輸出,呈現出高畫質的效果,為創作者打造更為彈性的創作空間,也讓硬體建置成本大幅降低。

致慧科技 Univus 透過虛擬科技轉譯文化,打造出虛實整合的互動遊戲,加強文化學習體驗的趣味性與深度,致慧科技執行長洪健耀認為,透過結合互動科技,可以提供更好的文化體驗,讓整個導覽過程更有戶定性。

成境科技 Red Pill 開發的「Red Pill Lab」,利用深度學習與獨家反向運動學運算,讓動畫角色透過聲音及動作分析可以即時演藝動作、嘴型與表情。技術長 Dobry Todorov 在現場的即時展示,他表示,「相信我們的解決方案,硬體成本式遠低於其他競爭者的,好攜帶、好操作,也很好安裝與裝置。」

SIGGRAPH Asia 2018 : 直擊 CG 界最大展會,TAIWAN NO.1!! (下)

TAIWAN PAVILION, which exhibited in SIGGRAPH Asia 2018, combined eight teams from IP development and technical teams, presented the excellent technique power of Taiwan! Continue the previous article " TAIWAN PAVILION shines bright in SIGGRAPH Asia 2018 ", we introduced VR, AR, animation, special effects, Mocap, architectural visualization and other technologies to this international community.

Committed to creating original film and television scripts and story content, and also famous for innovative art styles and visual effects, Yu-Shu Liu, director of HYTREE STUDIO, presented that the original IP work "Ink Century", is hoped to be developed into comics, animation, games, live-action movies and other forms.

The assistant vice president of EDA-VFX , Yi-Cheng Luo, shared that the AR application software, which has recently cooperated with hospitals, combines nursing and medical knowledges into simple and fun animations, creating a smoother communication channel between healthcare professionals and patients.

Chih-Wei Peng, the chairman of Surreal edu, introduced educational platform "VR Teaching cool" to participants this time. This platform allows teachers to have complete control of conducting VR education in the classroom, develop into the immersive experience and solve the problems that may be encountered in classrooms.

Ding-hong Design, using the increasingly active VR technology, provides immersive simulation allowing customers to experience the immersive design like real space. The manager of team, Ya-Chen Hsiao, said that the introduction of architectural space design through VR platform can shorten the communication time between designers and clients.

Through the "BodyMap" medical education software, Li-Ying Huang, the senior product designer of Augmented Intelligence, explained that the concept of software is aim to solve the problem of insufficient number of cadaver. "Through this software, students could directly learn anatomy knowledge, instead of sharing the cadaver."

Hsuan-Hao Chang, the chief scientist of Pi-Square, said :" By connecting the computer animation software Maya and the game engine Unreal, the 'PiStage' combines the editing advantages of the former and the high-speed output of the latter, showing high image quality result. In meanwhile, can also create a more flexible workflow for the creators, and significantly reduce the cost of hardware construction as well."

Through the translation of virtual technology, Univus created a virtual and integrated interactive game to enhance the fun and depth of the cultural learning experience. According to Chien-Yao Hong, CEO of Univus, through the combination of interactive technology, it can provide a better cultural experience. The entire tour process is more user-friendly.

The "Red Pill Lab" developed by Red Pill, which uses deep learning and exclusive inverse kinematics to allow animated characters to instantly perform artistic movements, mouth shapes, and expressions through sound and motion analysis. The real-time display of Dobry Todorov, the chief technology officer, said, "I believe that our solution is much affordable than other competitors in terms of hardware cost. And it's also good carrying, and it's easy to get installed."

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