Making Movies Aaron Bloomfield CS 445 Introduction to
Making Movies Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006 (Slide set originally by David Brogan)
Making Movies n n n n Concept Storyboarding Sound Character Development Layout and look Effects Animation Lighting 2
Concept n “Nothing gets in the way of the story” n John Lasseter (Pixar) 3
Storyboarding n Explicitly define n n n Scenes Camera shots Special effects Lighting Scale Used as guide by animators 4
Sound n n n 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 n 300 Drawings 6
Character Development n 40 Sculptures 7
Character Development n Computer Models 8
Layout & Look n n Build scenery Match colors 9
Matchmoving n CG camera must exactly match the real camera n n n Position Rotation Focal length Aperature Easy when camera is instrumented Hard to place CG on moving objects on film 10
Matchmoving 11
Matchmoving n n Known patterns in live action made it easier to track – furniture, wall paper 2 D – 3 D conversion in Maya 12
Shooting Film For CG n n Actors practice with maquettes (small scale models) Maquettes replaced with laser dots n n lasers on when camera shutter is closed After each take, three extra shots n n chrome ball for environment map for Stuart’s eyes white and gray balls for lighting info 13
Matchmoving n n Film scanned Camera tracking data retrieved 3 D Equalizer + Alias Maya to prepare (register) the digital camera Once shot is prepared, 2 D images rendered and composited with live action 14
Water 15
Particle Sim and Indentation 16
Tools 17
Compositing 18
Compositing n Lighting 19
Facial Animation 20
Facial Animation 21
Fur 22
Cloth 23
Buttons and Creases 24
Texture 25
Companies n n n Pixar Disney Sony Imageworks Industrial Light and Magic (ILM) Rhythm and Hues Pacific Data Images (PDI) n n n Dreamworks SKG Tippett Studios Angel Studios Blue Sky Robert Abel and Associates Giant Studios 26
Toy Story (1995) n n n 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 n 300 CPU’s 27
Toy Story n Texture maps on Buzz: 189 n n (450 to show scuffs and dirt) Number of animation ‘knobs’ n n Buzz – 700 Woody – 712 n n n 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 n n n 80 minutes long, 122, 699 frames 1400 processor render farm Render time of 10 min to 3 days Direct to video film Software tools n n n Alias|Wavefront Amazon Paint Render. Man 29
Newman! n Subdivision-surfaces n Polygonal hair (head) n Texture mapped on arms n Sculpted clothes n Complex shaders 30
Devil’s in the Details n n n Render in color Convert to NTSC B/W Add film effects n n Jitter Negative scratches Hair Static 31
Images Shadows? 32
Images 33
Images 34
Stuart Little n n 500 shots with digital character 6 main challenges n n n Lip sync Match-move (CG to live-action) Fur Clothes Animation tools Rendering, lighting, compositing 35
Stuart Little n 100+ people worked on CG n n n 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/01 q 3/ff-interview-2. html 38
Final Fantasy n n n First ever animated feature to attempt photorealistic CGI humans Second biggest box office flop ever (lost over $124 M) Main characters > 300, 000 polys 1336 shots 24, 606 layers 3, 000 renders (if only rendered once) n n typically 5 render revisions render time per frame = 90 min Most layers per shot 500 934, 162 days of render time on one CPU n they used 1200 CPUs = 778 days of rendering 39
Final Fantasy n Renderman (Pixar) used for rendering n n direct illumination many hacks to fake global illumination Maya used for modeling Hair n n Modeled is splines Lighting and rendering complicated as well 40
Star Wars I n The good n n n Jar-Jar’s ears (cloth simulation) Jar-Jar’s facial animation Sets n n 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 n n Jar-Jar 41
Making Movies n n n Production Team Production Line Special Effects 42
Production Team n n n n Directors Modelers Lighting Character Animators Technical Directors Render Wranglers Tools Developers n n n Shader Writers Effects Animators Looks Team Security Officer Janitor Lackey 43
- Slides: 43