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

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Presentation on theme: "Making Movies Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006 (Slide set originally by David Brogan)"— Presentation transcript:

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

2 2 Making Movies Concept Storyboarding Sound Character Development Layout and look Effects Animation Lighting

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

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

5 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 6 Character Development 300 Drawings

7 7 Character Development 40 Sculptures

8 8 Computer Models Character Development

9 9 Build scenery Match colors Layout & Look

10 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 11 Match- moving

12 12 Matchmoving Known patterns in live action made it easier to track – furniture, wall paper 2D – 3D conversion in Maya

13 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 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 15 Water

16 16 Particle Sim and Indentation

17 17 Tools

18 18 Compositing

19 19 Compositing Lighting

20 20 Facial Animation

21 21 Facial Animation

22 22 Fur

23 23 Cloth

24 24 Buttons and Creases

25 25 Texture

26 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 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 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 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 Alias|Wavefront Amazon Paint RenderMan

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

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

32 32 Images Shadows?

33 33 Images

34 34 Images

35 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 36 Stuart Little 100+ people worked on CG 32 color/lighting/composite artists 12 technical assistants 30 animators 40 artists 12 R&D

37 37 Stuart Little

38 38 Final Fantasy

39 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 ,162 days of render time on one CPU they used 1200 CPUs = 778 days of rendering

40 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 41 Star Wars I 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

42 42 Making Movies Production Team Production Line Special Effects

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


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