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Making Movies

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”

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Making Movies

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

  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 Stuart’s 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. 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 Companies

  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 CPU’s

  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 • Sid’s Backpack – 128 • Number of leaves on trees – 1.2 mil • Number of shaders – 1300 • Number of storyboards – 25,000

  29. 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 Toy Story 2

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

  31. Devil’s 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 R&D

  37. Stuart Little

  38. Final Fantasy http://www.arstechnica.com/wankerdesk/01q3/ff-interview/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 > 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. 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 Star Wars I

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

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

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