Archive for the ‘Academics’ Category

Maya Tutorial with Cogswell Faculty, Michael Huber

Tuesday, April 2nd, 2013

Maya tutorial by Michael Huber

If you thought that the lava pouring out of volcanoes or flying through the air in the form of rocks in games and film, just magically appears, well think again. It is magic but takes a lot of work and know-how to make it happen – and look believable.

In case you missed this great tutorial on YouTube, here is Cogswell’s own Michael Huber explaining how to use a lava shader in Maya. Having worked in the special effects industry since 1994, he has a bag full of tips and tricks to share with everyone interested in exploring the power of Maya.

Do you have a project planned where you can use this technique?

Cogswell College Announces Appointment of Dr. Deborah Snyder

Monday, March 25th, 2013

Dr. Deborah Snyder, Cogswell College Chief Academic Officer & Provost

Cogswell College today announced the appointment of Dr. Deborah Snyder as chief academic officer and provost. In her new role, Dr. Snyder will oversee growth, planning and development in all of the school’s educational programs.

“Dr. Snyder has a great depth of knowledge in the industry,” says Janis Paulson, Interim Chief Executive Officer for Cogswell College. “She has a long history of higher education experience and was a pioneer in the adoption of online platforms in learning. Her impressive track record and proven strategic know-how make her a formidable asset to the college.”

Previously, Snyder served as senior vice provost for academic programs at Strayer University in Washington, D.C. and is author of The New Traditionals and e-Marketing Basics. The New Traditionals examined adult learners—those 25 and over—who comprise the majority of enrollees in higher education. She has been published in numerous education and marketing journals and has presented at several high-profile conferences.

“When I first visited Cogswell, I was so impressed by what the students were learning,” explains Dr. Snyder. “It’s truly a creative and innovative environment for students and faculty. Cogswell’s students are diverse and talented, making programs like our award-winning Project X and others,—possible.”

“I look forward to being part of the Cogswell academic team that will continue Cogswell’s growth trajectory while maintaining the high quality and innovative education students have come to expect,” says Snyder. “Although higher education may be experiencing significant changes these days due to new and disruptive technologies, Cogswell students and faculty seem to be comfortable working in the fast-paced world of constantly changing technology, which is so much a part of the Silicon Valley culture.”

Disruptive technologies in higher education include innovative ways of delivering learning through online degrees, badges and massive open online courses (MOOCs).

Snyder continues, “Cogswell’s innovative offerings in digital arts and engineering, and steadfast commitment to a leading edge learning environment, will continue to produce the next generation of workers in these dynamic industries, whatever changes in education the future may hold.”

Welcome Back From Spring Break

Monday, March 11th, 2013

Poor classrooms, they miss the students!

Campus has been sad and lonely the past week. Most of our students – except the intrepid Project X crew and a few other hardy souls – took off for parts unknown last week.

Quiet hallways, no lines at the vending machines in the student lounge, empty classroom and no good-natured banter echoing throughout the campus – it’s downright eerie. We missed our students but we hope you all had a great time!

Enjoy the photos of ‘sad campus’ versus ‘happy campus.’

We're all glad to have the students back!

Ever Wonder What the VFX Artists Did on the Life of Pi?

Thursday, March 7th, 2013

It’s hard to image a film without the wonder that special effects brings to the movie-going experience. Their hard work and talent makes those things that couldn’t possibly happen – believable.

Several Cogswell College alumni had the opportunity to be part of the cadre of artists who worked on the Oscar-winning “Life of Pi” and offer a fascinating peek into the life of the artists who bring these stories to life.

Most of these artists were also graduates of Cogswell’s unique Project X class. One of the secrets of Project X is that it does not run like a regular class but rather a full-blown film production company. Hours are long, aesthetics are very demanding and the artists are treated like professionals and not students. This total immersion creates an environment conducive to quality, camaraderie and the highest production value.

Our Alumni talk about their work on “Life of Pi”:

Ryan Rogers

Title: Technical Animation Lead

Brief Description: As a tech anim lead I was in charge of half of the tech animators that we had in LA as we had two teams. Technical animation is a department that is tasked with bringing to life all of the secondary motion of a scene. Our main tasks for “Life of Pi” were skin simulations, fur simulations and simulating the tarp that was covering the boat (which actually turned into our hardest character).

Most notable work: Tech is also in charge of any interaction between live action people and the CG characters. One of my most notable memories from working on the show were the scenes where Pi put Richard Parker’s head on his lap. We had to do a quite a bit of work on the shot to feel like the two characters were really sharing the same space, and that Pi’s hand was really contacting the tiger and running his hand through the tigers fur.  The dummy that they used on the set for the actor to act with, was just that… a dummy, it wasn’t an actual tigers head. A few of the shots, Pi is running his hand from the side of the tigers face, up to the top of his head. These were very difficult to sell, as the tigers head and the dummy didn’t line up perfectly. We had to do a lot of things to cheat the tracked hand to push down into the tiger’s fur so that we could get some sort of interaction through our simulations. It took a lot of time and ingenuity, but it was all worth it in the end. When you watch those scenes in the movie, it’s very convincing that Pi is running his hand through the fur of a real 500lb dying Bengal tiger .

Chris Evart

Job Title: Technical Animation TD

As a TD, I was responsible for the animation of muscle contraction and jiggle for skin simulation (sim), character interaction with skin and cloth and post animation geometry cleanup. Basically, the workflow was sim the muscles, sim the skin over the muscles, sim the fur over the skin and then do the interactions with the boat/set/plate actor.

I was responsible for many of the shots on Life of Pi because I worked on the show during the main production period and did a bunch of shots then, but I also was the only Tech TD (besides the supervisors) who came back and finished up the show after it came back from hiatus.

Some of the most memorable shots for me were:
An extremely long shot when the tiger first emerges from the tarp and kills the hyena. Pi rolls around on the tarp and there was a ton of tarp/tiger interaction. Simulating the tarp to get good interaction was a challenge but I’m happy with how it turned out. It’s the reveal shot of the tiger and it’s about 1600 frames I believe.

I did a close up interaction shot of Pi crying and petting the tigers head and then another interaction between Pi’s hand and the tiger’s head skin/fur as well as all the normal tech stuff. (skin sims and such.)

One of my shots was where the hyena starts attacking the dying zebra and bites his leg. The zebra kicks the hyena so I got to do fun kick recoil and interaction work. It also had OJ in the shot yelling.

Another favorite was the shot where the tiger comes out from under the tarp and turns around and roars right at the camera.

For each of these shots, I just described the shot specific stuff I did but I also did all the general tech on each of the shots.

Chris Sutherland

Job Title: Compositor (the process of combining multiple footage layers or “elements” to make them appear as if they were shot with the same camera, at the same time)

Before I started compositing on the film, I was asked to help with the Stereo QC stage of production–the first step in getting every shot ready for vfx magic. I trained and helped lead artists in LA for a while, which enabled our team to refine and streamline the process. After a couple of months, I had the opportunity to fly to our Hyderabad office in India for two weeks of training a small team of artists there. Wow… what an experience! Not only did I get to see an entirely different culture, but I also made some very good friends almost instantly. It’s a trip I will never forget… There is so much I could tell but I think it would end up being a book! Shortly after that trip, I started on the compositing stage of things…

First of all, it was amazing to work under Bill Westenhofer. The man is a master at his craft as visual effects supervisor. At least 95% of the time, he knew exactly what he wanted and gave very clear notes for artists to address. It’s hard to put into words how important that is for us! Not only that, but he was easy-going, and relatively chill for the most part. After working with him on this show, it’s no surprise that he’s been nominated for three Oscars and won two!

Second, it was even better to work directly under the guidance of my sequence supervisor Chris Kenny. It seemed no matter what issue I came across, he knew a way to address it. Every opportunity he got, he was teaching me something new. I learned a lot working with him and for that I’m also very grateful. He was also able to keep a light-hearted and fun atmosphere for the team, even when things got stressful and a bit crazy.

In terms of my own personal shot work, I felt very fortunate to have a variety of shots, and four in particular that I thought were really ‘cool’. One was when the whale jumps out of the water and knocks Pi off of his raft. My shot was of Pi underwater with all the jellies and bioluminescence. Another was in the flying fish sequence, when the camera whip pans from left, where all the fish are coming from, to right, where Pi and Richard Parker are in the boat trying to avoid and/or catch them. The last shot I worked on for the show was in the meerkat island sequence. It’s the first shot of the night scene, when Pi awakes, surrounded by meerkats in the tree. But finally, maybe the coolest shot I composited–that I had the least to composite on, funny enough–was where Richard Parker’s head takes up the entire screen for a few seconds, and you can just stare into his eyes. Beautiful imagery created by amazingly talented artists.

Perhaps the most satisfying aspect of working on this film was seeing it finished in theaters. It was a wonderful feeling to have my expectations blown away–as a film, as a story, and on top of that, a visual masterpiece. Even though I’d worked on the film and seen final shots in dailies, I was still astonished by the final product. I don’t know that I’ve seen another movie where the visual effects had so much to do with telling the story.

Working on Life of Pi honestly felt like a once in a lifetime opportunity, and I am immensely grateful for the experience.

Ben Taylor

Job Title: Systems Operations Administrator

The work I did on the film covers a wide range of technical aspects on all the shots.

Some of my responsibilities included: Managing studio resources, converting/finalizing all the shots, fixing renders and various pipeline issues, and increasing efficiencies between technology and production.

It’s always fun to do work that you enjoy, although Life of Pi came at a very challenging time for our studio.

The Art of Making a College Physics Class Fun

Tuesday, March 5th, 2013


So if one object is moving and it hits another object that is stationary, what happens? How can you know in advance what the outcome will be? The answer involves lots of ‘Xs’ and ‘Ys’ and ‘As’ and ‘Bs’ along the horizontal and vertical axis mixed in with a healthy dose of computational analysis.

Students in Cogswell’s “College Physics” class recently spent a lively afternoon loading metal balls into pendulums and launching them into space – or at least as far as the momentum would take them – which was generally over the edge of the counter.

So what does all of this have to do with creating games and animations? One of the glories of these art forms is that things move and are influenced by the world around them. If artists don’t understand the theory of motion and other laws of physics, they are less likely to create realistic scenes in their games and films.

In this exercise students are studying projectile motion and collisions using a ballistic pendulum. First they put the ball inside the bucket and then pull the trigger. This sets the pendulum in motion and sends the ball flying. Next students calculate the results by using measurements that include the height the pendulum swings, the speed of the ball’s trajectory and the speed and arc of the pendulum.

Cogswell specializes in doing hands-on work and this experiment is just one example of the illustrative laboratory work the College uses to cement theory in the minds of its students.

During the semester students learn the fundamentals of mechanics, fluids and heat with a focus on vectors, translation and equilibrium, acceleration, projectile motion, momentum, uniform circular notion, rotation of rigid bodies, simple harmonic motion, thermal expansion and the thermal properties of matter and wave motion.

Not only to students gain valuable knowledge about how objects move and react to stimuli, they have fun in the process.

Inside Moogs New Sub Phatty Synth

Thursday, February 21st, 2013

Moog’s new Sub Phatty looks cleaner, sounds dirtier. CDM-exclusive photo, courtesy Moog Music.

If you’re in to audio and you’ve never been to the National Association of Music Merchants (NAMM) show, then you’re in for real treat someday. The show is basically all-things-audio overload.

At the recent show in Anaheim, California, Moog showcased its new Sub Phatty Synth. To you non-audio folks that probably sounds like some creature from Star Wars needs to go on a diet but to those in the know, Moog promises a new range of bass possibilities through this compact synthesizer.

Check out this review and let us know what you think.

Look Who Took the 12 Hour Comic Challenge

Wednesday, February 20th, 2013

On Friday, February 15, the Cogswell Comic Creation Club – fondly known around campus as the C4 – seven hardy souls and one faculty adviser gathered in room 156 at 2:00PM for 12 hours of intense comic development. Yes, that does mean that they were busy drafting and drawing in this art form until 2:00AM Saturday morning.

The goal was for each participant to generate one six page story. They were well fortified with snacks and caffeine enhanced beverages.

Some students created their artwork the old-fashioned way – using paper and pencil – while others generated their comics straight from their computers. A lively discussion ensued about digital versus hand-drawn. The main question centered on, can you say you are selling original artwork if it’s digital? They didn’t reach a conclusion but had a good time arguing the pros and cons of each method.

Can’t wait to see the final products!

Let us know what you think about the digital versus hand-drawn debate.

Innovation Reconsidered in Software Programming Architecture

Monday, February 18th, 2013


Can software architectures be innovative if they don’t have a cloud strategy? Is a software system or architecture only innovative if it utilizes the most modern technologies and design concepts? Or is “innovation” merely a synonym for “new?”

Frank Buschmann posits that an innovative architecture must offer or enable a positive change for customers, end users, or even the organization and its developers, otherwise it’s not innovative—it just differs from existing designs. The positive change must also be significant, which can mean anything from the ability to support a new, profitable business to increasing developer habitability.

Buschmann discussed these issues and more in a recent article in Computing Now for IEEE. Do you agree with his analysis? Let us know.

New Digital Audio Studio Enhances Learning Experience

Thursday, February 14th, 2013

Cogswell College recently unveiled the latest upgrade to its arsenal of quality teaching/production resources – audio recording Studio C. This is the latest in a series of recent upgrades to our recording studios and we are sure it will not be the last as our Digital Audio Technology (DAT) degree program continues to grow. Since the fall term of 2010, enrollment in the program has grown 81 percent.

The DAT program strives to give students the opportunity to master a variety of different hardware and software systems widely used in the audio recording industry as well as support the broad set of passions our diverse students bring. The new studio features a 24 channel digital mixing console, 18 channels of computer IO and a brand new Mac Pro. Studio C’s location next to the campus event center, known as the Dragon’s Den, provides our DAT students the chance to record both live performances by orchestras or bands in the large Dragon’s Den as well as capture “dry” vocals, SFX or voiceovers through the adjacent voiceover booth.

The studio is highly configurable giving the students the capacity to run events, edit, mix, record and/or listen to recorded material using all or part of the installed digital audio workstation or by patching in the student’s personal system. Access, practice and the ability to collaborate with other talented and innovative students are big differentiators in gaining the necessary skills to follow this career path.

“We expect this upgraded studio to facilitate the creation of many new student audio projects,” said Timothy Duncan, Director of the DAT program. “Its strategic balance of access and privacy should be a boon to student creativity.”

If you are on campus, we encourage you to learn more about what our audio studios offer.

Creating the Water in Peter Berg’s Epic “Battleship”

Tuesday, February 5th, 2013

Industrial Light & Magic received a Sci-Tech Award from the Academy of Motion Picture Arts & Sciences in 2oo7 for their awesome advanced fluid simulation system but they knew they would have to completely re-engineer the system for the 2012 movie, “Battleship.”

Listen to the Grady Cofer and Pablo Helman, Special Effects Supervisors at ILM, talk about their experiences and the challenges they faced as they created the super-realistic water scenes for the film.

Video

If you saw the film, tell us what you thought of the special effects.