Walt Disney 2014 TECH SUMMER INTERN Program




JOB POSITIONS : Efficient and Controllable Fur Rendering
                             :  Shape Analysis for Animation
                             :  Adaptive Material Point Simulation
                             :  Efficient, Controllable Volumetric Cloud Rendering
                             :  Fast Flexible Rigs
                             :  SeExpr Just-in-time Compilation

LOCATION         :  Burbank, CA







 Efficient and Controllable Fur Rendering


Walt Disney Animation Studios is seeking a graduate student with interest in fur rendering to join its project-based Summer Intern Program. The intern will work with the software group responsible for developing and supporting tools and workflows for fur rendering.
This internship offers the chance to develop photo-realistic fur shading techniques and to adapt the results for production use. The goal is to render fur more efficiently while allowing for a wide variety of fur styles and volumetric appearance. The internship will also involve adapting such techniques to work well with large amount of data and high image quality requirements needed for making films.
This internship will be held at our Burbank, CA studio for a duration of 12 weeks beginning in the summer of 2014. Start dates can be flexible to accommodate academic schedules.

Responsibilities

  • Explore previous work on hair/fur rendering, e.g. Marschner hair BSDF, Zinke Dual Scattering various multiple scattering approximations
  • Collaborate with production artists to determine aesthetic goals
  • Propose (potentially novel) solutions that can fit into a path-traced global illumination renderer
  • Prototype and optimize solutions
  • Document (and potentially publish) results

Requirements


  • Experience in global illumination rendering
  • Strong communications skills
  • Strong C++ skills
  •  Self motivated


Preferred Qualifications


      ●    Masters or PhD student in computer graphics      ●    Experience in hair/fur shading and appearance modeling      ●    C++11 experience      ●    Multi-threading, SIMD, other optimization experience




APPLY NOW

 


Shape Analysis for Animation


The Animation Technology Group creates tools and processes for character animation, layout, modeling, and stereo.  Our group seeks a qualified candidate to design and develop a new method for analyzing geometry by its shape, and then using this method to apply art-direction to character rigs. This method will accommodate dynamic shape changes and support real-time manipulation. This internship project will have a broad impact to the studio, especially to character rigging, animation, and cleanup.
The internship will held at our Burbank, CA studio for a duration of 12 weeks beginning in he summer of 2014.  Start dates can be flexible to accommodate academic schedules.

Responsibilities

  •  Evaluate existing techniques in research papers.
  • Develop software for shape analysis that meets technical requirements.
  • Integrate the results with existing, in-house software tools and products.
  • Collaborate tightly with production crew and technical staff.


Requirements

  •  Familiarity with computer graphics and geometry processing.
  • Proficient in C++ and/or Python.
  • Maya experience is a plus, but not required.


Preferred Qualifications 

  •  Masters or PhD Candidate with a major in Math, Computer Science, or any related-discipline.
  • Course work/experience with geometry processing.
  • Experience with shape analysis.


APPLY NOW





 Adaptive Material Point Simulation


Walt Disney Animation Studios is seeking a graduate student with interest in simulation and material point methods to join its project-based Summer Intern Program. The intern will work with the Technology software group responsible for developing tools for the animation pipeline.


Recently our studio has been using a snow simulator based on the material point method (MPM) (http://www.disneyanimation.com/technology/publications). Its ability to simulate dynamic elasto plastic materials effectively has inspired us to expand the use of material point methods. One key bottleneck in the execution speed of MPM methods is the reliance on a uniform grid. While this can be handled somewhat efficiently with sparse grids, we desire the ability to simulate with adaptive resolution so less active areas require less computation and vice versa. The candidate will interact closely with full-time developers and possibly artists. The internship will consist of applying and evaluating different adaptive material point techniques.

The internship will held at our Burbank, CA studio for a duration of 12 weeks beginning in he summer of 2014.  Start dates can be flexible to accommodate academic schedules.

Responsibilities

Read relevant papers on adaptive simulation and material point methods
Propose experiment and implementation strategy
Implement prototype of adaptive material point method
Validate correctness of simulator
Verify the performance of adaptivity versus using a uniform grid
Productize adaptive simulator
Write a report and present findings.

Requirements


Strong C++ skills
Knowledge of geometric data structures and algorithms such as octrees, kd-trees, sparse voxel grids, etc.
Knowledge of numerical simulation
Self-motivated with good communication skills

Preferred Qualifications

Master or PhD student (computer graphics , applied math, or engineering)
•      C++11
Multi-threading, SIMD and other optimization experience






 Efficient, Controllable Volumetric Cloud Rendering


Walt Disney Animation Studios is seeking a graduate student to join its project-based Summer Intern Program. The intern will work with the Technology software group responsible for developing tools for the animation pipeline.

Physically based volumetric rendering of clouds remains challenging because clouds tend to be highly scattering. The combination of forward scattering with a large albedo makes it much more challenging than other volumetric effects like smoke or fire. It typically requires dozens of bounces to get an accurate look forcing the use of scattering approximations. Our goal is to model scattering as realistically and efficiently as possible for use in our future films. This internship will explore approximations and possible improvements to performance and controllability of cloud rendering. There will be potential to perform novel research and to produce software used in production of films.
This internship will be held at our Burbank, CA studio for a duration of 12 weeks beginning in the summer of 2014. Start dates can be flexible to accommodate academic sch
edules.

Responsibilities

Read relevant papers on physically based cloud rendering
Propose experiment and implementation strategy for cloud rendering
Construct a reference solution using brute force path tracing
Implement prototypes that employ existing methods and novel methods
Validate and evaluate the various models against the ground truth
Write a report and present findings

Requirements

Strong C++ skills
Self ­motivated with good communication skills
Knowledge of physically based rendering, especially path tracing, subsurface scattering and volumetric rendering

Preferred Qualifications

Master or PhD student (computer graphics and rendering)
●     C++11
Multi­threading, SIMD and other optimization experience







 Fast Flexible Rigs


Walt Disney Animation Studios is seeking a graduate student with interest in character rigging to join its project-based Summer Intern Program. The intern will work with the Animation Technology software group responsible for developing tools for the front-end animation pipeline (animation, rigging, modeling, layout, technical animation, and stereo.)

This internship focuses on improving the interactive speed of character rigs used in animation production. Applicants will investigate methods for simplifying character rigs and increasing their interactivity. Applicants will target rig evaluation on multi-core/GPU architectures.


The internship will held at our Burbank, CA studio for a duration of 12 weeks beginning in he summer of 2014.  Start dates can be flexible to accommodate academic schedules.

Responsibilities

      Work independently with support and mentoring from Animation Technology software engineers
      Evaluate existing software packages and tools, measure and analyze performance
      Develop new tools and functionality which improves current rig performance
      Document and present results throughout the internship with a final presentation to be made at the end
 

Requirements

      Graduate student majoring in Computer Science
      Strong skills in C++, Python, Linux
      Experience with software profiling and optimization
      Experience with computer graphics and animation
      Experience with the Maya software animation package
      Strong communication and presentation skills
 

Preferred Qualifications 

      Knowledge of animation rigging principles (IK/FK, constraints, deformation, etc.) preferred
      Experience with GPU and/or LLVM development desired
 




SeExpr Just-in-time Compilation


Walt Disney Animation Studios is seeking a graduate student to join its project-based Summer Intern Program. The intern will work with the Technology software group responsible for developing tools for the animation pipeline.
SeExpr (http://www.disneyanimation.com/technology/seexpr.html) is an open source expression language for enhancing the flexibility of artistic tools. We use it extensively in our software, making its performance important. The goal of this project to accelerate the evaluation of expressions by using dynamic just in time (JIT) compilation---replacing runtime interpretation. Beyond the goal of simple compilation, we must also address threading and vectorization. If time allows, a GPU compiler target will be investigated. The intern will work closely with our full- time developers to build a prototype and productize it, while at the same time contributing the result back to the open source community.The internship will held at our Burbank, CA studio for a duration of 12 weeks beginning in he summer of 2014.  Start dates can be flexible to accommodate academic schedules.

Responsibilities

Learn background, purpose and uses of expression language
Design and plan details of implementation
Implement dynamic compilation prototype
Verify correctness of implementation
Validate and improve performance of prototype
Productize prototype
Release implementation to open source community

Requirements

Strong C++ skills
Low level virtual machine (LLVM) experience
Programming language and compilers
Linux systems programming
Self-motivated with good communication skills

Preferred Qualifications

Master or PhD student in computer science (computer graphics, compilers, or high performance computing)
Portable development
Computer graphics knowledge and experience
Multi-threading, SIMD and other optimization experience








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