Crossing the Great Uncanny Valley
Peter Plantec analyzes the cognitive dissonance that's at the heart of the Uncanny Valley problem in creating virtual humans.
Peter Plantec analyzes the cognitive dissonance that's at the heart of the Uncanny Valley problem in creating virtual humans.
VFX Supervisor David Ebner pulls some digital strings on The Kite Runner and Bruce Shutan discovers how.
Beowulf marks the first vfx-intensive performance capture hybrid, so Jerome Chen offers his perspective on entering it in the Oscar race.
Rhythm & Hues was a natural for 3D-animating Alvin and the Chipmunks, and Ellen Wolff discovers how it met the "cute critter quotient" for this iconic project.
For I Am Legend, the vfx team at Sony Pictures Imageworks had to bring the apocalypse to Manhattan and Alain Bielik uncovers how it was done.
David Vana of UPP Prague discusses collaborating with Francis Ford Coppola in this VFXWorld exclusive.
In part two of his Golden Compass coverage, Alain Bielik explores the vital contributions of Cinesite, Framestore CFC, Digital Domain and Rainmaker.
The Golden Compass marks the holiday season's biggest VFX movie, and Alain Bielik takes a look at Rhythm & Hues' integral work on the daemons in part one of VFXWorld's in-depth coverage.
Beowulf marks the first vfx-intensive performance capture hybrid, so Jerome Chen offers his perspective on entering it in the Oscar race.
In the latest excerpt of Poser 7 Revealed, Kelly L. Murdock describes how to use the Morphing Tool to create morph targets.
J. Paul Peszko goes undercover with Ubisoft to report on the making of its first next-gen game, Assassin's Creed, which fuses technology, game design, theme and emotion.
Thomas J. McLean takes a peek under the hood of the hot new cinematics for Halo 3, Mass Effect, Hellgate: London and Tabula Rasa.
Tara DiLullo Bennett cuts to the chase about Battlestar Galactica: Razor with VFX Supervisor Gary Hutzel.
Bill Desowitz uncovers what new wrinkles Sony Pictures Imageworks came up with in conquering Beowulf, the new performance capture hybrid from Robert Zemeckis.
Janet Hetherington examines how videogames are becoming entrenched as new vehicles for extending franchises and creating a different kind of blockbuster.
VFX Designer Kevin Tod Haug chats with Tara DiLullo Bennett about the escalating challenges of creating imaginative effects on Mr. Magorium's Wonder Emporium while juggling the work of 10 vendors.
Peter Plantec digs deep into EA's plan to push the boundaries of games and make them more immersive and emotionally engaging like movies.
In the latest excerpt of Poser 7 Revealed, Kelly L. Murdock describes how to animate a walk cycle using the Walk Designer.
Alain Bielik goes behind-the-scenes of Fred Claus to uncover the fantastical secrets behind this latest Christmas movie.
In this months edition of The Digital Eye, A2M CTO Martin Walker describes how this Montreal-based videogame developer has upped its 3D artistry with a new workflow and pipeline.
In the latest excerpt of Poser 7 Revealed, Kelly L. Murdock describes how to use the Animation Palette interface to see all the keys at once for an entire scene.
Thomas J. McLean reports on vfx upgrades and improvements to Heroes, Smallville, CSI: Crime Scene Investigation and Stargate Atlantis.