Ghost in the Shell
During my time at MPC Advertising in 2016, I had the chance to work on some of the holograms for the remake of Ghost in the Shell.
I worked on several aspects of the holo-room sequence, starting with the look development on all Yakuza characters and Dr Osmond.
I also significantly optimized the Houdini-based hologram generation code and workflow and created the effect of hologram distortion when characters interact with it. Finally, I developed a reliable method to convert LIDAR datasets to textured meshes with MeshLab and Maya.
For full credits as well as additional stills, see the project at MPC Advertising.