Making Movies CS 445/645 Fall 2002

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Making Movies
CS 445/645
Fall 2002
TAs Needed
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Undergrads needed to TA and grade for CS courses
– TA labs for CS101, CS201, CS216, etc.
– Office hours, grading for many undergrad courses
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To apply, fill out form at:
http://www.cs.virginia.edu/jobs/
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Get to know CS professors (get a reference)
Good for your resume
Undergrads play an important role in delivering high
quality CS courses at UVa!
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Final Exam
Thursday, December 12th at 7:00
 Olsson 011
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Assignment 4
Trackball in Angel text is a little difficult
to implement so it works for extreme
rotations
 I tried to protect you from quaternions,
but…
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– http://isg.cs.tcd.ie/scollins/OpenGL/
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look for trackball.c and dinospin.c
Dinospin
Very easy example of how you can use
trackball method and quaternions to
accomplish intuitive user interface
 Feel free to cut and paste this code to
suit your needs
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Making Movies
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Concept
Storyboarding
Sound
Character Development
Layout and look
Effects
Animation
Lighting
Concept
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Pixar’s Lasseter is a genius – “Nothing
gets in the way of the story”
Storyboarding
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Explicitly define
– Scenes
– Camera shots
– Special effects
– Lighting
– Scale
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Used as guide by
animators
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
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300 Drawings
Character Development
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40 Sculptures
Character
Development
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Computer
Models
Layout and Look
Build scenery
 Match colors
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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
Matchmoving
Matchmoving
Square patterns in live action made it
easier to track – furniture, wall paper
 2D – 3D conversion in Maya
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Water
Particle Sim and Indentation
Tools
Compositing
Compositing
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Lighting
Facial Animation
Facial Animation
Fur
Cloth
Buttons and
Creases
Texture
Companies
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
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Toy Story (1995)
77 minutes long; 110,064 frames
 800,000 machine hours 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
Toy Story
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Texture maps on Buzz: 189
– (450 to show scuffs and dirt)
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Number of animation ‘knobs’
– Buzz – 700
– Woody – 712
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Face – 212
Mouth – 58
– Sid’s Backpack - 128
Toy Story
Number of leaves on trees – 1.2 mil
 Number of shaders – 1300
 Number of storyboards – 25,000
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Toy Story 2
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80 minutes long, 122,699 frames
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1400 processor renderfarm
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Render time of 10 min to 3 days
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Direct to video film
Toy Story 2
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Software tools
– Alias|Wavefront
– Amazon Paint
– RenderMan
Newman!
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Subdivision-surfaces
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Polygonal hair (head)
– Texture mapped on arms
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Sculpted clothes
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Complex shaders
Devil’s in the Details
Render in color
 Convert to NTSC B/W
 Add film effects
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– Jitter
– Negative scratches
– Hair
– Static
Images
Images
Images
Stuart Little
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
Stuart Little
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100+ people worked on CG
– 32
– 12
– 30
– 40
– 12
color/lighting/composite artists
technical assistants
animators
artists
R&D
Shooting Film For CG
Actors practice with maquettes
 Maquettes replaced with laser dots
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– lasers on when camera shutter is closed
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After each take, three extra shots
– chrome ball for environment map for Stuart’s
eyes
– white and gray balls for lighting info
Match-moving
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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Final Fantasy
http://www.arstechnica.com/wankerdesk/01q3/ff-interview/ff-interview-2.html
Final Fantasy
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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
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Most layers per shot 500
934,162 days of render time on one CPU
– they used 1200 CPUs = 778 days of rendering
Final Fantasy
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Renderman (Pixar) used for rendering
– 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
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
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Shader Writers
 Effects Animators
 Looks Team
 Security Officer
 Janitor
 Lackey
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