kaveh808

Joined 4 years ago

Karma
669
Submissions
222
Member since
Apr 11
• degree in mathematics from MIT • wrote the animation software used in “Jurassic Park." • led software R&D on “Final Fantasy: The Spirits Within” • senior software developer on “The Hobbit” films

Current project: kons-9 Common Lisp 3D system https://github.com/kaveh808/kons-9

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Recent submissions

Comment · 5 days ago
Yes, I would imagine you can easily render the movie in real time today.
Comment · 5 days ago
There were stories about Aki, the main character, might become a virtual star. But I don't know how seriously this was considered.
Comment · 5 days ago
If memory serves...

3D: Maya (starting with a beta version) Rendering: Pixar Renderman (prman) Compositing: Shake Hardware: SGI Octane workstations Renderfarm: Pentium 2 boxes

Comment · 5 days ago
Comment · 9 days ago
I led a team of a dozen developers to write software required to make the movie.

We were working with very early (beta) versions of Maya running on Silicon Graphics workstations. My team developed software for simulating hair and clothing, deformation and surface refinement tools, and anything else required to generate "photorealistic" humans.

As most things with my career, there were fortuitous coincidences. I was working on early hair and cloth simulation at a startup in Montreal and someone I briefly crossed paths with ended up at Square USA and recommended me to the company. The industry was very different 30 years ago: there were very few people working on things such as CG hair and cloth.

I am now teaching computer graphics at the University of Hawaii. Passing on what I know to the new generation.

It remains to be seen what the impact of AI will be on the industry and art form. I am currently creating a new course on AI and animation to be taught next year.

Comment · 10 days ago
"The Spirits Within" was produced at Square USA's Honolulu studio. We were disbanded by the time "Advent Children" was made by a team in Japan.

The Honolulu studio produced FF:TSW and "Final Flight of the Osiris", a short for the "Animatrix" anthology.

The lack of commercial success of FF:TSW led to the Honolulu studio being closed down. The staff spread out through the CG industry and took with them the lessons from the project.

Comment · 16 days ago
Comment · 2 months ago
Basically, I launch my Slime/SBCL and do my development by editing and evaluating code in my Emacs buffers. This updates the running image and I can check the results interactively. I regularly save my buffers as one does.

This process can continue for days.

There are times when I need to relaunch my Slime/SBCL and start fresh. These are usually cases where I do some refactor that eliminates some functions, or when a bug causes crashes and I feel it would be cleaner to start fresh.

All pretty common sense.

I never save my Lisp image and relaunch it. Maybe I would if I was delivering binaries, but my project is open source.

Comment · 2 months ago
Comment · 1 year ago
I worked at that company: Visual Edge, in Montreal.
Comment · 1 year ago
Comment · 1 year ago

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