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Making Movies

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Main characters 300,000 polys. 1336 shots. 24,606 layers ... Star Wars I. The good. Jar-Jar's ears (cloth simulation) Jar-Jar's facial animation ... – PowerPoint PPT presentation

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Title: Making Movies


1
Making Movies
  • Aaron Bloomfield
  • CS 445 Introduction to Graphics
  • Fall 2006
  • (Slide set originally by David Brogan)

2
Making Movies
  • Concept
  • Storyboarding
  • Sound
  • CharacterDevelopment
  • Layout and look
  • Effects
  • Animation
  • Lighting

3
Concept
  • Nothing gets in the way of the story
  • John Lasseter (Pixar)

4
Story-boarding
  • Explicitly define
  • Scenes
  • Camera shots
  • Special effects
  • Lighting
  • Scale
  • Used as guide by animators

5
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

6
Character Development
  • 300 Drawings

7
Character Development
  • 40 Sculptures

8
Character Development
  • Computer Models

9
Layout Look
  • Build scenery
  • Match colors

10
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

11
Match-moving
12
Matchmoving
  • Known patterns in live action made it easier to
    track furniture, wall paper
  • 2D 3D conversion in Maya

13
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 Stuarts eyes
  • white and gray balls for lighting info

14
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

15
Water
16
Particle Sim and Indentation
17
Tools
18
Compositing
19
Compositing
  • Lighting

20
Facial Animation
21
Facial Animation
22
Fur
23
Cloth
24
Buttons and Creases
25
Texture
26
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

27
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

28
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 on trees 1.2 mil
  • Number of shaders 1300
  • Number of storyboards 25,000

29
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
  • AliasWavefront
  • Amazon Paint
  • RenderMan

30
Newman!
  • Subdivision-surfaces
  • Polygonal hair (head)
  • Texture mapped on arms
  • Sculpted clothes
  • Complex shaders

31
Devils in the Details
  • Render in color
  • Convert to NTSC B/W
  • Add film effects
  • Jitter
  • Negative scratches
  • Hair
  • Static

32
Images
Shadows?
33
Images
34
Images
35
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

36
Stuart Little
  • 100 people worked on CG
  • 32 color/lighting/composite artists
  • 12 technical assistants
  • 30 animators
  • 40 artists
  • 12 RD

37
Stuart Little
38
Final Fantasy
http//www.arstechnica.com/wankerdesk/01q3/ff-inte
rview/ff-interview-2.html
39
Final Fantasy
  • First ever animated feature to attempt
    photorealistic CGI humans
  • Second biggest box office flop ever (lost over
    124M)
  • Main characters gt 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

40
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

41
Star Wars I
  • The good
  • Jar-Jars ears (cloth simulation)
  • Jar-Jars 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

42
Making Movies
  • Production Team
  • Production Line
  • Special Effects

43
Production Team
  • Directors
  • Modelers
  • Lighting
  • Character Animators
  • Technical Directors
  • Render Wranglers
  • Tools Developers
  • Shader Writers
  • Effects Animators
  • Looks Team
  • Security Officer
  • Janitor
  • Lackey
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