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What positions can I get in CGI industry as a programmer?

I am currently in my final semester doing a Bachelors in Computer Science, Programming Emphasis. I also love graphics and my initial aim was to go in game development (graphics programming). I now opened the gap wider to any field that includes graphics, including movies, etc.

My questions are:

  1. What positions are available to programmers in the CGI industry?
  2. What roles do they play (what do they do)?
  3. What technologies should I start learning?

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4 answers

  • 7

gav_6

In movie vfx there are probably two routes open to you: R&D Programming, or Technical Director. R&D tend to develop blue sky research, brand new tools and cutting edge techniques. These can take the form of standalone programs or plugins integrated into any of the major packages (Houdini, Maya etc). A senior R&D guy would for example look at a research paper coming out of SIGGRAPH and implement it for use at their company. (Or would come up with the new research and present it at Siggraph!) Junior R&D would involve more tools maintenance, adding new features as requested by the needs of production, writing pipeline tools to improve workflows etc.

TDs usually work directly on shots for films. To do this work you also have to be able to use one or more of the major packages, people from CS backgrounds tend to gravitate towards FX TD positions - making particle systems, running fluid dynamics sims, generating procedural models or textures. Being able to program and problem solve is a key skill for these roles, but you would also have to prove yourself visually to get into a position here - create a showreel that shows off some awesome images your technical skills have allowed you to create.

The more hardcore a programmer you are, the more likely you'd be to end up in R&D. The more knowledge you have of software packages, and how much you enjoy creating images, would make you more likely to end up in production as some sort of TD.

Doing a graphics related PhD is the sure firest way of getting in the door as R&D, doing something like an MSc in Computer Animation (e.g. Bournemouth in the UK does a 1 yr course) would speed up entry to being a super useful TD, or a really useful R&D guy (there's a lot to be said for R&D having mucho knowledge of the relevant production software).

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shawn mclean
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thanks alot for the info, any recommened techology I can start learning now?

shawn mclean
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These are things I can be able to learn on my own in spare time if I dont get a job in the CGI industry yet?

julian
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There are some fundamentals to programming for CG, regardless of the software or language. You can learn these things on some free software with scripting or an API such as blender, and the knowledge will be portable. Very briefly – Geometry: learn how to put triangles together to build objects with code. Transformations: learn how to manipulate vectors, position and rotate objects, and animate them over time. Shade: write some procedural shaders.

julian
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There are some fundamentals to programming for CG, regardless of the software or language. You can learn these things on some free software with scripting or an API such as blender, and the knowledge will be portable. Very briefly – Geometry: learn how to put triangles together to build objects with code. Transformations: learn how to manipulate vectors, position and rotate objects, and animate them over time with code. Shade: write some procedural shaders. There are some classic books tat should probably be on your shelf too: http://www.amazon.com/Computer-Graphics-Principles-Practice-2nd/dp/

julian
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There are some fundamentals to programming CG, regardless of software or language. You can learn them on some free software with scripting or an API such as blender and the knowledge will be portable. Very briefly, Geometry: learn how to put triangles together to build objects with code. Transformations: learn how to manipulate vectors, position and rotate objects, and animate them over time with code. Shade: write some procedural shaders. Some classic books that should probably be on your shelf too: http://www.amazon.com/Computer-Graphics-Principles-Practice-2nd/dp/0201848406

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  • 2

martin brennand [ Editor ]

You also have the path of working for specific developers who make software for the CG industry. These include companies such as Autodesk, Adobe, Pixologic, Luxology, Red Giant, Mental Images, Newtek, The Foundry, Eyeon and so on.

As to recommended technologies there are so many to choose from. The Pixar Online Library might get your brain in the right direction. Since graphics technologies fall into so many categories you could look at rendering, mechanics, simulation, optimization structures, AI, imaging, optics.. the list goes on!

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  • 1

ian_68

Talking form a different angle. Shader writers are always in short supply for either renderman or mental ray. Therefore aways being need buy VFX houses. ;)

my two pence

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