Our Research & Development department is always busy. Below you find a subset of projects that we are working on. For more information about our R&D program please contact Fredrik Limsäter (fredrik.limsater@fido.se)
FTrack
FTrack is our in-house Workflow and Asset Management System designed specifically for commercial and feature film
productions. It systematically keeps track of all the tasks and assets needed to complete projects and also
effectively tracks multiple projects simultaneously.
It uses several different views to track and visualize the progress of projects and even individual tasks and
assets and reports the assigned tasks to artists with all the necessary information needed to complete them on
schedule. Artist uses different tools in the forms of time reporting, task updating and progress comments to
keep the information in FTrack up to date at all times which enables administrative staff to plan projects more
efficiently.
Fenix - Feather Simulation System
Our in-house Feather Simulation System. The modeling and feather setup is done in Maya, but the simulation/dynamics is done in Python and Houdini on our renderfarm, transparently for the user. The resulting cache is then imported back into Maya and rendered with Renderman.

FCrowd - Crowd & Flock System
Our in-house Crowd Animation System implemented in Python and Houdini. We have successfully used this system for both flocks of birds in the air and crowds on the ground.
GPU-based Smoothed-Particle Hydrodynamics
We are developing a GPU-based SPH solver to use in production. The project involves both the solver and the surface reconstruction algorithm. Click to play video (Early work in progress)
Virtual Gimbal
Virtual Gimbal Toolkit allows accelerometers and gyros to control virtual objects within Maya, Houdini or Nuke, and it will also allow Maya to control real world gimbals or animatronics in real time.
Fido Ocean Toolkit with realtime preview
We have implemented a VFX ocean toolkit, which is a system built
for generating photo realistic ocean surfaces, wakes and interaction with objects. The
ocean toolkit was built with the artist in mind and the need for real time preview to
produce results quick and easy in order for the system to remain cost effective. The ocean toolkit is tightly integrated directly into the procedural 3D animation
package Houdini as several plug-ins and shaders that can be combined to create
numerous ocean surface effects.

|