We present a lightweight production pipeline that transforms fragile historical costumes into dynamic digital assets using Generative Re-imagination to bridge the gap between restricted physical archives and production requirements. Our key insight is that labor-intensivke physical scanning and multi-camera photogrammetric capture can be replaced by AI-generated virtual views, which serve as the foundation for 3DGS model creation. We introduce a novel method to unify these partial 3DGS models into seamless temporal representations (4DGS), termed Blended 3DGS, and demonstrate the framework's versatility in the context of digital actor pipelines for costume design and facial animation, as well as virtual period fashion for Virtual Productions.
Industrial Light & Magic invites you behind the scenes of The Mandalorian and Grogu for an in-depth exploration of the visual effects that brought the latest Star Wars feature to life. In this panel, the filmmakers and artists will unpack how groundbreaking real-time technology, virtual production workflows, and time-tested VFX techniques came together to create immersive worlds, unforgettable characters, and epic action on the big screen. From on-set innovation to final pixels, join the ILM team as they share creative insights, technical breakthroughs, and lessons learned while pushing the boundaries of modern visual storytelling.
John Knoll, Hal Hickel, Rebecca Forth et al.· ACM SIGGRAPH 2026 Production...· 0 citations
Dwarf Animation Studio is producing Twisted, an 80-minute animated feature directed by Lino DiSalvo, on a 16-month timeline including pre-production. To meet this schedule without compromising creative ambition, we built a pipeline in which Unreal Engine 5.6 is the final rendering and compositing environment. On our earlier production using Renderman, a single frame took 35 to 60 minutes to render and needed over 200 dedicated render nodes. On Twisted, a fully post-processed 2K frame renders in approximately 3 seconds (Figure 1) on fewer than 10 farm nodes. When render latency becomes negligible, the organizational logic built around managing that latency breaks down. This paper presents the technical systems we built to make this work: a multi-shot lighting workflow on nested Unreal Level Sequences with automatic shot group generation; a dual-format animation pipeline combining FBX and Alembic with per-asset tagging and a data-driven Blueprint architecture; a modified USD exporter that outputs environment data once per sequence with lightweight per-shot override files; a painterly look development pipeline built on custom shaders; and a performance strategy within a hard 16 GB VRAM limit on an RTX 5080. It also presents, with equal candor, what broke: the collision between departments that simultaneous data access made inevitable, and the organizational friction of migrating artists from a centralized network-drive pipeline to a version-controlled local workflow.
ol J Piñol, Francois Tarlier, Maxime Robinot et al.· Proceedings of the Digital P...· 0 citations
In independent game development, creating high-quality 3D assets remains a critical bottleneck, as traditional workflows require specialized skills that hinder non-expert designers. While Generative AI has democratized 2D concept art, translating these visions into game-ready 3D assets is technically demanding. To address this, we propose an automated pipeline that leverages semantic and geometric feature extraction to synthesize 3D meshes and PBR materials from AI-generated 2D images. Our system orchestrates a workflow bridging text-to-image diffusion models with advanced computer vision modules. It employs monocular depth estimation and intrinsic decomposition to interpret geometric structures and isolate material properties (albedo, roughness, metallic) from multi-view consistent concepts. These features are algorithmically processed to produce finalized .glb assets. A comparative user study with indie developers demonstrates that this pipeline reduces asset production time by approximately 80% compared to traditional modeling tools. By shifting the user’s role from manual vertex manipulation to high-level semantic curation, this research validates a novel workflow that empowers designers to rapidly populate immersive worlds, streamlining the future of interactive media design.
Jie Hu, Jinyu Li, Zixia Wang et al.· AHFE International· 0 citations
Paramount Animation has historically operated as a front-end creative studio, partnering with external vendors to execute CG workflows through final delivery. For “Avatar Aang: The Last Airbender,” the production demanded a hybrid visual style—blending CG rendering, 2D hand-drawn animation, and 2.5D projection-based treatments—that no vendor could deliver end-to-end under the tight production schedule. We stood up an entirely new internal back-end pipeline spanning ingest, compositing, effects, layout, and rendering in under five months with a 5-person TD team supporting 62 artists at a studio with no prior back-end experience. This paper presents FLO, a USD-to-Nuke assembly system; vendor-aware ingest validation; Nuke-side tooling for path-agnostic compositing, hand-drawn timing, and shot localization; Houdini USD FX integration; and Deadline render-farm automation. We report results across ∼ 1, 500 shots and share tradeoffs and lessons learned.
Vijoy Gaddipati, Karyn Buczek Monschein, Andrew Titcomb· Proceedings of the Digital P...· 0 citations
A human-in-the-loop GenAI-assisted framework for producing immersive 3D visualization prototypes rather than historically verified reconstructions is proposed, which integrates multi-view image generation, knowledge-informed review, single-image-to-3D generation, topology inspection, and perceptual calibration.