Making Movies CS 445/645 Fall 2002. TAs Needed n Undergrads needed to TA and grade for CS courses...
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Transcript of Making Movies CS 445/645 Fall 2002. TAs Needed n Undergrads needed to TA and grade for CS courses...
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Making MoviesMaking Movies
CS 445/645CS 445/645
Fall 2002Fall 2002
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TAs NeededTAs Needed Undergrads needed to TA and grade for CS Undergrads needed to TA and grade for CS
coursescourses– TA labs for CS101, CS201, CS216, etc.TA labs for CS101, CS201, CS216, etc.– Office hours, grading for many undergrad coursesOffice hours, grading for many undergrad courses
To apply, fill out form at:To apply, fill out form at: http://www.cs.virginia.edu/jobs/ http://www.cs.virginia.edu/jobs/
Get to know CS professors (get a reference)Get to know CS professors (get a reference) Good for your resumeGood for your resume Undergrads play an important role in delivering Undergrads play an important role in delivering
high quality CS courses at UVa!high quality CS courses at UVa!
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Final ExamFinal Exam
Thursday, December 12Thursday, December 12thth at 7:00 at 7:00 Olsson 011Olsson 011
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Assignment 4Assignment 4
Trackball in Angel text is a little Trackball in Angel text is a little difficult to implement so it works difficult to implement so it works for extreme rotationsfor extreme rotations
I tried to protect you from I tried to protect you from quaternions, but…quaternions, but…– http://isg.cs.tcd.ie/scollins/OpenGL/http://isg.cs.tcd.ie/scollins/OpenGL/
look for trackball.c and dinospin.c look for trackball.c and dinospin.c
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DinospinDinospin
Very easy example of how you can Very easy example of how you can use trackball method and use trackball method and quaternions to accomplish intuitive quaternions to accomplish intuitive user interfaceuser interface
Feel free to cut and paste this code Feel free to cut and paste this code to suit your needsto suit your needs
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Making MoviesMaking Movies
ConceptConcept StoryboardingStoryboarding SoundSound Character DevelopmentCharacter Development Layout and lookLayout and look EffectsEffects AnimationAnimation LightingLighting
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ConceptConcept
Pixar’s Lasseter is a genius – Pixar’s Lasseter is a genius – “Nothing gets in the way of the “Nothing gets in the way of the story”story”
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StoryboardingStoryboarding
Explicitly defineExplicitly define– ScenesScenes– Camera shotsCamera shots– Special effectsSpecial effects– LightingLighting– ScaleScale
Used as guide by Used as guide by animatorsanimators
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SoundSound
Voice recording of talent Voice recording of talent completed before animation completed before animation beginsbegins
Animations must match the voice Animations must match the voice overover
A puppeteer once told me that the A puppeteer once told me that the voice makes or breaks a charactervoice makes or breaks a character
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Character DevelopmentCharacter Development
300 Drawings300 Drawings
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Character DevelopmentCharacter Development
40 Sculptures40 Sculptures
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Character Character DevelopmentDevelopment
Computer Computer ModelsModels
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Layout and LookLayout and Look
Build sceneryBuild scenery Match colorsMatch colors
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MatchmovingMatchmoving
CG camera must exactly match the real CG camera must exactly match the real cameracamera– PositionPosition– RotationRotation– Focal lengthFocal length– AperatureAperature
Easy when camera is instrumentedEasy when camera is instrumented Hard to place CG on moving objects on Hard to place CG on moving objects on
filmfilm
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MatchmovingMatchmoving
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MatchmovingMatchmoving
Square patterns in live action Square patterns in live action made it easier to track – furniture, made it easier to track – furniture, wall paperwall paper
2D – 3D conversion in Maya2D – 3D conversion in Maya
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WaterWater
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Particle Sim and Particle Sim and IndentationIndentation
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ToolsTools
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CompositingCompositing
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CompositingCompositing
LightingLighting
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Facial AnimationFacial Animation
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Facial AnimationFacial Animation
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FurFur
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ClothCloth
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Buttons and Buttons and CreasesCreases
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TextureTexture
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CompaniesCompanies
PixarPixar DisneyDisney Sony ImageworksSony Imageworks Industrial Light and Industrial Light and
Magic (ILM)Magic (ILM) Rhythm and HuesRhythm and Hues Pacific Data ImagesPacific Data Images
(PDI)(PDI)
Dreamworks Dreamworks SKGSKG
Tippett StudiosTippett Studios Angel StudiosAngel Studios Blue SkyBlue Sky Robert Abel and Robert Abel and
AssociatesAssociates Giant StudiosGiant Studios
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Toy Story (1995)Toy Story (1995)
77 minutes long; 110,064 frames77 minutes long; 110,064 frames 800,000 machine hours of rendering800,000 machine hours of rendering 1 terabyte of disk space1 terabyte of disk space 3.5 minutes of animation produced 3.5 minutes of animation produced
each week (maximum)each week (maximum) Frame render times: 45 min – 20 Frame render times: 45 min – 20
hourshours 110 Suns operating 24-7 for rendering110 Suns operating 24-7 for rendering
– 300 CPU’s300 CPU’s
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Toy StoryToy Story
Texture maps on Buzz: 189 Texture maps on Buzz: 189 – (450 to show scuffs and dirt)(450 to show scuffs and dirt)
Number of animation ‘knobs’Number of animation ‘knobs’– Buzz – 700Buzz – 700– Woody – 712Woody – 712
Face – 212Face – 212 Mouth – 58Mouth – 58
– Sid’s Backpack - 128Sid’s Backpack - 128
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Toy StoryToy Story
Number of leaves on trees – 1.2 Number of leaves on trees – 1.2 milmil
Number of shaders – 1300Number of shaders – 1300 Number of storyboards – 25,000Number of storyboards – 25,000
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Toy Story 2Toy Story 2
80 minutes long, 122,699 frames80 minutes long, 122,699 frames
1400 processor renderfarm1400 processor renderfarm
Render time of 10 min to 3 daysRender time of 10 min to 3 days
Direct to video filmDirect to video film
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Toy Story 2Toy Story 2
Software toolsSoftware tools
– Alias|WavefrontAlias|Wavefront
– Amazon PaintAmazon Paint
– RenderManRenderMan
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Newman!Newman!
Subdivision-surfacesSubdivision-surfaces
Polygonal hair (head)Polygonal hair (head)– Texture mapped on armsTexture mapped on arms
Sculpted clothesSculpted clothes
Complex shadersComplex shaders
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Devil’s in the DetailsDevil’s in the Details
Render in colorRender in color Convert to NTSC B/WConvert to NTSC B/W Add film effectsAdd film effects
– JitterJitter– Negative scratchesNegative scratches– HairHair– StaticStatic
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ImagesImages
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ImagesImages
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ImagesImages
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Stuart LittleStuart Little
500 shots with digital character500 shots with digital character 6 main challenges6 main challenges
– Lip syncLip sync– Match-move (CG to live-action)Match-move (CG to live-action)– FurFur– ClothesClothes– Animation toolsAnimation tools– Rendering, lighting, compositingRendering, lighting, compositing
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Stuart LittleStuart Little
100+ people worked on CG100+ people worked on CG– 32 color/lighting/composite artists32 color/lighting/composite artists– 12 technical assistants12 technical assistants– 30 animators30 animators– 40 artists40 artists– 12 R&D12 R&D
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Shooting Film For CGShooting Film For CG
Actors practice with maquettesActors practice with maquettes Maquettes replaced with laser dotsMaquettes replaced with laser dots
– lasers on when camera shutter is closedlasers on when camera shutter is closed After each take, three extra shotsAfter each take, three extra shots
– chrome ball for environment map for chrome ball for environment map for Stuart’s eyesStuart’s eyes
– white and gray balls for lighting infowhite and gray balls for lighting info
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Match-movingMatch-moving
Film scannedFilm scanned Camera tracking data retrievedCamera tracking data retrieved 3D Equalizer + Alias Maya to 3D Equalizer + Alias Maya to
prepare (register) the digital prepare (register) the digital cameracamera
Once shot is prepared, 2D images Once shot is prepared, 2D images rendered and composited with live rendered and composited with live actionaction
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Final FantasyFinal Fantasy
http://www.arstechnica.com/wankerdesk/01q3/ff-interview/ff-interview-2.html
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Final FantasyFinal Fantasy
Main characters > 300,000 polysMain characters > 300,000 polys 1336 shots1336 shots 24,606 layers24,606 layers 3,000,000 renders (if only rendered once)3,000,000 renders (if only rendered once)
– typically 5 render revisionstypically 5 render revisions– render time per frame = 90 minrender time per frame = 90 min
Most layers per shot 500Most layers per shot 500 934,162 days of render time on one CPU934,162 days of render time on one CPU
– they used 1200 CPUs = 778 days of renderingthey used 1200 CPUs = 778 days of rendering
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Final FantasyFinal Fantasy
Renderman (Pixar) used for renderingRenderman (Pixar) used for rendering– direct illuminationdirect illumination– many hacks to fake global illuminationmany hacks to fake global illumination
Maya used for modelingMaya used for modeling HairHair
– Modeled is splinesModeled is splines– Lighting and rendering complicated as Lighting and rendering complicated as
wellwell
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Making MoviesMaking Movies
Production TeamProduction Team Production LineProduction Line Special EffectsSpecial Effects
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Production TeamProduction Team
DirectorsDirectors ModelersModelers LightingLighting Character Character
AnimatorsAnimators Technical DirectorsTechnical Directors Render WranglersRender Wranglers Tools DevelopersTools Developers
Shader WritersShader Writers Effects AnimatorsEffects Animators Looks TeamLooks Team Security OfficerSecurity Officer JanitorJanitor LackeyLackey