2003 aug compgraphics

Upload: waldolos

Post on 03-Jun-2018

221 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/12/2019 2003 Aug CompGraphics

    1/18

    How to Navigate the MagazineAt the bottom of each page of the magazine you will see a navigation bar

    with 7 buttons. The buttons have these functions:

    Arrows: There are left and right facing arrows on either end of the

    toolbar buttons. Mouse clicking on either of these will turn your pages

    forward or backwards.

    TOC: Clicking on the TOC button wherever you happen to be in the

    magazine will take you back to the table of contents page.

    Zoom In: Clicking on the button with the small magnifying glass will

    zoom in to the top of that page. Use the page down key on your

    keyboard to move down to the bottom half of that page.

    Zoom Out: Clicking on this button will take you from a zoomed single

    page to the double page view. OR simply place your cursor in the left

    margin of the single page and click to return to double page view.

    Cover: Clicking on the house will take you to the cover.

    Find: Clicking on magnifying glass button will allow you to do

    a full search of the magazine.

    Welcome to your Qmags edition of

    Computer Graphics World

    Your Qmags edition of Computer Graphics World immediately follows this

    Alternatively, you may use the standard Acrobat Reader tools located in

    the toolbar above the magazine pages to navigate through the magazine or

    adjust many of the custom settings available.

    TOC

    1

    introductory letter. Just read the simple instructions below to learn howto navigate your Qmags Edition and enjoy its special enhancements.

    Wo r l d

    GraphicsComputer

    TOC1 13 2 5 4 FWo r l d GraphicsComputer

    http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    2/18

    Why did you decide to use

    stereoscopic visual effects in

    Spy Kids 3-D?

    I wanted to bring stereo 3D

    effects back to theaters. And I

    thought doing a sci-fi movie for

    kids and setting it in a video game would be

    a great way to do it. The first thing I did was

    get Chris Olivia, a lead artist at Troublemaker

    Digital, to work up some test shots using

    footage from Spy Kids 2. It was astounding.

    We had this rush of adrenaline. It worked

    so well that we ended up making 90

    percent of the movie in stereo.

    Stereoscopy in films seems

    to have been merely a

    novelty. Is it intended to be

    something more this time?

    If you look at stereo 3D movies

    from the past, you see why they

    didnt work: The stories werent

    very good, the stereoscopic effect was

    not very good, and it wasnt used as a

    crucial element in the story. So I think

    people just assumed that the idea wasnt

    a good one. What I wanted to do was

    form the movie around the experience of

    being immersed in a virtual world. When

    you and the main characters put on the

    glasses, you enter the world of the game.

    What was the best

    stereoscopic movie?

    Most people would say,House

    of Wax. But when I realized

    that, I knew we were home free.

    We all knew we could easily

    beat that, and be the best stereo movie

    ever made. Thats one of the main rea-

    sons I wanted to do the movie. Its a

    genre we could redefine.

    Why did filmmakers

    abandon stereo 3D effects?

    It was very difficult to do. In

    fact, now that Ive made a

    movie using the latest in high-

    definition cameras and 3D digi-

    tal equipment, I dont even know how

    filmmakers ever pulled it off before. They

    were shooting blind. They had to lock

    down the camera, set a convergence,

    then let it ride. Its just impossible to see

    what youre doing when shooting on

    film, but for stereo 3D thats critical. Film

    is obsolete. Im hoping the industry

    wises up and lets it go the way of the

    eight-track tape where it belongs.

    Why is making a stereo-

    scopic film easier now?

    This movie could not have

    been made even a year ago,

    because this is all very new

    technology. We have HD mon-

    itors and a dual HD projector on the

    set. We can put on glasses and watch

    the stereo effect as were shooting. And

    we can change the intraocular distance

    and monitor convergence on the spot.

    But, that said, it all starts with a

    moviemaker who really wants to go out

    and do something different, someone

    who is willing to learn the technology

    and use it in a creative way.

    Is it also less expensive to

    produce stereo 3D now

    given the new digital tools?

    It was less expensive than if we

    were to shoot it on film. In fact,

    this movie had the same budget

    as the first two Spy Kids movies. So with

    careful planning, there were no extra

    costs, and the movie is bigger than the

    last two in every way.

    Is this the first of a new

    wave of stereo 3D films?

    Id love to do another 3D movie,

    if for no other reason than to put

    to use the knowledge my crew

    and I have gained over the past

    year. As for others, its up to those who are

    willing to go out and learn it and apply it in

    a way that makes it worthwhile to the

    audience. I certainly hope there are more.

    What has been the

    response from audiences?

    The response has been even

    stronger than I thought it

    would be. Ive been to theme

    parks where they have 10-

    minute 3D movies, and those always get

    big responses. But theres something

    really different about seeing a long nar-

    rative story set in the 3D world. You can

    invest more in the characters and in the

    world, and be transported beyond what

    a regular movie could ever hope to

    achieve. You are immersed in this game,

    and like some of the characters in the

    movie, you dont want to leave.

    Q

    Q

    QA

    A

    A

    Q

    A

    Q

    A

    Q

    A

    QA

    Q

    A

    56| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    dropRobert Rodriguez isthe director of Spy Kids

    3-D: Game Over. For more

    information about the

    movie, see Spying in

    Stereo, pg. 24.

    By Phil LoPiccolo

    Moving in Stereo

    back

    By adopting the latest digital filmmaking technologies,

    Spy Kids 3-D sets a new course for stereoscopic effects

    TOC1 13 2 5 4 FWo r l d GraphicsComputer___________

    http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    3/18

    World

    Graphics

    Comp

    uter

    August2003

    www.cgw.com

    The

    HumanTouchAnimators add depth to digital actors

    TOCTOC1 13 2 5 4 FWo r l d GraphicsComputer

    __________

    http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    4/18

    Editors Note 4

    Digital Future-Proofing

    Spotlight 6

    Products

    Avids Media Composer Adrenaline

    Discreet 3ds max 6

    Wondertouch particleIllusionThe Foundrys Keylight 2.0

    Voice-O-Matic and Di-O-Matic

    User Focus

    Steele VFX Engineers Chickens

    Click 3xs New Spin on Mosaics

    Nvidias Next Animated Pixie

    Technology

    Cloth-Simulation Techniques

    Market Outlook, Industry News

    Server Adoption Rates Rise

    Blur Studio Relocates

    Digital Video Viewpoint 14

    Video in Stereo

    Game Viewpoint 16

    The Plays the Thing

    Art Studio 40

    SIGGRAPH Animation Festival, Part II

    Reviews 42

    3Dlabs Wildcat VP990

    Cebas finalToon

    Products 46

    Backdrop 56

    Moving in Stereo

    Cover story

    Character Studies 18

    ANIMATION| Short films from

    SIGGRAPHs Electronic Theater

    expand the range of virtual

    human actors.

    By Jenny Donelan

    Spying in Stereo 24

    FILM| Spy Kids 3-Ds stereoscopic

    effects place moviegoers in the

    middle of the action.

    By Audrey Doyle

    Animated Angels 32

    WEB| Internet animations offer

    fans a prologue to the new film,

    Charlies Angels: Full Throttle.

    By Courtney E. Howard

    The Art of Espionage 38

    GAMING| Ubi Soft spent a yeartweaking the graphics in its Splinter

    Cellgame to exploit the hardware

    power of each major platform.

    By Karen Moltenbrey

    Departments

    Features

    18

    24

    August 2003 Volume 26 Number 8

    On the cover:

    The artist spotlighted in Sam Chens

    award-winning animated short, Eternal

    Gaze, grapples with the creative

    process. Turn to pg. 18 for more.

    Also see www.cgw.com for computer graphics

    news, special surveys and reports,

    and the online gallery.

    32

    w w w . c g w . c o m AUG UST 2003 Computer Graphics World| 3

    38

    TOCTOC1 13 2 5 4 FWo r l d GraphicsComputer

    __________

    ___________

    http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    5/18

    products

    modelin

    ganimation

    Discreet has announced 3ds max 6,

    the latest upgrade to its flagship 3D

    modeling, animation, and rendering

    software. With Version 6, the company

    affirms its commitment to game

    development and introduces new

    features and enhancements.

    New features that game develop-

    ers in particular will welcome

    include a robust 3D painting and

    texturing application based on Right Hemispheres Deep Paint engine. It

    enables artists to paint multiple channels of information on multiple objects

    using multiple layers. Discreet also adds to the rendering options by bundling a

    license of Mental Ray 3.2 and integrating it tightly with the software.

    Enhancements to 3ds maxs interface include a complete rework of

    Schematic View that makes the product more efficient and user friendly. Vertex

    Paint has been updated to include pressure-sensitive brushes and blurring. The

    package also makes automating technical tasks easier by adding a command

    line interface to the renderer and Maxscript.

    Character animators will appreciate the new

    skinning tools, which permit envelopes to be

    mirrored across a character. For effects artists,

    Discreet has created Particle Flow, an event-driv-

    en particle system with an easy-to-use, node-

    based interface. In another nod to the game

    development environment, Reactor, 3ds maxs

    physics engine, is bundled with Version 6 and

    has been updated to include vehicle and human

    dynamics. Scheduled to ship this summer, 3ds

    max 6 costs $3495. George Maestri

    Discreet; www.discreet.com

    infoNOW 50

    Deep Textures Come to 3ds max

    For a direct link to more

    product information and

    vendor Web sites, click on

    www.onlinecenter.to/cgw

    spotlight Your resource

    for news, products,

    user applications,

    and market research

    Desktop SD Videofrom AvidAvids Media Composer Adrenaline video-editing system com-

    bines the companys Media Composer software with its special-

    purpose Adrenaline hardware, which features a unique hybrid

    architecture that takes advantage of both host-based processing

    and hardware-based acceleration. The new system is designed

    to provide workstation-level video-editing capabilities on a

    desktop PC or Mac, at a price in the low five figures.

    The Adrenaline hardware device, which is part of Avids

    recently announced DNA (digital nonlinear) family of

    accelerators, connects to a desktop unit through a single

    FireWire connection. According to the company,

    Adrenaline is the first system to support uncompressed SD

    (standard definition) video over standard FireWire. In

    addition to real-time, multi-stream, uncompressed SD

    video editing, Adrenaline offers 10-bit high-definition

    media expandability. Other features include 24P Film

    Composer offline editing functionality, 24-bit audio, and a

    real-time, automated color-correction tool.

    Adrenaline can operate in a collaborative workflow with

    the Avid Unity MediaNetwork. It provides native support and

    timeline mixing for Avid Meridian JFIF, ABVB, DV25, DV50,

    IMX, and uncompressed 601 media formats. The Media

    Composer Adrenaline system costs $24,995. Jenny Donelan

    Avid Technology Inc.; www.avid.com

    infoNOW 51

    products

    videoediting

    6| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    Imagecourte

    syDiscre

    et.

    Imagecourte

    syAvid.

    TOC1 13 2 5 4 FWo r l d GraphicsComputer

    ______________

    __________

    ________

    ___________

    http://www.discreet.com/http://www.discreet.com/http://www.onlinecenter.to/cgwhttp://www.avid.com/http://www.avid.com/http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.onlinecenter.to/cgwhttp://www.discreet.com/http://www.avid.com/http://www.cgw.com/http://www.avid.com/http://www.discreet.com/http://www.onlinecenter.to/cgwhttp://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    6/18

    spotlight

    For the past several months, Nvidia has been turning

    heads at industry trade shows with its short animation of

    the fetching fairy Dawn, a realistic-looking real-time

    character created by the graphics card vendor for show-

    casing the power of programmable shaders and vertex

    processing on its GeForce FX line. Since the E3 trade

    show in May, Dawn has been sharing the spotlight

    with her pixie pal Dusk, also created by the Nvidia

    development team to draw attention to the same pro-

    grammable features used in Dawnin particular,

    the use of customized skin, hair, and wing shadersbut

    with the addition of real-time shadow effects.

    In the original demo, a fresh-faced Dawn prances

    along a tree branch, as soft sunlight filters through her col-

    orful, translucent wings and is absorbed by her light-

    peach skin. In contrast to this sun-kissed setting is the

    more robust, dark, grungy environment of Dusk. In the

    Dusk animation, the moonlight is reflected on the charac-

    ters black leather and lace clothing and on her silver wings,

    along with projected real-time shadow effects.

    Our goal [with these animations] is to show that the new

    graphics hardware now supports the kind of shading language

    that the film industry has been using for years, only in real

    time, says Curtis Beeson, manager of the companys technical

    demonstration team. We initially did this with Dawn, and she

    had this soft, high-dynamic-range lighting effect that people

    werent used to seeing in real

    time. But something was con-

    spicuously absentshadows. So

    when we released the GeForce

    FX 5900

    Ultra, which

    supports the

    same function set used

    for Dawn, we were able

    to go back and add that

    detail.

    Produced by Nvidias con-

    tent development team (led by

    Daniel Hornick), Dusk was

    created in much the same way as

    Dawn. To model the character

    and the background, the group used

    Discreets 3ds max and character

    studio (mainly for touch-up) and

    Alias|Wavefronts Maya (mostly

    for the character setup, skinning, and rig-

    ging). Texturing was accomplished in Adobe

    Systems Photoshop and Right Hemispheres

    Deep Paint.

    To animate Dusk, the Nvidia team hired a

    modern dancer, whose

    movements were cap-

    tured with a 24-camera

    Vicon8 optical system

    by House of Moves. The

    motion-capture facility

    then processed the data

    using its Diva software.

    Nvidia imported the

    raw data into character

    studio, and applied it to

    the model. More intri-

    cate movementssuch

    as hand/finger anima-

    tions, facial expressions,

    and wing movement

    were hand-animated in

    3ds max.

    Rendering was accomplished with a custom-built real-

    time system similar to current game engines. We use Cg, a

    high-level Nvidia shading language in OpenGL, or HLSL in

    [Microsofts] DirectX, to draw the image, says Beeson.

    Even though Dusk was intended to show off Nvidias

    high-end consumer cards, the animation required a profession-

    al Quadro FX 2000 solution for the content creation.

    One of the biggest challenges to making Dusk, accord-

    ing to Beeson, was figuring out how to assign the shaders

    before they were supported in the software used to generate

    the content. Most of this software supports Cg internally

    now, which will make it easier to prototype the look of an

    effect in the future, he notes. Through Cg, artists can now

    create photorealistic shaders and modify them in real time

    within their viewports, enabling them, for instance, to alter

    the sheen of Dusks skin from dry to oily by adjusting sliders

    in the application, and the change will be calculated and ren-

    dered in real time. Conversely, we had to invent tools along

    the way and export the effects into our engine before ever

    seeing what they were going to look like.

    In all likelihood, Dawn and Dusk are probably the most

    realistic real-time characters appearing today, and they have

    demonstrated to game developers what can be accomplished

    using state-of-the-art technology, especially programmable

    skin shaders. And, Hornick expects that other characters will

    soon be sporting similar skin effects in upcoming game titles,

    including Tiger Woods 2004 from Electronic Arts. As with

    Dusk, this game includes improved self-shadowing, with

    advanced DirectX 9.0 pixel shaders creating accurate shadows.

    Were shooting for a cinematic look that is more in tune

    with movies than current game content, says Hornick. KM

    KEY TOOLS: GeForce FX and Quadro FX cards, Nvidia

    www.nvidia.com

    infoNOW 82

    userfocu

    s

    multimedia From Dawn to Dusk

    10| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    Unlike its Dawn animation, which is

    entirely GPU-driven, only some of Nvidias

    Dusk (above) is processed in the GPU.

    Images

    Nvidia

    Corp

    ora

    tion.

    TOC1 13 2 5 4 FWo r l d GraphicsComputer__________

    ___________

    http://www.nvidia.com/http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.nvidia.com/http://www.cgw.com/http://www.nvidia.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    7/18

    spotlight

    According to the recent TrendWatch report, Visual Effects/

    Dynamic Media, the number of facilities planning to purchase

    servers is significant across all markets (see chart below) and has

    risen 17 percent compared to a year ago.Several factors are driv-

    ing this growth:Visual effects and dynamic media organizations

    increasingly are buying servers for tasks such as rendering, and

    running Linux on the systems.And the transition to digital video

    production formats is creating the need for additional storage and

    dedicated servers for specific tasks. Moreover, prices have

    declined,making servers a must haveinvestment even for small

    studios and independent freelancers.Jim Whittington, prin-

    cipal of market research firm TrendWatch, Mill Valley, CA.

    marketoutlook

    Source: Excerpted from the TrendWatch Visual Effects/Dynamic Media Report

    Percent of all U.S. visual effects/dynamic

    media studios/facilities planning to buy servers in 2003

    0 10 20 30 40 50 60

    54%

    44%

    31%

    25%

    22%

    20%

    19%

    Web/Interactive Media Cos.

    Animation/Effects Studios

    Postproduction Facilities

    Broadcast/Cable Studios

    Recording/Mixing Studios

    Corp. Film & Video Companies

    Production Companies

    Serving Up

    One of the biggest snags in computer animation has been

    to simulate how clothing bunches up and then relaxes

    again, as when a characters elbow bends or arm moves

    across the front of the body. The problem with conven-

    tional cloth-simulation techniques is that during such

    motions, fabric becomes sandwiched in areas where it

    intersects with the body and itself, and it gets pulled,

    stretched, and tangled. As a result, it can flutter, wiggle,

    and appear jagged. And then, when the body parts sepa-

    rate, it can remain pinched and tangled instead of falling

    loosely and naturally back to its original shape.

    To avoid these problems, David Baraff, Andrew

    Witkin, and Michael Kass of Pixar Animation Studios

    have devised two cloth-collision algorithms described last

    month at SIGGRAPH in a paper titled Untangling Cloth.

    The first is called collision flypapering, which eliminates

    nearly all visible artifacts in regions of body intersection by

    carefully controlling the motion of any trapped or pinched

    cloth points. The accompanying figure shows how the fly-

    papering algorithm produces realistic cloth simulations

    when clothing would otherwise get pinched from typical

    body motions of a CG character (above).

    The researchers also have developed

    a cloth-to-cloth collision algorithm that

    performs a global intersection analysis

    (GIA) of the interacting cloth meshes. It

    instantaneously characterizes the current

    intersection state of the fabric in order to guide the cloth

    back to an untangled state where intersections occur. The

    two images at the right demonstrate how a crumpled shirt

    looks with the GIA algorithm turned off (top) and then

    turned on (bottom). Phil LoPiccolo

    technolo

    gy

    simulation Untangling Cloth

    Imagescopyrigh

    tandre

    prin

    tedwith

    permission

    ofPix

    arAnim

    ation

    Studio

    san

    dA

    CM.

    In Brief

    12| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    Blur Studio (Venice, CA), a creator of visual effects and

    animation, moved into a new headquarters measuring

    20,000 square-feet, nearly three times the size of its formeroffices. Blur also added roughly 24 computer artists to its staff,

    bringing the current head count to 65. Blur Studios immediate

    reason for expansion is to meet current production deadlines,

    whereas its longer-term goal is to become a major player in

    feature animation.... Discreet (Montral), a division of

    Autodesk, has formed a strategic partnership with Criterion

    Software (Austin, TX), the maker of RenderWare middleware

    tools and technology, to develop and promote a game devel-

    opment pipeline between Discreets 3ds max modeling, ani-

    mation, and rendering product and RenderWare.... IMAXCorporation (Mississauga, Canada) recently retired approxi-

    mately $22 million in face value of its $200 million of senior

    notes due December 2005 in exchange for newly issued com-

    mon shares.According to the company, it has reduced its total

    debt by more than 40 percent in less than two years. IMAX

    also announced an agreement with EuroPalaces, one of the

    largest commercial exhibitors in Europe, to open a new IMAX

    3D theater at Frances Disneyland Resort Paris in June 2004.

    news

    TOC1 13 2 5 4 FWo r l d GraphicsComputer___________

    http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    8/18

    DV

    stereoscopic films and videos is fairly high. However, that doesnt mean anybodys giv-

    ing up. This year, for example, movie-going audiences were treated to the release of two

    high visibility stereoscopic moviesGhosts of the Abyss (see Atypical Stereo, July

    2003, pg. 44) and Spy Kids 3-D: Game Over(see Spying in Stereo, this issue, pg. 24).

    Interestingly, the two movies used completely different stereoscopic techniques. For

    Ghosts of the Abyss, director James Cameron chose to use a polarized technology that

    requires the use of two projectorswith one projecting an image for the right eye and

    the other projecting an image for the left eyeand calls for audience members to wear

    special polarized glasses. In contrast, for Spy Kids 3-D, director Robert Rodriguez chose

    to use 1950s anaglyph technology, which enables the use of one projector and requires

    audience members to wear those funky red and blue glasses. Though not as advanced

    as the polarized technology, the anaglyph approach has the advantage of being able to

    be displayed in mainstream cinemas from a traditional film projector.

    Moving to the Mainstream?

    While its unlikely that these two films alone will suddenly make stereoscopic movies

    wildly popular, their release does prompt a discussion of developments in the stereo-

    scopic 3D world that just might have the potential to push the technology toward

    greater mainstream acceptance. One important effort in this regard aims to take advan-

    tage of recent advances in digital-video, video-projector, and computer-server technolo-

    gies to create a much less expensive way of displaying stereoscopic films and video.

    Spearheading this trend is a partnership of three companiesEdwards Technologies (El

    Segundo, CA), Panasonic (Secaucus, NJ), and nWave (Culver City, CA).

    Edwards Technologies has been in the business of building multi-sensory experi-

    Since at least the 1950s, when

    studios released a blizzard of

    3D movies, technologists and

    artists have been fascinated by

    the challenge of creating a

    compelling 3D moving picture

    experiencein which the action on the

    screen extends beyond the surface of

    the screen and out into the audience.

    To date, the stereo-

    scopic technologies that

    have the potential to

    make such experiences

    possible have achieved

    the greatest degree of

    acceptance in the techni-

    cal world, where engi-

    neers, researchers, and

    scientists routinely use

    stereoscopic technolo-

    gies in car design, med-

    ical research, and oil and

    gas exploration applica-

    tions. In addition, stereo-

    scopic technologies are

    used regularly and suc-

    cessfully in special enter-

    tainment venues, such as

    IMAX theaters and 3D

    theme park rides.

    Despite those suc-

    cesses, the stereoscopic

    3D experience has yet to

    significantly penetrate

    the mainstream of the

    film and video world. In

    part, thats because its

    a lot more difficult to

    create a great stereo-

    scopic experience using

    live-action footage than

    it is using computer graphics. Beyond

    that, the cost of making and displaying

    Video Goes Stereo

    view

    By Stephen Porterpoint

    Although stereoscopic 3D movies are still the exception rather than the rule, the

    emergence of new digital video-based projection systems promises to make stereo

    3D projects more affordable to create and distribute.

    Stephen Porters a contributing editor

    ofComputer Graphics

    Worldand a freelance

    writer who has coveredideo, graphics, and

    digital content creation

    echnologies and appli-

    ations for more than 15

    ears. He can be reached

    t [email protected].

    Advances in

    stereoscopic

    technology

    push 3D

    video to the

    forefront

    14| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    TOC1 13 2 5 4 FWo r l d GraphicsComputer___________

    http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    9/18

  • 8/12/2019 2003 Aug CompGraphics

    10/18

    Film

    animated short films shown at

    SIGGRAPHs Electronic Theater

    last month advance the state of

    the art not in terms of Is it real or is it

    CG? realism, but in creating characters

    who, with their movements and expres-

    sions, engage audiences in some of the

    same ways a human actor might. Eternal

    Gaze, Chainsmoker, and Plumber

    each feature a lone protagonist who

    engages audiences not with beauty, charm,

    or flowing photorealistic hair, but with the

    earnestness with which he or she tackles a

    problem. Their difficulties range from the

    mystical (the artist in Sam Chens Eternal

    Gaze grapples with madness,

    mortality, and the creative

    process, all in the space of 16

    minutes) to the mundane (Ulf

    Lundgrens nursing home

    patient goes to great lengths

    to enjoy a forbidden cigar in

    Chainsmoker), while the hero of Andy

    Knight and Richard Rosenmans Plumber

    does battle with a surreally malfunctioning

    faucet. Though each of these animated

    humans has different problems, they each

    pull us into their world in a similar way

    with their efforts and their expressive faces.

    18| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    By Jenny Donelancharacter

    studies

    Short f i lms

    advance

    the art of

    human

    character

    animation

    3

    Their moods range from deep and

    portentous (above) to wryly humorous

    (left) to slapstick (below), but each

    short animated film featured here

    has a character with whom audiences

    can readily identify.

    E T E R N A L G A Z E

    C H A I N S M O K E R

    P L U M B E R

    TOC1 13 2 5 4 FWo r l d GraphicsComputer___________

    http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    11/18

    E T E R N A L G A Z EDirector Sam Chen sees many similarities

    between himself and the subject of his film

    Eternal Gaze. Chen spent two and a half

    years in relative isolation while making his

    computer-animated short about the twen-

    tieth-century artist Alberto Giacometti,

    whereas the Giacometti of his film labors

    alone in his studio. Both men worked with-

    out assistants, Giacometti preparing his

    own clay and stretching his own canvases,

    and Chen doing his own research, model-

    ing, animation, and post-production. Most

    of all, says Chen, both he and the late artist

    share an extraordinary single-mindedness

    about the creative process.

    For Chen, this particular all-consuming

    project began with research into the life

    and art of Giacometti, whom he describes

    as one of the greatest but least recognized

    artists of our time. Chen had never heard

    of Giacometti until he read about him in an

    assigned text in a college course, but he felt

    immediately drawn to the man, who was

    known for his moodiness, his melancholy

    humor, and his exacting standards.

    Chen also studied Giacomettis sculp-

    tures so that he could digitally reproduce

    their distorted and agitated surfaces in his

    film, and the animator took a sculpting

    class as well. As everyone knows, Chen

    says, animators are actually frustrated

    actors. I took the sculpting class in order to

    get into Giacomettis head.

    Chen wrote two scripts, scrapping the

    first five months of work to re-orient the

    story around the artist rather than the

    sculptures as originally planned. Early

    thumbnail sketches became a 10-minute

    animatic that evolved into a CG layout

    that grew into a 16-minute film containing

    220 shots. Altogether, Chen modeled 18

    different sculptures for the film, using

    photographs as his main reference. Giaco-

    metti himself is represented by three dif-

    ferent models, in part because he ages

    nine years during the three-act movie.

    The end result, a black-and-white CG

    short with no dialog and one human charac-

    ter in a single setting, has won numerous

    awards, including best animation for the SIG-

    GRAPH 2003 Electronic Theater. The film

    contains no astonishing special effects or

    feats of CG realism. Instead, the overall

    visionthe shadowy studio, the original

    musical score by Jamey Scott, the hope and

    agony on the face of the character as he strug-

    gles with guilt, fear, a leaky roof, and a chron-

    ic coughcombine to create a compelling

    story about the redemptive power of art.

    Chens chief inspirations for Eternal

    Gaze were movies:Blade Runnermost of

    allfor its film noire look, its pacing,

    and its melancholy and Citizen Kane, for

    its use of black and whiteI watched it

    once a month while I was making my

    film, he says. He also was influenced by

    Pixars short films and Steven Spielbergs

    moviesfor their heart and emotion.

    In fact, by design, says Chen, the camera

    Film

    Director Sam Chen modeled artist Alberto

    Giacometti (left) in a nonrealistic, carica-

    ture style. Giacomettis sculptures (right),

    on the other hand, were created to resem-

    ble their real-life counterparts as closely

    as possible. Much of the action in the film

    involves Giacometti creating his works

    of art (below).Images courtesy Sam Chen.

    TOC1 13 2 5 4 FWo r l d GraphicsComputer

    http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    12/18

    moves in Eternal Gaze resemble those from traditional movies

    more than they do camera moves in most CG films.

    When he began making Eternal Gaze, Chen had already

    directed several movies, including film documentaries and comput-

    er animations. He had extensive CG experience, but still found the

    challenge of realizing his vision rather formidable. First off, A

    mantra for the film was historical accuracy, he says. It was impor-

    tant to get the right look and feel for Giacomettis studio in Paris in

    the 1950s and 60s, and also to represent the artist in spirit if not exac-

    titude. Chen decided that rather than try and fail to represent him

    photorealistically, he would exaggerate Giacomettis facial features,

    and make his overall proportions

    nonrealistic. Nevertheless, he was

    careful to make the character

    human enough that viewers

    would identify with him rather

    than dismiss him as a cartoon. I

    wanted to capture the essence of

    Giacometti, and show his tor-

    ment... and ultimately, to have the

    audience empathize with him,

    says Chen.

    To create Giacometti, Chen

    used a combination of NURBS,

    polygons, and subdivision sur-

    faces in Alias|Wavefronts Maya.

    Most of the sculptures were mod-

    eled in NURBS, and the studio

    and other objects within it are in

    large part polygonal. Throughout

    the film, Chen employed keyframe animation for better control in

    achieving the looks and movements he wanted.

    The most challenging part of rigging, notes Chen, involved

    Giacomettis expressive face, which is the focal point of the film.

    Chen used a bone and muscle

    system rather than morph tar-

    gets, which he thought would

    create a canned or artificial

    look. He consulted medical

    books to find out which facial

    muscles deploy for different human emotions, then rigged bones

    to simulate the muscle contractions and expansions.

    The textures and shaders used in the film are a mixture of pro-

    cedurally generated textures and scans, including some taken

    from photographs of Giacomettis face. Chen added effects such

    as the curls of smoke from Giacomettis cigarette in post produc-

    tion using Adobe Systems After Effects.

    While Chen says he doesnt regret having to make Eternal

    Gaze on his ownin fact, the self-described Jack-of-all-trades

    says he wouldnt have been able to make the same film if he had

    not been able to control all its aspectshe did have to compromise

    here and there because of time constraints and the lack of help.

    Given the opportunity, he would have added just a few more

    effects. For example, when items in the finished film are

    destroyed, there isnt any dust or smoke rising from the debris as

    there should be. A related challenge was asset management.

    There were so many formats, so many files, so many shots, he

    notes. I started having file-naming convention problems. I had to

    write my own scripts [here his computer science background came

    in handy]. And render wrangling was a nightmare.

    Overall, though, Chen is more than pleased with his creation.

    I made the film that I wanted to make, he says, adding that this

    would not have been possible just a few years ago, when an ani-

    mated film this ambitious would have had to be made at a big stu-

    dio. Thats one of the things about where the industry is going

    the tools are all available now, and its very empowering and

    encouraging for the individual artist today. Besides, he adds,

    When I watch the movie I forget about the technical difficulties.

    Film

    20| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    Chens virtual Giacometti, which he

    created using photos and film clips

    as references, is an exaggerated

    version of the late sculptor.

    Eternal Gazebegins in color inside a

    museum, then morphs to black and white

    as we see in the exterior of Giacomettis

    Paris studio in the 1950s.

    TOCTOC1 13 2 5 4 FWo r l d GraphicsComputer___________

    http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    13/18

    C H A I N S M O K E RAlthough animator Ulf Lundgren has created special effects for

    fantasy-based and futuristic productions such as the Harry Potter

    movies and the James Bond filmDie Another Day, he is more fas-

    cinated by the little moments of everyday human existence.

    Lundgren is a people watcher. So when he set about creating his

    first independent project, he decided to concentrate more on

    character than on plot.

    The films story is simple: An old woman in a nursing home

    keeps trying to sneak a cigar, and keeps getting caught. Whats

    complex about Chainsmoker is the range of emotions that

    crosses the womans wrinkled face: Shes sly, anticipatory, fright-

    ened, contrite, and, ultimately, satisfied. As the day goes by, shad-

    ows lengthen, and a radio plays 1940s big band music in the back-

    ground while she tries again and again to enjoy the cigar she so

    obviously craves. But each time shes about to inhale, we hear

    authoritative footsteps echoing in the hall, coming closer and

    closer. Whether you smoke or not, you find yourself rooting for

    this spunky nursing home resident denied of her simple pleasure.

    (Lest you forget the perils of smoking, however, a series of lung X-

    rays at the movies beginning sets the appropriately morbid tone.)

    Giving the woman a personality and

    attitude was a blast, says Lundgren.

    After having spent years of studying

    faces and facial expressions for other

    projects, making a film in which the

    story centers around reactions and

    expressions was extremely exciting.

    Lundgrens nursing home resident is

    the most realistic-

    looking of the three

    CG characters exam-

    ined here. The artist

    created her entirely

    in Softimage, hav-

    ing first filmed his

    cousin acting out

    the different epi-

    sodes and then re-

    timing the perfor-

    mance in Adobe

    After Effects to give

    it more of an ani-

    mated feel, using

    the film for a refer-

    ence. He wanted the

    characters expres-

    sions and reactions

    to be humorous and

    a bit slapstick in

    nature, but not com-

    pletely over the top.

    Another notable

    feature is the warm, dif-

    fused light that changes

    to represent the different

    times of day in which the

    action takes place (the film itself is just under four minutes long).

    Ive always been a sucker for light, says Lundgren. This was a

    chance to play around with different solutions and light treat-

    mentsbut at the same time it turned out to be a lot harder than it

    seemed and took a lot more time than I had expected. Lundgren

    was slowed down partly because he ended up building his own

    light rig that incorporated approximately 30 different raytraced

    lights. Time-consuming though this was, his hand-built rig allowed

    him to blend various colors so that he could set them

    playing in the old womans wrinkles and in the shad-

    ows, all of which give the film a richer, softer look.

    Altogether, it took Lundgren more than six

    months to create Chainsmoker while working at

    day jobs such as creating effects for the Bond and

    Harry Potter movies. He also was hampered by hav-

    ing to render the entire project on his laptop. Though

    hes satisfied with the filmIf there were anything

    I was really unhappy with I wouldnt have released

    ithe hopes to spend more time planning and try-

    ing out different visual styles for his next project.

    Did chainsmoking help get him through the long

    nights of modeling, animating, rendering, and com-

    positing? No, Lundgren replies. I was too uncool

    in school to smoke, and too smart nowadays.

    Film

    22| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    Lundgren modeled his nursing home

    patient in Softimage, paying particular

    attention to her wrinkles (top).The

    bandages (right) appear after one of

    her smoking-related mishaps.

    Different lighting schemes were used

    to indicate that time was passing inside

    the patients room.

    ImagescourtesyUlfLun

    dgren.

    TOCTOC1 13 2 5 4 FWo r l d GraphicsComputer___________

    http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    14/18

    w w w . c g w . c o m AUGUST 2003 Computer Graphics World| 23

    P L U M B E RThe principals of Red Rover Studios, with a track record of

    making television commercials for Toyota and the like, want-

    ed to get involved in short film production. To show what

    they could donot to mention learn what they could do

    they decided to make their own computer-animated short.

    The end result, Plumber, features Mario, one very deter-

    mined fixer-upper who meets his match in a bathroom faucet

    that refuses to stop dripping.

    Mario goes to extraordinary lengths to stop the leak, and the

    tap meets him every step of the way. In the battle that ensues,

    there are explosions, a collapsed ceiling, and a flood so great

    that Mario is forced to swim through the inside of his house to

    attack the plumbing. The film is a showcase for special effects

    such as these, but the real star is the bald and sinewy Mario,

    who is annoyed, then angered by the recalcitrant tap, but seem-

    ingly unaware that anything out of the ordinary is going on.

    When they embarked on the project, the Red Rover artists

    applied the same scheduling methods they use to create a televi-

    sion commercial, only expanding the timeline from several weeks

    to five months. They used an animatic throughout the project,

    notes producer Randi Yaffa, which was updated weekly for inter-

    nal review. The animatic allowed us to follow the films progress,

    make editing and timing changes, and see potential mistakes that

    might not have been as evident on a scene-by-scene basis.

    All the action takes place in a colorful, semi-realistic, semi-

    cartoon-like setting that the films creatorsdirectors Richard

    Rosenman and Andy Knight and producer Randi Yaffadescribe

    as hyper-real. The bold use of stylized color, notes Rosenman, in

    conjunction with global illumination rendering, helped make the

    film especially attention-grabbing. But global rendering turned out

    to be an especially difficult part of the project. The action takes

    place inside Marios house, and interior global rendering is much

    more complex than exterior global rendering because the light

    sources are more varied, says Rosenman. The team ended up

    developing numerous techniques to reduce rendering time.

    All the animation in Plumber is keyframed. Mocap has

    its applications, says Rosenman, but Plumber was not suit-

    able for it. Even before he was animated, the Mario character,

    modeled in Discreets 3ds max, presented challenges. He

    underwent hundreds of mutations, says Rosenman, before

    the creators were satisfied. Similarly, the morph targets for

    Marios expressions went through many iterations before he

    gained his determined visage.

    Marios clothing also was problematic for a while. Until the

    team worked out the details of the cloth simulation, the charac-

    ters bold, frantic motions were too abrupt for the cloth calcula-

    tions, which resulted in his shirt getting stuck in his arms and

    other areas. For the underwater scene, the most eye-catch-

    ing in the film, the team used fluid dynamics simulation.

    Notes Rosenman, We tested for months before we were

    able to reach a compromise between realistic-looking water

    and production-friendly simulations.

    In the end, the Red Rover team was able to imbue its first

    short CG film with plenty of humor and visual appeal. As for

    the earnest Mario and his battle with the faucetlets just

    say he makes a better star of a CG film than a plumber.

    Jenny Donelan is a contributing editor for Computer

    Graphics World.

    Film

    Adobe Systems www.adobe.com infoNOW 60

    Alias|Wavefront www.aliaswavefront.com infoNOW 61

    Discreet www.discreet.com infoNOW 62

    Softimage www.softimage.com infoNOW 63

    toolbox

    The most eye-catching scene in

    Red Rovers Plumber is one in

    which the lead character swims

    underwater through his

    flooded house.

    The animators experimented

    with a variety of looks and

    facial expressions for Mario

    (above). The brightly colored

    world he inhabits straddles a

    line between realistic and

    cartoon-like (right).

    Images courtesy Red Rover Studios.

    TOC1 13 2 5 4 FWo r l d GraphicsComputer

    _________

    _____________

    ___________

    __________

    ___________

    http://www.cgw.com/http://www.adobe.com/http://www.adobe.com/http://www.adobe.com/http://www.aliaswavefront.com/http://www.discreet.com/http://www.softimage.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.adobe.com/http://www.aliaswavefront.com/http://www.softimage.com/http://www.discreet.com/http://www.cgw.com/http://www.softimage.com/http://www.discreet.com/http://www.aliaswavefront.com/http://www.adobe.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    15/18

    Clockwise from top left:

    Influencing Bone Remodeling in Osteoporosis, directed by Jane Hurd and pro-

    duced by Amalia Delicari, illustrates how the drug actonel suppresses bone loss.

    Mekarate, directed and produced by Hiroyasu Shimo, focuses on an inept office worker

    who is haunted by a self-destructive wish and plagued with anti-social behavior.

    Ode to Summer, directed by Ron Hui and produced by Tony and Raymond Neoh, uses

    CG to bring to life the art of Chinese ink-brush painting.

    Little Red Plane, directed and produced by Joey Jones and Wira Winata of Shadebox

    Animations, uses digital techniques to take a young boy on a spiritual journey.

    The Future is Wild, directed by Steve Nicholls and produced by Paul Reddish of 422

    Ltd., places 47 unique and highly diverse CG animals into live-action backgrounds for this13-part television series from Animal Planet USA.

    Art Studio

    Each year, the SIGGRAPH Computer Animation Festival serves as a mir-

    ror of what is possible today and as a window into what might be

    achieved in the future. The festival is defined by one wordvision,

    says chair Darin Grant from Digital Domain.Through a unique blend of

    art and technology, it has helped display the vision and achievement of

    the pioneering efforts of our industry during the past 30 years.

    This year, the Animation Theater projects were shown collectively in

    one large venue,rather than in multiple rooms.As a result, the festival jury

    had to limit the number of selections, presenting 52 projects compared to66 last year. Of these,28 are international submissions, and 14 are student

    TheSIGGRA

    PH

    ComputerAnimationFestival,PartII

    40| Computer Graphics World AUGUST 2003

    TOC1 13 2 5 4 FWo r l d GraphicsComputer

    http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    16/18

    Clockwise from top right:

    Pingwin, directed by Wojtek Wawszcyk and produced with Georg Gruber, features a pen-

    guin, created in Softimage|3D, which moves to the rhythm of an orchestral selection.

    Plumber, directed by Andy Knight and Richard Roseman, and produced by Randi Yaffa of

    Red Rover Studios, uses computational fluid dynamics, cloth simulation, and other digital

    technologies to create the dynamic imagery in this humorous animated short film.

    Time Warner Pigs, directed by Bruno Aveillan and produced by Quad-Believe, is a televi-

    sion commercial featuring fantastical CG pigs created by La Maison.

    This Wonderful Life, directed and produced by Liam Kemp, shows how a newfound love

    can fill the void in a persons heart following the death of a spouse.

    Solder Man, directed and produced by Dave Novak, is a story of creation, evolution, andproblem solving, as the main character looks to the only solution he knows: soldering.

    productions. Moreover, only 25 pieces were presented in the prestigious

    Electronic Theater, compared to 35 during the previous year.

    Whether the piece is a fascinating story that has been captured

    and told through the use of computer-generated images, a creatively

    edited breakdown of the visual effects work from a professional studio,

    or a scientific showcase that gives us a glimpse at the edge of our ever-

    expanding technological horizons, it always represents the best that our

    industry has to offer each year, says Grant.

    A selection of images from the Computer Animation Festival appearson these two pages. Karen Moltenbrey

    AUGUST 2003 Computer Graphics World| 41

    2002 SSNK New York; Quad, Believe.

    TOC1 13 2 5 4 FWo r l d GraphicsComputer

    http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    17/18

    Competition in the 3D hardware

    market has been fierce over the

    past few years. ATI and Nvidia

    have been fighting it out in the con-

    sumer space, and this battle has crossed

    over into the professional workstation

    arena as well. Another contender, 3Dlabs

    has long been a major player in the

    professional space. Now a division of

    Creative, 3Dlabs unveiled the Wildcat VP

    series, its answer to the less expensive but

    still powerful cards that have been flood-

    ing the market of late. In fact, the Wildcat

    VP line brings a new architecture and ter-

    rific quality to price-competitive worksta-

    tion cards. The VP990 Pro ups the ante by

    including 512MB of video RAM, more than

    any card currently on the market.

    The VP990 Pro fits in a standard AGP

    slot and has the same heatsink and fan

    found on other VP series cards. The

    heatsink isnt terribly large, but it makes

    for a tight fit when theres another card in

    the top PCI slot. Its best to leave this PCI

    slot open, as the heat-generating VP990

    Pro needs all the air it can get. On the back

    of the card are two DVI connectors as well

    as a stereo jack. For those using CRT mon-

    itors, two DVI-to-analog connectors are

    included as well.

    The software included with the card

    installed flawlessly. 3Dlabs provides its

    own control panel for adjusting and tweak-

    ing screen resolution, as well as OpenGL

    and monitor settings. The OpenGL panel

    comes with a number of presets custom-

    tuned for most major 3D applications.

    When first using the card, I did run into a

    few problems with screen

    refreshes using the default

    OpenGL settings. These

    problems showed up both

    on the desktop and in appli-

    cations such as 3ds max

    from Discreet. Switching to

    the 3ds max settings on the

    OpenGL control panel cleared up these

    issues and I had no further problems.

    The VP990 Pros whopping 512MB of

    video RAM is great for anyone using large

    amounts of textures in their work. It also

    should help those who run high-resolution

    or multiple monitors. The card supports

    the new 9-megapixel displays from ven-

    dors such as IBM and Hitachi, as well as

    high-resolution dual monitors. Users cre-

    ating content for feature films and HDTV

    will be very pleased with the results. I

    found images and color to be crisp and

    clear, due partly to the cards 10-bit

    RAMDACs and its good-quality drivers.

    The core of the Wildcat VP is 3Dlabs

    P10 visual processing unit (VPU). Most

    graphics cards have a single large graph-

    ics processing unit (GPU) which resem-

    bles a computers CPU, but for graphics.

    3Dlabs VPU consists of many small,

    single-instruction multiple-data (SIMD)

    processors tied together in a supercom-

    puter-like array. The Wildcat VP has more

    than 200 of these processors on a single

    chip, which enables the card to parallel-

    process image information, theoretically

    making it smoother and more responsive

    than a typical graphics card.

    These small processors also can be split

    up and used for different

    tasks, and to offload tasks

    normally completed by the

    CPU. This is undoubtedly

    where professional 3D

    graphics is headed, as it

    allows rendering times to

    be cut significantly. These

    processors can handle anything from

    antialiasing pixels, to calculating high-

    order surfaces, to performing such eso-

    teric tasks as wavelet compression and

    photoreal rendering. This frees the CPU

    for other tasks, speeding up interactivity.

    The VP990 shares the same VPU as

    the Wildcat VP970, which can crank out

    225 million vertices per second. I tested

    the card on a dual 1.4GHz Pentium III

    with 1.5GB of RAM. Viewperf scores were

    good: The board turned in a 3ds max

    score of 11.9, a ProE score of 18.3, and a

    UGS score of 15.3. While this is fast, it

    lags behind some cards on the market,

    most notably the Nvidia Quadro FX 2000

    and the ATI FireGL X1. However, these

    cards currently max out at 128MB and

    256MB of video RAM, respectively, so the

    additional memory in the VP990 Pro is

    certainly a bonus.

    Priced at roughly $800, the VP990 Pro

    is not cheap, particularly considering that

    the VP970, with 128MB of RAM, can be

    had for less than $400. Though not the

    fastest on the market in terms of bench-

    marks, the VP990 Pro is a solid performer.

    Its multiprocessor architecture is unique

    among graphics cards and offers many

    possibilities for expansion and customiza-

    tion. And its large amount of video RAM

    certainly will appeal to those using lots of

    textures or high-resolution displays.

    George Maestri is a Computer Graphics

    World contributing editor and president

    of Rubberbug, an LA-based studio

    specializing in character animation.

    3Dlabs pi les on the video memory

    By George Maestri

    Price: Approximately $800

    Minimum System

    Requirements: Windows98/Me/2000/XP-based machinewith Intel-compatible processorand AGP slot 3

    Dlabs,a

    division

    ofCreative

    www.3

    dlabs.com

    infoNOW9

    8

    stats

    Wildcat VP990 Pro

    42| Computer Graphics World AUGUST 2003 w w w . c g w . c o m

    The Wildcat VP990 Pro graphics accelerator

    from 3Dlabs provides 512MB of video RAM.

    r

    eviews

    Wildcat VP990 Pro

    H A R D W A R E

    TOC1 13 2 5 4 FWo r l d GraphicsComputer

    __________

    ___________

    http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.cgw.com/http://www.qmags.com/http://www.qmags.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.cgw.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.3dlabs.com/http://www.cgw.com/http://www.3dlabs.com/http://www.cgw.com/http://www.qmags.com/http://www.cgw.com/
  • 8/12/2019 2003 Aug CompGraphics

    18/18