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CG-lecture17 - Making Movies Making Movies Making Movies...

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Unformatted text preview: Making Movies Making Movies Making Movies Making Movies s s s s s s s s Concept Storyboarding Sound Character Development Layout and look Effects Animation Lighting Concept Concept s “Nothing gets in the way of the story” – John Lasseter (Pixar) Storyboarding Storyboarding s Explicitly define – Scenes – Camera shots – Special effects – Lighting – Scale s Used as guide by animators Sound Sound Voice recording of talent completed before animation begins s Animations must match the voice over s A puppeteer once told me that the voice makes or breaks a character s Character Development Character Development s 300 Drawings Character Development Character Development s 40 Sculptures Character Character Development s Computer Models Layout and Look Layout and Look Build scenery s Match colors s Matchmoving Matchmoving s CG camera must exactly match the real camera – – – – s s Position Rotation Focal length Aperature Easy when camera is instrumented Hard to place CG on moving objects on film Matchmoving Matchmoving Matchmoving Matchmoving Square patterns in live action made it easier to track – furniture, wall paper s 2D – 3D conversion in Maya s Tools Tools Compositing Compositing Compositing Compositing s Lighting Facial Animation Facial Animation Facial Animation Facial Animation Fur Fur Cloth Cloth Buttons and Buttons and Creases Texture Texture Stuart Little Stuart Little 500 shots with digital character s 6 main challenges s – Lip sync – Match­move (CG to live­action) – Fur – Clothes – Animation tools – Rendering, lighting, compositing Stuart Little Stuart Little s 100+ people worked on CG – 32 color/lighting/composite artists – 12 technical assistants – 30 animators – 40 artists – 12 R&D Match­moving Match­moving Film scanned s Camera tracking data retrieved s 3D Equalizer + Alias Maya to prepare (register) the digital camera s Once shot is prepared, 2D images rendered and composited with live action s Companies Companies Pixar s Disney s Sony Imageworks s Industrial Light and Magic (ILM) s Rhythm and Hues s Pacific Data Images (PDI) s Dreamworks SKG s Tippett Studios s Angel Studios s Blue Sky s Robert Abel and Associates s Giant Studios s Toy Story (1995) Toy Story (1995) 77 minutes long; 110,064 frames s 800,000 machine hours of rendering s 1 terabyte of disk space s 3.5 minutes of animation produced each week (maximum) s Frame render times: 45 min – 20 hours s 110 Suns operating 24­7 for rendering s – 300 CPU’s Toy Story Toy Story s Texture maps on Buzz: 189 – (450 to show scuffs and dirt) s Number of animation ‘knobs’ – Buzz – 700 – Woody – 712 Face – 212 s Mouth – 58 s – Sid’s Backpack ­ 128 Toy Story Toy Story Number of leaves on trees – 1.2 mil s Number of shaders – 1300 s Number of storyboards – 25,000 s Toy Story 2 Toy Story 2 s 80 minutes long, 122,699 frames s 1400 processor renderfarm s Render time of 10 min to 3 days s Direct to video film Toy Story 2 Toy Story 2 s Software tools – Alias|Wavefront – Amazon Paint – RenderMan Newman! Newman! s Subdivision­surfaces s Polygonal hair (head) – Texture mapped on arms s Sculpted clothes s Complex shaders Devil’s in the Details Devil’s in the Details Render in color s Convert to NTSC B/W s Add film effects s – Jitter – Negative scratches – Hair – Static Images Images Images Images Images Images Final Fantasy Final Fantasy http://www.arstechnica.com/wankerdesk/01q3/ff-interview/ff-interview-2.html Final Fantasy Final Fantasy s s s s 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 s s Most layers per shot 500 934,162 days of render time on one CPU – they used 1200 CPUs = 778 days of rendering Final Fantasy Final Fantasy s Renderman (Pixar) used for rendering – direct illumination – many hacks to fake global illumination Maya used for modeling s Hair s – Modeled is splines – Lighting and rendering complicated as well Production Team Production Team s Shader Writers Directors s Modelers s Effects Animators s Lighting s Looks Team s Character Animators s Security Officer s Technical Directors s Janitor s Render Wranglers s Lackey s Tools Developers s ...
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