A Game of Thrones Intro Inspired Graduation Project


For our master graduation project we produced a Game Of Thrones Intro inspired video as a tribute to Italy and to all GoT fans.
With the use of computer graphics and 3D modeling softwares, we recreated 6 of the most famous and loved italian cities.

The aim of our thesis is to analyze the impact of new technologies and social media on the diffusion of tv series-related contents produced by fans.


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How to – Photorealistic Hairy Creatures and Characters



After dealing with hair under many different aspects in our previous posts, this time we have decided to make some experiments ourselves, so we tried to create some good hair simulation with two different software, Blender and Autodesk Maya, with the intent of comparing their results and performances. (as you can see in the table below).

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HOW TO – Homemade Facial Motion Capture

How To - Homemade Facial MoCap

In this video we are going to show how to create basic home made facial MoCap videos with 3 different softwares/methods, which are:

  • Microsoft KINECT (through FACESHIFT)


A brief introduction to the basic steps, an overview of the result that you can achieve and an analysis of the difference between these softwares.

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DOCUMENTARY – Digital Characters with Motion Capture


ENG (Leggi in Italiano)

DOCUMENTARY – Digital Characters with Motion Capture


What is the MoCap? What are markers? How Davy Jones or Smaug are created?

For these and other questions, in this video, we take a look at the technique of Motion Capture (or MoCap ), a method of high interaction between man and technology that allows to capture the movements of people and objects and turn them into digital 3D information.
Here you can find some basic knowledge about this innovative technology! #ThisIsMotionCapture


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Documentary – Photorealistic Hairy Creatures and Characters



Previously we focused on the integration of CG generated furry creatures in the real world; now we are going to move from fur to hair, discussing the importance of it, starting from japanese and traditional animation, passing through CG milestones of early 2000 and ending with latest movies like Rapunzel, Brave and Frozen that represented great challanges not only for animators, but even (and maybe primarily) for scientists and engineers.

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We have interviewed Laura Fiori, graphic designer and teacher at the “Nation School of Cinema” for what concerning 3D animation and visual effects.  A precursor of the animation in Italy who has faced all the problems and the difficulties  of approaching  this business at that time. RAI associate and graphic advisor for the TV show “L’albero azzurro” , co-founder of “Lanterna Magica”, one of the major european  companies of cartoons production.

Each one of her projects has got an educational background and it hides in itself a deep and philosophical meaning. Our interest in her works has been based on this characteristic of bringing the animation art on an higher level,  moving on just the childish connotation, and we asked her for some useful advices starting a career in this business.

Authors: Matteo Franchini, Marco Bevilacqua, Caterina Rosini, Elisa Vianelli

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Interview with Francesco Giordana – Photorealistic hairy creatures and characters


First_BGThrough the years, one of the most difficult challenges in the VFX world has been the integration of CG generated creatures in the real world. The desired result of these efforts is to make them look as much realistic as possible and produce a uniform and well assembled scene.
Comparing the very first attempts of mixing CG elements and reality with the latest productions, it is clear how the development of new technologies and specific software has led to a very detailed result in terms of physical accuracy.
We have decided to focus our attention on a tricky and interesting aspect of this scenario: furry creatures. Luckly we found experts, whom, due to their role and experience, have managed different issues with completely opposite approaches and have then shown us.

We want to introduce you Francesco Giordana!


With Francesco Giordana we focused on the technical side of the matter, he is the lead of creatures Research and Development for Double Negative (the winning company in the vfx category at the 87th Academy Awards). After four years at Guerrilla Games he joined the studio to develop and implement a whole new framework for the realization of fur using the most recent GPU technology.
He worked in the R&D department of Dneg in many famous recent productions like Thor: The Dark World, Hercules, Jupiter Ascending and the upcoming In the Heart of the Sea; showing us the point of view of a young passionate and talented developer. Moreover he was enthusiastic in answering all our questions in a detailed and professional way.


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