Behind The Camera

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    Making Movies

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    Making Movies

    Concept

    Storyboarding

    Sound

    CharacterDevelopment

    Layout andlook

    Effects

    Animation

    Lighting

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    Concept

    Nothing gets in the way of the story

    John Lasseter (Pixar)

    S

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    Story-boarding

    Explicitly define Scenes

    Camera shots Special effects

    Lighting

    Scale

    Used as guide byanimators

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    Sound

    Voice recording of talent completed beforeanimation begins

    Animations must match the voice over

    A puppeteer once told me that the voice makes or

    breaks a character

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    Character Development

    300 Drawings

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    Character Development

    40 Sculptures

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    ComputerModels

    Character Development

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    Build scenery

    Match colors

    Layout & Look

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    Matchmoving

    CG camera must exactly match the real camera

    Position

    Rotation Focal length

    Aperature

    Easy when camera is instrumented Hard to place CG on moving objects on film

    Match

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    Match-moving

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    Matchmoving

    Known patterns in live action made it easier totrack furniture, wall paper

    2D 3D conversion in Maya

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    Shooting Film For CG

    Actors practice with maquettes (small scalemodels)

    Maquettes replaced with laser dots lasers on when camera shutter is closed

    After each take, three extra shots chrome ball for environment map for Stuarts eyes

    white and gray balls for lighting info

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    Matchmoving

    Film scanned

    Camera tracking data retrieved

    3D Equalizer + Alias Maya to prepare (register) thedigital camera

    Once shot is prepared, 2D images rendered andcomposited with live action

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    Water

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    Particle

    Sim andIndentation

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    Tools

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    Compositing

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    Compositing

    Lighting

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    Facial Animation

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    Facial Animation

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    Fur

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    Cloth

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    Buttons and Creases

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    Texture

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    Companies

    Pixar

    Disney

    Sony Imageworks

    Industrial Light and

    Magic (ILM) Rhythm and Hues

    Pacific Data Images(PDI)

    Dreamworks SKG

    Tippett Studios Angel Studios

    Blue Sky

    Robert Abel andAssociates

    Giant Studios

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    Toy Story (1995)

    77 minutes long; 110,064 frames

    800,000 machine hours (91 years!) of rendering

    1 terabyte of disk space 3.5 minutes of animation produced each week

    (maximum)

    Frame render times: 45 min 20 hours

    110 Suns operating 24-7 for rendering

    300 CPUs

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    Toy Story

    Texture maps on Buzz: 189 (450 to show scuffs and dirt)

    Number of animation knobs Buzz 700

    Woody 712 Face 212 Mouth 58

    Sids Backpack 128

    Number of leaves ontrees 1.2 mil

    Number of shaders 1300

    Number of storyboards 25,000

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    Toy Story 2

    80 minutes long, 122,699frames

    1400 processor render farm

    Render time of 10 min to 3

    days Direct to video film

    Software tools

    Alias|Wavefront

    Amazon Paint

    RenderMan

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    Newman!

    Subdivision-surfaces

    Polygonal hair (head)

    Texture mapped on arms

    Sculpted clothes

    Complex shaders

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    Devils in the Details

    Render in color

    Convert to

    NTSC B/W

    Add film effects

    Jitter Negative

    scratches

    Hair Static

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    Images

    Shadows?

    I

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    Images

    I

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    Images

    St t Littl

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    Stuart Little

    500 shots withdigital character

    6 main challenges Lip sync

    Match-move (CGto live-action)

    Fur

    Clothes

    Animation tools

    Rendering, lighting, compositing

    St t Littl

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    Stuart Little

    100+ people worked on CG

    32 color/lighting/composite artists

    12 technical assistants 30 animators

    40 artists

    12 R&D

    St t Littl

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    Stuart Little

    Final Fantas

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    Final Fantasy

    http://www.arstechnica.com/wankerdesk/01q3/ff-interview/ff-interview-2.html

    Final Fantasy

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    Final Fantasy

    First ever animated feature to attempt photorealistic CGIhumans

    Second biggest box office flop ever (lost over $124M)

    Main characters > 300,000 polys

    1336 shots

    24,606 layers

    3,000,000 renders (if only rendered once) typically 5 render revisions

    render time per frame = 90 min

    Most layers per shot 500 934,162 days of render time on one CPU

    they used 1200 CPUs = 778 days of rendering

    Final Fantasy

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    Final Fantasy

    Renderman (Pixar) used for rendering

    direct illumination

    many hacks to fake global illumination

    Maya used for modeling

    Hair Modeled is splines

    Lighting and rendering complicated as well

    Star Wars I

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    Star Wars I

    The good Jar-Jars ears (cloth

    simulation)

    Jar-Jars facial animation Sets

    Were only as high as thetallest character in the

    film Above that was all CG

    Was the first interactionbetween CGI and humans

    The bad Jar-Jar

    Jar-Jar

    Jar-Jar Jar-Jar

    Making Movies

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    Making Movies

    Production Team

    Production Line

    Special Effects

    Production Team

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    Production Team

    Directors

    Modelers

    Lighting Character Animators

    Technical Directors

    Render Wranglers Tools Developers

    ShaderShader WritersWriters

    Effects AnimatorsEffects Animators

    Looks TeamLooks Team Security OfficerSecurity Officer

    JanitorJanitor

    LackeyLackey