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Film & Post: Spartacus

Spartacus by Stargate Digital "We wouldn't have been able to do the shots without AI.implant. We really appreciated the committed technical  support and look forward to covering new ground with AI.implant and exploring more of its potential in upcoming productions."— Eliot Sirota, Head of 3D, Stargate Digital

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Corporate: 2006 AI.implant Reel

Is it REAL or is it IMPLANT Check out all the cool work from 2005-2006 in this reel.  With new footage from Stranglehold, Age of Empires and MLB 2006.  Music and editing by Orazio Fantini.

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Film & Post: Hannibal v. Rome

Hannibal v Rome by Atlantic Studios Atlantic Studios used AI.implant to create incredible, film-quality armies for this visually stunning epic.

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Film & Post: Age of Empires 3

Age of Empires 3 by Mondo Studios Mondo Studios used AI.implant to produce complex cut scenes such as buffalo stampedes across uneven terrain, 18th century military formations, advanced infantry animation control, and squad-based obstacle avoidance while ascending a hilly terrain for upcoming Age of Empires 3 by Microsoft Ensemble Studios.  

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Film & Post: The life aquatic with Steve Zissou

The Life Aquatic by Grey Matter FX Gray Matter FX used AI.implant to create fantastical schools of fish in Life Aquatic with Steve Zissou.

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Film & Post: Rameses by Atlantic Productions

Ramses by Atlantic Productions Atlantic Productions used AI.implant to quickly and cost-effectively create a wide range of SFX shots including scores of Egyptian slave, as well as vast crowds depicted in the crossing of the red sea.

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Games: The making of MLB 2006

SCEA - MLB 2006 using AI.implant This exploration of Sony Computer Entertainment America's use of AI.implant on their MLB 2006 title looks at the specific challenges of animating a stadium full of cheering crowds.  The SCEA team talks about how they created crowd variations, unpredictability, and ambient activity to make the visuals of this great game even better!

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Games: Future Army by ATI

Future Army by ATI The rendering of large crowd sequences using Artificial Intelligence (AI) software is a technique that has been used very effectively in a number of recent movies and is starting to appear in games. Powered by AI.implant, this demonstration shows the vertex shader processing power of the X800 graphics card from ATI Technologies being used to render a large crowd of soldiers (1400 in total) running across a rocky terrain. All of the models feature weighted, skinned vertices, and are independently animated. Additional techniques used in this demo are ambient occlusion (used for shadowing) and fluid simulation on the GPU (for the smoke).

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Film & Post: Hangman's Curse by Frantic Films

Hangman's Curse by Frantic Films In this thriller from 20th Century Fox, Frantic Films used AI.implant to animate hundreds of evil spiders as they move through a building, climb up the walls and crawl over bodies.

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Film & Post: Coral Reef by Institute for Creative Technologies

Coral Reef - by the Institute for Creative Technologies In this beautiful demo of life under the ocean, ICT (University of Southern California) used AI.implant to control and animate the school of fish as they move past a coral reef.

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VizSim: Civilian Panic

Civilian panic videoAs the scene begins, crowds of civilians are massed in a market square when an army helicopter suddenly appears. As members of the crowd begin to detect the approaching helicopter, word spreads. Frightened civilians begin a panicked run for cover. As the exits from the square become congested some individuals will change tack, backtracking to look for other ways out while maintaining cover from the helicopter. When the helicopter finally lands, the village square is nearly empty.

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VizSim: 13,000 Strong

13,000 AI.implant soldiers In this demo, 13,000 AI characters (yes, 13,000!) run into battle. The hordes of attackers flow towards the enemy while (intelligently) avoiding each other based on a group avoidance behavior. The defending crowd sees the oncoming onslaught and prepares for battle by bracing itself for the impact. On a technical note, all of the characters have varied speed-adjusted animations, as well as weight, which means they don't slip, and adhere to the ground surface.  The entire scene was easily managed and rendered on a standard Maya renderfarm - no compositing trickery, just pure AI.implant goodness!

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