Making Movies Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006

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Making Movies
Aaron Bloomfield
CS 445: Introduction to Graphics
Fall 2006
(Slide set originally by David Brogan)
Making Movies
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Concept
Storyboarding
Sound
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Character
Development
Layout and
look
Effects
Animation
Lighting
2
Concept
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“Nothing gets in the way of the story”
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John Lasseter (Pixar)
3
Storyboarding
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Explicitly define
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Scenes
Camera shots
Special effects
Lighting
Scale
Used as guide by
animators
4
Sound
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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
5
Character Development
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300 Drawings
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Character Development
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40 Sculptures
7
Character Development
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Computer
Models
8
Layout & Look
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Build scenery
Match colors
9
Matchmoving
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CG camera must exactly match the real camera
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Position
Rotation
Focal length
Aperature
Easy when camera is instrumented
Hard to place CG on moving objects on film
10
Matchmoving
11
Matchmoving
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Known patterns in live action made it easier to
track – furniture, wall paper
2D – 3D conversion in Maya
12
Shooting Film For CG
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Actors practice with maquettes (small scale
models)
Maquettes replaced with laser dots
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lasers on when camera shutter is closed
After each take, three extra shots
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chrome ball for environment map for Stuart’s eyes
white and gray balls for lighting info
13
Matchmoving
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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
14
Water
15
Particle
Sim and
Indentation
16
Tools
17
Compositing
18
Compositing
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Lighting
19
Facial Animation
20
Facial Animation
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Fur
22
Cloth
23
Buttons and Creases
24
Texture
25
Companies
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Pixar
Disney
Sony Imageworks
Industrial Light and
Magic (ILM)
Rhythm and Hues
Pacific Data Images
(PDI)
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Dreamworks SKG
Tippett Studios
Angel Studios
Blue Sky
Robert Abel and
Associates
Giant Studios
26
Toy Story (1995)
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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
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300 CPU’s
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Toy Story
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Texture maps on Buzz: 189
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(450 to show scuffs and dirt)
Number of animation ‘knobs’
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Buzz – 700
Woody – 712
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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
28
Toy Story 2
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80 minutes long, 122,699
frames
1400 processor render farm
Render time of 10 min to 3
days
Direct to video film
Software tools
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Alias|Wavefront
Amazon Paint
RenderMan
29
Newman!
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Subdivision-surfaces
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Polygonal hair (head)
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Texture mapped on arms
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Sculpted clothes
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Complex shaders
30
Devil’s in the Details
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Render in color
Convert to
NTSC B/W
Add film effects
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Jitter
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Negative
scratches
Hair
Static
31
Images
Shadows?
32
Images
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Images
34
Stuart Little
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500 shots with
digital character
6 main challenges
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Lip sync
Match-move (CG
to live-action)
Fur
Clothes
Animation tools
Rendering, lighting, compositing
35
Stuart Little
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100+ people worked on CG
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32 color/lighting/composite artists
12 technical assistants
30 animators
40 artists
12 R&D
36
Stuart Little
37
Final Fantasy
http://www.arstechnica.com/wankerdesk/01q3/ff-interview/ff-interview-2.html
38
Final Fantasy
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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)
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typically 5 render revisions
render time per frame = 90 min
Most layers per shot 500
934,162 days of render time on one CPU
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they used 1200 CPUs = 778 days of rendering
39
Final Fantasy
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Renderman (Pixar) used for rendering
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direct illumination
many hacks to fake global illumination
Maya used for modeling
Hair
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Modeled is splines
Lighting and rendering complicated as well
40
Star Wars I
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The good
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Jar-Jar’s
ears
(cloth
simulation)
Jar-Jar’s facial animation
Sets
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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
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Jar-Jar
Jar-Jar
Jar-Jar
Jar-Jar
41
Making Movies
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Production Team
Production Line
Special Effects
42
Production Team
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Directors
Modelers
Lighting
Character Animators
Technical Directors
Render Wranglers
Tools Developers
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Shader Writers
Effects Animators
Looks Team
Security Officer
Janitor
Lackey
43
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