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Making Movies Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006 (Slide set originally by David Brogan)

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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 Presentation

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Page 1: Making Movies

Making Movies

Aaron BloomfieldCS 445: Introduction to Graphics

Fall 2006(Slide set originally by David Brogan)

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2

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