Demystifying the Photogrammetry Pipeline for Real-time 3D

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Monday, June 27th, 2016
4:30-5:00pm
TRD2 – Blue/Gold Room
INTENSIVE TRAINING DAY 2, OR 2-DAY INTENSIVE TRAINING OR SUPER PASS REQUIRED FOR ADMISSION

Demystifying the Photogrammetry Pipeline for Real-time 3D

Photogrammetry is a powerful tool for creating assets in VR. Quantum Capture explains the process behind taking tons of photographs, to a finished in-game assets for Virtual Reality.

Instructors:

Morgan_Young_Quantum-Capture
Morgan Young | Quantum Capture

After graduating with honors from Seneca College’s School of Communication Arts in 2008, Morgan was immediately hired at Ubisoft Toronto as a founding member of the studio’s art team. While at Ubisoft, Morgan shipped several blockbuster titles such as Splinter Cell Blacklist, and Assassin’s Creed Unity, as well as aiding in pre-production for several other unannounced titles.

In his role as Quantum Capture’s president, Morgan has led the course growing Quantum Capture from an early concept, to an industry leader inside a fast paced and competitive market. Morgan has guided the company through designing its state of the art photogrammetry rig and pipeline, securing funding, and developing an identifiable brand and a trusted level of product and service for the company’s clients.

Craig_Alguire_Quantum_Capture
Craig Alguire | Quantum Capture

Craig Alguire is a technical artist and 3D developer with experience in both the indie and AAA sectors. Emerging technology and R&D are his primary passions. Craig was the Technical Director at 3Di Solutions for four years before joining the VFX team at Ubisoft Toronto. 3Di Solutions were pioneers in interactivity utilizing massive touchscreens and gesture technology for games, TV and installations.

While at Ubisoft, Craig shipped Splinter Cell Blacklist, Far Cry 4 and an unannounced title. Since 2008 he has also been a Professor at Centennial College teaching the Unreal Engine and game design to the next generation of game developers. With his current venture, he has designed and constructed a 3D scanning system and asset production pipeline capable of producing photorealistic real-time graphics with a specific focus on creating digital humans for VR.

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