Cosku covers how Magnopus used Houdini to edit, add FX to, and relight Holocapture volumetric data to use in the Blade Runner 2049 VR project. He will also talk about how his team used Houdini to optimize, process and export really big scenes that they got from Pixar to render the COCO VR experience.
Magnopus uses Houdini extensively in their pipeline, including: fluid particle sims, procedural city generation, 4D capture processing and relighting, mesh decimation, baking textures and lighting on realtime assets, point cloud import/export, crowd sims, projection mapping, and procedural modeling using Houdini Engine in Unity & Unreal.
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Cosku Turhan studied graphic design at Bilkent University where he studied both basic design and jazz composition as a minor. Upon graduating with honors, he moved to Los Angeles to study film and digital arts at the University of Southern California. During his master's studies, he produced two thesis films, one of which (“The Bioturk”) got him international accolade by being shown at more than 20 festivals worldwide. After graduating, Cosku got offered a job at Sony Pictures Imageworks as an associate technical director. He is a three-time VES awards nominee for the work he did for “Eagle Eye”, “The Amazing Spiderman” and “Alice: Through the Looking Glass”.
After winning the grand prize for the “Rendering the Metaverse” VR competition held by Otoy with this startup group he decided to resume his career in VR which lead to his rendering/lighting supervisor role at Magnopus. Here he supervised VR projects such as “COCO VR” and “Blade Runner 2046: Memory Lab” which was one of the first VR experiences ever to use Holocapture. He got nominated for an Emmy both for “COCO VR” and “Blade Runner 2046: Memory Lab”. Aside from Supervising projects, he is currently using Houdini to create FX, procedural cities, and expansive environments for VR and AR projects.