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W O R L DComputer
T H E M A G A Z I N E F O R D I G I T A L C O N T E N T C R E A T I O N A N D P R O D U C T I O N
$4.95 USA $6.50 Canada
Asian myths spring to life in the action-RPG Jade Empire
Living Legends
August 2005 www.cgw.com
Willy WorldDigital effects
sweeten Charlie’s Chocolate Factory
Supercharged Superheroes
CG fuels the Fantastic Four
Power BoostThe 64-bit revolution
kicks into high gear
0508CGW_CV1 CV10508CGW_CV1 CV1 7/13/05 10:51:24 AM7/13/05 10:51:24 AM
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ForwardForward
COMPUTERCOMPUTER
GRAPHICS WORLDGRAPHICS WORLD
to a friend!to a friend!
0508CGW_C2 C20508CGW_C2 C2 7/13/05 10:55:12 AM7/13/05 10:55:12 AM
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Dimension 3D printing uses tough,durable ABS plastic so you cancreate perfect working models right in your office. Printers start atjust $24,900.* Why not see for yourself? Get a free sample and findyour dealerat www.dimensionprinting.com/cg
$24,900
*Manufacturer’sworldwideprice.Additionaloptions,shipping,applicable taxes/dutiesnot included.©2005Dimension.
UNTIL NOW,THE DEVIL WAS IN THE DETAILS.
0508CGW_1 10508CGW_1 1 7/13/05 10:55:40 AM7/13/05 10:55:40 AM
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Image created by Meats Meier (www.3dartspace.com)
© Copyright 2005 Alias Systems Corp. All rights reserved. Alias, the swirl logo, Maya and MotionBuilder are registered trademarks and the Maya logo is a trademark of Alias Systems Corp. in the United States and/or other countries.
Maya® 7, the latest release of the award-winning 3D software, is packed with innovative new features allowing you to realize your creative vision faster and more easily than ever before.
Capitalizing on Alias MotionBuilder® technology, Maya 7 makes character animation easier and more accurate. Other improvements such as advanced render layering and new modeling, texturing and effects tools help you achieve more with Maya.
To find out how the new and innovative features of Maya are changing the face of 3D, visit www.alias.com/maya7.�������������������
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W O R L DComputer
T H E M A G A Z I N E F O R D I G I T A L C O N T E N T C R E A T I O N A N D P R O D U C T I O N
Also see www.cgw.com for computer graphics news,
special surveys and reports, and the online gallery.
w w w . c g w . c o m AUGUST 2005 Computer Graphics World | 3
Departments
Editor’s Note 4
Bring Your Brain
Spotlight 6
Products
3Dlabs’ Wildcat Realizm 500
Nvidia’s Gelato
Pixar Animation’s RenderMan
Silicon Graphics’ Prism Deskside
Alienware’s Area-51 7500
Video Viewpoint 8Virtual Sets for All
CG Viewpoint 12Thoughts in Motion
Portfolio 62SIGGRAPH Animation Theater
Reviews 66Autodesk’s Combustion 4
Products 68 Hardware and Software
Events
Book Corner
Stock Options
Features
Eye Candy 16FILM | CG is the key ingredient to
making the wonderfully weird world
of Willy Wonka sweeter than before.
By Martin McEachern
Asian Fusion 24GAME | BioWare mixes together rich
graphics, a real-time fi ghting system,
and a compelling story to create the
fantasy-based Jade Empire.
By Karen Moltenbrey
Four Play 32FILM | Digital effects studios join
forces to give the silver screen’s latest
superheroes, the Fantastic Four,
their digital superpowers.
By Barbara Robertson
All Systems Go 44TECHNOLOGY | Content creators
can expect graphics to fl y as DCC
vendors throw their support behind
the 64-bit revolution.
By Kathleen Maher
Top of the Class 50SPECIAL REPORT | In this Students in
Animation segment, studios reveal
what constitues a good hire, while
students illustrate what makes a
good animation.
By Jenny Donelan
On the cover:
Wu the Lotus Blossom and other martial
arts warriors battle for peace in BioWare’s
mythological Jade Empire. See pg. 24.
16
24
32
44
August 2005 • Volume 28 • Number 8
50
0508CGW_3 30508CGW_3 3 7/13/05 11:05:22 AM7/13/05 11:05:22 AM
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Kelly DoveEditor-in-Chief
KELLY DOVE : [email protected]
KAREN MOLTENBREY: Executive [email protected]
COURTNEY HOWARD: Senior Technical [email protected]
CONTRIBUTING EDITORS:Jenny Donelan, Audrey Doyle, Evan Marc Hirsch, Doug King,
George Maestri, Martin McEachern, Stephen Porter, Barbara Robertson
SUZANNE HEISER: Art [email protected]
DAN RODD: Senior [email protected]
BARBARA ANN BURGESS: Production [email protected]
MACHELE GALLOWAY: Ad Traffi c [email protected]
SUSAN HUGHES: Marketing Communications [email protected]
HEIDI BARNES: Circulation Managerheidi@pennwell
MARK FINKELSTEIN: Group [email protected]
COMPUTER GRAPHICS WORLDExecutive and Editorial Offi ces:
98 Spit Brook Rd.
Nashua, NH 03062-5737
(603)891-0123; FAX:(603)891-0539
CGW ONLINE: www.cgw.comFor customer service and subscription inquiries only:
[email protected] TEL: (847) 559-7500 FAX: (847) 291-4816
POSTMASTER: Send change of address form to Computer
Graphics World, P.O. Box 3296, Northbrook, IL 60065
We make portions of our subscriber list available to
carefully screened companies that offer products and
services that may be important for your work. If you do
not want to receive those offers and/or information,
please let us know by contacting us at List Services,
Computer Graphics World, 98 Spit Brook Road,
Nashua, NH 03062.
ROBERT F. BIOLCHINI President and Chief Executive Offi cer
ADVANCED TECHNOLOGY DIVISION
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ATD PUBLISHING DEPARTMENTS
MEG FUSCHETTIATD Art Director
MARI RODRIGUEZATD Production Director
PRINTED IN THE USA GST No. 126813153Publications Mail Agreement No. 40052420
4 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
editor
’sno
te
Bring Your Brain SIGGRAPH returns to Los Angeles this month, and you’re encouraged to
“Bring Your Brain.” For 32 years, this mecca of CG has attracted and inspired
artists from around the world, encouraging attendees to stretch their minds
and unleash their creativity. George Lucas, “the father of digital cinema” and
all things Star Wars, takes center stage at SIGGRAPH this year as keynote
speaker and inspirational guidance counselor to the many show attendees who have
worshiped at the alter of Lucas for more than three decades.
Part trade show, part classroom, part creative think tank, SIGGRAPH effectively
combines schmoozing, parties, and after-hours events with creative enlightenment
and the occasional free T-shirt. It’s an experience that is not to be missed.
As I join the editorial team at Computer Graphics World, I’m prepping for SIGGRAPH
Number 15. Back in the day, the big buzz at the show was manipulating the 3D wire-
frame teapot in real time and Pixar’s Luxo Jr. animated short showcasing RenderMan
technology. It was all so revolutionary! In fact, people were downright giddy at the
prospect of texturing and viewing 3D models in real time. Now we see far more
advanced graphics on our cell phones.
With each passing year, the enthusiasm and energy of SIGGRAPH never wanes.
The throngs of attendees still patiently wait outside the trade show doors in anticipa-
tion of all the new technology (and a chance to be one of the few, the proud, to get a
free ILM T-shirt.)
In addition, the promise of 64-bit technology is back in the news; expect it to
garner quite a bit of attention at SIGGGRAPH. The 64-bit road is not a new one.
(Remember Digital Equipment Corp.’s AlphaStation or the war Silicon Graphics
waged against 32-bit Windows NT with its Indigo2 workstation and its 64-bit “com-
putational performance?”)
Microsoft has re-engaged 64-bit performance at a more manageable level with
Windows XP Professional x64, and the software developers are gradually climbing
onboard. NewTek was fi rst out the gate last December
with a 64-bit beta version of LightWave 3D software.
Softimage and Maxon soon followed with 64-bit ver-
sions of XSI and Cinema 4D and CineBench, respec-
tively. It’s perfectly reasonable to expect more 64-bit 3D
modeling and animation software developers to make
announcements at SIGGRAPH. Will we hear from Alias
and Autodesk Media and Entertainment?
Expect 64-bit dual-core processing technology to be big news at the show, too, as
computer companies demonstrate the latest processors from Intel and AMD in single
and multi-core confi gurations—upping the ante once again in price and performance.
While these high-powered systems may be overkill for some artists and animators, the
performance and productivity gains they afford the power-hungry are truly impres-
sive. Senior analyst Kathleen Maher of Jon Peddie Research outlines how the 64-bit
revolution will impact the DCC community in “All Systems Go,” pg. 44.
From mind-boggling emerging technologies to panelists and conference sessions
that promise to fi ll our brains to capacity, SIGGRAPH is an adventure that is not to be
missed. We’ll see you there!
Look for director
George Lucas and
64-bit technology to
take center stage at
this year’s SIGGRAPH.
0508CGW_REV_4 40508CGW_REV_4 4 7/14/05 11:15:17 AM7/14/05 11:15:17 AM
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Autodesk and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2005 Autodesk, Inc. All rights reserved.
Tom
Cla
ncy’s
Spl
inte
r Cel
l® C
haos
The
ory™
im
age
cour
tesy
of U
biso
ft™.
So real it renders fear.
Idea:Create the most gripping and realisticstealth action game on the market.
Realized:Ubisoft™ modeled and animated therealistic characters and backgrounds of Tom Clancy’s Splinter Cell® Chaos Theory™with Autodesk’s 3ds Max to build on one of the most popular series ever. 3ds Max’s work-horse capability helpedUbisoft stay on top of their grueling production schedule and garner a 9.9 out of 10 by Official Xbox Magazine. To learn how Autodesk software can help yourealize your ideas to compete and win, visit autdodesk.com/3dsmax
0508CGW_5 50508CGW_5 5 7/13/05 11:07:35 AM7/13/05 11:07:35 AM
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6 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
spotlightYour resource for products, user applications, news, and market research
PR
OD
UC
TS
PR
OD
UC
TS
SIGGRAPH attendees will be among the fi rst to witness the
upgraded version of the Nvidia Gelato software renderer.
Tapping the power of Nvidia Quadro FX graphics boards,
Gelato speeds fi nal-frame rendering for fi lm, television, and
design projects. Version 2.0 boasts enhancements to volu-
metric shadows, performance improvements, and support
for Windows XP and
64-bit Linux.
Included with
Gelato is a plug-in for
Alias’s Maya, called
Mango, that brings
Gelato’s functional-
ity to the 3D solu-
tion. Frantic Films
Software (http://soft
ware.franticfilms.
com) offers a similar plug-in, named Amaretto, for Autodesk
3ds Max. Gelato will ship with the Mango plug-in, and one
year of maintenance and support, at a cost of $1500.
Also making its debut, Nvidia Sorbetto is an interactive
lighting tool available as an option with Gelato 2.0. With
Sorbetto relighting technology, Gelato users can more quickly
re-render changes to a scene’s lighting, such as the addition or
deletion of lights and changes in their position, color, or intensi-
ty. Designed to speed lighting tasks, Sorbetto performs relight-
ing on the fi nal image, rather than an intermediate proxy. The
new tool accommodates immediate lighting changes before
completion of the fi nal render. It also aids users in adjusting
lighting and lighting parameters, recomputing refl ections and
shadows, and relighting only specifi c objects or sections of the
image. Gelato with Mango, Sorbetto, and a year of mainte-
nance and support is priced at $3700. Gelato 2.0 with Sorbetto
enters the beta-testing stage this month. —CEH
Nvidia Upgrades Gelato to Version 2.0
R E N D E R I N G
3Dlabs Introduces Wildcat Realizm 5003Dlabs has unveiled its Wildcat Realizm 500 professional
graphics accelerator.
The company’s latest midrange graphics board, the
Wildcat Realizm 500 is designed to ensure the effi cient
manipulation of large-size, complex animations and ren-
derings. It takes advantage of PCI Express technology, the
Wildcat Realizm Visual Processing Unit (VPU), 256MB
of memory, and a high-precision fl oating-point
pipeline, as well as offers compatibil-
ity with OpenGL and DirectX
technologies. 3Dlabs’
Wildcat Realizm
500 begins ship-
ping this month at a
cost of $900. —CEH
G R A P H I C S C A R D
SIGGRAPH 2005 Opens Roughly 30,000 professionals from six conti-
nents are expected to descend on the Los
Angeles Convention Center early this month for
SIGGRAPH 2005.
And it couldn’t be a better time: Both technol-
ogy and opt imism
abound in the indus-
try. In fact, the 2005
SIGGRAPH Exhibition boasts the largest num-
ber of vendors demonstrating computer graphics
and interactive technology products and servic-
es in four years. If this record high is any indica-
tion, this year’s show promises to deliver signifi -
cant announcements, just a sampling of which is
presented on these two pages.
For additional information about the annual
industry event or the association behind it, visit
www.siggraph.org. —Courtney E. Howard
Image courtesy Nvidia.
0508CGW_6 60508CGW_6 6 7/13/05 11:09:19 AM7/13/05 11:09:19 AM
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w w w . c g w . c o m AUGUST 2005 Computer Graphics World | 7
PR
OD
UC
TS
PR
OD
UC
TS
W O R K S T A T I O N
PR
OD
UC
TS
Correction
In its booth at SIGGRAPH 2005, SGI will demonstrate
the Deskside version of the Silicon Graphics Prism
interactive visualization system.
In fact, these systems can be
seen powering a Sony SXRD 4K
projector in the SGI
Visualization Theater,
in addition to driving
various advanced develop-
ment tools and high-
end displays, on the
show fl oor.
The Silicon Graphics
Prism Deskside system,
whose pricing starts
at roughly $8500, is said to bridge the gap between PC
workstations and scalable, rack-mounted visualization
systems. It is designed to deliver powerful visualiza-
tion and application performance, as well as increased
memory capacity (up to 24GB) and bandwidth, for such
demanding high-resolution tasks as digital content cre-
ation and video editing.
Although a compact box sized at roughly 16x13x21
inches and 60 pounds, the Silicon Graphics Prism Deskside
can accommodate two Intel Itanium 2 CPUs and two ATI
GPUs. Capable of displaying up to 10 million combined
pixels, a system powered by dual ATI FireGL graphics
processors can be used in multiple-application and mul-
tiple-user environments. That is, a single Deskside system
can drive more than one demanding program or be used
by two professionals simultaneously. It also offers a 64-bit
Linux environment, SGI’s scalable shared-memory visu-
alization architecture, OpenGL support, and dual-chan-
nel support for passive stereo viewing. —CEH
Silicon Graphics Prism Deskside System Debuts
Pixar Animation Studios has unveiled the latest ver-
sion of its RenderMan software, RenderMan for Maya.
RenderMan for Maya is designed to provide tight
work fl ow integration with Alias’s Maya 3D modeling,
animation, effects, and rendering solution.
The company’s newest product, developed in response
to customer requests for a seamlessly integrated and easy-
to-use RenderMan interface geared to the general Maya
user, made its debut
at the Gnomon School
of Visual Effects in
Los Angeles in April.
Being demonstrat-
ed during SIGGRAPH,
RenderMan for Maya
features the com-
plete range of Pixar’s RenderMan rendering technology,
employed in the creation of such fi lms as Finding Nemo and
The Incredibles, to the full community of Maya artists.
Pixar Animation Studios anticipates shipping Render-
Man for Maya, available on both Mac OS X and Windows
platforms, later this summer. RenderMan for Maya car-
ries a price of $995. —CEH
RenderMan for Maya Presented at SIGGRAPH
V I S U A L I Z A T I O NR E N D E R I N G
In the June issue,
two images appear-
ing in the Portfolio
section on page 29
were incorrect ly
identifi ed. The image
pictured here on the immediate right is “Rogue IV” by
Eric Heller, while the image on the far right is “Persona
in Fields” by Sherban Epure.
Alienware has expanded its Area-51 product line with
the Area-51 7500, a high-performance desktop system
designed for data-intensive applications. The Area-51 7500
is the fi rst Alienware system to incorporate Nvidia SLI and
Intel dual-core technologies in a single workstation.
Bridging two graphics cards in a master/slave confi gura-
tion, Nvidia SLI technology e nables up to double the graph-
ics performance of non-SLI workstations. Meanwhile,
the Intel Pentium Processor Extreme Edition
840 adds two processing cores on one
chip, for increased computing power.
The Area-51 7500 also sports Intel
Hyper-Threading Technology and sup-
port for up to four processing threads,
aiding users in effi cient multitasking.
Now available, the Alien ware Area-
51 7500’s pricing starts at $2500. —CEH
Alienware Launches Area-51 7500
0508CGW_7 70508CGW_7 7 7/13/05 11:09:29 AM7/13/05 11:09:29 AM
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8 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
Vid
eo
By Jeff Sauer
view
poin
t
increasingly regu-
lar feature in edit-
ing systems for the
last dozen years. For
keying to work best,
you typically need
to start with a solid,
evenly lit, colored
background, usually
green or blue. That
color, or color range (which can’t appear on the foreground talent or their clothing),
is used to create the alpha channel for keying the background screen to the image. If
that color range is too wide, it gets extremely diffi cult and time-consuming to mini-
mize keying errors in the foreground actor or objects and on the edges of the key.
Computer animation and the ability to create realistic-looking sets and locations
have come a long way over the last decade. Still, keyed effects, and especially virtual set
material, aren’t common in many modest-budget videos, because good, natural-looking
keying is hard to do. Shooting at a real location is usually easier and less expensive.
Ultra 2, a major new version of a virtual set and keying application from Serious
Magic, may address some of these problems for smaller companies that haven’t been
able to use virtual sets before. To begin with, Ultra 2 costs only $495, compared to
the thousands of dollars you need to spend for traditional professional keying tools.
With this product, Serious Magic hopes to make virtual set keying something that
any videographer can use on any shoot, which means it’s also designed to be easy to
use and of good quality, as well as affordable.
The secret is in how Ultra establishes the key. Instead of employing the traditional
approach of keying off only a specifi c, evenly lit color, Ultra analyzes a digital image
of an empty virtual set, complete with any shadows, wrinkles, or unevenness, before
you start fi lming the on-screen talent. (If you can’t get a clean-slate image before
shooting, Ultra allows you to create one in postproduction by selecting a series of
points—such as a well-lit area, and one with shadows—on the key background to
build an effective clean slate after the fact.)
From there, Ultra builds a mathematical model of the virtual set using a technol-
When I was a kid, my fam-
ily visited Universal Studios
in Hollywood. That was back
in the early 1970s—the era of
mechanical monsters, rubber
scars, and Styrofoam boul-
ders. I recall seeing examples of all those
things on the studio tour. I was espe-
cially taken by the wilderness and other
“outdoor” soundstage sets inside the large
warehouse-style buildings on the stu-
dio lot. As a youngster,
I found it amazing that
these fake-looking sets
could actually look real
in movies and on TV.
I also remember see-
ing virtual sets for the
fi rst time (in the mid-
1990s), and they were
pretty amazing, too. The
demos always made
everything look so
easy, but lighting was
just as important, if not
more so, than on a real
soundstage. And the
end results tended to
look fake, because the
actors were usually over-
laid in some sort of early
era, computer-generated,
Alice in Wonderland-type
background that just
didn’t look natural.
Key to Virtual Sets
Keying has been around
even longer, of course
(since the mid-’60s,
though it wasn’t much
in use then), and key-
ing effects have been an
With a low price point, Serious
Magic’s Ultra 2 virtual set and
keying application makes the
process of replacing backgrounds,
whether they are in DV, HDV, or
HD format, practical for all
types of video professionals.
Virtual Sets for All
Images courtesy Serious M
agic.
Jeff Sauer is a contributing editor of Computer Graphics World and director of the Digital Video Group, an independent research and testing organization for digital media. He can be reached at [email protected].
An affordable,
easy-to-use
product
promises to
democratize
keying
technology.
0508CGW_8 80508CGW_8 8 7/13/05 11:12:15 AM7/13/05 11:12:15 AM
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Just Press POWER.Unleash your creative potential with perfect finesse, plus blistering speed and
stability. BOXX workstations and render nodes are propelled by single and
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10 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
ogy Serious Magic calls Vector Keying.
It writes equations for how the different
areas of the background relate to each
other. When an actor steps in front of
the virtual set, Ultra can use a variety
of mathematical techniques, including
pixel substitution, color vector differ-
ences, edge recognition, and traditional
keying, to build an alpha channel. The
Ultra interface does include a variety of
traditional keying tools like color-range
sliders, edge softening, and cropping,
but the idea is that most users should not
have to use them.
In Ultra 2, which began shipping
recently, Serious Magic introduces two
clever features; the fi rst of which is sup-
port for high-defi nition content. You
might not think there’s anything par-
ticularly special about this, because HD
has become an obligatory part of any
content creation tool. But in addition to
supporting traditional HD content from HD cameras, Ultra can actually create true
HD footage from an SD camcorder.
This sounds like digital trickery or “upconverting,” but it isn’t. Serious Magic
lets you simply turn a 720x480 camcorder sideways 90 degrees and shoot in
480x720 portrait mode, thus yielding a full 720 vertical lines of your on-camera
foreground talent. That can be matched to any size high-resolution computer-gen-
erated or video background. The Ultra 2 software automatically compensates for
the rectangular pixels by determining the native aspect ratio of the source and
adjusting horizontally.
Ultra 2 also leverages the virtual lighting technology from typical 3D creation
tools to draw virtual shadows on virtual sets from real on-camera subjects. By simply
choosing a light angle, you can make your keyed-in actors blend more naturally with
the virtual set. Even more remarkably, Ultra 2 can retain real shadows created by
real actors standing on or in front of a greenscreen background and, thanks to Vector
Keying, can map those real shadows onto the generated virtual set.
Perhaps the most interesting aspect of Ultra is that by enabling a wider use of virtu-
al sets, Serious Magic is opening the doors for digital artists and animators to become
the new virtual soundstage designers for video makers.
Digital artists and animators could become
the new virtual soundstage designers.
0508CGW_10 100508CGW_10 10 7/13/05 11:12:43 AM7/13/05 11:12:43 AM
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Blackmagic Design DeckLink™
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Steve Gray is currently executive producer for The Lord of the Rings at Electronic Arts’ Redwood Shores Studio.
12 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
By Steve Gray
CG
view
poin
t
problem is also close to being solved with the new round of game consoles—and
will probably catch up with the feature-fi lm world in another fi ve to six years—along
with the subsequent generation of hardware. So rendering isn’t really the problem.
What hasn’t been solved is the issue of animation—how the model moves—and the
subtle details of that movement.
Motion Capture
One way to animate your characters is with motion capture. At the current time, there is
one big technical problem and one big artistic problem associated with this technology.
The technical problem is that you can’t get all the data at the same time. Full-
body motion-capture systems don’t quite have the resolution to capture the subtle-
ties required to make faces work. Most of the facial motion-capture systems can’t be
attached to the actor during full-body capture without impeding the full-body perfor-
mance. Some of the facial-capture systems don’t capture the eyes—and if the system
can’t be attached to the full-body performance, how could the eyes look in the right
place anyway? This problem will go away some day fairly soon, but for now it remains.
The artistic problem involves the actors: If your human performers don’t do the
right thing, your captured data won’t be any good. That’s why real athletes have to
be used to capture animation for sports games. Conversely, if you want to capture
dramatic storytelling, you need real actors, a real script, real blocking, a real director,
and lots of rehearsals.
In our recent game project, The Lord of the Rings: The Third Age, the best motion-cap-
tured storytelling sequences occur in the simplest scenes. Probably the best one involves
a few characters sitting around a campfi re, talking. It works the best because the actors
could focus on their craft and emotional state, and because the dialogue and block-
ing are good, and so forth—in other words, we did the art correctly. Then, because the
movements and blocking are simple, we got all the data (full body, face, and eyes) to line
up right—we successfully worked around the technical problems. I might add that all
Two fundamental aspects of
creating a believable character
are thoughts and actions. While
creating believable thoughts
for a character with artifi cial
intelligence (AI) is certainly an
admirable endeavor, at this point in time,
for most game applications, it’s enough to
make the player feel as though the char-
acter has believable thoughts.
At the very least, a character must not
break whatever illusion
has allowed the player
to become immersed in
the gaming experience.
This might seem like a
low bar to set, but when
you consider how rare it
is that a synthetic char-
acter meets even this low
bar, it’s actually a good
place to start.
Animation Challenge
Rendering, and by that
I mean everything that
has to do with the visual
appearance of a charac-
ter, including the model,
textures, shaders, etc., is
becoming less and less of
an issue. It wouldn’t be
too far fetched to claim
that in the feature-fi lm
effects world, the render-
ing problem has been
pretty much solved—
assuming you’ve got the
talent to run the soft-
ware and the CPU horse-
power to back it all up.
In the video-game
world, the rendering
Someday we
will be able
to synthesize
human
motions down
to the tiniest
movement,
but not today.
Thoughts in Motion
In Electronic Arts’ recent game project, The Lord of the Rings: The Third Age, the artists show
that simpler animations can be more dramatic and have a larger impact.
Image courtesy Electronic A
rts.
0508CGW_12 120508CGW_12 12 7/13/05 11:14:09 AM7/13/05 11:14:09 AM
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“ATI’s FireGL™ graphics have enabled PSA Peugeot-Citroën to solve problems and complete complex design projects that before would not have been possible.”
ALAIN GONZALEZ, TECHNICAL ARCHITECT, PSA PEUGEOT-CITROËN
© Copyright 2005, ATI Technologies Inc. All rights reserved. ATI and FireGL are trademarks and/or registered trademarks of ATI Technologies Inc. All othercompany and/or product names are trademarks and/or registered trademarks of their respective owners.
PSA Peugeot-Citroën, Europe's second-largest auto manufacturer, began using ATI’s FireGL™
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I T WORKS FOR ME
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14 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
those things were able to happen because the cast and the crew
rehearsed like crazy.
You could replace all the techniques I’ve just recommend-
ed with some really good animators and a great animation
director. Whether that’s the right solution for your project, as
opposed to the actor/director/motion-capture route, depends
on whom you have working for you, and on the artistic style
of your project.
Synthesizing Reality...Someday
While the techniques discussed earlier work well if you know
in advance exactly which characters will interact in what
ways, they obviously fall short if any signifi cant variables are
introduced—such as those occuring within the interactive
environments of games.
Someday, in order to meet this challenge, we’ll be able
to synthesize human motions down to the smallest muscle
movement. But that day is not today. Right now, the most
practical solution is to divide movements into four catego-
ries: facial expressions, lip sync, head and eye tracking, and
full-body gestures.
Facial expressions and lip sync have probably been around
the longest. There are lots of different libraries full of happy,
sad, angry, and other facial expressions, and morphing
between these works fairly well. Lip sync is also reasonably
well understood in terms of different mouth shapes for pho-
nemes or other, similar systems. Both types of animation are
signifi cant simplifi cations of reality, but they work pretty well
if implemented carefully and by talented artists and engineers.
Head and eye tracking are making some big strides for-
ward, as well. Algorithms have been developed here at
Electronic Arts that take into account the emotional state of
the character being animated, as well as the emotional rela-
tionship between that character and other entities in the scene
(characters and objects). These algorithms move the head and
eyes in a coordinated manner and have proved successful in
giving the player the illusion that the character has an emo-
tional state—that is, has believable thoughts.
We are also experimenting with something like facial expres-
sions for full-body gestures. Using information from psychology,
as well as executive and sales training literature, we’re assem-
bling animation building blocks for using body language to
communicate an AI character’s state of mind to the player.
In summary, we can create much more believable AI-driv-
en characters in years to come, but we also need to concen-
trate on what can be done to make believable characters now.
There is a lot of work yet to be done in order to make them
“think” and have any sense of true intelligence, but even with-
out that, there is much we can do now, with carefully planned
and rehearsed motion capture, animation, etc., to make far
more believable synthetic characters. The key is to concentrate
on the details.
0508CGW_14 140508CGW_14 14 7/13/05 11:14:44 AM7/13/05 11:14:44 AM
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. . . . Film
16 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
Eye CandyBy Martin McEachern
CGI makes Wil ly Wonka’s chocolate
factory sweeter than ever
Images ©2005 Warner Bros. Pictures.
A much more literal adaptation of the Roald Dahl children’s classic, Tim Burton’s Charlie
and the Chocolate Factory stands apart from the 1971 version by using state-of-the-art CGI to faithfully re-create the weird and wonderful world of Willy Wonka’s chocolate factory.
The Moving
Picture Company
handled the majority of
the fi lm’s digital effects,
including the creation of this
chocolate river that fl ows
through the enticing candy land.
The river’s surface was a fl at NURBS
patch, onto which the artists mapped
a displacement shader to simulate
the basic fl ow of the sweet water.
0508CGW_16 160508CGW_16 16 7/13/05 11:16:34 AM7/13/05 11:16:34 AM
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w w w . c g w . c o m AUGUST 2005 Computer Graphics World | 17
Film. . . .
rom Pee-wee Herman to Ed Wood, Tim Burton has
had a career-long affection for blissfully unassimilated
oddballs who cling to their own warped yet magical
view of life. This affi nity was rekindled this sum-
mer in Burton’s imagining of the chocolate wonder-
land created by Willy Wonka, the star of Roald
Dahl’s beloved children’s fable Charlie and the
Chocolate Factory. “I’m attracted to characters
who do their own thing,” says Burton. And for
the fi ctional Wonka, that “one thing” is treat-
ing the world to the most delightful confec-
tionery creations ever conceived: marsh-
mallows that taste of violets, rich caramels
that change color every 10 seconds, chew-
ing gum that never loses its taste, and
lovely bluebirds’ eggs that, once in your
mouth, gradually get smaller and smaller
until there’s nothing left but a little sug-
ary bird at the tip of your tongue.
Burton’s eye-popping fi lm adaptation,
Charlie and the Chocolate Factory, tells
the story of poor yet kindhearted Charlie
Bucket and his Grandpa Joe, who win one
of fi ve golden tickets to tour Willy Wonka’s
candy factory. The other winners are four
selfi sh brats whose misbehavior inside the
factory leads to unsavory comeuppances,
thanks to Willy’s wiles. The fi rst is Augustus
Gloop, a gluttonous kid who tries to drink
from a chocolate river, only to fall in and be
sucked up a pipe leading to the fudge room. Violet Beauregarde,
a brazen, fast-talking girl who constantly chews gum, snatch-
es an experimental piece of three-course-meal gum and trans-
forms into a giant blueberry. Spoiled Veruca Salt, who bullies
her father into giving her everything she wants, is tossed down
a garbage chute by squirrels trained to dispose of the bad nuts.
And fi nally, there is the television-obsessed Mike Teevee, who is
miniaturized inside a television set designed to transmit candy,
then sent to the taffy-pulling room to be stretched.
As each child gets his or her just deserts, Wonka’s factory
handymen, little fellows called oompa loompas, sing chants
lamenting the misdeeds.
Unlike the 1971 version, which reveled in abstract, psychedelic
imagery, Charlie and the Chocolate Factory is a literal adaptation
of Dahl’s book, and is as wacky and hyperstylized as Burton’s
usual surrealistic aesthetic. State-of-the-art CGI enabled the
fi lmmakers to create the nut-sorting room for the fi rst time,
wherein 200 squirrels sift through walnuts and interact with
the live actors. In addition, the fi lmmakers were able to shrink
and multiply actor Deep Roy, who single-handedly portrays
the scores of 30-inch-tall clone-like oompa loompas working
the factory fl oor and rowing Wonka’s boat—a cross between
a Chinese dragon boat and a Viking long ship carved from a
hollow piece of candy—through the white tunnel.
Burton employed in-camera tricks, animatronics, and pros-
thetic makeup while fi lming on 17 soundstages at London’s
Pinewood Studios, where a crew constructed the candy land,
though he entrusted most of the visual magic to a handful of digital
effects houses. The Moving Picture Company (MPC) handled the
bulk of the effects, including the dancing, singing, and acrobatic
y
F
0508CGW_17 170508CGW_17 17 7/13/05 11:17:09 AM7/13/05 11:17:09 AM
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18 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Film
sequences of
the oompa loompas, the fl uid simulation
for the roller-coaster-like white-tunnel
ride down the chocolate river, Augustus’s
spiraling descent into the river and his
subsequent emergence through the glass
pipe, and Violet’s transformation into a
giant blueberry. Meanwhile, Framestore
CFC tackled the squirrel sequence, and
Digital Domain stretched Mike Teevee
into a 7-foot-tall, 2-inch-thick piece of taffy
and turned Violet into a superfl exible
contortionist after her blueberry body is
freshly squeezed in the juicing room.
Song and Dance
Wonka’s factory is purely imaginary, and
the entire environment refl ects Burton’s
affi nity for bold, primary colors, folk
art, and a Rankin-Bass (Rudolph the Red-
Nosed Reindeer, Frosty the Snowman)
simplicity in the angular designs. Burton
worked closely with production designer
Alex McDowell to create the look of the
sets, characters, and sequences. “[Burton]
made rough drawings that weren’t spe-
cifi c, but rather conceptive, to portray a
mood,” says MPC’s visual effects super-
visor Chas Jarrett. “Rather than com-
ing in at the beginning with a strong
agenda of his
own, he col-
laborated with
[McDowell] to
create the unique
design-like feel of
the fi lm, and was
quite hands-off with
the visual effects.”
Upon entering the choco-
late room, the children discover
a 90-foot waterfall fl owing into a
chocolate river, which is spanned by
numerous bridges and surrounded by
embankments and gentle rolling hills
topped with grass of luminescent green.
Then, the oompa loompas make a grand
entrance, clambering up over the terrain
and breaking into the “Chocolate Room”
song. Prior to fi lming, this and almost every
other sequence was meticulously choreo-
graphed in previsualizations created in
Alias’s Maya by Nic Hatch at Proof UK.
The oompas also perform little chants
throughout the fi lm to remonstrate each
child for his or her misbehavior, which
results in bizarre transfi guration and
subsequent expulsion from the premises.
To capture facial performances for the
scores of oompa loompas during these
musical sequences, MPC used scanning
technology from Eyetronics to record
Deep Roy’s face as he lip-synced to
composer Danny Elfman’s songs. The
system projects a fi ne, detailed grid onto
the actor’s face using fi ber-optic lighting,
then records changes in the pattern using
an HD camera, producing 24 scans, or
meshes, per second.
Using Maya’s polygonal tools, and the
Eyetronics scans as references, the MPC
team surfaced only one model for all the
oompa loompas, which it then subdivided
and rendered in Pixar Animation
Studios’ RenderMan.
After Eyetronics completed the
facial capture, it delivered a Maya
scene fi le to MPC that contained
its own model of Deep Roy, now
bearing a blend shape representing the
entire performance for a particular shot.
MPC then applied these performances to
the digital oompas, and synced them to the
song using a playback system connected to
the HD camera. While most of the oompa
loompas’ facial animation was motion
captured, MPC did create a standard facial
rig to add variation and individuality to
their emotional expressions.
For the oompa loompas’ wide entrance
and a similarly composed shot of their
exit, MPC used Alice, its proprietary
crowd-simulation software (see “Creature
Feature,” October 2004, pg. 34). Developed
originally for the battle scenes in Troy, Alice
applied various Pose Deformers, or types
of movements, to the oompa skeletons,
and blended them on the fl y. These Pose
Deformers included traversing up and down
hills, scampering across bridges, running
in or forming a line, and so forth. For the
rest of the oompa shots, MPC motion-
captured their movements using Vicon
mocap equipment, which was quicker and
more effective than using Alice.
Artists then stitched the newly
deforming facial mesh to the body,
which was rigged in Maya and outfi tted
with MPC’s proprietary Arbitrary (Arb)
Deformers. Unlike typical tools, which
limit the deformation to that produced by
simple shapes such as spheres, the Arb
Deformer is a Maya plug-in that operates
similar to Maya’s Sculpt Deformer but
allows animators to model any arbitrary
piece of geometry for use as the deformer
tool. “By using more complex deformers,
we could create more complex and intricate
bulges on their bodies,” says Jarrett.
Rough Ride
Unable to resist a drink from the choco-
late river, the gluttonous Augustus Gloop
falls into the river and is drawn under
by a whirlpool, only to emerge seconds
MPC employed scanning technology from Eyetronics to shrink and multiply actor Deep Roy,
who plays all the oompa loompa characters in the movie. From the scans, the artists created
the dozens of little oompas who row Willy Wonka’s dragon/Viking boat, carved
from a hollow piece of candy.
0508CGW_18 180508CGW_18 18 7/13/05 11:17:42 AM7/13/05 11:17:42 AM
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The powerful new HP xw9300 Workstation delivers top-of-the-line dual-processing performance, largecomputation and visualization capacity, the ultimate expandability engineered into a totally tool-lesschassis, and ground breaking technology including
• AMD Opteron™ processor — Industry leading performance that gives you the ability to runboth 32- and 64-bit applications simultaneously. AMD64 with Direct Connect Architecture helpseliminate bottlenecks by directly connecting the processors, the memory and the I/O to the CPU.
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Screen image courtesy of Aaron Reid
©2005 NVIDIA Corporation. NVIDIA, the NVIDIA Logo, NVIDIA Quadro, nForce, and NVIDIA SLI are trademarks or registered trademarks of NVIDIA Corporation. All rights reserved. image courtesy of Softimage andUVPHACTORY. Other company and product names may be trademarks or registered trademarks of the respective owners with which they are associated.
Visit www.newworkstation.com/cgw to learn more and buy.
0508CGW_19 190508CGW_19 19 7/13/05 11:18:00 AM7/13/05 11:18:00 AM
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20 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Film
later through a glass pipe. Everything
in the shot is digital: the child, the pipe,
and the chocolate fl uid. Artists painted
Augustus’s texture maps brown, and then
hand-animated his fl ailing and thrashing
arms. Next, the fl uid-sim team used dis-
placement maps to simulate chocolate
trickling down his arms, and employed
Next Limit’s RealFlow to animate the
splashing chocolate.
Also, technical directors at MPC wrote
a tool called a meniscus deformer, which
created a “lip” between the fl uid and the
skin. This lip updated frame by frame so
the fl owing edge of the chocolate crawls
realistically across the character’s skin.
Finally, to squeeze Augustus through
the pipe, the group employed lattices in
Maya to compress the digital body slightly
as it presses against the glass.
Human Blueberry
For Violet’s transformation into a giant
blueberry, MPC used a combination of
3D and 2D greenscreen effects. When her
face fi rst begins to turn blue in close-up
shots, artists created the effect in 2D using
Shake to track the veins and apply color
to her face. The next cut is to a full-body
shot, which is completely CG, save for her
face; her face was shot against a green-
screen, colored blue, and then projected
on to
the CG
head as a
texture map.
To ease the character
through the various stages
of expansion, the artists cre-
ated three models, then, us-
ing the Arb Deformers, rigged
each model with unique blend
shapes to handle different bulg-
ing deformations.
As Violet is rolled out of the
inventing room to be squeezed
in the juicing room, one of the most
challenging sequences of the fi lm unfolds,
as scores of oompa loompas perform
acrobatic jumps off the catwalks and
onto her giant blueberry ball of a body.
Bouncing and back-fl ipping off her body,
six oompas land in a pyramid formation.
To realize this high-fl ying sequence on
the big screen, MPC positioned several
Vicon motion-capture cameras on tall
scaffolding, and mocapped acrobats
performing on trampolines. The group
recorded the motions using Vicon’s MX 40
camera, which boasts a four-million-pixel
resolution. After cleaning up the various
motion-captured clips in Alias Motion
Tools (formerly Kaydara Filmbox),
the team mapped them to
the oompas’ skeletons,
and blended them
using Alice.
“When
you see them
jumping down, that’s one clip, but when
you see them hit and bounce on the ball,
that’s another clip, and the back-fl ip is yet
another,” says Jarrett.
Squirrelly CGI
Further along the tour of the factory,
Wonka introduces the impudent Veruca
Salt and the other remaining children to
his nut sorting room, where trained squir-
rels shell walnuts for use in Wonka’s choc-
olate bars. Before shelling a nut, each
squirrel shakes the object and listens to
determine if it’s bad. If so, the squirrel
throws the nut over its shoulder and into
the central garbage chute; if not, the squir-
rel carefully shells the nut and places the
fl esh onto a moving conveyor belt.
Deciding she wants a squirrel for a
pet, Veruca demands Wonka give her
one. When Wonka refuses, she climbs
through the railings and attempts to pick
up the cutest squirrel. This causes all the
squirrels to jump off their stools and knock
her to the fl oor. Once she is pinned down,
the lead squirrel jumps on her chest, taps
her on the head, and determines she’s
a bad nut. The squirrels then carry her
on their backs and dump her down the
garbage chute, before returning to work
as if nothing ever happened.
Dressed to ThrillThe greatest challenge in matching the digital oompa loompas with their
live-action counterparts was posed by their tight-fi tting, one-piece suits: Any
traction or force exerted on the fabric would cause the effects to ripple throughout
the entire costume.
“If you moved his arm, his ankle would move,” says MPC’s visual effects supervisor Chas
Jarrett. “In contrast, if you’re simulating normal clothing, such as lanky shirts or jeans, the effect
of an arm movement won’t extend throughout the entire piece of clothing. It was diffi cult for our
sim team to get that cloth to behave the way the real cloth behaved.”
To replicate the complicated systemic wrinkling effects of the real fabric, the MPC group used
Syfl ex’s cloth solver for Alias's Maya, which enabled the fi lmmakers to achieve seamless intercutting
between the live-action and the CG oompa loompas.
Because of the highly refl ective, lustrous sheen of the oompas’ plastic-like red suits and the completely
digital chocolate river, capturing realistic refl ection maps was crucial to the successful melding of the live
action with the CGI. To that end, MPC used a Canon 1 DS camera fi tted with a Sigma 8mm, 180-degree
fi sh-eye lens to capture a 360-degree view of the set, from which the group created HDRI maps. —MM
Using lattices in Maya, the artists compressed the digital body of character Augustus
Gloop as he is sucked up a glass tube after falling into the
chocolate river.
0508CGW_20 200508CGW_20 20 7/13/05 11:18:19 AM7/13/05 11:18:19 AM
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w w w . c g w . c o m AUGUST 2005 Computer Graphics World | 21
Film. . . .
Burton delegated this complex
effects sequence to Framestore
CFC, which created the CG
squirrels that engage in
frenzied, close interaction
with the live-action per-
formance of Veruca. This
necessitated the creation
of “hero” squirrels, which
could appear in close-ups
at the full height of an IMAX
screen for the fi lm’s IMAX re-
lease, as well as a sprawling
ensemble of squirrels scurrying
about the nut room. With as many
as 100 squirrels to animate per shot,
the sequence entailed both a creative
and logistical challenge for the animators,
who had to intercut the digital versions
with live-action squirrels.
Working in Maya, Matt Hughes
modeled the CG squirrels as polygon-
al meshes, which were subdivided at
render time in RenderMan. To create
their fur, Framestore implemented
a proprietary set of tools called
fcFur, which offers 70 basic con-
trols for length, width, hair profi le,
orientation, curvature, scraggliness,
clumping, and density. In addition to the
basic clumping, it also offers dynamically
calculated clumping, which creates the
banding often seen around the joints of
furry creatures. Created in Side Effects
Software’s Houdini, this clumping system
uses predefi ned splines placed on a static
squirrel and per-frame calculation of skin
stretch to control
how the clump bands will open and
close during extreme animation. In
all, the artists developed seven
different types of fur, so that
the belly, back, tail, and
other areas of the animal
sported different kinds
of hair.
With up to fi ve
million hairs per
squirrel in shots
composing close
to 100 squirrels,
optimizing ren-
dering was a
primary focus in
the development
of fcFur. To that
end, the team programmed the tool to
regulate the fur’s thickness and level of
detail with the squirrel’s proximity to the
camera, and to convert each squirrel into
voxels before generating the hair in the
RenderMan DSOs (dynamically shared
objects). As a result, the crew
could avoid generating hair
that would not be visible
to camera.
Whi le
the squirrels
alternately assume four-legged and
bipedal postures during the frenetic
scene, the animators used only one rig
developed in Maya. “This was no small
feat, as squirrels seem to have no notion
of gravity or natural orientation. They are
just as happy standing on four legs, two
hands, upside down, or on their backs,”
says CG supervisor Ben Morris. So
the challenge for animator
Craig Bardsley was to
make the squirrel
look realistic doing
something that a
squirrel wouldn’t
be expected to do,
which required a
delicate balance
Chocolate RiverTo handle the challenges of fl uid simulation, which
ranged from cascading chocolate over the waterfall, the
ebbing and fl owing of the river, the wake of Wonka’s boat,
and the splashing and thrashing of Augustus as he’s sucked
under by a whirlpool, MPC developed a sophisticated yet elegant 3D
displacement shader within Pixar Animation Studios’ RenderMan.
The river surface, itself, was a fl at NURBS patch. Onto this, the artists
mapped the displacement shader to simulate the basic fl ow of the river
and the waterfall. This shader, which blends procedural noises and other
elements, allowed the artists to control the choppiness, height, direction,
speed, and amount of waves. “We could specify where the waves would and
would not be, whether they fl owed fast or smooth at the edges, or quicker in
the middle,” explains MPC’s visual effects supervisor Chas Jarrett. “We could
also divert the fl ow around pillars, or get the river to fl ow around things, by
simply warping the UVs on the NURBS patch. In some ways it was quite simple,
but it took a long time to make it look realistic.”
MPC also wrote a tool set called Puddle, which worked in conjunction
with the displacement shader to produce more complex fl uid effects
and to blend them together. For example, one of Puddle’s tools
uses particles to create displacements on a surface, so that
if a particle is dropped onto the river surface, ripples
emanate from the point of impact. In fact, MPC created
the wake of the boat using this technique, whereby
artists would emit a bunch of particles off the boat
and, while never rendered, they’d have a displacement
effect on the surface around them, forging the wake
of the boat. Designed to function seamlessly with
the displacement shader, Puddle’s effects
could also be rendered easily through
RenderMan. —MM
The movie includes, for
the fi rst time, the previously
unfi lmable nut room sequence,
in which “trained” squirrels,
created in Maya, weed out the
bad nuts. Framestore used its
fcFur tools to create the pelts.
0508CGW_21 210508CGW_21 21 7/13/05 11:18:38 AM7/13/05 11:18:38 AM
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22 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
between
stretching the anatomy far enough to
tell the story and maintaining enough
“squirrel” mannerisms to ensure a
seamless cut to the real squirrels.
Stretched and Juiced
As they make their exit from Wonka’s fac-
tory, each child’s transfi guration is paid off
in an amusing sight gag. To create these
effects, CG supervisor Serge Sretschinsky
and his team at Digital Domain remodel-
ed the Eyetronics’ scans provided by
MPC, generating high-resolution polygo-
nal models that were hand animated in
Maya and rendered as subdivision sur-
faces in RenderMan. For all the effects,
Burton’s main directive was to make the
children do something impossible for a
human to do, albeit without losing a sense
of believability or the identity of the child.
For instance, Violet Beauregarde, after
being freshly squeezed in the juicing room,
has been left with a rubbery, elastic body
that she can contort wildly to impress her
mother. The artists sculpted Violet’s loose-
fi tting clothing in Maya’s Artisan and used
Syfl ex’s cloth tool to handle the complex
stretching of the tracksuit. While Violet’s
head, hands, and sneakers were modeled
with polygons in Maya, the girl’s body was
composed solely of Maya collision objects—
a series of spheres
placed inside the
body and bound to
the skeleton’s joints—
which drove the Syfl ex
cloth simulation. After
reviewing some video and
motion-captured data of a
contortionist, the artists hand-
animated her body in Maya and then
composited the actress’s greenscreen-
fi lmed head into the shot.
Next, after the miniaturized Mike
Teevee is stretched out in the taffy puller,
he walks toward the camera and then
turns sideways, revealing that he is not
only 7 feet tall but almost completely fl at.
In Maya, the artists used lattices to sculpt
blend shapes that compressed Mike’s
fully CG body and stretched him. In
addition, to accentuate the reveal
of Mike’s fl attened body, the
team also modeled a few
blend shapes to make
his body wider than
the exceedingly thin
version that is seen
from the side. “This
helped us ramp
into his thin shape
more effectively as
he turns in front of
the camera,” says
Sretschinsky.
Whereas Mike’s
spiky hair was com-
posed of polygonal
geometry, the artists
instead used Maya’s Dy-
namic Curves for Violet’s
short, straight hair. Although
Maya converts the Dynamic
Curves to Paint Effects strokes prior to
rendering, Digital Domain
chose to convert the Paint
Effects strokes to RIB fi les,
so they could render in
RenderMan.
Throughout the course of
production, Tim Burton was
adamant about following Roald
Dahl’s book religiously. As with Tolkien’s
The Lord of the Rings, fi lmgoers around
the world will be able to experience the
true wonder of the author’s imagination
for the fi rst time, thanks to state-of-the-
art CGI. And while they will never taste
Wonka’s unrivalled confections, they’ll
be savoring the sweet eye candy of MPC,
Framestore CFC, and Digital Domain for
years to come.
Martin McEachern, a contributing editor for
Computer Graphics World, can be reached
at martin@globility.
com.
For the nut sorting scene, artists
were challenged with animating up
to 100 furred squirrels for each
shot. To optimize the process,
polygonal meshes, created
in Maya, were subdivided
at render time within
RenderMan.
Eyetronics
extended its facial
scanning system so it
could retarget the scans of
actor Deep Roy onto a
polygonal mesh created
by MPC according to its
preferred topology for
facial animation, enabling
Roy to be duplicated
for various scenes.
0508CGW_22 220508CGW_22 22 7/13/05 11:18:58 AM7/13/05 11:18:58 AM
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. . . . Gaming
24 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
icture a wondrous Chinese-style world that could
have been, if all the ancient Asian myths and legends
were true. That’s exactly what the team at BioWare, a game
developer in Edmonton, Alberta, Canada, did while creating its
new crown jewel, Jade Empire, for the Microsoft Xbox console.
“This is our fi rst intellectual property, and we set out to
create worlds unlike any other,” says Ray Muzyka, who,
along with Greg Zeschuk, shares the role of CEO at BioWare.
Since the company was formed a decade ago, it has been
adding interactivity to a number of well-known kingdoms,
including George Lucas’s intergalactic universe in last year’s
record-breaking title Star Wars: The Knights of the Old Republic
as well as the Dungeons & Dragons mythos within the
Baldur’s Gate and Neverwinter Nights game series. Instead
of crafting another real-time sequel, however, Muzyka and
Zeschuk decided to revisit a concept that had been churning
around in their minds since the company’s early days.
Asian Fusion
BioWare blends martial
arts and digital arts in
the action-RPG Xbox
title Jade Empire
By Karen Moltenbrey
P
BioWare artists hired real actors
to serve as models for the main
characters in Jade Empire,
including Furious Ming (above),
one of seven player characters.
Imag
es ©2005 B
ioWare.
0508CGW_24 240508CGW_24 24 7/13/05 11:20:45 AM7/13/05 11:20:45 AM
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w w w . c g w . c o m AUGUST 2005 Computer Graphics World | 25
Gaming. . . .
"Ten years ago, we thought it would be great
to design a game where you could become
a martial arts master,” says Zeschuk. “But
at the time, we didn’t feel that there was
an adequate technological foundation
to build our vision; this was back when
the consoles were 16 bit and the graphics
were 2D and pixilated.” In his opinion,
that was hardly enough to support what
the company had in mind for its vision
of multiple story arcs, rich visuals, and a
signifi cant amount of weaponry, magic,
and compelling martial arts action. The
duo also thought it prudent to wait until
the right time in BioWare’s history as a
company—when it had enough brand
recognition to attract players to a universe
and story line they knew nothing about—
before attempting such a risky endeavor.
Their patience paid off. A few years
ago, the men decided it was time for the
rise of the Jade Empire, a single-player
action role-playing game boasting a
deep story line, lush graphics, and semi-
realistic-looking characters whose fast-
paced kung fu movements are supported
by a real-time fi ghting system.
Jade Empire unfolds in an ancient,
mysterious world based on mythical
China, as a player assumes the role of a
young warrior training under the watchful
eye of a master while learning powerful
martial arts skills and mystical powers.
As the warrior leaves the tranquility of
the monastery and begins a journey of
exploration, the person discovers that
something is amiss in the world when
spirits and ghosts begin appearing
frequently and, in some instances, start
attacking villagers. During the search to
uncover the truth behind this mystery,
the young martial artist battles powerful
human foes, amazing creatures, and
supernatural beings as the student’s
personal journey unfolds into an epic
battle to save an empire.
“Our goal has always been to deliver rich
story lines, and characters are a large part
of that,” says Muzyka. To this end, Jade
Empire is fi lled with unique characters,
including seven main playable characters
possessing a unique combination of
strengths and weaknesses. There are also
several “Followers,” each with a different
personality and skill set—whether it’s
strength, diplomacy, courage, or stealth—
who interact closely with the player
character. Additionally, there are a large
number of non-playable characters (NPCs)
with whom the player can interact. Some
NPCs are simple citizens, though
not all of them sit passively by, while
others are more powerful and take
particular interest in the player and
the player’s quest. Still others are
enemies, sometimes pretending to
be a loyal agent.
Model Characters
Once BioWare approved a fi nal
concept for the characters, the
art team began building the mod-
els by hand in Autodesk Media
and Entertainment’s 3ds Max.
Meanwhile, the group hired ac-
tors and actresses whose likenesses
would correspond to all the major
characters. Next, the artists photo-
graphed the actors, and applied the
photographic textures to the CG
models, resulting in fully detailed
and believable virtual heads. “We
used photo references for the textures
whenever we could, especially on impor-
tant story characters and player charac-
ters, though we always painted over the
surface to give all the characters a uni-
fi ed, semi-realistic look,” adds senior art-
ist Rion Swanson. For many of the other
characters, the group used the photos as
a reference while hand-painting the en-
tire surfaces in Adobe’s Photoshop.
Soon after the character creation
process, BioWare conducted a number of
focus tests on the models to determine
their potential success as virtual heroes.
“Each important character had a back
story and a history, and we revisited
these characters, as well as the Followers
and primary villains, at various points in
development,” Swanson notes.
In fact, one of the more challenging
aspects of the character creation process
was dealing with frequent story changes,
particularly during the earlier stages
of development. This often affected the
characters’ back stories, requiring the
group to alter, or sometimes completely
revise, the models. “In the case of
Sagacious Zu, a late revision turned out
to be very successful, though it was not
the most effi cient working method,” says
Swanson of the
character’s radical
revision.
The team origin-
ally designed Zu as
a portly, good-natur-
ed, optimistic monk
whose diplomacy
skills would enable
him to assist the
player as a Follower.
Then, a story change
transformed him into
a disgraced monk who
is called on to help
the player exorcise
corrupted spirits.
To support this
new role of an
action-oriented
f ighting monk
with a hint of a dark
Above: Changes to Jade Empire’s story line often
required alterations to the character models, as
was the case for the monk Sagacious Zu, whose
original design (left) differs from the fi nal
model (right). Below: Artists added
a lot of image detail to the main
characters, such as Emperor Sun Hai,
to coincide with their rich back stories.
0508CGW_25 250508CGW_25 25 7/13/05 11:21:05 AM7/13/05 11:21:05 AM
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. . . . Gaming
26 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
and mysterious past, the group
remodeled the character to refl ect
the look of a tragic hero—tough
and somewhat aggressive.
As it turned out, the group
ended up using the earlier Zu
model as another character,
called Smiling Mountain, whose
description, says Swanson, fi t
the original model perfectly.
“Therefore, in the end, it was
not the least effi cient way of
working, either,” he says.
Given the story-driven nature
of its games, BioWare usually
has a lot of dialogue in its titles—
thousands of lines—and Jade
Empire was no exception. All told, more
than 350 characters speak in the game,
though it is not an actual language, but
rather an Asian-sounding dialect invented
by a linguist specifi cally for the title.
Each character has a custom voice set,
unique appearance, and a combination
of fi ghting styles. To deal with the sheer
number of fi les and to get the best acting
possible from the game’s characters,
the team created an automated system
to generate its lip synchronization and
another for its facial animation data. The
animation, explains technical animator
Ben Hindle, was derived from the audio
clip, where all the movement of the mouth,
eyes, and eyebrows was generated. In
addition, the group implemented several
other processes that added emotions and
extra drama to each line.
Heroes and Villains
Without question, the artists spent more
time scrutinizing and testing the player
characters, which averaged approximately
6000 polygons in size, than they did for any
of the others in the game. “They were the
most diffi cult to create, particularly the fe-
males; we had a multitude of opinions on
what they should be like, and we worked
through many variations in both the con-
cept and model stages,” says Swanson.
Meanwhile, most of the Followers and the
story NPCs, such as the emperor and
the princess, range from 4000 to 5500 poly-
gons in size, while the rest of the NPCs
contained about 1500 to 2500 polygons.
To create these detailed, compelling
characters, the artists drew on their
experience with the Xbox, “wringing
every last bit of performance out of the
console,” notes Hindle. In particular, the
team utilized the game machine’s pixel
and vertex shader capabilities to create
bloom and rim lighting on the characters,
giving them more depth and a warm,
fl uid look. By building the Microsoft
DirectX shader system into the Material
Editor inside 3ds Max, the
artists were able to preview the
shaders while they constructed
the models and textures prior to
exporting them.
According to Swanson, the
group took advantage of all
the modeling tools within the
software package, particularly
its mesh-creation tools. In
addition, the artists utilized
a number of proprietary tools
based on the MaxScript system
within 3ds Max for speeding up
artist work fl ow and automating
tedious tasks, such as crowd
generation.
Rendering, meanwhile, was done
inside a completely new game engine that
was fi ne-tuned to take advantage of the
Xbox’s visual capabilities in terms of rim
lighting and multiple render paths, and to
accommodate the game’s action-packed
combat sequences, which are not typically
found in an RPG. The engine features a
number of new improvements based on
what the group learned while making the
engine for Knights of the Old Republic. This
includes a real-time physics-based cloth
system (for capes, belts, ribbons, sashes,
and so forth), which simulates the affects
of gravity and wind, and generates various
effects of cloth weight, such as heavy
woven cloth or light silk, that interacts
with collision volumes on the character.
In addition, the artists set up a
physics-controlled bone structure for
the hair that the engine interprets to
simulate hair movement, allowing for a
dangling ponytail on Follower Dawn Star,
for example. “Building our own custom
Using Autodesk’s 3ds Max, the BioWare team created more
than 350 speaking characters that appear in the game.
The artists took
advantage of the
Xbox’s pixel and
vertex shader
capabilities to
create bloom and
rim lighting on the
characters, which
gave the models
a softer, more
fantastical look.
0508CGW_26 260508CGW_26 26 7/13/05 11:21:22 AM7/13/05 11:21:22 AM
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. . . . Gaming
28 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
engine and our own set of export tools
from 3ds Max enabled us to achieve these
innovations, which, in turn, opened up
more options in terms of our character
designs,” says Hindle.
Kung fu Fighting
The human characters in Jade Empire
are capable of a wide range of fi ghting
styles, each representing a particular
segment of martial arts, from karate to
judo. To portray these intensive moves
realistically, the team motion-captured
martial art professionals, some from as
far away as mainland China, while they
performed an array of stunts. Then, the
group applied those actions to a custom-
ized bone system created in 3ds Max so
that the motion looked natural on the
model. According to lead animator Deo
Perez, the goal was to make each move
look unique, polished, and accurate.
Although the group believed that
motion capture would kick up the
game’s action, BioWare had never used
the technology in any of its previous
titles. So before committing to the
process, the animators tested it to see if
it was worth the time and money, and
whether the development team could
actually work with the
resulting data. Convinced
that the technology would
provide the animators with
a viable solution, the group
contacted Giant Studios, the
Los Angeles-based company
responsible for the motion capture used
in The Lord of the Rings fi lms.
During a nine-day shoot, the studio,
using a proprietary 48-camera setup,
recorded hundreds of moves performed
by fi ve actors, two of whom were stunt
doubles for Keanu Reeves in The Matrix
series and Lucy Liu in Charlie’s Angels.
According to Ken Murano, motion-capture
engineer at Giant Studios, the performers
completed a full-motion library, including
idle movement, walking, running, rolling,
jumping, and, of course, fi ghting. The
fi ghting moves, he notes, were specifi c to
a particular martial art or included the
use of one or more weapons.
“At the time, Jade Empire had more
motion-captured props than other games
we had done,” says Murano. “So, we
had to be careful of the hand positions
when retargeting the source motion to
the skeletons, which often had different
dimensions, either in height, body pro-
portions, or both, than the performers.”
For the project, the crew used off-the-
shelf video cameras along with Giant
Studio’s proprietary image-processing
software. During the session, the group
used the studio’s real-time mocap
software, which provided instant feed-
back to the director and the performers,
allowing them to see the characters from
the game, as they would appear in the
actual scene. The studio then used its
proprietary processing (Identify) and
editing (Nuance) tools to deliver the fi nal
motion to BioWare. Moreover, licensed
copies of Nuance were provided to the
BioWare team so that the animators could
modify the motion to achieve the desired
style for the particular characters.
In Murano’s opinion, not only did
motion capture save the BioWare team a
great deal of time compared to keyframing
the movements, but it also provided an in-
creased level of realism. “Using traditional
animation, it’s diffi cult, if not impossible,
to get all the subtle movements that a real
human will do as part of his or her natural
movement,” he says. “This motion-capture
approach allowed BioWare to incorporate
the number of different styles they wanted,
instead of forcing them to settle on fewer
options.”
In all, the capture session provided
the group with more than 700 actions,
which the group applied to the human
characters. The monsters, animals,
and creatures, meanwhile, were hand
Myth Versus RealityBecause BioWare’s previous games were based
on existing worlds, and popular ones at that,
the artists and designers were never without
adequate source reference. This was not the
case, though, for Jade Empire, which the group
was creating from scratch. “It is very stylized,
very nuanced, very kinetic,” says senior artist
Rion Swanson of the game. Instead, the
team drew inspiration for building this unique
universe from a number of sources.
Swanson notes that the group watched as
many martial arts fi lms as possible, from the
“cheesy” kung fu movies of the ’60s and ’70s
to the recently acclaimed features Hero and
Crouching Tiger, Hidden Dragon. The team also
reviewed a number of Asian-themed novels,
including Outlaws of the Marsh, Romance of
Three Kingdoms, and Journey to the West.
Furthermore, the team dug deep into the
myths at the heart of Chinese culture that have
existed for thousands of years. To ensure that
the game’s large Western audience understood
the more obscure Eastern elements, the group
was careful to select imagery and concepts
that would have universal appeal but still
project the desired Asian fl avor. “We collected
folklore and mythology, reviewed them, and
discussed what made them exotic and strange
but accessible to Westerners,” says CEO Ray
Muzyka. “Jade Empire is not a literal adaptation
of those myths and legends, but rather a world
inspired by them.”
In addition, the designers consulted
historical documents and references, many
pertaining to China’s early dynasties, thereby
infusing the story with a hint of reality. —KM
While some of the game
environments are based on
actual Asian locales, many
others, such as this Imperial
Palace, are borne of pure fantasy
and virtually constructed within
Autodesk’s 3ds Max.
0508CGW_28 280508CGW_28 28 7/13/05 11:21:48 AM7/13/05 11:21:48 AM
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. . . . Gaming
30 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
animated, since their motions were
unique and nuanced. In addition, all
the ambient motion—trees swaying in
the wind, grasses waiving in the fi elds—
were achieved within 3ds Max.
Ready for Combat
Jade Empire’s intensive, fast-paced martial
art actions were a necessity for the game’s
sophisticated real-time combat system in
which every physical contact results in a re-
action by the opponent, and a single button
press by the player delivers a resulting
punch or kick. This type of interaction—
ideal for a martial arts action game—im-
merses the player into the activity by
placing the person directly in the heat of
battle, as opposed to on the sidelines.
This setup contrasts greatly with the
slower rules, or turn-based, systems
the group used in its previous games,
whereby a player stacks up moves in
a queue before they are performed.
Although fi ne for action games, this
detracts from the immersive action and,
therefore, usually is not a good fi t for a
typical RPG.
“The new combat system detects col-
lisions, so we could add the moves we
wanted and get creative with the styles—
martial art, magic, transformation, and
weapon styles. The system then detects that
fi ghting and collisions are occurring and,
in turn, determines who is winning and
who is losing a particular battle,” Hindle
explains. As a result, players sometimes
need to change their fi ghting tactics on
the fl y, switching between magic and
weaponry, for example, in order to defeat a
foe. Not only did this allow the artists to be
more creative in determining the animation
styles, but it also made the combat fun and
unique for an RPG, he adds.
Yin, Yang
The people in the fantasy-based Jade
Empire believe in two main moral con-
cepts: harmony and discord. For the art-
ists working on the game, harmony was
the only path that could be followed
when it came to creating the art. Indeed,
the player characters and some of the
Followers are heavily detailed, especially
in the faces, giving them an appearance
that is semi-realistic, while the environ-
ments are more stylized.
To bridge this visual chasm, the artists
painted over the realistic textures of the
photo-based models so they would blend
with the environments. Additionally,
the artists populated the game with
characters that were more stylized than
their semi-real counterparts or contained
exaggerated features to emphasize their
humorous qualities.
The 40 or so environments themselves
range greatly in terms of their look and
feel. From harsh, ice-capped mountains
to lush tropical gardens, from the majestic
Imperial Palace to the musty, labyrinth
Quarry Caves, Jade Empire immerses
gamers in an exotic land of intoxicating
beauty. As Zeschuk points out, the Jade
Empire is a fi ctional world that is not
based on an actual setting. However,
the artists drew inspiration from many
sources, including certain geographical
regions of Asia.
“We added as much detail as we could
fi t into each interior and exterior, as long as
it fi t the visual style defi ned earlier in the
process,” says Swanson, noting that the
locales ranged in size from 40,000 to
100,000 polygons. “We worked with differ-
ent render paths, and the team worked
to generate different specularities and
feels for the textures and the effects,
so the detail would be as believable as
possible throughout the world.”
Just as the characters and en-
vironments in Jade Empire mesh
together well, so, too, do its mixed
genres, making this story-driven
cinematic RPG title attractive to those
desiring a strong action element. Yet,
it also integrated a touch of morality
a la the computer game Black & White:
Players must choose whether to follow
“the way of the open palm” or “the way
of the closed fi st.” Neither represents good
nor evil, but rather defi nes a person’s
reactions in relation to harmony with
society, the world, and oneself. And, the
player’s decisions will have consequences
that precede him or her throughout the
game, impacting the overall experience.
In the same vein, it appears that the
BioWare team chose wisely while making
its decisions for Jade Empire.
Karen Moltenbrey is a senior technical
editor at Computer Graphics World.
BioWare’s newly created real-time combat
system immerses players in the game’s
fast-paced martial arts action. The system
meshes well with the realistic actions of the
characters, which were animated with motion
acquired from master-level martial artists.
0508CGW_30 300508CGW_30 30 7/13/05 11:22:13 AM7/13/05 11:22:13 AM
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Sure, we’re giving away a best-in-class HP xw4300 Workstation with a 23” flat panel driven by an ATI FireGL V5100 graphicsaccelerator. And although only one lucky person can win it, everyone else who purchases this digital content creation power toolwill still feel like they’ve won. That’s because the xw4300 has the performance you need for creating sophisticated 3D modelsand complex animations today, plus the expandability you’ll need tomorrow. Single or dual core processors, Microsoft Windowsor Red Hat Linux, and 32- or 64-bit processing are just a few examples. And, the rich graphics driven by the powerful ATI FireGLV5100 with 128MB of memory – optimized and certified for Maya, 3ds max, and Softimage|XSI – are available exclusivelyfrom HP. The HP xw4300 workstation comes at a price you can afford. But if you want an even better price – say, free – thenenter for your chance to win at www.xw4300contest.com. Either way, you’re a winner.
Even if you don’t win, you win.Announcing the HP/ATI “Win a Workstation” Contest.
“Win a Workstation” contest runs August 1, 2005 through December 31, 2005. For complete contest rules, visit www.xw4300contest.com. © 2005, ATI Technologies Inc. All rights reserved. ATI and FireGL are trademarks and/or registered trademarks of ATI Technologies Inc. All other company and/or product names may be trademarks and/or registered trademarks of their respective owners.
www.xw4300contest.com
0508CGW_31 310508CGW_31 31 7/13/05 11:22:25 AM7/13/05 11:22:25 AM
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1. . . . Film
32 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
When a cosmic storm envelops an inven-
tor, astronaut, pilot, geneticist, and indus-
trialist, all fi ve become transformed in
unearthly ways. The inventor, Dr. Reed
Richards, becomes elastic Mr. Fantastic.
The astronaut, Ben Grim, grows into an
orange rock-like superhuman dubbed
the Thing. Sue Storm, the geneticist, be-
comes Invisible Woman, and her hot-
headed brother Johnny, the pilot, turns
into the Human Torch. Together, they’re
the Fantastic Four. And the industrialist?
He becomes Dr. Doom.
Directed by Tim Story, the Twentieth
Century Fox fi lm was created with the
help of a dozen studios that crafted 885
visual effects shots. “The shots span over
half the movie,” says Kurt Williams, the
visual effects supervisor, whose staff
acted as a central nervous system for the
effects production. “We had a database
and systems in our offi ce that helped the
vendors work quickly. It was a ‘one way
in, one way out’ depot of information.”
Because there were so many characters
and vendors, Williams turned to Proof
Inc., for the previz work, and then
brought the fi rm back again to do “post
viz.” “They added the characters and
backgrounds to footage so the editors
could cut them quickly,” he says. “We had
a short production time. We needed to give
the editors one vision to cut with.”
Williams organized the production by
Studios join forces to
create unique visual
effects for feature fi lm’s
newest superheroes
By Barbara Robertson
Play
Four
Imag
es © 2005 Tw
entieth C
entu
ry Fox.
0508CGW_32 320508CGW_32 32 7/13/05 11:23:34 AM7/13/05 11:23:34 AM
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w w w . c g w . c o m AUGUST 2005 Computer Graphics World | 33
Film. . . .
character and major sequences, singling
out the work done by Giant Killer Robots
(San Francisco), Soho VFX (Toronto), Stan
Winston Digital (Van Nuys, California),
Meteor Studios (Montreal), and CIS
Hollywood as the core vendors. Other
studios that worked on the fi lm include
CobaltFX, Hydraulx, Pacifi c Title, Pixel
Magic, Kleiser-Walczak, and CafeFX.
Space Storm
Concept: “The cosmic storm sets off
all their powers,” says Williams. “How
it affects the characters was important
to Tim [Story] and me.”
The CG environment—the space sta-
tion, the storm, and the impact on the
characters—was handled by CIS un-
der the direction of Bryan Hirota and
John “DJ” Desjardin. Building the space
station was a straightforward process:
The crew used Alias’s Maya for mod-
eling and animation, Pixar Animation
Studios’ RenderMan for rendering, and
Apple’s Shake and Autodesk Media and
Entertainment’s Inferno for compositing.
Creating the storm and the transfor-
mation of the characters was not.
“They wanted something no
one has seen. We ended up with a
highly charged gaseous cloud full of
electricity,” says Hirota. “We started
by creating conceptual renderings
in [Adobe’s] Photoshop.” For this,
a combination of RenderMan and
Steamboat Software’s Jig helped
create volumetric effects that were
composited in Shake. Mel scripts
controlled layers of particles that
were exported to RenderMan and
composited in Shake.
The transformations were handled with
volumetric and particle effects in Maya,
RenderMan, Jig, and Inferno, as well.
“We ended up match-moving each of the
characters in Maya,” Hirota says. “Then, we
ran particle simulations down the hallways
of the space station.”
Dr. Reed Richards / Mr. Fantastic
Concept: As Reed Richards [Mr.
Fantastic] stretches, he’s regenerating
himself,” says Williams. “He doesn’t
completely lose mass. And, his suit had
to regenerate itself as he stretched, too.”
The effects and R&D wizards at
Soho VFX stretched their skills to cre-
ate the elastic superhero, Mr. Fantastic.
“We started envisioning how we’d build
this character last summer,” says Soho
VFX’s Berj Bannayan. “Every part
of his body can stretch and change
shape in some way. We had to build
a rigging and modeling pipeline [in
Maya] so that any time an animator
wanted, [Mr. Fantastic] could stretch
across the room.”
To give the animators controls that
would let them turn an arm into a whip,
reach under a door, or wrap around a
pipe, Bannayan’s technical crew created
a stretching rig without bones or joints.
“It’s a system of NURBS curves and
smooth primitives,” says Bannayan.
“Sometimes, there might be hundreds
inside the arm.” The NURBS curves
pulled the cvs (control vertices) on the
skin, which was a polygonal mesh; the
amount of detail in the mesh depended
on the shape and position of the limb.
Animators used a series of controllers
to manipulate the elastic limbs, and could
switch from an IK rig to the stretchy
custom rig on the fl y. “If you grabbed
an end effector, it would switch to our
stretchy rig,” explains Bannayan. In
addition to controlling the shape curve of
the surface, the curves also managed the
1: Mr. Fantastic (actor Ioan Gruffudd) stretches thanks to the effects wizards at Soho VFX. 2: Sue Storm (actor Jessica Alba) defl ects a Doom ray created at Giant Killer Robots by using an invisible shield from Stan Winston Digital. 3: Actor Michael Chiklis is turned into The Thing with the help of a rubber suit. 4: The Human Torch (actor Chris Evans) acquires his fi re from Giant Killer Robots.
0508CGW_33 330508CGW_33 33 7/13/05 11:23:46 AM7/13/05 11:23:46 AM
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34 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Film
profi le, allowing the animators to squash,
stretch, rotate, and twist the limbs.
“It’s hard to describe because there is no
analogy for what we did,” says Bannayan.
“It was almost like the keyframe in an
animation curve. With our geometry, you
could introduce new shapes, twists, and
bends that normal rigging techniques
don’t allow.”
For fi ne details, a muscle system
made of blend shapes and magnets
moved the skin. “You can see muscles
under the skin when it’s stretched,” says
Bannayan, “even when it’s elongated.”
For texture maps, the crew used
photographs of actor Ioan Gruffudd as
the basis for many layers of shading. To
match the fi ne details on his hands and
face, they painted 16K texture maps and
often had as many as 10 to 12 displacement
maps in the shaders. Textures were
sometimes changed on a frame-by-frame
basis. When Reed stretches his hand
under the door, the hand has 25 layers
that were tweaked over
1000 frames.
“Every shot got special attention,” says
Allan Magled, VFX supervisor. “Every
shot required its own tracking, and they
all had issues, some impossibly hard. We
tried every tracking software program,
even one we wrote, but we ended up hand
tracking the shots in Maya. Some shots
took weeks of tracking.”
For one scene, for example, the team
had to replace the left side of Reed’s body,
locking the geometry to the live-action
plate frame by frame. Fortunately, Reed’s
costume was tight and didn’t require cloth
simulation; however, getting the texture
to match was tricky. “The material was
a cross between silk, velour, and tin foil,”
says Magled. “And, we had to match it in
the same frame and lighting.”
For hair, the studio used its own fur
software; for rendering, Soho works with
custom RenderMan-compliant software
created for the studio by 3Delight.
“We only had around 80 shots, but
sometimes I think we would have been
better off with 250
lighter shots,” says
Magled.
Johnny Storm / The Human Torch
Concept: “Johnny heats from his core
and the fl ames are so hot, they don’t
attach to his skin,” says Williams. “We
couldn’t make him look like a burn victim,
but he had to be realistic.”
At Giant Killer Robots (GKR), a team of
90 effects artists caused actor Chris Evans
to fl ame out on cue. Because the effect was
added to the actor, Evan’s performances
were tracked in great detail using the
studio’s proprietary software Tracula, with
an assist from 2d3’s Boujou. The techniques
had been honed on such fi lms as Blade, Son
of the Mask, and The Matrix.
“We can integrate effects into live-action
characters in unique ways, choosing what
we want to use—virtual or live action,”
says Peter Oberdorfer, VFX supervisor.
“Rather than replacing humans with
virtual guys, we try to maintain the real
performance as much as possible. The
tracking team was crucial, making sure
everything lined up.”
To help ensure that the virtual track-
ing model was accurate, the crew work-
ed from cyberscans of Evans. Motion-
captured data from the actor and his
stunt double delineated the rig’s range of
motion. Animators could then manipulate
the resulting virtual model of Johnny to
exactly match the actor’s performances.
The Torch’s fi ery effects were generated
around the virtual model with the live
performance mapped on top. “For close-
ups, we’d use wind, buoyancy, heat, and
other fi elds that would move a fl uid
simulation according to the movement the
Multiple layers of
texture maps to simulate
actor Gruffudd’s skin were
sometimes tweaked on
a frame-by-frame basis.
The stretching effect was
created with a special
rigging and modeling
pipeline built in Maya.
Below left: Giant Killer Robots gave fi ery Johnny Storm his torch by
tracking fl uid simulations, particle animations, and practical elements
into live-action plates. Below right: In this shot, everything is CG.
0508CGW_34 340508CGW_34 34 7/13/05 11:24:01 AM7/13/05 11:24:01 AM
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36 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Film
actor made,” says Oberdorfer.
When Johnny fl ies through
Manhattan all ablaze, though,
they handed the acting torch
to the synthetic actor.
For the fi re, GKR chose
Maya’s fl uid engine, and then
hired Alias to extend it. In
addition, the crew developed
proprietary techniques to place
simulation volumes in ways
that would optimize render
time, whether Johnny was
moving, fl ying, or standing
mostly still. Practical elements
shot for specifi c scenes helped
make the effect convincing.
“We had a library of ele-
ments we could use as sprite
animations with particle sys-
tems or as stand-alone elements,” says
Oberdorfer. “We didn’t paint ourselves
into a corner by relying exclusively
on one technique.” Rendering was ac-
complished in Mental Images’ Mental
Ray, using as many as seven layers of
shading for the fl ames.
GKR also created a virtual Dr. Doom,
using a cyberscan of actor Julian
McMahon in full costume for modeling
and Syfl ex for cloth simulations. For his
lightning bolt-like “Doom” ray, the crew
relied on a proprietary lighting tool that,
using an L-system core, creates branching
rays with particle-based plasma glows.
Brooklyn Bridge
Concept: “During a giant wreck on the
Brooklyn Bridge, the Fantastic Four have
to utilize their powers for the fi rst time
in public,” says Williams. “Of course, the
real Brooklyn Bridge was not available
for fi lming.”
Instead, an exact scale replica of a 200-
foot section of the bridge was built in a
Vancouver parking lot. “We had to sur-
round it with bluescreen,” says Williams.
“We had scaffolding rigs with bluescreens
and tractor trailers with additional green-
screen that we could move quickly. We
also had Meteor build a fully textured
CG model of the bridge, with CG water
below, CG boats and aircraft, and a CG
Manhattan and Brooklyn.”
The long sequence begins with the
Thing (played by actor Michael Chiklis,
wearing a rubber suit) jumping down to
rescue a man attempting suicide. Traffi c
on the south side of the bridge grinds
to a halt, and something kicks off an
explosion. A fi re truck swerves and
pierces the outside of the bridge, causing
the wheelman on the back to dangle
dangerously above the water.
“It was a mix-and-match shot,” says
Paul Nightingale, visual effects supervisor
at Meteor. “We used special effects, CG to
augment the sets and fi re truck, and when
it was impossible to have a real fi re truck,
full CG. We also added fi re, the cities [at
each end of the bridge], helicopters, and
more. A number of shots were fully CG.”
The bridge was built, animated, and
lit in Maya using plans and photos of
the real bridge but twisted to match data
from a Lidar laser scan of the on-set
bridge. The CG bridge was rendered in
RenderMan using level of detail to reduce
the geometric complexity in the distance.
“There were an inordinate number of
rivets,” Nightingale says. “We didn’t want
to drive the modeling team crazy.”
Procedural shaders added dirt and
rust to painted textures. “We had a layer
of nonspecifi c texture for the whole
bridge and then another layer with more
detail to age and match the photographic
reference of the bridge and the set,”
explains Nightingale.
A CG animatic created by the previz
team helped the crew determine which
parts of the background could be 2D,
2½D, or 3D depending on the amount
of parallax seen through the camera.
To create the far backgrounds, artists
stitched together Photoshop paintings.
The paintings were brought into Maya
as 16-bit textures and projected onto a
cyclorama—a ribbon that encircled the
entire virtual set. “Once we had built
that, we could put the camera in any
position, and the system we created
would automatically generate the sky
and freeway traffi c along the border of
Manhattan,” says Nightingale. The sky
was projected onto the inside of a dome.
Details close to the camera were 3D
unless they could be 2½D.
“We knew the camera would be based
in the center of the bridge most of the
time,” Nightingale says, “so everything
could be built with that knowledge of
where the action would take place. We
could switch between the cyclorama
with the texture map and 3D geometry
of skyscrapers. If there was a dead spot
when we spun the world around the
camera, we’d add a building.”
A 200-foot replica of the Brooklyn Bridge was extended and sometimes replaced entirely by a CG model,
created at Meteor, along with the fi re truck and other vehicles, water, and the cities on both ends.
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With its revolutionary
64-bit workstations, Hewlett-Packard is
driving the digital media and entertainment
revolution.
Hewlett-Packard fi rst shattered the memory constraints imposed by 32-bit computing in 1996, when it announced its PA-RISC 64-bit pro-cessor. HP continues this trend of 64-bit leadership with a family of worksta-tions that take full advantage of best-in-class 64-bit technology. All are optimized to provide the impressive levels of scalability, blistering performance, and fail-proof reliabil-ity required by visual eff ects studios in the demanding DCC market.
Available in entry-level and high-end versions, HP’s 64-bit workstations are powered by both Intel Pentium and Xeon processors with Extended Mem-ory 64 Technology (EM64T), and AMD Opteron 64-bit processors, providing unprecedented power. Th ey are available with 32- or 64-bit versions of the Linux and Windows operating systems, easing the transition to 64-bit and enabling content creators to choose the platform they prefer.
“Since we entered the 64-bit market nine years ago, we’ve been committed to off ering customers industry-leading technologies that deliver the best price/performance combination available,” says Jim Zafarana, vice president and worldwide marketing manager of HP’s Workstation Global Busi-ness Unit. “We engineer our 64-bit work-stations to accommodate the complex needs of digital content creators, regard-less of their operating system preference.”
Next-Generation FunctionalityToday’s artists and producers are under extreme pressure to create top-quality content under increasingly strict dead-lines. Th ey don’t have time to troubleshoot software and hardware compatibility
Fast, Reliable, 64-Bit
issues, and they need the fastest and most reliable machines available.
That’s why they stake their reputations on HP’s
64-bit workstations. “Some of the biggest names in
the entertainment industry, including Dreamworks, Sony
Pictures Imageworks, and Disney, rely on our workstations to create
compelling and photorealistic imag-ery and effects,” Zafarana says. “It’s
because of our experience and technical innovation that artists and producers use HP
workstations. Th ey know we provide the perfor-mance and reliability that will enable them to
tackle the complicated challenges they face.”Among HP’s line of 64-bit solutions for
the DCC market are the Intel-based HP xw4300 and HP xw8200, and the AMD-based HP xw9300. All provide a signifi cant performance boost to studios that demand fast, reliable workstations for building and
animating complex and detailed models and environments comprising millions of poly-gons, and for performing complex rendering tasks that formerly required time-consuming, multipass rendering.
“Our 64-bit workstations set new perfor-mance standards,” says Zafarana. “Through these industry-leading, no-compromises solu-tions, we’re enabling 3D graphics professionals in the most demanding applications to achieve the ultimate in visual quality.”
To learn more about how HP’s 64-bit work-stations meet the needs of artists and produc-ers working with leading DCC applications, read on. You’ll see how HP’s 64-bit technol-
ogy is fundamentally changing the nature of 3D pro-duction forever.
From left, HP’s Intel-based xw4300 and xw8200, and AMD-based xw9300. Ferrari image above created in Autodesk 3ds Max.
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As audiences’ appetites for realism in fi lm, broad-cast, and games continue to grow—and deadlines to create digital content continue to shrink—the need for soft ware tools that enable artists to pro-duce cutting-edge visuals without compromising their schedules is on the rise.
Hewlett-Packard and its DCC soft ware partners are providing artists with such tools. By combining the blazing performance and huge memory capacity of HP’s 64-bit workstations with the robust features available in 64-bit-enabled 3D modeling and anima-tion soft ware, artists can create and render their most memory-intensive photorealistic imagery, regardless of complexity, at blistering speeds.
A Commitment to 64-BitLeading DCC soft ware vendors, including Soft image, a subsidiary of Avid Technology Inc., Autodesk Media and Entertainment, and Alias Systems, have long rec-ognized the enormous benefi ts that 64-bit computing will aff ord their customers. Like HP—which entered the 64-bit market nine years ago—these soft ware vendors have been part of the growing movement toward 64-bit. As part of its support for Intel’s Itanium project, Autodesk demonstrated pub-licly a 64-bit version of 3ds Max about four years ago. Soft image and Alias also have been tooling with 64-bit architectures for the past few years.
However, it wasn’t until leading graphics processor vendors such as NVIDIA, and operating system vendors such as Microsoft and Red Hat, began off ering 64-bit versions of their products that the quantum leap from 32- to 64-bit computing could become a reality—for vendors such as HP, Autodesk, Soft image, and Alias, and for their customers in digital content creation.
“Th ere wasn’t enough movement before. Th ere weren’t enough partners and players to make it happen,” says Dan Prochazka, product marketing manager for animation at Autodesk. “But now that multithreaded, dual-core processors and 64-bit operating systems are available for 64-bit workstations like those from HP, there is so much inertia that the wave to 64-bit is unstoppable.”
As this issue went to press, at least two of the leading 3D mod-eling and animation soft ware vendors announced their plans to
showcase, at SIG-GRAPH 2005, the fruits of their labor in 64-bit technology. Avid is announcing SOFTIMAGE|XSI v5.0 in 32-bit and native 64-bit versions, and Autodesk is provid-ing a technology pre-view of a 64-bit ver-sion of 3ds Max.
In addition, Alias said it plans to deliver a new 64-bit Maya-based product that taps the power of 64-bit hardware, although at press time no prod-uct announcement had been made. “We recognize the needs of our customers to always deliver leading-edge 3D graphics and visual eff ects,” says Kevin Tureski, director of engineering for Maya at Alias. “We are working closely with industry partners, including HP and the graphics card manufacturers, to build out a stable 64-bit environment that our customers can migrate to with confi dence.”
According to Soft image, Autodesk, and Alias, 64-bit comput-ing will have an enormous impact on the DCC market.
“Th ere’s been a continuing desire to push the edge of what art-ists can create—particularly for fi lm and, with the next-genera-tion game playing consoles coming from Microsoft , Nintendo, and Sony, in games,” says Prochazka. “Game development art-ists are building far more detail into their models today. Many scenes are so huge that they’re impossible to load into memory, in their entirety, on 32-bit systems. Th e availability of 64-bit work-stations will provide 3ds Max users with access to more memory than they ever imagined.”
Images created in Alias Maya and courtesy of CraneDigital, LLC (top) and Aaron Reid/AntiGravity Studios (left and below).
64-Bit Wave Extends Its Reach64-Bit Wave Extends Its Reach Softimage, Autodesk, and Alias announce plans for support of 64-bit technology
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“Th e advent of 64-bit comput-ing is one of the biggest events
in graphics workstations for the DCC market,” says Gareth Morgan,
senior product manager for Soft im-age. “In their quest for the ultimate
in photorealism, artists are performing increasingly complex and compute-inten-
sive tasks. Artists running SOFTIMAGE|XSI on 64-bit workstations will no longer be sty-
mied by hardware limitations. Th ey will be able to work with massive amounts of RAM, so their scenes can be far more complex and photorealistic.”
“Many of our customers today are interested in testing the 64-bit Maya-based product to quantify the cost and advantage of going to 64-bit, and this will be a lengthy and rigorous process,” says Tureski. “Th ey are already creating scenes of enormous complexity, but they need to ‘bust up the scenes’ to work on them. Being able potentially to deal with an entire scene in memory at once will remove creative barriers and increase overall productivity.”
HP Packs a Powerful PunchAs noted earlier, one of the leading vendors of 64-bit hardware is HP, which off ers a line of workstations that are powered by leading-edge Intel Pentium and Xeon processors with Extended Memory 64 Technology (EM64T), as well as AMD’s groundbreaking Opteron 64-bit processor.
When you couple the outstanding level of computing per-formance in HP’s 64-bit workstations with the top-notch functionality that 64-bit-enabled DCC soft ware can pro-vide, you get a winning combination of memory capacity, performance, and reliability that no 3D, visual eff ects, or game development studio should be without.
“HP workstations already are valued throughout the 3D indus-try for representing supreme performance and reliability,” says Jim Zafarana, vice president and worldwide marketing manager of HP’s Workstation Global Business Unit. “By combining our professional 64-bit workstations with industry-leading DCC soft -ware, fi lm, broadcast, and games professionals can achieve excit-ing new levels of productivity and quality.”
Th e capabilities of HP’s workstations have not gone unnoticed by Alias, Soft image,
and Autodesk. According to Tureski, the 64-bit version of Maya could
Images left and below courtesy of Softimage Co.–Avid Technology Inc., © UVPHACTORY. Far left, XSI screenshot.
HP xw4300 HP xw8200 HP xw9300
OPERATING SYSTEM
Microsoft Windows XP Professional
Red Hat Linux WS3 or HP Installer kit
Microsoft Windows XP Professional
Red Hat Linux WS3 or HP Installer kit
Microsoft Windows XP Professional
Red Hat Linux WS3 or HP Installer kit
PROCESSOR 1 Intel Pentium 4 or 1 Intel Pentium D
1 or 2 Intel Xeon 1 or 2 AMD Opteron 200 series
DUAL CORE OPTION Yes No Yes
CHIP SET Intel 955X Express Intel E7525 NVIDIA nForce Professional
MEMORY Up to 8 GB Up to 16 GB Up to 16 GB
GRAPHICS CARDS 2D and 3D NVIDIA Quadro & ATI FireGL
2D & 3D NVIDIA Quadro & ATI FireGL
2D & 3D NVIDIA Quadro (SLI option)
HARD DRIVES SATA 3 GB/s controller, 2 drive bays
SATA 1.5 GB/s & U320 controller, 5 drive bays
SATA 3 GB/s & U320 controller, 5 drive bays
WARRANTY 3 year parts, labor, onsite services
3 year parts, labor, onsite services
3 year parts, labor, onsite services
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leverage the increased addressable memory and faster RAM access of HP’s 64-bit workstations to provide digi-tal artists with a streamlined workfl ow that allows them greater f lexibility and creative freedom. “Leveraging increased processor capabilities will allow our customers to complete their work in less time, or do more complex work than they could have done previously within a given time and budget,” he says.
Th e outstanding reliability of HP’s workstations also is of critical impor-tance to software vendors and their customers. “For years, people have been saying how reliable HP systems are,” says Mark Schoennagel, 3D Evan-gelist for Soft image. “Th e machines are built very well. Th ey’re easy to access, and their components are rock solid.”
“We’re showing our 64-bit 3ds Max at SIGGRAPH as a technology preview, which means it is very cutting edge,” says Prochazka. “One of the critical fac-tors when showing cutting-edge tech-nology is the removal of risk everywhere else. When we go onstage to introduce 64-bit 3ds Max running on HP workstations to the thousands of SIGGRAPH attendees, one risk factor that will be mitigated com-pletely is the hardware. We won’t have to worry about it because HP systems are steady, dependable, and reliable.”
Unprecedented DetailTh e combination of HP’s 64-bit workstations and 64-bit-enabled 3D modeling and animation soft ware will benefi t content cre-ators working in several distinct areas.
One of these is character animation for games and fi lms. Schoennagel offers a typical example of the advantages SOFTIMAGE|XSI users will enjoy. “With the 32-bit version of SOFTIMAGE|XSI,” he explains, “an animator can render a scene of up to 200 characters comprising 50,000–100,000 polygons each, unique texture maps, a full skeletal system, and motion capture data, without running into any snags.
“But with the 64-bit XSI, we can get into that scene 1,000 unique characters, each with their own full skeletal system, mocap data, and texture maps,” he says. “We demonstrated this to our New York and LA User Groups—our hardcore pro-fessionals—and the entire 7GB scene was rendering within 20 seconds. Th e reaction was phenomenal.”
In addition to character animation, artists creating highly detailed CG environments also will benefi t. “Th is applies to fi lm and games,” says Morgan at Soft image. “Artists develop-ing for next-generation game consoles are producing content that’s around 10 times more detailed than what they’ve pro-duced historically.”
“3ds Max has always been a leader in high-detail modeling,” says Prochazka. “And with the cutting-edge technology of the
new game consoles, this capability is crucial today. Develop-ers are building photorealistic, highly detailed environments for their titles. Being able to process and preview these scenes without having to swap data on and off their hard drive is a huge benefi t that the 64-bit 3ds Max will provide.”
Visual eff ects creation also will benefi t enormously from 64-bit workstations and soft ware. “64-bit allows creative art-ists greater control to do fewer rendering passes and to build out longer sequences when layering 3D for film and video, especially for the creation of sophisticated special eff ects,” says Tureski at Alias.
It’s clear that HP’s 64-bit workstations provide massive amounts of memory, along with unprecedented levels of per-formance and reliability. And with 64-bit versions of leading 3D modeling and animation soft ware, studios will be able to cre-ate the ultra-high-detail, photorealistic imagery that appeals to today’s sophisticated audiences.
“64-bit will let you work with greater accuracy, so you can calculate bigger numbers in a single clock cycle, and it will let you work with larger chunks of memory,” says Morgan. “It’s like having a bigger, more powerful engine in your car; you can drive faster, and you have more torque, more power.”
“Our industry is one of the few that can really take advan-tage of 64-bit computing power,” concludes Schoennagel. “Th e leap that 64-bit provides in performance, and the ability to have access to massive amounts of RAM, promises to change the face of digital content creation.”
For more information on how you can benefit from the power of HP’s 64-bit workstation solutions, visit www.hp.com/workstations or booth #1900 at Siggraph.
Images courtesy of Autodesk. Image at top © 2005 Amilton Diesel.
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. . . . Film
42 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
For the water, the crew used Arete
Entertainment’s Psunami to create the
surface and refl ections. To add depth,
they rendered multiple layers of fractal
patterns through RenderMan and then
combined those passes with the Arete
RenderWorld passes in compositing.
The vehicles ranged from 3D models
bought over the Internet and used in
the distance, to custom models created
at Meteor for replacing and augmenting
vehicles in the accident scene. “Sometimes
we had to replace everything from the
Thing to Manhattan,” says Nightingale.
That included some 30 vehicles plus the
fi re truck. For the fi re, they used a mixture
of pyro from the set, propane fl ames they
shot separately to produce fi re controlled
by Sue Storm’s force fi eld, and CG fi re
created with Next Limit’s RealFlow.
For rendering, the crew calculated
ambient occlusion using RenderMan,
sometimes on a frame-by-frame basis.
“There were 85 million rivets, all casting
little shadows,” says Nightingale. “But we
got a degree of subtlety with ambient [light-
ing] that we couldn’t get any other way.”
Susan Storm / Invisible Woman
Concept: “Sue bends light,” says
Williams. “She takes the background be-
hind her and projects it onto her front.
Sometimes she’s invisible, but the audi-
ence can still read her expressions. The
job was to give Tim [Story] a tool set to
dial Sue in and out as he wished.”
A crew of around 25 artists at Stan
Winston Digital took on the job of cre-
ating that tool set and 80-some shots.
“The biggest hurdle was trying to come
up with something everyone liked,” says
Randall Rosa, co-visual effects supervi-
sor with Andre Bustanoby.
They did so with a combination of 3D
and 2D techniques and tools: Avid XSI,
Mental Ray, Autodesk Combustion, and
Shake. Modelers created virtual Sue from
a cyberscan of actress Jessica Alba. By
using incident (Fresnel diffraction) passes
to illuminate contours and edges and make
them translucent, and with refraction
passes to bring in the background, ren-
derers created the invisibility illusion.
“You could think of Sue like a wine glass
that you hold in front of your eye,” explains
Rosa. “The way the background looks
through a wine glass is the basic refraction.
The key characteristic for Sue was how
much of her affected the background.”
Although the team created a Mental
Ray shader that allowed the artists to
affect the refractions, they decided to
work in 2D instead.
“Jeff Wolverton, a lighting TD, knew
how refractions work, so he wrote a
plug-in for Shake that simulated the 3D
effect,” says Bustanoby. “It allowed the
client to art-direct the look.” Thus, a
compositor working in Shake could slide
the background so that, for example, a
dark spot wouldn’t land on Alba’s cheek.
“We rendered a normals pass, and a
color rendition on the match-moved
Sue mesh gave the compositor a visual
lookup table,” explains Bustanoby. “The
plug-in looked at that to get a sense of
the direction of normals on the surface
relative to the camera and bent the
background through it.”
Sue has the ability to throw her in-
visibility “cloak” outward, turning it into
a force fi eld. For this, the crew used a blend
of geometry-based soft-body and fl uid
dynamics and particle effects, all created
within XSI. For match-moving, they relied
on three software tools: Science-D-Visions’
3D-Equalizer, RealViz’s MatchMover, and
The Pixel Farm’s PFTrack.
If she happens to be wearing street
clothes and not her Fantastic costume,
Sue’s clothes remain visible when she
becomes invisible and hover in the
air. For this effect, the crew created CG
clothes and used Syfl ex cloth-simulation
software working within XSI to make
them fl oat. “The volume of painting
and roto work that went into this was
incredible,” says Rosa. “Every part of her
occluding the clothes had to be painted in
2D or created in 3D.”
Many of the shots from Stan Winston
Digital and the other studios involved
more than one vendor: Sue, for example,
is hit by Dr. Doom’s plasma ray, created
with Giant Killer Robots’ lightning bolt
software. Williams’ offi ce acted as a
clearinghouse, controlling the ins and
outs. “I hope this kind of collabora-
tion becomes standard,” says
Bustanoby. “Even in the throes
of delivery, it was synchronized
and smooth.”
Considering the type of ef-
fects, that multiple characters
in multiple shots were created
by multiple vendors, and the
tight schedule and budget,
someone might call Williams
Mr. Fantastic, as well.
Barbara Robertson is an award-
winning journalist and a con-
tributing editor for Computer
Graphics World.
CIS built the CG space station using Maya,
RenderMan, Shake, and Inferno. For the
cosmic storm that tears down the hallways,
the crew used RenderMan and Jig for
the volumetric effects.
0508CGW_42 420508CGW_42 42 7/13/05 11:24:48 AM7/13/05 11:24:48 AM
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. . . . Technology
44| Computer Graphics World AUGUST 2005 w w w . c g w . c o m
A revolution is coming...again. This time it involves 64-bit computing
driven by new processors from AMD, IBM,
and Intel.
Like most revolutions, this one has been
building for some time—64-bit computing
has been a mainstay of server and work-
station computing for more than a decade.
Silicon Graphics introduced its 64-bit
processors in 1992, and the DEC Alpha
came on the scene that year as well.
Then, in 1996, Sun and Hewlett-Pack-
ard brought out 64-bit chips: the
UltraSparc and the PA-8000,
respectively. The Alpha
and the PA-8000, in fact,
paved the way for the HP
and Intel collaboration,
which eventually be-
came the Itanium.
Until fairly recently,
there has been a clear
division between 64-bit
workstations and their 32-
bit little brothers. But that
changed when AMD in-
troduced the AMD64 multi-
core processors capable of support-
ing programs written for 32-bit computers
and those written for 64 bit. This makes
it possible for customers and applications
developers to transition to the new plat-
form gradually.
In 2004, Apple introduced its Power
Mac G5 computer based on IBM’s Power-
PC, which is also capable of running
both 64-bit and 32-bit programs. And,
after much speculation and anticipation,
Intel followed with its own version of the
By Kathleen Maher
Boosted by 64 bit, DCC productivity is expected to soar
All Systems Go
0508CGW_44 440508CGW_44 44 7/13/05 11:29:22 AM7/13/05 11:29:22 AM
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w w w . c g w . c o m AUGUST 2005 Computer Graphics World | 45
Technology. . . . x86-64 processor, which it defi nes by
the instruction set EM64T, or Extended
Memory 64 Technology.
But it was Microsoft’s announcement of
the 64-bit operating system Windows XP
Professional x64 Edition that really set the
wheels in motion. Previously, customers
who bought computers with the AMD64
processors had to rely on Linux-based
operating systems and a few specialized
programs. Now, with Apple’s OS X and a
Windows OS for x86-64 processors, there
are mainstream operating systems for
applications developers to develop for.
64 Bits Under the Hood
In terms of 64-bit computing’s relationship
to hardware as it pertains to the current-
generation of 32-bit and 64-bit processors,
the focus is actually on multi-core proces-
sors. In fact, the latest processors from
Intel, AMD, and, soon, IBM (the 970MP)
have two CPU cores on one chip. Apple
has announced plans to move to Intel pro-
cessors, with machines to be introduced
in June 2006, but in the immediate future,
the company also is expected to roll out
new systems based on G5 processors.
The difference is all in a “word”—
the name for the processor’s internal
storage unit that is used for addressing
memory. Today’s processors use a 32-bit
“word,” which means they can address 2
to the 32nd bytes of memory, or 4GB, for
everything, including operating systems,
drivers, applications, etc. Going to 64 bits
means the processor uses a 64-bit word,
and processors can address 2 to the 64th
bytes, or 18 exabytes (4 billion gigabytes),
of memory.
As Bill Gates might say, but probably
won’t: Surely this should be enough
memory for anyone. It’s certainly more
than enough for the applications in
use today, and probably enough for
applications for some time to come.
In addition, all three processors feature
faster CPU-to-memory buses. AMD has
led the way with its hypertransport
bus technology and integrated memory
controller, which enables its cores
to communicate to memory via a bi-
directional, internal, full-duplex 2GHz
hypertransport link. Machines based on
Intel’s Pentium processors with support
for EM64T rely on an 800MHz front-side
bus via a northbridge chip. (Intel has also
introduced a Celeron D processor with a
533MHz front-side bus.) Apple’s G5 has a
front-side bus capable of sending data at
speeds of up to 1.25GHz.
Although AMD is currently the
clear winner, all these speeds represent
signifi cant improvements over earlier
generations, and all are dependent on the
speed of the memory.
Putting 64 to Work
So now, with additional addressable
memory and faster connections to mem-
ory, more work can be done interactively.
Moreover, lower power, 64-bit processors
are more effi cient than relatively higher
powered 32-bit processors, giving users
the option of working on cooler and qui-
eter machines.
Instead of working with wireframes
or fl at-shaded models, 3D modelers can
work with fully shaded and even-textured
models within their environments. CAD
operators can work with the entire model
rather than page in and out of memory.
Video editors can see their effects in
real time. And imaging professionals
can work with extremely large images,
multiple layers, and multiple fi lters
without bogging down the system.
With every advance in computing,
digital content creators have been told
that they can spend more time creating
and less time waiting for the system or
compromising with wireframe, low-res
images, or fl at-shaded models. This time,
however, it’s actually true.
Softimage senior product manager
Gareth Morgan notes that today’s game
developers may be among the digital
content creators who most need 64-bit
computing, because they tend to work
within the entire game environment rather
than on a shot-by-shot basis, as is common
in fi lmmaking. No matter how fast the
processor is, if the program has to keep
paging out to disc, or huge fi les need to be
broken up into chunks, notes Morgan, “it
dramatically complicates the process.”
In addition, multi-core processors
mean that the processors can share the
load and allow more effi cient multi-tasking
without crashing the system. Rendering
can happen in the background.
Users who are already pushing the
limits of their 32-bit systems will see
some of these capabilities immediately
when they move to a system with a 64-
bit processor and a complementary
operating system. But the real benefi t
comes when applications are written to
take advantage of 64-bit code and new
processor platforms.
Tim Lawrence, vice president of op-
erations and a cofounder of Boxx Tech-
nologies, is a veteran of 64-bit computing
for digital content creation. The company,
which designs systems for content creation
Imag
e ©2005 A
milto
n Diesel, B
razil.
Using 64-bit processing, a
complex image such as
this (created in 3ds Max,
by Amilton Diesel)
can be rendered
or animated with
exponential speed,
and composited into a
photographic background.
0508CGW_45 450508CGW_45 45 7/13/05 11:29:43 AM7/13/05 11:29:43 AM
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46 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Technology
in fi lm, video, and game
development, expects to
“see anywhere from a 20
to 30 percent improvement
[in performance], all the
way up to 6X improve-
ment,” he says. As for multi-
processing, Lawrence notes
there are some applications
with 90 percent or better scaling.
The Software Side
Whether intentional or not, the comput-
er industry has long been preparing for
the transition of the desktop from 32-bit
computing to 64-bit computing. The soft-
ware world went through its own revolu-
tion in the 1990s, as software was rewrit-
ten to take advantage of object-oriented
languages, most notably C++. As a re-
sult, programs are more modular, reus-
able, portable, and can be updated and
changed more easily.
Indeed, programs have to be re-
written and recompiled in order to take
advantage of 64-bit computing, but
the ability of the current generation of
processors to accommodate both 32-bit
code and 64-bit code means that the
software itself can be rewritten gradually,
with programmers concentrating on the
parts of the application that will benefi t
most from being able to process more
information in memory.
This transition is already taking place.
Whether they want to talk about it or
not, companies are already updating bits
and pieces of their programs. For exam-
ple, several sources have reported that
Adobe’s After Effects perks up signifi -
cantly when running on machines with
x64 processors. Also, Adobe’s Photoshop
can take advantage of systems with 64-bit
processor-compliant operating systems.
In systems with up to 4GB of RAM,
Photoshop can access as much as 3GB of
RAM for its image data and use the rest
for Photoshop plug-ins. In systems with
more than 4GB (6GB for Windows and 8GB
for Macs), the RAM above 4GB is used by
the operating system as a cache for the
Photoshop scratch disk data.
All of this helps improve performance.
Otherwise, Photoshop normally accesses
the fi rst 2GB of RAM and has to share
this with the operating system. (It should
be noted that Windows XP Professional
Service Pack 2 lets users set a 3GB switch
for more memory access.)
Adobe is working on updates to its
video products, includ-
ing Premiere and After
Effects. The company
has not made an an-
nouncement regard-
ing support for 64-bit
processors, but Adobe
has been taking advantage of platform
advances in its product line with
threading for multi-core, and so it’s safe
to assume the company has 64-bit
support on its road map.
NewTek has enthusiastically embraced
64-bit technology. The company has
been in a transitional period as it moves
LightWave to Release 8, and so the
company made an early commitment
to introducing code for 64-bit/multi-
core processors. As a result, NewTek’s
64-bit version of LightWave got the star
treatment as Microsoft rolled out its
Microsoft Windows 64-bit version for
Intel and AMD processors at its annual
WinHec conference in Seattle.
Another early mover is Avid and
its Softimage division. The company
demonstrated a 64-bit version of XSI at
WinHec with Dell, and has been on the
road showing the program to customers
ever since. Softimage has elected to
introduce two versions of its software: a
native 64-bit version and a 32-bit version.
According to Softimage’s Morgan, Avid
was able to introduce a fully native 64-
bit version of XSI because of its early
commitment and early access to hardware
from both Intel and AMD. The strategy of
separate releases makes sense, says Morgan,
because professionals who have bought 64-
bit machines and are running Microsoft
Professional are not going to be interested in
running 32-bit code if they can get 64 bit.
Mental Images’ Mental Ray, the renderer
of choice for many digital content creators,
has been available for 64-bit Linux for
some time. Alias is shipping Mental Ray
Standalone 3.4, a 64-bit version that is
George Lucas, a proponent of digital fi lmmaking, continues to push the technology a little
further with each new movie, including the recent Star Wars: Episode III—Revenge of the Sith.
The power of 64 bit
will shine while
working with large
models. Created using
Softimage XSI’s
subdivision surfaces,
this model consists of
500 million triangles,
using up 6.9GB of RAM. Imag
e ©
Lu
casfi
lm L
td. &
TM
. All
rig
hts r
eser
ved
.
Imag
e ©
Lu
casfi
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td. &
TM
. All
rig
hts r
eser
ved
.
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48 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Technology
compatible with Maya 6.5, and the company
says a version compatible with Windows XP
Professional x64 Edition is on the way.
“This is an important fi rst step in our
plans to deliver a new Maya-based product
that taps the power of 64-bit hardware,”
says Kevin Tureski, director of engineering
for Maya, at Alias. Furthermore, Alias
claims that customers “at several leading
studios” are already evaluating an alpha
version of a 64-bit Maya.
Softimage XSI has integrated the Mental
Ray renderer and also offers a stand-alone
version. XSI’s Mental Ray is also 64-bit
compatible, enabling faster rendering.
Another early entrant in the 64-bit
sweepstakes is Maxon, which announced
Cinema 4D and CineBench in 64 bit
soon after Microsoft’s announcement of
Windows XP Professional x64 Edition.
Maxon says Cinema 4D now can access
up to 256GB of RAM in Windows x64. The
software also supports multi-core with
multi-threading. Maxon notes that its
BodyPaint 3D module also gets a boost
from the additional memory for textures.
While Apple was early into the game
with 64-bit processors and an operating
system, the current version of OS X does
not fully support 64-bit applications.
Specifi cally, programs with a graphical
user interface must run in 32 bit. Apple
says, however, that there is 64-bit support
for programs executed from the command
line, such as scientifi c data processing
applications, rendering engines, and high
load servers.
According to the company, it is fi rst
concentrating on its XSan enterprise
server software for 64 bit, giving
users the ability to share fi les
and volumes up to two petabytes.
So, for example, people working
with Final Cut Pro HD can
simultaneously access high-band-
width video streams.
Down This Road Again
Clearly, 64-bit computing will be a
major story at SIGGRAPH this year.
Even those companies that choose
not to make an announcement surely
have a road map for 64 bit, because the
transition will be picking up steam over
the rest of 2005 and into 2006. For instance,
Autodesk’s Media and Entertainment divi-
sion claims it is proceeding “full throttle.”
In a way, the path to 64 bit simply
took a little detour, as the workstation
companies of the past were already
headed down the 64-bit route when
the transition to low-cost x86-based
workstations forced customers and ISVs
to settle for 32-bit computing to please
their economy-minded customers.
Boxx’s Lawrence points out that many
of the major DCC programs were already
running in 64 bit, including Softimage and
Alias products. “For all the wrong reasons,”
says Lawrence, “applications had to get
crammed down into the Intel boxes with
insuffi cient operating systems.”
For this round of 64-bit computing,
software developers and their cus tom-
ers have easier choices to make. It’s
not either-or: either a powerful, but
high-priced computing platform that’s
specialized for particular applications
and little else, or a low-priced, less-
powerful mainstream platform. This
time around, everyone can be happy.
Traditionally, software developers
have been conservative about moving to
new platforms. They prefer to see a good
base of users on the platform before they
make their move. The ability to run both
64-bit and 32-bit programs eliminates this
reservation and the change is happening
rapidly. Viva La Revolution! It has been a
long time coming.
Kathleen Maher is a senior analyst at Jon
Peddie Research, a Tiburon, CA-based
consultancy specializing in graphics and
multimedia, and editor-in-chief of JPR’s
“TechWatch.” She can be reached at
Compositing a greenscreen scene like this
one, from the newly released Bewitched
fi lm, was done using Autodesk’s Flame. A
64-bit version of Flame will support the
new technology.
The game industry is likely to be an early benefi ciary of the transition to 64-bit computing.
At GDC this year, developer Crytek demonstrated a 64-bit version of its Far Cry title.
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2005
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Pic
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s In
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es, I
nc.
0508CGW_48 480508CGW_48 48 7/13/05 11:30:27 AM7/13/05 11:30:27 AM
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0508CGW_49 490508CGW_49 49 7/13/05 11:30:43 AM7/13/05 11:30:43 AM
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. . . . Students in animation
50 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
’Tis the season when graduates are stepping out of the classroom and, if all goes well, into the
studios to begin their careers. Whether you’re fresh out of school or an experienced digital
artist, it helps to know what studios are looking for when it comes to new talent. In our feature
titled “Better Be Good,” we take a look inside recruiters’ offi ces at a number of animation
facilities for the inside story on what constitutes a good hire. And in “Academic Achievement,”
we highlight some of today’s brightest stars who have gained a competitive edge with school
projects that already are turning heads at the professional level.
Top of the Class
By Jenny Donelan
Computer Graphics World talks to studios
about who, how, and why they hire
Five out of
the seven
studios
queried said
they hire
artists and
animators
straight
out of
school.
0508CGW_50 500508CGW_50 50 7/13/05 1:21:13 PM7/13/05 1:21:13 PM
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w w w . c g w . c o m AUGUST 2005 Computer Graphics World | 51
Students in animation. . . .
Better Be Good The Reel Deal
How important is that demo reel?
“It’s critical. This work will tell us a
lot about who the applicant is and
what he/she is capable of.”
— Diane St. Clair
Sony Pictures Imageworks
“For those positions that require it,
a demo reel is extremely impor-
tant. A resume and a cover letter
are always needed, but the demo
reel is the key to the applicant’s
ability. We look at every demo reel
that is submitted, and we keep
them for reference.”
— Barbara McCullough,
Rhythm & Hues Studios
“It’s the most important tool you
have to market yourself as an
artist. You’ve got about 30 seconds
to a minute to get someone’s
attention, so put your best stuff fi rst.”
— Rachelle Lewis
Digital Domain
“While it depends on the position
and discipline, having a demo reel
certainly helps and may give you a
leg up on the competition.”
— Kathy Mandato,
DreamWorks Animation
Looking for a job? Computer Graphics
World recently surveyed principals and
recruiters from major digital content cre-
ation studios about their hiring practic-
es regarding artists and animators. The
news, in a nutshell: Studios are hiring,
but you have to be good—and nice.
The days when simply knowing how
to use a 3D modeling and animation
package meant a job at a studio are long
gone. The graduates emerging from CG
animation schools each year are better
trained than ever, and competition for
jobs is fi erce. At the same time, studios
are learning that those who play well
with others make the best hires.
Here’s what recruiters from Blur
Studio, Digital Domain, DreamWorks
Animation SKG, Kleiser-Walczak Studios,
Luma Pictures, Rhythm & Hues Studios,
and Sony Pictures Imageworks have to
say about the process.
Talent and Experience
Studios were asked to rate the diffi culty
of hiring talented artists and animators
on a scale of 1 to 5, with 5 being the hard-
est. Three of the studios, or 50 percent of
the six responding to this question, chose
“3,” meaning they encountered a medium
level of diffi culty in hiring talent.
One of those studios said the process
had been getting tougher, however, and
would soon be edging into “5” territory.
Two other studios, or 33 percent of
those responding, selected “4,” or “4/5,”
meaning they have a medium-to-high
level of diffi culty in fi nding talent. And
one company, or 17 percent of those
responding, chose “5,” the highest level
of diffi culty. One studio, Rhythm & Hues,
didn’t select a range at all, explaining
that it looked for experienced animators
fi rst and raw talent second.
In answer to a question about which
experience level was the hardest to fi ll: entry
level, intermediate, senior, or supervisory,
86 percent of the studios reported that
senior-level people were the toughest to
fi nd. The reasons, however, varied.
“Those with the most experience are
going to be booked, either in staff positions
or in long-term freelance positions, which
could make them unavailable when we
want them,” says Barbara McCullough,
manager of recruitment at Rhythm & Hues.
“Good resumes are somewhat easy to
come by,” notes Payam Shohadai, visual
effects supervisor with Luma Pictures,
“due to the fact that many people are hired
based on who they know, which leads to
more jobs and better resumes for certain
people who don’t necessarily have the
talent. Many people can appear to be
senior artists. Very few actually are.”
Just one studio reported that super-
visory positions are actually the hardest to
fi ll. As Blur Studio’s Tom Dillon explains,
“I think it is diffi cult to bring guys in
over others who have been here for a
while. It’s hard to respect someone who
hasn’t proven themselves in the trenches
alongside you. We have tried to bring in a
couple of people at that level and it hasn’t
worked out well. So we prefer bringing up
the supervisors internally.”
0508CGW_51 510508CGW_51 51 7/13/05 1:21:43 PM7/13/05 1:21:43 PM
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52 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Students in animation
Recruiters talk about their most memorable hiring experiences:
“This reel came in unsolicited from a kid in Michigan who didn’t have much for-mal training, just a few community col-lege courses. I watched it—just doing my due diligence. And I could see that he had natural talent—everything that you look for. I had to call the bicycle shop where he was working and they didn’t want to let him take the call at fi rst! And I was able to hire him. That’s why I do this: to fi nd some natural, raw talent that hasn’t been seen yet.”
—Rachelle Lewis, Digital Domain
“We hired someone the other day right away because he had a really strong recommendation. It was funny be-cause when we saw his reel afterward, we weren’t as enthused—we didn’t see the work we wanted him to do. He turned out to be a great member of our team, though!”
—Tom Leeser, Kleiser-Walczak
“We had contact with a student who wasn’t production-ready after gradu-ation, but through encouragement, he got some experience with smaller companies, which eventually equipped him with the skills he needed in order to be hired by us. That student was re-ally highly motivated. He knew what he wanted, and went out and got the experience that eventually brought his skills up to a professional level.”
— Barbara McCullough Rhythm & Hues Studios
“We interviewed an animator with [just a basic] demo reel, and not a lot of pro-duction experience. He told us, ‘I guaran-tee I will be your best and fastest anima-tor, hands down.’ His confi dence was so high; we decided to give him a shot. He is now one of our lead animators.”
—Payam Shohadai, Luma Pictures
Entering at Entry Level
Five out of the seven studios queried said
they hired artists and animators straight
out of school. According to Rachelle
Lewis, manager of recruiting at Digital
Domain, hiring young people is one of
the best ways to snatch up talent before
other companies do.
Other studios also like the opportunity to
develop their own talent. “The methods in
which work is done differ from shop to shop.
It’s easier to train someone coming from
school because we can introduce them to
our methods fi rst,” says Luma’s Shohadai.
At Kleiser-Walczak, opportunities for
entry-level hires are even rarer, notes
Tom Leeser, executive producer for visual
effects in the Hollywood offi ce. “Because
we’re a small shop, we don’t usually have
that ability to mentor.”
Adds Blur’s Dillon: “We tend not to
hire people directly out of school. We
have done it, but they tend to have a big
learning curve to go through. The issue
usually isn’t talent: It has to do with
being able to take direction and having a
good attitude about making the changes
necessary to please the client.”
Traditional Arts Background
Opinions were divided on whether a tra-
ditional art background was necessary
for CG animators. A few recruiters point-
ed out that it depended on the position. “It
certainly is an important foundation for
any person pursing a career as an artist
or technical director in digital production,”
says Diane St. Clair, director of Digital
Productions at Sony Pictures Imageworks.
“Exposure to the elements of traditional art,
such as volume, translucency, refraction,
density, etc. will be involved in achieving
the look a director is seeking.”
Says Kathy Mandato, head of human
resources for DreamWorks Animation,
“Many of our artists have traditional or
fi ne art backgrounds, and we believe
it only makes their animations more
beautiful. However, it is not a requirement
for an applicant to have a background in
traditional art.”
At Luma, it’s less important, Shohadai
points out, though he believes that
traditional artists tend to work a little
faster if they have experience rendering
with tools other than a computer.
According to Digital Domain’s
Lewis, this is an area where
philosophical opinions are divided.
“My personal opinion is that a
traditional art background is so
important,” she says. “If someone
has done straight CG [rather than
going to CG from traditional animation, for
example], the person doesn’t understand
key poses as much, and tends to let the
computer do a lot of the work. [As a result]
the animations are fl oaty. And the acting
doesn’t pop.”
The Bottom Line
What is the one special factor that can make
the difference between being hired and be-
ing sent on your merry way? Talent is a must,
of course, but nearly every recruiter inter-
viewed supplied an answer that could apply
to any job anywhere: be a good team player.
“If I have two artists and only one po-
sition, it’s not just what you do, it’s who you
are,” says Digital Domain’s Lewis. “I would
rather hire someone who wasn’t amazing
(though still very good), but who had more
enthusiasm than someone whose work
was a little bit better and had an attitude.”
Luma’s Shohadai echoes this sentiment:
“Along with talent, a good personality is
extremely important. A great artist who
can be humble is the best type of artist.”
Says Kleizer-Walczak’s Leeser, “Back
when very few people knew computer
graphics, you had to deal with all sorts
of personalities and temperaments. Now
it’s sort of commoditized—the labor pool
is huge. We don’t have to tolerate that
anymore. We’re looking for people who
are easy to get along with.”
Unforgettable...
“A great artist who can be humble is the best type of artist.”
0508CGW_52 520508CGW_52 52 7/13/05 1:22:07 PM7/13/05 1:22:07 PM
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That’s why I go to NYU.
Computer animation is bringing about a new era in storytelling – one in which visionary artists play a key role by inventing digital alternate realities that entertain, inform, and enlighten. If you’re in search of a medium for your creativity or a muse for your technical skill, then NYU’s School of Continuing and Professional Studies and its Center for Design, Digital Arts, and Film is the place for you. With exclusive access to high level technology, leading industry-recognized instructors, and contact with other creative individuals like you, your work will become inspired. From game design to 3-D animation, to digital medical illustration and motion graphics, NYU is a thriving center of innovation – and a prime source of talent. Become a part of it. Contact us for our new Fall Bulletin.
Visit our website to view the complete short “No Class” and other examples of outstanding work by our students.
1-800-FIND NYU, ext.94 www.scps.nyu.edu/x94
Courses include:3-D Modeling and Animation
Web Design
Character Animation
Visual Effects
Digital Video Production
2-D Animation: Drawing, Cutout, and
Stop Motion
Video Game Design
Flash: Advanced Intensive
Clay Modeling for Animation
After Effects I and II
Motion Graphics/Broadcast Design
Digital Medical Illustration
Information Session:Wednesday, August 31, 6-8 p.m.NYU Midtown Center, 4th Floor11 West 42nd Street(between Fifth and Sixth Avenues)
Presentations begin on time; please be punctual.
New York University is an affi rmative action/equal opportunity institution. ©2005 New York University School of Continuing and Professional Studies
“Where else can I see
my visioncome to life
just as I imagined?”
Frame from animated short “No Class”by Andy Mastrocinque, NYU-SCPS student
0508CGW_53 530508CGW_53 53 7/13/05 1:22:18 PM7/13/05 1:22:18 PM
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54 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Students in animation
If there’s a common thread shared by the
following four student fi lms, which hail
from different parts of the world—France,
the US, England, and Korea—it might be
simplicity. From the 2D collage look of “La
Migration Bigoudenn,” to the minimal 3D
world of “Food for Thought,” to the pen-
and-ink documentary style of “East End
Zombies,” and the boldly stylized lines of
“Chohon: Calling Back the Spirit,” these
fi lms eschew effects for effects’ sake, and
instead use 3D tools to tell a story. In this
effort, the student directors of these fi lms
have been so successful that each of their
works was among those chosen for the
2005 SIGGRAPH Computer Animation
Festival. Both “Food for Thought” and
“Chohon” are appearing in the Animation
Theater, while “East End Zombies” and
“La Migration Bigoudenn” are featured in
the Electronic Theater, with “La Migration”
receiving Jury Honors.
La Migration Bigoudenn
In “La Migration Bigoudenn” (The Migration
of the Bigoudenn), a band of elderly wom-
en gathers near a sea cliff to participate
in some highly ritualized cooking and
dancing. Their dress and behavior are
based, in part, on actual folk traditions
from the Bigouden region of Brittany, in
France. The women wear the tradition-
al Bigouden costume, which includes a
black dress decorated with lace, and a
tall, narrow, cylindrical headpiece made
of lace, called the bigou.
These Bigoudenn go to great lengths
to cook crepes—a signature Breton
dish—that are delicate enough to suit the
eldest of their number, the one wearing
the tallest hat. The background music,
composed by Alexandre Dai Castaing,
has a Celtic fl avor, as does the dancing,
punctuated by the symbolic Stonehenge-
type formation made by the women as
they form a circle by the sea.
Almost everything in this French
student fi lm references the Celtic heritage
of this remote, northwest corner of
France. Even the movie’s end points to
real-life events in the way it playfully, yet
poignantly, suggests why the Bigoudenn
seem to be dying out.
But you don’t need to know any
of this information to appreciate “La
Migration Bigoudenn,” which works
on its own sweet, mystical level, apart
from any knowledge one might have
of Breton culture and history. In fact,
children especially appreciate the movie,
maintains Alexandre Heboyan, one of the
fi lm’s three directors. He, along with Eric
Castaing and Fafah Togora, all created the
Women in traditional Breton dress strive
to create the perfect crepe in the short
animated fi lm “La Migration Bigoudenn,”
created by French students. In most,
although not all, of the scenes in the
fi lm, the characters are 3D and the
backgrounds are 2D.
Imag
es cou
rtesy Eric Castain
g, A
lexand
re Heb
oyan
, and Fafah To
go
ra.
Academic Achievement Student works use simplistic animation styles to
weave tales of surprising complexity
0508CGW_54 540508CGW_54 54 7/13/05 1:22:32 PM7/13/05 1:22:32 PM
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56 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Students in animation
fi lm last year while they were students at
Gobelins, l’ecole de I’image, in France.
The two-and-a-half-minute fi lm even
looks a bit like a children’s picture book.
The characters, objects, and scenery have
a collage-like appearance. Though the
fi lm is 3D—modeled and animated in
Alias’s Maya—the appearance is often 2D,
as was intended, according to Heboyan.
“I think the biggest technical challenge
was to use 3D in the way we wanted,” he
says—to create that fl at, collage-like look.
The directors combined 2D backgrounds,
“silhouette” style animation, and special
shaders with compositing effects in
Adobe’s After Effects to achieve the fl at
look they were after. In general, the
characters are 3D and the backgrounds
are 2D, though the composition varies
throughout. “It’s a ‘5D’ movie,” says
Heboyan with a smile.
He, Castaing, and Togora made “La
Migration” as a fi nal project after three
years of animation studies at Gobelins.
(Heboyan is now an animator at Mac
Guff Ligne; Castaing is an animator at
Deff2shoot; and Togora is a storyboarder
at SIP Animation.) All three worked on
the script together, created a storyboard,
and from there, an animatic. In parallel,
says Heboyan, they developed character
designs and color concepts.
The team used Maya to model and
rig the characters, then took on what
Heboyan says was the most time-
intensive task: character animation. In
order to share the workload, each director
handled animation for one part of the
movie. Heboyan painted backgrounds
in Adobe’s Photoshop, and Castaing
and Togora helped supply textures.
Combining all the elements—characters,
rocks, cooking tools—in After Effects was
the big challenge, says Heboyan, because
of the mix of 2D and 3D.
An important partner in the fi lm’s
creation was composer Castaing (brother
of director Eric), with whom Heboyan
says the team worked “interactively,”
and whose musical concepts became
an integral part of the creative process.
Heboyan, in fact, describes the music as
“half the movie.”
The end result—an eerie, yet pleasing
mix of the poetic and the humorous—has
delighted audiences, and earned Jury
Honors at SIGGRAPH. But perhaps the
biggest honor of all was that an authentic
Bigoudene contacted the team last month.
Her evaluation: “She told us she liked the
movie,” says Heboyan.
Food for Thought
Ian Yonika’s “Food for Thought” is a de-
ceptively simple fi lm, “grown” in the US,
with a cautionary message. Two crea-
tures—the hulking and somewhat dim-
witted Mugtor, and his companion, the
nimble and quick-witted Nishu—hap-
pen upon a tree laden with tempting fruit.
Neither creature is tall enough to reach
the fruit on his own, but working together,
they have some measure of success—until
one decides not to share with the other.
“Food for Thought” is only two min-
utes long, has no dialogue (just a lively
musical background by Ben Garceau and
Andy Bianchi), and features relatively un-
complicated scenery and characters.
“Keeping the characters simple allowed
me to keep their expressions simple as
well—yet effective,” says Yonika. “I tried
to make the thoughts and feelings of the
characters evident on their faces at all
times.” In fact, the fi lm “works,” in large
part, because of the interactions between
Mugtor and Nishu, and especially because
of their facial expressions, which are by
turns sweet and sinister.
Yonika was a student at the Ringling
School of Art and Design when he devised
the idea for “Food for Thought.”
(He graduated in May and is
now working for Electronic
Arts.) His primary inspiration
was to create a fi lm that viewers
would enjoy, but that would
also convey a message.
Once he’d mentally formu-
lated the plot, he drew story-
boards, and then arranged
them into an animatic in
order to visualize timing and
logistics. He modeled Mugtor
and Nishu in Alias’s Maya, and
began roughly blocking out
the story. As this happened,
he started to diverge from the
action of the original animatic, coming up
with new movements and expressions that
he discovered along the way. He animated
the characters in Maya, and textured them
with simple color maps painted in Adobe’s
Photoshop, using random fractals for
bump mapping.
Yonika employed similar techniques
to model and texture the fruit tree’s
leaves, and used a tiled, photo-based
image of bark for both color and bump
mapping the tree bark. As for the fruit,
which look a bit like apples and a bit
like oranges, they are default polygon
Imag
es c
ou
rtes
y Ia
n Y
on
ika.
In the short fi lm “Food
for Thought,” friend-
ship, greed, betrayal,
and retribution com-
bine in an affecting tale
from the United States.
The fi lm’s animator
purposely kept the
characters simple so
that viewers would
concentrate on their
facial expressions,
which tell most of
the story.
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©2005 BlueArc Corporation. All rights reserved. The BlueArc logo is a registered trademark of BlueArc Corporation.
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58 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Students in animation
spheres. “I had meant to use these as
placeholders [for realistic textured fruit
of some kind], but I ran out of time and
people didn’t seem to care,” says Yonika.
The generic spheres work just fi ne, in
fact, because their deliciousness is
conveyed by the way the creatures react
to them, and by the wet, crunchy sound
they make when eaten.
To assist him in creating Mugtor
and Nishu’s facial expressions and body
language, Yonika used trial and error rather
than looking in a mirror or watching videos
for inspiration. “I modeled the blend shapes
before beginning animation, then just used
what I had,” he says. One of the biggest
challenges for the fi lmmaker was keeping
the story fresh and funny, despite being so
close to it for so long—about a year.
“Animation requires so much time that,
after a while, you become completely
desensitized to the story,” Yonika says.
“After watching it three billion times, even
the funniest thing gets old.”
Luckily, the fi lm is fresh and new to
audiences watching it for the fi rst, or even
the second or the third, time. “I like that it
makes people laugh,” the fi lmmaker says.
“A year is a long time to devote to a single
project, but the fact that it entertains
people makes it worthwhile.”
East End Zombies
“Deadpan horror” might be the best way
to describe “East End Zombies,” a short
fi lm made by Damian Hook while he was
a student at Bournemouth University in
the UK. The subject of the movie is not
some metaphor for soulless urban deni-
zens, but the very literal phenomenon of
fl esh-eating zombies roaming the streets
of London’s East End. Though the topic
sounds horrifi c, and the short is indeed
based on a short story by horror writer Ed
Clayton, there’s little that’s horrible and
much that’s funny in the fi lm.
The action is narrated in calm,
measured, documentary style by Jan
Weddup, senior lecturer at Bournemouth
Media School. In one long tracking shot
that moves us through different East End
neighborhoods, we see zombies exhibiting
behaviors the narrator describes: hiding
behind corners, attacking women and
children. The catch is that the zombies
and their victims are all primitive pen-
and-ink fi gures whose interactions are
anything but horrifying. Blood doesn’t
fl ow; there aren’t any screams.
And this is what Hook aimed for in
making his three-minute fi lm. “I like the
long tracking shot and how it passes by
all the action in quite a voyeuristic way:
as if you, the viewer,
are just watching day-
to-day events,” he says.
This is all helped by
the narration, which
sounds as if it’s not a
big deal that zombies are roaming the
streets; it’s just part of life.
When Hook set out to make his fi lm,
he wasn’t looking for a piece to show off
technical skills, but rather to tell a story. He
did a lot of searching through abstract and
surreal stories on the Internet before he hit
on Clayton’s “East End Zombies.” The fi rst
time he read it, he says, he could visualize
it and immediately began drafting ideas
for styles and storyboarding.
Even though “East End Zombies” is
rather primitive and 2D looking, it was
modeled and animated in Alias’s Maya
and still required a lot of work, according
to Hook. He drew the characters in pen
and ink, scanned them, then “cut them
apart,” putting each body, leg, arm, and
so forth on planes that were attached to
a simple rig so they could be animated
in Maya. Even though the characters look
2D, they are actually 3D.
The lines on the buildings in the
background are also a separate Maya
model that was rendered using the Maya
vector renderer. All seven or eight layers
were composited together using Apple’s
Shake. At this point, Hook also added
backgrounds from Geographer’s A-Z Maps
for each of the areas through which the
action passes. He scanned in pages of the
A-Z, stitched them together in Adobe’s
Photoshop, then composited them behind
the action using Shake.
The biggest challenge, according to
Hook, was the long tracking shot that had
to be done in a single scene, but which
The not-all-that-terrifying undead roam the streets of East London in “East End Zombies,” a documentary-style animation created by a UK student. While the fi lm looks 2D, it was created in 3D using Maya.
Images courtesy D
amian H
ook. A-Z m
aps have been reproduced
by permission of G
eographers’ A-Z M
ap Co. Ltd. ©2004 Crow
n.
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60 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
. . . . Students in animation
contained upward of 30 characters, plus
numerous other elements. Given more
time, he’d have liked to add more action
in the background—“things happening in
windows, down the side streets, cars
and buses passing on the road.” But like
most student animators, Hook had other
course work to attend to as well. (Since
graduation, he has worked at a London-
based animation and graphics company
called Blue Zoo Productions.)
Though the fi lm’s appearance is rather
basic, its fl at lines and muted tones also
make it somehow compelling. “East End
Zombies” has a look and a feel that are
different from most other CG fi lms. “The
fi lm obviously has a dry, satirical humor,”
says Hook, “and most people chuckle
or at least smile...it’s pleasing to get the
reaction you had hoped for.”
The artist’s favorite part of the fi lm is
Clayton’s story: “To him I owe a lot,” Hook
says, because it provided the inspiration
and the ideal narration. “I must admit,”
he adds, “that my favorite bit is the part I
am not really responsible for.”
Chohon: Calling Back the Spirit
Epic in length (more than 13 minutes) and
subject (a supernatural love story between
a Japanese geisha and a Korean resistance
fi ghter), “Chohon: Calling Back the Spirit”
required a student production effort of
epic proportions as well. The fi lm had
six directors: Eunju Kim, Jung Sun Choi,
Junsang Yoon, Kinam Kim, Youngju Park,
and Youno Park, all graduate students at
GSAIM, the Graduate School of Advanced
Imaging Science at Chungang University
in South Korea. Altogether, the group
used three modeling and animation tools:
Autodesk Media and Entertainment’s 3ds
Max, Alias’s Maya, and Softimage’s XSI,
and completed the fi lm in two years: a
year for preproduction and a year for pro-
duction and post.
But the effort was worth it, says co-
director Youno Park, to realize their artistic
vision of depicting Korean culture and
history, and, in particular, an aspect of it
that is unfamiliar to many people. Chohon
is the Korean word for a kind of ritual used
to call back a spirit, explains Park. “It’s a
Korean ceremony that the rest of the world
doesn’t know about—and even young
people in Korea don’t know about.”
The fi lm’s hero, Hyun, is fi ghting
against the Japanese occupation of
Korea in 1940 when he is injured. Hee, a
Japanese geisha, helps him. The two fall
in love, but later separate as a result of
misunderstandings and a betrayal. Hee
is later killed, but the two experience a
supernatural reunion after her death.
The setting for "Chohon” is dark and
textured, and the characters are highly
stylized. “The negative historical issues
between Japan and Korea were a bit of a
tough subject, so we gave [the characters]
symbolic looks,” he says, to give the fi lm
more of a distanced, fi ctional feel rather
than a representational feel. “We focused
on simplifi cation, stylization, but also
represented Korean [style] imagery.” The
artists used square, linear shapes to build the
men’s bodies and make them appear stronger,
while they built the female characters out of
circles and curves.
One of the toughest aspects of making
the fi lm was getting all the fi les from the
different programs to work together, says
Park. (The fi lm’s many directors were
profi cient in different programs.) For the
most part, the models were created in 3ds
Max, textured in Adobe’s Photoshop and
Corel’s Painter, then imported into XSI.
Everything was composited in Apple’s
Shake and Adobe’s After Effects, then
edited in Avid’s DS. “It was diffi cult to
transfer between programs,” says Park.
“We learned a lot from it, though.”
The fi lmmakers also struggled to create
some of the effects. One, in particular,
involved a main character at the end of the
fi lm who must “scatter” through the sky as
particles. To fi gure out how to create this
and other effects, the team used a variety
of references, such as the Internet, books,
magazines, and people. For funding, they
were fortunate enough to have a one-year
grant from the Korean Film Council, which
helped cover costs, but also impelled them
to get a certain portion of the fi lm fi nished
by the one-year deadline. (All six directors
are still graduate students and will be
going on to produce solo works in the
future, according to Park.)
Initially, the team worried that non-
Korean audiences wouldn’t appreciate or
understand “Chohon.” “But they appear
to love the stylized characters and the
colors,” says Park, who likes the idea
that the fi lm is exposing both Koreans
and non-Koreans to Korean themes.
“Animation is getting bigger here,” he
says. “But there are not that many works
on Korean culture.”
Jenny Donelan, a contributing editor for
Computer Graphics World, can be reached
Korean-style designs predominate in “Chohon:
Calling Back the Spirit,” a love story with
ghostly overtones. For contrast, the male
and female leads were modeled with
straight and circular shapes, respectively.
Images courtesy Eunju Kim, Jung Sun Choi, Junsang Yoon, Kinam Kim, Yougju Park, and Youno Park.
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0508CGW_61 610508CGW_61 61 7/13/05 1:23:56 PM7/13/05 1:23:56 PM
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Portfolio
62 | Computer Graphics World AUGUST 2005
SIG
GRA
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From top to bottom:
The Regulator (Le Régulateur), a French animation directed by Philippe Grammaticopoulos, employs Maya, Photoshop, and Premiere to tell the story of a couple who adopt a child comprising many different pieces. Alas, the pieces are so numerous that the child cannot be as “perfect” as he should be.
True Color, directed by Pierre Ducos and Bertrand Bey of Supinfocom Arles in France, illustrates the story of robots that drive bikes through a white world, repeatedly spreading dirt, while dummies fi ll gas tanks by day and clean streets and buildings by night. Then, a handling error suddenly makes colors appear in this previously colorless world. The animation was created in 3ds Max, After Effects, and Combustion.
The SIGGRAPH 2005 Animation Theater featured a selection of projects—including dramatic
and humorous pieces, commercials, and scientifi c and technical animations—that illustrate the
diversity of computer graphics in a variety of mediums. The event, a component of the SIGGRAPH
Animation Festival, also refl ects a multicultural infl uence, as the Animation Theater, like its
Electronic Theater counterpart, contains a signifi cant number of international works.
The SIGGRAPH Computer Animation Festival is an internationally recognized event that
engages and inspires artists and technologists alike. Each year, it serves as a mirror of what
is possible today, and a window into what can be achieved in the future, says festival chair
Samuel Lord Black.
According to Black, the jury process differed somewhat this year compared to previous
years, and as a result, the members paid particular attention to building Animation Theater and
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AUGUST 2005 Computer Graphics World | 63
Electronic Theater programs that were broad in scope, yet maintained the high standards and
quality that the shows have exhibited in the past.
This year, the Animation Festival’s seven-member jury—representing research, gaming,
entertainment, and academia—assigned the Animation Theater’s 43 projects to one of seven
sessions, each characterized by a verb, which best fi t or described the animation’s content.
They include: Create, Discover, Dream, Escape, Laugh, Play, and Teach.
Among the highlights of the Animation Theater sessions is Discover’s “Scent of a Robot,”
a character-based music video created by UVPhactory that combines live-action footage with
animation to portray a human as he discovers that he is a robot. Also featured in Discover,
along with several other animations, is a reel from Tippett Studio that focuses on the creation
of Hell LA and Vermin Man from the fi lm Constantine, during which the effects team turns
Clockwise from top:
Manufacturing Proteins with Biomolecular Machines, a collaborative scientifi c visualization from the University of Texas-CVC software development team, uses Maya and After Effects to illustrate the current understanding of the protein synthesis process.
Jona/Tomberry, directed by Rosto and produced by Rocketta Film, uses 3D rotoscoping to match the characters’ faces with live-action torsos. The animation, from The Netherlands, was created with After Effects, Photoshop, and Cinema 4D.
Final Fantasy XII, directed by Yasumi Matsuno of Square Enix, features crowd modeling, realistic cloth simulation, facial animation, and massive environmental modeling, completed in Maya, Shake, and Photoshop, for this recent game title.
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64 | Computer Graphics World AUGUST 2005
Clockwise from top left:
Image-Based Material Editing, directed by Erik Reinhard from the University of Central Florida, is a feasibility study on editing the appearance of objects in images from high dynamic range photographs using an alpha matte. The images were acquired with a Nikon camera, and fi nal editing was done in Premiere.
Surly Squirrel, directed by Peter Lepeniotis from DKP in Canada, is a tale, crafted in Maya, involving a starving squirrel and a hungry rat who disrupt the natural order of a city park as they duel over a slice of discarded pizza.
Amfraid, directed by a team at Supinfocom Valenciennes in France, uses 3ds Max, Painter, After Effects, and Premiere to illustrate how fear and imagination often work in tandem.
modern-day Los Angeles into an imaginative post-nuclear environment by way of nightmarish
digital backdrops. The Vermin Man sequence, meanwhile, illustrates the technology behind a
moving body of swarming creatures that compose the Vermin Man.
In contrast to Tippett’s effects segment is “Recapturing the Lost Colors of Basara,” a his-
torical preservation animation, also shown in Discover, that illustrates how the use of CG and
laser scanning helped virtually restore an archaeological treasure to its original colors.
In the Dream session, student fi lmmakers weave Korean culture and history into their
short fi lm project through the use of highly stylized characters in “Chohon.” (For more infor-
mation about this short fi lm, see “Academic Achievement,” pg. 54.)
Moreover, the Animation Festival jury this year extended its reach into the research, medical,
and scientifi c visualization community, and the groups responded by submitting animations,
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AUGUST 2005 Computer Graphics World | 65
many of which were accepted into the Animation Theater under the Teach session.
In the theater venues, the programs ran directly off hard drives using the new QuickTime
H.264 compression algorithm, giving the imagery a high visual quality.
Augmenting the festival were screenings depicting highlights from the Japan Media Arts
Festival. In addition, there was a Full-Dome Animation Theater, set up in the registration area
so that all attendees could experience this growing technology. “Full-dome projection systems
are redefi ning the traditional planetarium, and there is amazing potential in this immersive
technology for both small- and large-scale group immersive experiences,” says Black. “People
are only now exploring the potential of the dome, and the community is growing. I believe
we’re in for some great advances in this area during the next few years.”
Some stills from the Animation Theater appear on these pages. —Karen Moltenbrey
Clockwise from top:
City Paradise, directed by Gaelle Denis of Passion Pictures, is an illustrative story of a woman who initially feels lost after moving from her native Japan to the UK, where everything seems foreign. The animation was created in LightWave, Toonz, Flame, and Incite.
Piñata, directed by Mike Hollands, is an Australian animation that uses 3ds Max and Combustion to tell the classic tale about a stuffed donkey’s struggle for respect as the character fi nds itself working one bad job after another.
Moscow Souvenir, directed by Luke Bailey from NCCA Bournemouth University in the UK, is an animated short fi lm. Created in Maya and Shake, the “travel journal” contains a loose narrative that combines holiday snaps and abstract compositions.
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66 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
revi
ews
stat
s
By Michael Hurwicz
Combustion 4V I D E O
The upgrade offers improved work flows, color keying, and time warping
With improvements to its features and functionality, this
may be the most signifi cant Combustion upgrade yet.
If someone had slipped in one
night and upgraded my Combus-
tion 3 to Version 4, it might have tak-
en me a while to notice it. This is good:
The enhancements have been worked in
smoothly and won’t disrupt existing work
fl ows. At the same time, it presents oppor-
tunities for improved work fl ows.
Take, for example, my favorite new
feature: capsules. Capsules allow you to
save and retrieve portions of a Combus-
tion project, effectively creating a library
of past work that you can easily reuse.
Previously, I reused work by importing
existing workspaces (Combustion proj-
ects) into a new workspace or by using
an existing workspace as a template. Cap-
sules are a more straightforward and fl ex-
ible way of accomplishing the same goal.
As an example, for a children’s book
illustration, I created a cloudy sunset us-
ing “paint,” “turbulence,” and “lens fl are”
operators. By saving this work in a cap-
sule, I then re-created the sky on other
pages with a couple of clicks, saving me
a minute or two each time. Capsules are
shared fi les, so they are a means of ex-
changing tricks of the trade easily.
I do wish that capsules could have as-
sociated thumbnails, as they all look the
same in the fi le browser. In general, cap-
sules do not contain footage, only oper-
ators that you apply to footage, making
the automatic creation of
thumbnails diffi cult. Still,
a graphic for the kaleido-
scope capsule wouldn’t be
hard to design, for example.
And thumbnails would help
me scan libraries of cap-
sules quickly.
Grids, guides, and rul-
ers are handy new features that aid in the
positioning and alignment of visual ele-
ments. I recently created a 600x800-pix-
el Web page graphic, with JPEG images,
text, and a background based on a painted
rectangle. The grid provided the reference
I needed to achieve near-perfect position-
ing quickly. You can snap paint objects to
grids or guides. It would be great to have
snap for text as well. On the Web page, for
example, I ended up adjusting pixel coor-
dinates for text blocks—a time-consuming
job that could be eliminated by snapping
text blocks to a grid or guide.
Combustion might seem like overkill
for combining graphics and text on a Web
page. Yet, in this instance—JPEGs with
troublesome colored backgrounds that
had to be made transparent—I can com-
plete the job much faster using Combus-
tion’s color keying tools than with Adobe
Photoshop or Macromedia Fireworks.
Speaking of color keying, one of the
big new features in Version 4 is the Dia-
mond Keyer, a quick and
easy, yet highly functional,
keyer borrowed from the
ColorWarper in Autodesk’s
Flame/Inferno/Smoke
software. Diamond Key-
er has six one-click pre-
sets, one of which usually
gets me close to the result
I want. A simple interface
makes any subsequent fi d-
dling fairly straightforward. The Discreet
keyer does have the advantage of includ-
ing functions such as matte refi nement
and spill suppression. To get the same re-
sults using the Diamond Keyer, you have
to apply separate Matte Controls and Col-
or Suppression operators. Laziness be-
ing my constant watchword, I fi nd myself
using the Discreet keyer to avoid those
few extra clicks. That being said, the Di-
amond Keyer presets and interface also
can be serious labor-savers.
Timewarp, which enables you to get
the same effect as in-camera slow-motion
(as well as fast-mo and even reverse-mo)
using existing video footage, is an ele-
gantly implemented, cool feature.
I regret not fi nding an upgrade to
Combustion’s integrated particle system.
The stunning feature is based on Won-
dertouch’s ParticleIllusion, but Combus-
tion is currently one version behind.
Combustion’s unique user interface,
which experienced users tend to love,
stymies many newcomers. Third-party
video tutorials (by Dwayne Ferguson and
Ken LaRue) helped me tremendously in
overcoming that initial barrier.
Overall, I highly recommend Combus-
tion 4, whether as an upgrade or as a new
purchase. It is easy to install and an un-
paralleled value, considering the breadth
and depth of its functionality.
Michael Hurwicz is a writer and animator.
Combustion 4
Price: $995 ($249 upgrade from 3)
Minimum System Requirements: A Windows PC with an Intel Pentium III, Pentium 4, or AMD Athlon 850MHZ processor running Windows XP/2000 or a Mac with a Power Mac G4 800MHZ processor running OS X Version 10.2; a 20GB hard drive; 512MB of RAM; and a video display card. A
uto
desk
ww
w.d
iscr
eet.
com
© 2005 M
ichael Hurw
icz.
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Conference Presentations
Keynote, Papers, Courses, Special Sessions,Panels, Sketches, Web Program and AwardsCeremony
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The World’s Leading Conference on Computer Graphics and Interactive Techniques. Visit us at www.siggraph.org/s2005
Order your copy at:www.acm.org/siggraphdvd2005
SIGGRAPH 2003 and 2004 DVD-ROM sets also available
produced by: sponsored by:
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products For additional product news and information, visit w w w . c g w . c o m
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a CD-ROM.
Alias; www.alias.com
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Massive UndertakingLinux Massive Software has revealed that
Massive 2.0, an upgraded version of its 3D
animation system for AI-driven characters and
digital stunts, is now shipping. New to Version
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the quality of characters close to the camera,
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agent-painting tool for creating footprints, ant
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tionality enables users to produce digital stunts
based on motion capture, whereas active
motion tree technology aids users in control-
ling agent actions with the use of interactive
motion trees. Improved tutorials and support
for animated background images rounds out
Version 2.0, now available. Permanent interac-
tive licenses cost $18,000, plus a $4000 annu-
al fee for updates and support.
Massive Software; www.massivesoftware.com
3 D T R A C K I N G
RealViz NewsWin • Mac • Linux During SIGGRAPH 2005
in Los Angeles, RealViz is introducing the fi rst
applications in its new “Powered by Smart”
product family. Smart, based on a new gener-
ation of algorithms, is an automatic 3D track-
ing engine designed to bring an advanced
performance level to its solutions, including
MatchMover Pro 4 and MatchMover Pro 4
MoCap. Also benefi ting from the new engine
are the company’s automatic 3D tracking
plug-ins, MMTrack for Autodesk’s 3ds Max
and MMTrack for Alias’s Maya, which add
RealViz’s automatic 3D tracking technology to
the popular 3D modeling and animation pack-
ages. RealViz also is demonstrating Version 2
of its 3D previz and storyboarding software,
StoryViz, at the show.
RealViz; www.realviz.com
AUGUST30-9/1Game Developers Conference
Europe (GDCE), held in London.
Contact www.gdceurope.com.
SEPTEMBER9–13IBC2005, held in Amsterdam.
Contact International Broadcasting
Convention (IBC), 44-20-7831-6909,
www.ibc.org.
OCTOBER9–11eDIT, held in Frankfurt, Germany.
Contact 9-69-59-79-71-90,
www.edit-frankfurt.de.
NOVEMBER2–3Montreal International Game
Summit (MIGS), held in Montreal,
Canada. Contact Alliance numériQC,
www.montrealgamesummit.com.
DECEMBER7–9Digital Video Expo West, held in
Los Angeles. Contact 888-234-9476,
www.dvexpo.com.
0508CGW_68 680508CGW_68 68 7/13/05 1:32:55 PM7/13/05 1:32:55 PM
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Poser 6 RevealedThe Official Guide
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Inspired 3D Short Film ProductionISBN: 1-59200-117-3 ■ $59.99
MachinimaISBN: 1-59200-650-7 ■ $29.99
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Adobe Photoshop for VFX ArtistsISBN: 1-59200-487-3 ■ $39.99
Digital 3D DesignISBN: 1-59200-391-5 ■ $24.99
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0508CGW_69 690508CGW_69 69 7/13/05 1:33:12 PM7/13/05 1:33:12 PM
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70 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
BOOK CORNERE F F E C T S
Animating with AnarchyWin Digital Anarchy’s Data Animator 1.0, its
latest special effects software release, is mak-
ing its debut at SIGGRAPH. Data Animator 1.0
is a collection of seven plug-ins for Adobe’s
After Effects. The plug-ins are designed to
enable After Effects users to develop animat-
ed charts and graphs both quickly and easily.
The plug-in package provides a wide variety
of visualization options, including 3D effects.
One such tool, EasyChart, offers chart pre-
sets for animating data, thereby streamlining
the creation process.
Digital Anarchy; www.digitalanarchy.com
S I M U L AT I O N
Plant ProductionWin Bionatics has released an upgraded ver-
sion of its natFX plant simulation and model-
ing solution for use with Autodesk’s 3ds Max.
The NatFX 3 plant modeler is designed for 3D
animation professionals and game developers,
and well suited to CG art, architectural visualiza-
tion, 3D animation, and game projects. NatFX
3 for 3ds Max is enhanced by a new, more effi -
cient user interface, support of normal maps,
and optimization for 3ds Max Version 7. Other
new features include advanced wind anima-
tion, a built-in renderer, additional customiza-
tion and deformation tools, and the ability to
prune trees easily. NatFX also employs hybrid
modeling technology, contributing to realistic
billboard trees. NatFX 3 for 3ds Max is avail-
able now and priced at $1350.
Bionatics; www.natfx.com,
www.bionatics.com
Natural SelectionWin • Mac NewTek and E-on Software have
announced the availability of a software bun-
dle. The new offering combines NewTek’s
LightWave 3D content creation and render-
ing package and E-on’s Vue 5 Infi nite natural
environment creation software and is priced
at $995, a $1200 savings over purchasing
the products separately. LightWave upgrades
with Vue 5 Infi nite cost $495, for a savings of
MAYA ACCORDING TO MAESTR I
Sybex has released Maya at a Glance, an introduction to Alias’s
Maya 3D animation and effects software. In the book and
accompanying CD, animation/effects professional, CGW con-
tributing editor, and author George Maestri blends a wealth
of images with his textual explanations of Maya features, tech-
niques, and instructions. Containing step-by-step tutorials, the
new Maya Press title explains how to: create special effects
using particles, build and animate scenes, and compare lights,
shaders, and renderers. Priced at $25, Maya at a Glance includes
a 171-page paperback book and companion CD-ROM with
Alias’s Maya Personal Learning Edition.
Sybex; www.sybex.com
PENNING CG PR INC I PLES
Springer-Verlag has unveiled Principles of Computer Graphics,
Theory and Practice Using OpenGL and Maya. The new text is
authored by Shalini Govil-Pai, who worked at Pixar Animation
as a technical director on such fi lms as Toy Story and A Bug’s
Life. The book provides professionals and students with the
basics of computer graphics, the principles of animation used
by Walt Disney, tools and techniques, and hands-on exam-
ples—all designed to assist readers in developing their own 3D
games and animated movies. Principles of Computer Graphics
is available now at a cost of $65.
Springer-Verlag; www.springeronline.com
GR APHIC AL GEMS
Nvidia has introduced its second volume of GPU Gems, written by GPU programming experts
and edited by Matt Pharr, Nvidia software engineer, and Randima Fernando, manager of
developer education at Nvidia. With graphics processing units (GPUs) incorporated in mobile
phones and handheld gaming consoles, GPU knowledge and programming expertise are high-
ly valued. GPU Gems 2 provides graphics programmers with the latest algorithms for advanced
visual effects, strategies for managing complex scenes, and techniques for processing images.
Information about GPU programming, ranging from the basic to the advanced, spans 20 of
the 48 chapters. GPU Gems 2 explains how to harness the processing power of today’s GPUs
with sections on: Geometric
Complexity; Shading, Lighting,
and Shadows; High-Quality
Rendering; and Image-Oriented
Computing.
Nvidia; www.nvidia.com
0508CGW_70 700508CGW_70 70 7/13/05 1:33:29 PM7/13/05 1:33:29 PM
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0508CGW_71 710508CGW_71 71 7/13/05 1:33:43 PM7/13/05 1:33:43 PM
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72 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
products
STOCK OPTIONSCREATIVE CONTENT
Curious Labs has launched Content Paradise, a Web portal
developed specifi cally for 3D artists, animators, illustrators, and
designers. Via Content Paradise, creative professionals can pur-
chase and download digital content—including fi gures, clothing,
hair, poses, software, and books—offered by
graphic content providers Zygote, RuntimeDNA,
Jolly, Renderosity, Cubed, Vanishing Point, The
Forge, and others. The Web portal’s Freebies
area, which is updated regularly, provides vis-
itors with free content. Content Paradise is
accessible online (www.contentparadise.com
and www.curiouslabs.com) or directly from
within Curious Labs’ Poser Version 6.
Curious Labs; www.contentparadise.com,
www.curiouslabs.com
$599. LightWave 3D features rendering, mod-
eling, and animation tools, as well as particle
effects, expressions, and hard- and soft-body,
cloth, and bone dynamics. Vue 5 Infi nite offers
EcoSystem technology, G-Buffer and Multi-
Pass rendering, plant editing, global illumina-
tion and radiosity, and High Dynamic Range
Image (HDRI) and image-based lighting. Both
programs run on Mac OS X and Windows
2000 and XP platforms.
NewTek; www.newtek.com
HARDWARE
R E N D E R I N G
64-Bit RenderDriveArt VPS has introduced a 64-bit version of its
RenderDrive system, the RenderDrive RD6400.
The new release performs off-line fi nal-frame
rendering for a virtually unlimited number of
users. In fact, it is capable of processing model
sizes of 30 million polygons or more at high
resolutions. Its new gigabit networking system
provides fast I/O speeds. Available now, the
RenderDrive RD6400 is offered in confi gura-
tions of 16, 36, and 48 AR350 raytracing pro-
cessors. The AR350 processor possesses two
cores, each of which can process up to 66 mil-
memory, a 400GB SATA drive, Nvidia FX1300
PCI Express graphics, and a 20-inch ViewSonic
LCD. It comes equipped with Linux or Microsoft
Windows XP 64-bit Edition to drive today’s 64-
bit DCC programs. Customers can customize
their WhisperStation with Intel EM64T proces-
sors, RAID storage, I/O cards, additional mem-
ory, and high-end graphics cards, including
the Nvidia Quadro FX4400.
Microway; www.microway.com
S T O R A G E
Storage SpaceAppro has announced the availability of its
new AR3015 network-attached storage (NAS)
system, designed for storage-hungry and data-
sharing applications. The Appro AR3015 NAS
incorporates a Linux embedded operating
system, a Web-based storage management
interface, data mirroring, and fail-over, snap-
shot data recovery. The 3U high-density pro-
fi le storage system features 15 SATA hot-swap
hard-disk bays for a maximum of 6TB of stor-
age capacity. The 2.4TB base model AR3015
starts at $6321; pricing varies according to
storage capacity.
Appro; www.appro.com
lion ray-triangle intersections per second. The
RenderDrive RD6400 ships with RenderPipe
plug-in interfaces to Alias’s Maya, Autodesk’s
3ds Max and Viz, and Dassault Systemes’
Catia on Windows and Macintosh platforms.
RenderPipe features lighting tools, radiosity,
motion blur, depth of fi eld, and HDRI support.
A new edition of RenderPipe, with support for
global illumination, is due out this fall.
Art VPS; www.artvps.com
W O R K S T AT I O N
Silent SystemMicroway has announced the availability of
its WhisperStation, an ultra-quiet worksta-
tion designed to run demanding 64-bit graph-
ics applications. The base tower confi guration
sports a pair of single or dual-core 64-bit AMD
Opteron 275 processors, 16GB of DDR 400
© 2
005
New
Tek
Inc.
0508CGW_72 720508CGW_72 72 7/13/05 1:33:58 PM7/13/05 1:33:58 PM
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74 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
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By Michael Abraham
How does one go about creating the vicariously violentworld of Mercenaries: Playground of Destruction,the third-person shooter adventure from LucasArts?For their part, Pandemic Studios relied heavily on SOFTIMAGE | XSI’s modeling, texturing and animationtools for creating the game’s pulverizingly playful world.
“SOFTIMAGE | XSI’s modeling and texturing tools, advancednormal mapping and realtime shaders, and non-linearanimation were all extraordinary on Mercenaries,” saysCarey Chico, Executive Art Director at Pandemic. “Theclarity of the XSI interface has provided our company witha streamlined set of modeling, texturing and animationtools that have increased our iteration time in development.”
Created for Sony PlayStation 2, Microsoft Xbox, NintendoGameCube and PC, Mercenaries allows players to assumethe role of one of three mercenaries attempting to controlchaos by creating it following a violent coup in a futureNorth Korea. Backed by a dizzying array of weaponry, theExOps trio is battling erstwhile North Korean General Song,“the most dangerous man on earth” who just happens tohave his country’s nuclear arsenal at his disposal.
“The biggest challenge we faced on Mercenaries was anambitious project on a very tight deadline,” says Chico.“Our animators all agree that they can work much fasterusing SOFTIMAGE | XSI. With the advent of XSI’s Real-Time Shaders and Normal Mapping tools, Softimage haskept us at the forefront. Being able to previsualize ournormal maps and see the effects of Real-Time Shadershas improved the iteration time on our projects.”
“SOFTIMAGE | XSI’s animation tools were particularly valuable on this project,” says Austin Baker, Lead Animatoron Mercenaries. “Simply put, XSI has improved the quality and quantity of our 3D work by providing intuitiveanimation tools together with the ability to create our own
specialized tools through the intuitive UI, scripting toolsand Net View. Personally, I use XSI for keyframe animation,IK, constraints and expressions. Relational views havereduced the time required to get important information.The performance increases mean faster interaction withcharacters, tools and scripts, and the open constructionhistory has eased the bottleneck that builds up betweenartists and animators, allowing revisions to characters to propagate straight through to the envelope.”
Baker also points to the strengths of the SOFTIMAGE | XSIAnimation Mixer:“The Animation Mixer let me create mockup animationsas proof of concept for game mechanics, to speed up theprocess of lip sync and for applying key poses acrossmultiple looping animations,” says Baker. “We can copyposes from one animation, blend between two or moreanimations and easily change the sequence of events.The Mixer’s non-destructive nature means I can keep a database of animations used by multiple characterswithout worrying about further work in the Mixer altering those saved animations.”
In addition to the Mixer, Baker proves to be quite keen on the Animation Editor:“I use the Animation Editor to create and edit individualanimations,” Baker emphasizes. “The marking sets let me set keys for specific attributes, keeping my f-curvesclean. These tools have eliminated the headaches associated with character setups. I can control how each rig component is used, manipulated and keyed. I can also create rigs to accommodate multiple animation styles. SOFTIMAGE | XSI is the best characteranimation system available.”
For Pandemic, the team behind the team is Softimage’sunrivalled customer support crew. Says Chico:“Softimage customer service is the best that I’ve experienced with any company. They make you feel part of a community of users; part of the team, you might say.”
© 2005 Avid Technology, Inc. All rights reserved. SOFTIMAGE, Avid and XSI are either registered trademarks or trademarks of Avid Technology Inc. in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners.
www.softimage.com
Blown away: Pandemic Studios Gets Busy with LucasArts’ Mercenaries: Playground of Destruction
Images © LucasArts
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Let Your Imagination Run Wild
For more information, log on towww.3dlabs.com
Important projects with extremely tight schedules. No time for anything that slows you down. Here at 3Dlabs,® we build graphics accelerators that give you the raw performance and unconditional reliability you need to get your projects completed on time.
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78 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
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Alias’ products and services will be on-hand at SIGGRAPHSM, including the new releases of Maya 7, Alias MotionBuilder 7 and Alias SketchBook Pro 2. Be sure to drop by Booth #1312 and check out their full range of workflow solutions or visit www.alias.com.
For more than twenty years, Alias has been developing
award-winning software solutions for the entertainment and design industries. Maya® is the top choice of leading film- makers, and has been used in many films that have been nominated for an Academy Award® for best visual effects. In 2003, for the awards year of 2002, Alias|Wavefront™ was awarded an Oscar® for scientific and technical achievement for the development of Maya software. In entertainment, Alias MotionBuilder® is an integral part of the pipeline for many film, game, video and broadcast professionals. It has long been established as the pre-eminent character performance and animation package. As for the world of design, Alias StudioTools™ leads the way and is used by most major auto- motive manufacturers in the world. Award-winning product designers also depend on it for unparalleled technology,
flexibility, and depth. Other software solutions include: AliasSketchBook™ Pro, Alias ImageStudio™, PortfolioWall®,mental ray® Standalone, FBX®, and HumanIK® Middleware.
Accompanying their diverse product line are industry-leading education and Alias’ service solutions. From the wide range of self-directed Learning Tools that include books and DVDs, to the full-service, customized consulting solutions offered by Professional Services, Alias can offer as much support as you need. The Platinum, Silver and Bronze Memberships continue to be a huge success with computer graphics professionals around the world. And for educators, Alias has a special line of solutions geared specifically for you. Leading educational institutions consistently choose Alias solutions to prepare their graduates for successful careers.
Images clockwise from top left: © Lucasfilm Ltd. & TM. All Rights Reserved. Image Courtesy of Industrial Light & Magic., Image courtesy of Bobby Chiu (www.artofbob.com), Image courtesy of GlyphX Games, Image courtesy of Nova Design Co. LTD.
© Copyright 2005 Alias Systems Corp. All rights reserved. Alias, the swirl logo, Maya, PortfolioWall, MotionBuilder, FBX and HumanIK are registered trademarks and Alias|Wavefront, StudioTools, SketchBook and ImageStudio are trademarks of Alias Systems Corp. in the United States and/orother countries. Academy Award and Oscar are registered trademarks and/or service marks of the Academy of Motion Picture Arts and Sciences. SIGGRAPH is a service mark of the Association of Computer Machinery, Inc. All other trademarks mentioned herein are the property of their respective owners.
Alias to demonstrate full range ofindustry workflow solutions at SIGGRAPHSM
corporateoverview
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has been a technology innovatorfor 20 years, delivering powerful,proven technology to designers,animators and engineers all overthe world.
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ATI Technologies
www.ati.com/FireGL —>
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Titan Storage Server
BlueArc is a storage innovator – consistently delivering network storagetechnologies that enable data-driven customers to do things previouslyimpossible – dramatically changing their business. BlueArc’s solutionsare used by organizations that rely on fast, efficient data creation,access and movement at the core of their business, making storagewith the greatest performance critical to their success.
Based on fundamental technology innovation, BlueArc delivers the highest perform-ance, most scalable, most robust network storage systems available today. Thosesystems enable customers to do more, faster, while reducing management overhead– driving increased revenues and decreased costs.
BlueArc’s Titan allows a single file system to grow up to 256 terabytes and deliversthroughput of up to 20 Gigabits per second – providing the best performance andreturn on investment in the storage industry. BlueArc’s unique architecture allowscustomers to scale a single Titan far beyond any other product available today,adapting to changing application or capacity needs, simplifying management,accelerating productivity and protecting long-term investment.
Combing the ease of use and management of a NAS with the performance andscalability of a SAN, BlueArc’s Titan enables organizations to maximize performanceand reduce operating costs through the movement of software functions intoprogrammable hardware.
Accelerating the Digital World
©2005 BlueArc Corporation. All rights reserved. The BlueArc logo is a registered trademark of BlueArc Corporation.
For more information, visit our Web site at www.bluearc.comor contact us at 1-800-864-1040.
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WorkstationsA series of award-winning workstations
application-tuned and optimized for
creative professional applications.
Available with Intel or AMD processors,
Windows or Linux operating systems,
OpenGL graphics, and advanced I/O
and expandable internal storage to
5TB, BOXX systems deliver astounding
performance for 3dFX/animation,
graphic arts, digital, video editing
finishing – literally all visual
computing applications.
Render NodesCompact and powerful rackable
1U-4U dedicated rendering solutions.
Available with Intel or AMD processors,
Windows or Linux operating systems,
these systems are capable of housing
significant storage and graphics,
delivering powerful performance for
all rendering applications.
BOXX Technologies delivers technology to the innovators in the digital media
community with high-performance, flexible workstations, render nodes, and turnkey
video editing solutions that enhance creativity and fuel innovation.The BOXX series
of high-end workstations are used extensively throughout the 3D, visual effects,
animation, broadcast, post production, digital video and film and HD communities.
Powerful. Integrated. Reliable. Supported.
BOXX® Technologies, Inc. | 1.877.877.BOXXwww.boxxtech.com | [email protected]
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DURABLE ABS MODELS PRINTED RIGHT FROM YOUR DESKTOP.
Dimension brings 3D printing right in your office so you can easily collaborate and make changes for a much
more efficient and productive design process. And because Dimension uses only tough, durable ABS plastic
that can be sanded, milled, drilled, painted and even electro-plated, you can print perfect working models at
a very affordable price.Designers throughout the world use Dimension Printers to significantly lower production
costs, reduce expensive revisions and get products to market faster for better results to the bottom line.
TWO DIMENSION 3D PRINTERS TO CHOOSE FROM.
The Dimension BST: Breakaway Support Technology $24,900Once the model is printed, simply remove the model from
the printer, peel away the supports and begin using the
durable ABS model.
The Dimension SST: Soluble Support Technology $29,900The ultimate in hands-free 3D Printing. Once the model is
complete, simply remove it from the printer, place in a soap-
and-water bath and add a little agitation.After just a few min-
utes thesupportsare removedand themodel is ready foruse.
www.dimensionprinting.com/cgw [email protected]
14950 Martin Drive Eden Prairie, MN 55344866.721.9244
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w w w . i n f o r t r e n d . c o m
RAID Controller and Subsystem Specialists Since 1992
Background
Innovative Products
Infortrend Corporation
3150 Coronado Drive
Santa Clara, CA 95054
Tel: 408-988-5088
Fax: 408-988-6288
Robust Product Line
Infortrend's mission is to provide the highest
performing product line available in the
storage industry. Infortrend's RAID
technology helps protect computer data
against hard drive failure, while increasing
system performance and enabling easy
expansion for massive storage capacity.
Our products are designed to be flexible,
cost-effective and feature-rich, while
supporting a variety of protocols.
Infortrend products are used in disk-to-disk
backup, server-attached and network data
storage and in major industries such as
medical imaging, security/CCTV, and
digital media including video-on-demand,
stream editing and more.
Infortrend subsystems offer the highest
levels of performance and fault tolerance
in the RAID market, combined with
exceptional value. All current systems
support RAID levels 0, 1(0+1), 3, 5, 10, 30,
50, JBOD, or NRAID.
All RAID controllers employ Infortrend's own
custom ASICs, a high-speed CPU, and
DRAM cache memory to achieve high data
throughput and availability. They may be
managed either locally or remotely via RS-
232C ports/modem, the LCD front panel,
in-band FC/SCSI, or SNMP.
EonStor Subsystem FamilyR
Supporting all RAID solutions, Infortrend
enables one-stop shopping for external
RAID. Subsystem features include:
Fibre, SCSI, and SATA RAID/JBOD solutions
Single or redundant, fully featured RAID
controllers
8, 12, 16 or 24 hard drives in 2U, 3U, 4U or
tower/desktop convertible enclosures
Fibre, iSCSI and SCSI host interfaces
.
.
.
.
RAID Management Software
RAIDWatch is Infortrend's sophisticated,
Java-based RAID management interface
designed for EonStor subsystems.
Features include:
Local management on any platform or
remotely over a LAN/WAN
User-friendly graphical interface for system
configuration and monitoring
At-a-glance monitoring of multiple arrays
Event notification via email, fax, LAN
broadcast, SNMP traps, ICQ or MSN
Messenger
3-level password security protection
R
.
.
.
.
.
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92 | Computer Graphics World AUGUST 2005 w w w . c g w . c o m
August 2005, Volume 28, Number 8: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly (12 issues) by PennWell Corporation. Edito-rial & Production offi ces at 98 Spit Brook Rd., Nashua, NH 03062-5737. Corporate offi cers are Frank T. Lauinger, Chairman; Robert F. Biolchini, President & CEO; and Mark C. Wilmoth, CFO. Corporate offi ces: 1421 South Sheridan Road, Tulsa, OK 74112, Tel: 918-835-3161; FAX: 918-831-9497; Web Address: http://www.pennwell.com. Periodicals postage paid at Tulsa, OK 74112 & additional other mailing offi ces. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $55, USA; $75, Canada & Mexico; $115 International airfreight. To order subscriptions, call 847-559-7500. RIDE-ALONG ENCLOSED IN VERSION P2.
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The ad index is published as a service. The publisher does not assume any liability for errors or omissions.
index t
o a
dvert
isers
advert
isin
g s
ale
s o
ffi c
es
advertiser phone or web page
Group PublisherMark FinkelsteinTEL: 603-891-9133FAX: 603-891-9297E-MAIL: [email protected]
Associate PublisherRandy Jeter1150 Lakeway Dr. Ste. 217Austin, TX 78734TEL: 512-261-1998FAX: 512-261-7915E-MAIL: [email protected]
ReprintsPARS International Corp.TEL: 212-221-9595Web: www.magreprints.comE-MAIL: [email protected]
United KingdomAmanda LoftusTEL: 44-1793-641571FAX: 44-1793-610001E-MAIL: [email protected]
FranceLuis MatutanoTEL: 33-1-47-91-70-11FAX: 33-1-55-02-03-85E-MAIL: [email protected]
GermanyHolger GerischE-MAIL: [email protected] andJohann BylekE-MAIL: [email protected]: 49-89-904-80-144FAX: 49-89-904-80-145
IndiaRajan SharmaTEL: 91-11-2686113/14/26865103/26861758/268617666861113FAX: 91-11-26861112E-MAIL: [email protected]
KoreaPaek KwonTel: 82-2-420-1293Fax: 82-2-420-1294E-MAIL: [email protected]
JapanAkiyoshi KojimaTEL: 81-3-3261-4591Fax: 81-3-3261-6126E-MAIL: [email protected]
TaiwanTeresa FuTEL: 886-2-8771-9388 ext. 240FAX: 886-2-8773-7066E-MAIL: [email protected]
Hong Kong & ChinaAdonis MakTEL: 852-2-838-6298FAX: 852-2-838-2766E-MAIL: [email protected]
SingaporeJoanna Wong-MonisTel: 65-6836 2272Fax: 65-6735 9653E-MAIL: [email protected]
Internet SalesShaun ShenTEL: 916-419-1481FAX: 916-419-1474E-MAIL: [email protected]
Director,Internet ServicesTom CintorinoTEL: 603-579-9002FAX: 603-579-9030E-MAIL: [email protected]
List RentalBob Dromgoole98 Spit Brook Rd. Nashua, NH 03062-5737TEL: 603-891-9128FAX: 603-891-9341E-MAIL: [email protected]
3D Connexion www.3dconnexion.com 35
3D Labs www.3dlabs.com 23, 78
Academy of Art University 800-544-ARTS 75
Alias Systems www.alias.com 2, 79
Alienbrain-Avid www.alienbrain.com C3
AMD www.amd.com/hp 19
Apple Computer, Inc. www.apple.com ◊
Appro Systems, Inc. www.appro.com 10
Art VPS www.artvps.com 14
ATI Technologies www.ati.com/FireGL 13, 80
HP/ATI Workstation www.xw4300contest.com 31
Autodesk Media & Entertainment www.autodesk.com/mediaandentertainment 5, 81
Blackmagic Design www.blackmagic-design.com 1
BlueArc Corporation www.bluearc.com 57, 82
BOXX Technologies www.boxxtech.com 9, 83
Cyberware www.cyberware.com 61
D2 Software www.d2.com 59, 84
Dimension Printing www.dimensionprinting.com C2-1, 85
e-frontier www.e-frontier.com 43, 86
EOS Systems www.photomodeler.com/cgw 74
Eyeon Software, Inc. www.eyeonline.com 27, 87
Eyetronics www.eyetronics.com 15, 88
Hewlett-Packard www.newworkstation.com/CGW 19
Hewlett-Packard www.hp.com/workstations 37-40
Infortrend Technology, Inc. 408-988-5088 47, 89
IntegrityWare, Inc. 1-858-538-3800 73
Microway www.microway.com 29
NYU-SCPS www.scps.nyu.edu/x94 53
NVIDIA www.nvidia.com 90
NVIDIA Corporation www.nvidia.com 19
Okino Computer Graphics, Inc. www.okino.com 49
REALVIZ www.realviz.com 55, 91
Safe Harbor Computers 1-800-544-6599 71
Softimage-Avid www.softimage.com 77, C4
Soma Media www.soma-media.com 67
TerraMetrics, Inc. www.truearth.com 74
Thomson Course Technology PTR www.courseptr.com/animation 69
Vancouver Film School www.vfs.com 74
XI Computer www.xicomputer.com 76
◊ Polybagged outsert
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© 2005 Avid Technology, Inc. Al l r ights reserved. Product features, specif ications, system requirements and avai labi l i ty are subject to change without notice. Avid is a registered trademarkof Avid Technology, Inc. in the United States and/or other countries. Al ienbrain and the Al ienbrain logo are trademarks of NXN Software AG. Al l other trademarks contained herein are theproperty of their respective owners.
BrainpowerAvid Alienbrain Studio 7.1 has the intelligence to help your team work faster and smarter.
Its intuitive interface tells you more than the what, where and who of an asset. It tellsyou what an asset references, what it’s referenced by, and whether it’s buildable, it’soptimized, or it’s redundant. It knows what platform an asset is for and what shouldhappen to it next. It even knows an asset’s location in a texture map, its resolution inlevel three, and how much damage it inflicts when eaten. Alienbrain knows. You know.Your pipeline knows.
www.alienbrain.com
ASSET MANAGEMENT FOR CREATIVE TEAMS
[Other competitive solutions require multiple supportingpackages to handle our assets. With Alienbrain, everythingwe need is in one package.]
Christopher Bretz Art Director, Secret Level
Starts
at
$690
Witness the power of Avid Alienbrain Studio 7.1 at SIGGRAPH 05:Avid Computer Graphics Booth #1401.
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· Work with ten times the detail· Easy migration from Maya
· Non-destructive everything· Native 64-bit
TDs: Take Five.
Introducing SOFTIMAGE | XSI v.5.0, the digital character and effects software with features that are
carefully designed to work for you, and not against you.
Whether you’re a technical director, an artist or a developer,with XSI software you’re free to do what you’re best at.
It’s really that easy.
Pre-order XSI v.5.0 now at softimage.com/five starting at $495*.
Experience XSI v.5.0 at Siggraph 2005 at the Avid Computer Graphics Booth #1401.
© 2005 Avid Technology, Inc. All rights reserved. *All prices are USMSRP for the U.S. and Canada only and are subject to change without notice.Contact your local Avid office or reseller outside U.S. and Canada. Product features, specifications, system requirements and availability are subjectto change without notice. SOFTIMAGE, Avid and XSI are either registered trademarks or trademarks of Avid Technology, Inc. in the United Statesand/or other countries. All other trademarks contained herein are the property of their respective owners.
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