University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner CG in Movies Week 13,

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Presentation transcript:

University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner CG in Movies Week 13, Wed Apr 6

2 News Friday class final review evaluations

3 News Project 3 due Thursday 6pm grace days are 24 hours teams average grace days, so can be fractional README: do a good job with documenting your achievements and your sources don’t forget to handin at least two images or not eligible for Hall of Fame signup for demo slots continues Mon 10-1, Tue 12-5, Wed 3:30-6

4 Extra Sessions extra lab coverage for project 3 questions Thursday 4/ instead of pre-final Q&A session day before the final: Mon Apr 18, 1-3pm TA Dan Julius in CICSR 011 lab reminder: my office hours Wed 3:45 in lab today 4/6 next week 4/13 no office hrs: grading P3

5 Review: Preattentive Visual Channels: Popout single channel processed in parallel for popout visual attentional system not invoked speed independent of distractor count hue, shape, texture, length, width, size, orientation, curvature, intersection, intensity, flicker, direction of motion, stereoscopic depth, lighting direction,... multiple channels not parallel search linear in number of distractor objects [Chris Healey, Preattentive Processing,

6 Review: Data Type Affects Channel Ranking spatial position best for all types accuracy at judging magnitudes, from best to worst [Mackinlay, Automating the Design of Graphical Presentations of Relational Information, ACM TOG 5:2, 1986] [Card, Mackinlay, and Shneiderman. Readings in Information Visualization: Using Vision to Think. Morgan Kaufmann Chapter 1]

7 Review: Coloring Categorical Data discrete small patches separated in space limited distinguishability: around 8-14 channel dynamic range: low choose bins explicitly for maximum mileage maximally discriminable colors from Ware maximal saturation for small areas vs. minimal saturation for large areas [Colin Ware, Information Visualization: Perception for Design. Morgan Kaufmann Figure 4.21]

8 Review: Rainbow Colormap Disadvantages perceptually nonlinear segmentation, hue unordered (partial) solution perceptually isolinear map [Kindlmann, Reinhard, and Creem. Face-based Luminance Matching for Perceptual Colormap Generation. Proc. Vis 02 [Rogowitz and Treinish, How NOT to Lie with Visualization,

9 Review: Color Deficiency – vischeck.com 10% of males have red/green deficit

10 Review: Space vs. Time: Showing Change

11 Review: Space vs. Time: Showing Change

12 Making Movies

13 Stuart Little 500 shots with digital character 6 main challenges lip sync matchmove (CG to live-action) fur clothes animation tools rendering, lighting, compositing

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

15 Concept adapt book/comic/game/etc Stuart Little: adopt-a-mouse original script Toy Story: buddy movie

16 Storyboarding explicitly define scenes camera shots special effects lighting scale used as guide by animators

17 Sound voice recording of talent completed before animation begins animations must match the voiceover quote from a puppeteer voice makes or breaks a character

18 Character Development 300 drawings

19 Character Development 40 sculptures

20 Character Development computer models

21 Layout and Look build scenery match colors

22 Matchmoving CG camera must exactly match the real camera position, rotation, focal length, aperature easy when camera is instrumented film scanned camera tracking data retrieved once shot is prepared, 2D images rendered and composited with live action still hard to place CG on moving objects on film

23 Matchmoving

24 Merging CG and Live Action

25 Shooting Film For CG square patterns in live action allow easier matchmove tracking furniture, wall paper actors practice with maquettes 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

26 Water

27 Particle Sim and Indentation

28 Tools

29 Compositing

30 Compositing lighting

31 Facial Animation

32 Facial Animation

33 Fur

34 Cloth

35 Texture

36 Companies Pixar Disney Sony Imageworks Industrial Light and Magic (ILM) Rhythm and Hues Pacific Data Images (PDI) Meteor Dreamworks SKG Tippett Studios Angel Studios Blue Sky Robert Abel and Associates Giant Studios BUF

37 Toy Story (1995) 77 minutes long, 110,064 frames frame render times: 45 min – 20 hours 800,000 machine hours of rendering renderfarm 110 Suns operating CPUs 1 terabyte of disk space 3.5 minutes of animation produced each week (maximum)

38 Toy Story texture maps Buzz: 189 scuffs and dirt: 450 number of animation ‘knobs’ Buzz: 700 Woody: 712 face: 212, mouth: 58 Sid’s backpack: 128 number of leaves on trees: 1.2 million shaders: 1300 storyboards: 25,000

39 Toy Story 2 80 minutes long, 122,699 frames 1400 processor renderfarm frame render time of 10 min to 3 days software tools Alias|Wavefront Amazon Paint RenderMan lots of custom in-house tools

40 Newman! subdivision surfaces polygonal hair (head) texture mapped on arms sculpted clothes complex shaders

41 Toy Store 2 Images

42 Toy Story 2 Images

43 Toy Story 2 Images

44 Final Fantasy

45 Final Fantasy main characters > 300,000 polys 1336 shots, 149,246 frames frame render time avg: 90 min 24,606 layers avg 18 per shot, max ,162 days of render time if one CPU they used 1200 CPUs: 778 days of rendering and that’s just final rendering! lots of tests and tweaks before that

46 Final Fantasy Renderman (Pixar) used for rendering direct illumination many hacks to fake global illumination Maya used for modeling hair modeled as splines lighting and rendering complicated as well

47 Production Team director modeler lighting character animator technical director render wrangler tools developer shader writer effects animator looks team

48 Acknowledgements David Brogan, University of Virginia CS 445/645, Fall