making movies
DESCRIPTION
Making Movies. Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006 (Slide set originally by David Brogan). Making Movies. Concept Storyboarding Sound Character Development Layout and look Effects Animation Lighting. Concept. “Nothing gets in the way of the story” - PowerPoint PPT PresentationTRANSCRIPT
Making Movies
Aaron BloomfieldCS 445: Introduction to Graphics
Fall 2006(Slide set originally by David Brogan)
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Making Movies
Concept Storyboarding Sound Character
Development Layout and
look Effects Animation Lighting
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Concept
“Nothing gets in the way of the story” John Lasseter (Pixar)
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Story-boarding
Explicitly define Scenes Camera shots Special effects Lighting Scale
Used as guide by animators
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Sound
Voice recording of talent completed before animation 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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Computer Models
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
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Match-moving
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Matchmoving
Known patterns in live action made it easier to track – furniture, wall paper
2D – 3D conversion in Maya
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Shooting Film For CG
Actors practice with maquettes (small scale models)
Maquettes replaced with laser dots lasers on when camera shutter is closed
After each take, three extra shots chrome ball for environment map for Stuart’s 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) the
digital camera Once shot is prepared, 2D images rendered and
composited with live action
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Water
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Particle Sim and Indentation
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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 and
Associates 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 CPU’s
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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
Sid’s Backpack – 128 Number of leaves on
trees – 1.2 mil Number of shaders – 1300 Number of storyboards – 25,000
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Toy Story 2
80 minutes long, 122,699 frames
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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Devil’s 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?
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Images
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Images
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Stuart Little
500 shots with digital character
6 main challenges Lip sync Match-move (CG
to live-action) Fur Clothes Animation tools Rendering, lighting, compositing
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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
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Stuart Little
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Final Fantasy
http://www.arstechnica.com/wankerdesk/01q3/ff-interview/ff-interview-2.html
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Final Fantasy First ever animated feature to attempt photorealistic CGI
humans 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
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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
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Star Wars I The good
Jar-Jar’s ears (cloth simulation)
Jar-Jar’s facial animation Sets
Were only as high as the tallest character in the film
Above that was all CG Was the first interaction
between CGI and humans The bad
Jar-Jar Jar-Jar Jar-Jar Jar-Jar
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Making Movies
Production Team Production Line Special Effects
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Production Team
Directors Modelers Lighting Character Animators Technical Directors Render Wranglers Tools Developers
Shader WritersShader Writers Effects AnimatorsEffects Animators Looks TeamLooks Team Security OfficerSecurity Officer JanitorJanitor LackeyLackey