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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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2 Making Movies Concept Storyboarding Sound Character Development Layout and look Effects Animation Lighting
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3 Concept “Nothing gets in the way of the story” John Lasseter (Pixar)
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4 Story- boarding Explicitly define Scenes Camera shots Special effects Lighting Scale Used as guide by animators
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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
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6 Character Development 300 Drawings
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7 Character Development 40 Sculptures
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8 Computer Models Character Development
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9 Build scenery Match colors Layout & Look
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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
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11 Match- moving
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12 Matchmoving Known patterns in live action made it easier to track – furniture, wall paper 2D – 3D conversion in Maya
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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
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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
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15 Water
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16 Particle Sim and Indentation
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17 Tools
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18 Compositing
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19 Compositing Lighting
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20 Facial Animation
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21 Facial Animation
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22 Fur
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23 Cloth
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24 Buttons and Creases
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25 Texture
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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
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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
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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
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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
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30 Newman! Subdivision-surfaces Polygonal hair (head) Texture mapped on arms Sculpted clothes Complex shaders
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31 Devil’s in the Details Render in color Convert to NTSC B/W Add film effects Jitter Negative scratches Hair Static
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32 Images Shadows?
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33 Images
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34 Images
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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
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36 Stuart Little 100+ people worked on CG 32 color/lighting/composite artists 12 technical assistants 30 animators 40 artists 12 R&D
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37 Stuart Little
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38 Final Fantasy http://www.arstechnica.com/wankerdesk/01q3/ff-interview/ff-interview-2.html
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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 500 934,162 days of render time on one CPU they used 1200 CPUs = 778 days of rendering
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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
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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
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42 Making Movies Production Team Production Line Special Effects
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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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