Animal Logic Academy
PEOPLE
- Senior Lecturer
- Animal Logic Academy
- Senior LecturerAnimal Logic Academy
Raphaël has over 14 years’ experience in the VFX industry in animated features, live action films and TVCs.
From a strong background in engineering with solid knowledge in mathematics and physics, most recently Raphaël was FX Supervisor at Industrial Light & Magic where he focused on mentorship and artists’ growth.
Raphaël has also held creative positions at Animal Logic, Method Studios, Luma Pictures, Double Negative, Fuel VFX and Dr D Studios. He has worked on projects as varied as The Batman, The Book of Boba Fett, Space Jam 2, The Mandalorian, Jungle Cruise and Spider-Man: Far From Home just to name his most recent productions.
Raphaël has over 14 years’ experience in the VFX industry in animated features, live action films and TVCs.
From a strong background in engineering with solid knowledge in mathematics and physics, most recently Raphaël was FX Supervisor at Industrial Light & Magic where he focused on mentorship and artists’ growth.
Raphaël has also held creative positions at Animal Logic, Method Studios, Luma Pictures, Double Negative, Fuel VFX and Dr D Studios. He has worked on projects as varied as The Batman, The Book of Boba Fett, Space Jam 2, The Mandalorian, Jungle Cruise and Spider-Man: Far From Home just to name his most recent productions.
- Academic
Disciplines- Graphics, augmented reality and games
- Acting Head Of School, Computer Science
- School of Computer Science
- Acting Head Of School, Computer ScienceSchool of Computer Science
Andrew Johnston is Professor at the University of Technology Sydney, where he is Acting Head of School of Computer Science. He is also research director of the UTS Animal Logic Academy, a unique, professionally-equipped studio focusing on the creative application and design of digital technologies. Since 2021 he has been Co-Director of the UTS Visualisation Institute.
Andrew's research work focuses on the design of systems that support experimental, exploratory approaches to interaction, and the experiences and real-world practices of the people who use them.
In recent years, Andrew has created large-scale interactive projection systems for dance and physical theatre performances in collaboration with Stalker Theatre. Productions featuring his work have toured internationally and been attended by more than 50,000 people to date. He has also led numerous projects exploring new approaches to animation, immersive visualisation and augmented and virtual reality. His research in these areas is concerned with the real-world use of these technologies by a diverse range of users including field technicians, musicians, organisational leaders and the general public.
Andrew has supervised numerous practice-based research PhDs to completion, and his graduates include high-profile researchers and artists working in Australia and internationally. During his time at UTS Andrew has designed, developed and presented undergraduate and postgraduate courses in interactive media and interaction design.Andrew Johnston is Professor at the University of Technology Sydney, where he is Acting Head of School of Computer Science. He is also research director of the UTS Animal Logic Academy, a unique, professionally-equipped studio focusing on the creative application and design of digital technologies. Since 2021 he has been Co-Director of the UTS Visualisation Institute.
Andrew's research work focuses on the design of systems that support experimental, exploratory approaches to interaction, and the experiences and real-world practices of the people who use them.
In recent years, Andrew has created large-scale interactive projection systems for dance and physical theatre performances in collaboration with Stalker Theatre. Productions featuring his work have toured internationally and been attended by more than 50,000 people to date. He has also led numerous projects exploring new approaches to animation, immersive visualisation and augmented and virtual reality. His research in these areas is concerned with the real-world use of these technologies by a diverse range of users including field technicians, musicians, organisational leaders and the general public.
Andrew has supervised numerous practice-based research PhDs to completion, and his graduates include high-profile researchers and artists working in Australia and internationally. During his time at UTS Andrew has designed, developed and presented undergraduate and postgraduate courses in interactive media and interaction design.- Professional
- Masters Research or PhD student supervision
Disciplines- Interactive media
- Virtual and mixed reality
- Graphics, augmented reality and games
- Senior Lecturer
- Animal Logic Academy
- Senior LecturerAnimal Logic Academy
Rowan has over 14 years of professional experience in feature films, television commercials, video game cinematics, as well as architectural, scientific, and automotive visualisation. He is a dual specialist in lighting and camera matchmove. His feature film credits include The Creator, The Lego Movie 2, Elvis, and Peter Rabbit, among many others. He has worked as a senior and lead artist at many of Australia's most prominent studios, including Animal Logic, Slate VFX, Fin Design and Effects, Rotor Studios, Mighty Nice, and Plastic Wax.
Rowan has over 14 years of professional experience in feature films, television commercials, video game cinematics, as well as architectural, scientific, and automotive visualisation. He is a dual specialist in lighting and camera matchmove. His feature film credits include The Creator, The Lego Movie 2, Elvis, and Peter Rabbit, among many others. He has worked as a senior and lead artist at many of Australia's most prominent studios, including Animal Logic, Slate VFX, Fin Design and Effects, Rotor Studios, Mighty Nice, and Plastic Wax.
- Academic
- Graduate Research Student
- School of Computer Science
- Graduate Research StudentSchool of Computer Science
- Higher Degree by Research
- Professor
- School of Computer Science
- ProfessorSchool of Computer Science
My research focuses on Computer Graphics and Geometry Processing. The primary goal of my recent research is to develop new geometry processing algorithms targeted at specific cross-disciplinary applications (such as computationally aided fabrication and architectural design), often resulting in solutions with more general appli- cability.
n 2009 I obtained a PhD in computer science at the University of Genova (Italy) under the supervision of Paolo Cignoni, Fabio Ganovelli, and Enrico Puppo. During my PhD, I proposed novel methods for interactive physically-based fracture animation and real-time texture synthesis. Subsequently, during my postdoc at New York University, I proposed novel methods for mesh processing and analysis. I applied my experience in funda- mental geometry processing to a broader range of applicative domains to design a set of novel geometric tools that can be used in architecture and digital fabrication pipelines. In another project, I contributed to the design of novel instruments for semi-interactive modelling and an innovative method for the design of elastic properties or to optimize the structural properties of 3D-printed shapes. I am currently exploiting my experience in geometry processing to design a new set of intelligent tools to support artists and modellers to bring functional forms to reality. My research activity is reinforced by long-lasting scientific collaborations with prestigious IT laboratories worldwide, such as the Department of Computer Science of New York University, the Interactive Geometry Lab of ETH, The Institute of Science and Technology Austria (IST Austria) and the National Research Council of Italy. I published the results of my research in the major conferences and journals of the field (such as ACM Siggraph / ACM Transactions on Graphics, IEEE Transaction of Visualization and Computer Graphics, Eurographics / Computer Graphic Forum), as well as European and US patents. These contributions have had a significant impact, as evidenced by three Software Awards from the Geometry Processing community for co-authoring two open-source software projects: the geometric processing library Libigl (2015), the mesh-processing suite MeshLab (2017), and Hexalab (2022).
I teach courses in fields related to Computer Graphics and 3D Shape Modelling, at various levels. In 2014, I worked as an additional lecturer for the undergraduate course of 3D modelling at the University of Pisa. In 2014, 2015, and 2018, I delivered advanced training courses for Canon Research Australia, focusing on Digital Shape Manipulation, 3D Reconstruction, and 3D Graphics on the Web.
Since 2018, I coordinated and taught courses on Computer Graphics (attended by about 120 students) and Computer Animation (attended by about 100 students) at the University of Technology Sydney. In 2018 also held a course on Interactive Media (attended by around 270 undergraduate students). My lectures often feature live coding sessions, which I have found to be highly engaging for students while providing them with the opportunity to immediately apply newly learned con- cepts in practice. Over the course of my career, I have co-supervised many master’s students and 11 PhD students.
During my research career, I had the privilege of collaborating with experts from different fields, such as manu- facturing and construction engineers, mathematicians, surgeons and talented artists. This experience has been a constant source of exciting challenges and potentiality for the applications of geometry-processing-based solu- tions.
My research focuses on Computer Graphics and Geometry Processing. The primary goal of my recent research is to develop new geometry processing algorithms targeted at specific cross-disciplinary applications (such as computationally aided fabrication and architectural design), often resulting in solutions with more general appli- cability.
n 2009 I obtained a PhD in computer science at the University of Genova (Italy) under the supervision of Paolo Cignoni, Fabio Ganovelli, and Enrico Puppo. During my PhD, I proposed novel methods for interactive physically-based fracture animation and real-time texture synthesis. Subsequently, during my postdoc at New York University, I proposed novel methods for mesh processing and analysis. I applied my experience in funda- mental geometry processing to a broader range of applicative domains to design a set of novel geometric tools that can be used in architecture and digital fabrication pipelines. In another project, I contributed to the design of novel instruments for semi-interactive modelling and an innovative method for the design of elastic properties or to optimize the structural properties of 3D-printed shapes. I am currently exploiting my experience in geometry processing to design a new set of intelligent tools to support artists and modellers to bring functional forms to reality. My research activity is reinforced by long-lasting scientific collaborations with prestigious IT laboratories worldwide, such as the Department of Computer Science of New York University, the Interactive Geometry Lab of ETH, The Institute of Science and Technology Austria (IST Austria) and the National Research Council of Italy. I published the results of my research in the major conferences and journals of the field (such as ACM Siggraph / ACM Transactions on Graphics, IEEE Transaction of Visualization and Computer Graphics, Eurographics / Computer Graphic Forum), as well as European and US patents. These contributions have had a significant impact, as evidenced by three Software Awards from the Geometry Processing community for co-authoring two open-source software projects: the geometric processing library Libigl (2015), the mesh-processing suite MeshLab (2017), and Hexalab (2022).
I teach courses in fields related to Computer Graphics and 3D Shape Modelling, at various levels. In 2014, I worked as an additional lecturer for the undergraduate course of 3D modelling at the University of Pisa. In 2014, 2015, and 2018, I delivered advanced training courses for Canon Research Australia, focusing on Digital Shape Manipulation, 3D Reconstruction, and 3D Graphics on the Web.
Since 2018, I coordinated and taught courses on Computer Graphics (attended by about 120 students) and Computer Animation (attended by about 100 students) at the University of Technology Sydney. In 2018 also held a course on Interactive Media (attended by around 270 undergraduate students). My lectures often feature live coding sessions, which I have found to be highly engaging for students while providing them with the opportunity to immediately apply newly learned con- cepts in practice. Over the course of my career, I have co-supervised many master’s students and 11 PhD students.
During my research career, I had the privilege of collaborating with experts from different fields, such as manu- facturing and construction engineers, mathematicians, surgeons and talented artists. This experience has been a constant source of exciting challenges and potentiality for the applications of geometry-processing-based solu- tions.
- Academic
- Masters Research or PhD student supervision
Disciplines- Additive manufacturing
- Computer aided design
- Computer graphics
- Pipeline Technical Officer
- Faculty General Manager Office
- Pipeline Technical OfficerFaculty General Manager Office
Anthony has a passion for pushing the boundaries of 3D animation, VFX and postproduction.
He has a strong background in tool development, Houdini simulations and crossplatform pipeline support. He is keen on leveraging emerging technologies, including AI, to drive innovation in production.
Anthony has a passion for pushing the boundaries of 3D animation, VFX and postproduction.
He has a strong background in tool development, Houdini simulations and crossplatform pipeline support. He is keen on leveraging emerging technologies, including AI, to drive innovation in production.
- Professional
- Creative Lead
- Animal Logic Academy
- Creative LeadAnimal Logic Academy
Alex's international career spans two decades as a writer, director, animator and script consultant in senior roles across the animation and VFX industries, working at companies including Rising Sun Pictures, Animal Logic, Flying Bark and Script Central.
Most recently Alex worked on ‘Peter Rabbit’ and wrote and directed the Chinese animated feature films ‘Frog Kingdom 3’ and ‘Frog Kingdom 4’. He was co-director of the animated feature ‘Blinky Bill: The Movie’, animation supervisor on Zack Snyder’s ‘Legend of the Guardians: The Owls of Ga’Hoole’ and lead animator on the Oscar-winning animation feature ‘Happy Feet’.
Alex's international career spans two decades as a writer, director, animator and script consultant in senior roles across the animation and VFX industries, working at companies including Rising Sun Pictures, Animal Logic, Flying Bark and Script Central.
Most recently Alex worked on ‘Peter Rabbit’ and wrote and directed the Chinese animated feature films ‘Frog Kingdom 3’ and ‘Frog Kingdom 4’. He was co-director of the animated feature ‘Blinky Bill: The Movie’, animation supervisor on Zack Snyder’s ‘Legend of the Guardians: The Owls of Ga’Hoole’ and lead animator on the Oscar-winning animation feature ‘Happy Feet’.
- Professional
Disciplines- Creative and professional writing
- Screen and digital media