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__________________
W O R L D
I N N O VAT I O N S I N V I S U A L C O M P U T I N G F O R T H E G L O B A L D C C C O M M U N I T Y
Computer
w w w . c g w . c o m JULY 2008 Computer Graphics World | 1
W O R L D
Departments
Editor’s Note 2A Man of ‘Character’
Remembering pioneer makeup artist, visual effects artist, director, producer, costume designer, and writer Stan Winston.
Do you have a fond memory of Stan or one of his projects? Share them at
www.cgw.com.
Spotlight 4
Products
Frantic Films’ Awake
Imagineer’s Mogul
Animazoo’s IGS-190H mocap system
Duiker Research’s Color Symmetry 1.5
Iconix’s Studio2K camera
User Focus
Animation studio Titmouse dives into the high-def waters using Blackmagic Multibridge products.
Viewpoint: Art 8 Gergely Vass discusses the importance of color temperature.
Portfolio 38SIGGRAPH Art Gallery
Knowledge & Career 40Screen TestThe iCinema Research Centre of Australia’s University of New South Wales is evolving panoramic projection.
Job Skills 101Internships provide valuable lessons.
Back Products 46
Features
Cover story
Rampant Risk-Taking 10CGI | Disney/Pixar devises new lighting
and photographic tools for the just-
released CG feature Wall-e.
By Barbara Robertson
Heavy-Handed 18CHARACTER MODELING | The Hulk is
back, and he is in the best shape of his
life, thanks to new CG techniques.
By Barbara Robertson
Dimensional Art 26HOLOGRAPHY | Digital technology
sparks a renewed interest in
holographic art.
By Linda Law
Hollywood North 32TRENDS & TECHNOLOGY | Ontario is
growing a digital content creation
community, offering many incentives
for those willing to set up shop in
the area.
By Martin McEachern
On the cover:
Disney/Pixar’s latest character, Wall-e, is
a non-speaking robot, yet CG artists have
made him quite expressive—so much so
that he has no trouble stirring up human
emotion from audiences, pg. 10.
July 2008 • Volume 31 • Number 7
See i
t in P
ost
ww
w.p
ostm
agaz
ine.
com
Also see www.cgw.com for computer graphics news, special surveys and reports, and the online gallery.
» Director Peter Berg turns to Technicolor for his Hancock DI. » Journey to the Center of the Earth’s water effects. » Key to shooting/com-
positing greenscreen.
10
18
26
32
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____________
___________
KAREN MOLTENBREY : Chief [email protected]
36 East Nashua RoadWindham, NH 03087
(603) 432-7568
CONTRIBUTING EDITORS:Courtney Howard, Jenny Donelan,
Audrey Doyle, Evan Marc Hirsch, George Maestri, Kathleen Maher, Martin McEachern,Stephen Porter, Barbara Robertson
WILLIAM R. RITTWAGE Publisher
President and CEO, COP Communications
SALES
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[email protected](877) CGW-POST [249-7678] fax: (214) 260-1127
Editorial Office / LA Sales Office:620 West Elk Avenue, Glendale, CA 91204
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PRODUCT ION
KATH CUNNINGHAM: Production [email protected]
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MICHAEL VIGGIANO: Art [email protected]
CHRIS SALCIDO: Account [email protected]
(818) 291-1144
Computer Graphics World Magazineis published by Computer Graphics World,
a COP Communications company.
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editor
’sno
te
2 | Computer Graphics World JULY 2008 w w w . c g w . c o m
His creatures are legendary. And so was he.
Sadly, the industry last month lost one of its pioneers and innovators:
famed makeup artist, visual effects artist, director, producer, costume design-
er, and writer Stan Winston, who succumbed to cancer at the age of 62.
Winston’s career spanned four decades, though his mark on the indus-
try will last for generations. In 1972, Winston, a struggling actor-turned-makeup artist,
realized his true Hollywood calling, and established Stan Winston Studio.
It didn’t take long for the Emmy and Oscar nominations and awards to pile up for
Winston’s makeup and effects work. First, he established himself in the broadcast
world with the tele-film Gargoyles. Later, he placed his stamp in the burgeoning field
of music videos with Styx’s Mr. Roboto. Soon thereafter, he made a name for himself in
Hollywood. Working alongside famed directors Steven Spielberg, James Cameron, and
Tim Burton, he crafted such timeless monsters as the metallic Terminator, the slime-
coated Alien, and its bloodthirsty counterpart, Predator. He brought dinosaurs to life
for Jurassic Park. He made the deformed Edward Scissorhands interesting and likable.
He gave the grotesquely misshapen Penguin screen presence next to the sleek super-
hero Batman. His creations were more than just bits and pieces of plastic and metal
molded together in an interesting way; his creatures had character.
As a true visionary, Winston, along with Cameron and Scott Ross, founded VFX
facility Digital Domain. After a short period, Winston and Cameron left the studio,
though not before releasing the top-grossing film of all time, Titanic.
While Winston’s name is associated with a number of huge effects films, a good
deal of his work was in animatronics and puppetry, not digital work, where he pushed
the essence of non-living characters to a new level. Nevertheless, he was a master at
merging practical effects with CG effects, as was the case in AI: Artificial Intelligence,
Jurassic Park, and more. Today, his creations live on in films and at theme parks, includ-
ing the 3D Terminator production—a mix of live action, animatronics, and effects—
at Universal Studios. At the time of his death, Winston was working on Terminator
Salvation: The Future Begins and the highly anticipated Avatar, and was said to be look-
ing ahead to Jurassic Park 4.
Winston was a true artist, able to transform the ordinary into the extraordinary.
His work transcends time and place, bringing the past and future into the present.
He made jaws drop. Audiences scream in terror. Men, women, and youngsters shud-
der and shiver in fear—and laugh in delight. With four Oscar wins and six Oscar
nominations, his work can be found in many notable films from the 1980s to the
present, including the current hit Iron Man, for which Winston designed the super-
hero’s metal suit.
Even though Winston never found fame as an actor, he indeed became a true film
star, even a legend. While he never received accolades for acting, it was the perfor-
mances by his own creations that won over audiences. And for all his work, his vision,
and his innovation, Winston received a star on the Hollywood Walk of Fame.
The introduction on his studio’s Web site provides a snapshot of how this larger-
than-life person viewed his work: “We think of the work we do as art and the people
who work here as artists. Our goal is to create images that are forever etched into your
imagination.” And they will continue to live in our memory, just as he will.
KarenMoltenbreyChief Editor
A Man of ‘Character’
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Your resource for products, user applications, news, and market research
4 | Computer Graphics World JULY 2008 w w w . c g w . c o m
spotlightP L U G - I N S
PR
OD
UC
TS
Frantic Films Software, the software development divi-
sion of Frantic Films VFX and a division of Prime Focus
Group, has made its Awake plug-in pack for Eyeon Fusion
5 commercially available. The collection, which features 10
plug-ins that streamline stereo 3D compositing and visu-
al effects workflows for artists using Fusion 5, were devel-
oped by Frantic Films during production on Journey to the
Center of the Earth 3D.
“Stereoscopic filmmaking is on everyone’s lips this year,
and the Awake plug-ins were created and production-test-
ed for just that purpose,” says Isaac Guenard, senior prod-
uct manager at Eyeon. Seamlessly integrated into Fusion 5,
the Awake suite boosts Fusion’s feature set to unlock a host
of tools that take advantage of Fusion’s speed and interac-
tivity. The tools simplify common compositing processes
essential to working on a ste-
reo 3D VFX film.
The Awake Toolkit now
includes support for depth
blur and frequency blur, a ste-
reo image stacking/unstack-
ing capability, an edge-aware
filter, content-aware resizing
support, digital camera noise
integration, lens distortion correction, a grid calibration
tool, and support for spherical distortion when converting
between various cameras.
Awake, priced at $299, is available through the Frantic
Films Software Division.
Frantic Films Software Offers Awake
P O S T P R O D U C T I O N
Imagineer Systems unveiled Mogul, a new open, collabora-
tive VFX architecture supporting a suite of tightly integrat-
ed, modular VFX systems, all built on Mogul’s 3D engine.
Mogul unites common design-facility tasks, such as editing,
compositing, 3D design, and modeling, and provides design-
ers with a new VFX workflow that fits the way artists work.
Mogul comprises integrated system-level and desktop appli-
cation-level components, including: Mogul/Serve, a collabora-
tive shared storage management system; Mogul/Browse, a file
browser application for media and metadata; Mogul/Review,
a disk-based playback and review system with tools for qual-
ity control and annotation; Mogul/Master, an interactive fin-
ishing system with I/O, 3D compositing, editing, and grading
tools; and Mogul/Traffic, a dedicated I/O system with cap-
ture, encoding, layback, and job duplication. Also, Imagineer
offers applications for rotoscoping (Mogul/Roto), 2D and 3D
tracking (Mogul/Track), paint (Mogul/Paint), and node-based
compositing (Mogul/Comp), which are compatible with
Mogul/Master.
Imagineer is offering subscription-based pricing, mak-
ing Mogul accessible for all facilities. The Mogul systems
and application modules will be available in a phased roll-
out throughout the year, beginning with Mogul/Review,
available now.
PR
OD
UC
TS
Imagineer Introduces Mogul
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P L U G - I N
PR
OD
UC
TS
Duiker Research Rolls Out Color Symmetry 1.5Duiker Research released Version 1.5 of its Color Symmetry
plug-in suite, now with Universal Look Authoring. A sin-
gle-package solution, the suite is used for emulating film
looks and handling color consistently across applications
and platforms. Users can create custom looks and view
them across a number of industry-standard animation,
graphics, effects, and postproduction packages, there-
by allowing artists to create and render shots to see the
images as they would appear on film.
Version 1.5 supports a growing number of post work-
flows and formats, as well as today’s increasingly cre-
ative look development demands. Two new nodes in the
plug-in suite allow custom looks to be authored with-
in one Color Symmetry-supported application and then
used instantly within any other supported application.
In this way, looks can be developed by a director or DP
in a Color Symmetry-supported application and ensure
those looks are used correctly by their collaborators.
Furthermore, the company has expanded the prod-
uct’s Look Up Table (LUT) support for new formats,
with tools to convert between the various formats.
Color Symmetry Version 1.5 with Universal Look
Authoring is available now. Pricing varies according
to project.
S T E R E O S C O P Y
PR
OD
UC
TS
Iconix Introduces Studio2K CameraIconix Video announced Studio2K, the next generation
of its HD-RH1F camera. Compatible with the current
line of Iconix camera products, the POV Studio2K pro-
vides 2K capability for digital cinema and stereo.
The Studio2K is well suited for shooting scenarios
that require very small, lightweight cameras. It offers
45 format and frame-rate conversions, and captures and
outputs video for 2K digital cinema format, including
2048x1080p and 2048x1080PsF at rates of 23.98, 24, 25,
29.97, and 30 frames per second, as well as HD resolu-
tions of 720p, 1080i, and 1080p at rates of 24, 25, 30,
50, and 60 fps, plus NTSC and PAL. 2K data is output
via the camera’s dual-link HD-SDI ports at 4:4:4 RGB.
All the formats can be accessed directly through the
front panel of the CCU, which also features a redesigned
recessed power switch for increased protection.
This offering is part of Iconix’s strategy as it moves
from camera company to integrated service provider,
though the firm will continue to develop technology for
digital cinema and stereoscopic 3D production and post.
The Studio2K system is lightweight though it com-
prises a robust camera head, a processing control-
ler unit, power supply, and cables. Available now, the
Studio2K sells for $16,000.
M O T I O N C A P T U R EP
RO
DU
CT
S
Mocap company Animazoo is offering the IGS-
190H (Hybrid), its new hybrid mocap offering for
optical-quality data from an inertial, gyroscopic
system. The IGS-190H combines the features of
the existing IGS-190M (Mobile) with a new ultra-
sonic tracking system, ExacTrax, and Animazoo
Jump Injector, editing and auto-cleaning tools.
These editing tools accomplish 80 percent of post-
processing within a point-and-click cleaning mechanism.
ExacTrax, developed to work with the IGS-190M and the
company’s GypsyGyro-18 systems, includes a scalable con-
figuration of one Sonar Processing Unit (SPU) per four sonar
sensors (up to 96 sensors per standard PC). The basic system
comes with a 20-sensor/five-SPU configuration. The hybrid
system can accommodate as many as four IGS-190 systems
without needing additional sonar gear.
What sets the IGS-190H apart from usual motion-cap-
ture technology is the five SPUs, each controlling four micro-
phones. The synchronized ultrasonic ExacTrax hardware col-
lects root position data for the IGS-190M. The sonar emitter
fits onto the back of the suit, sending an ultrasonic pulse to
the sensor microphones, triangulating its position. The SPU
receiver modules process the data for the PC.
The package is available now for $98,000.
Animazoo Launches IGS-190H Mocap System
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6 | Computer Graphics World JULY 2008 w w w . c g w . c o m
B R O A D C A S T
HD. It’s awesome. Just ask anyone
who has been mesmerized by sporting
events in HD, or has grown to love a
favorite television sitcom in high-def-
inition detail. But what about richly
colored CG “cartoons”?
Thanks to Titmouse, viewers soon
will enjoy Metalocalypse, an animat-
ed series on Cartoon Network’s Adult
Swim, in high def, too.
Recently, Titmouse, a full-service
animation studio founded in 2004 by
Chris Prynoski and his wife, Shannon,
installed a new HD workflow for a
seamless transition to the new HD
formats of the (very near) future. As
a result, the facility will be produc-
ing film and television works—creat-
ed using traditional animation crafted
with the latest digital techniques, as
well as traditional non-digital media—
in high definition.
Titmouse’s first series gig was
Metalocalypse, seen on the Cartoon
Network’s Adult Swim. The first sea-
son of the show, comprising eleven-
minute episodes on the exploits of a
fictitious death-metal band known as
Dethklok, has a large audience world-
wide. The crew composited the series’
material in HD, but posted in stan-
dard def, partly due to budgetary con-
straints and partly because the net-
work didn’t require HD. Going into
season two, Adult Swim decided to
begin looking forward to future plat-
forms so that content would transition
seamlessly to the new high-definition
formats, including HD and Blu-ray.
“Most important, they wanted to be
able to fit as many pixels of blood and
guts and gore into each frame as pos-
sible, so naturally we began upgrading
our facility to handle a full-HD work-
flow,” says Prynoski.
The Move to HD
As far as new equipment was con-
cerned, the group was already sold on
Blackmagic: The studio’s animators
and editors had been using Blackmagic
products already, so when they were
ready to make the jump to HD, it made
sense to stay within the Blackmagic
family, says Prynoski. For the main
edit systems, Titmouse chose the
Multibridge line due to their 4:4:4 capa-
bility and connectivity.
Prynoski then turned to Nathan
Adams of The DR Group to manage
the transition to HD, having worked
successfully with The DR Group in
the past.
“Multibridge products are the only
turnkey capture system for Final Cut
Pro that allows easy connection to leg-
acy analog SD equipment, HDV decks
over HDMI, and all the way up to dual-
link, 10-bit uncompressed HD at 4:4:4
RGB,” explains Adams.
Animation stations and produc-
ers’ systems were equipped with inex-
pensive Blackmagic Intensity cards for
accurate monitoring of projects in HD
on LCD and plasma displays. “At their
low price, it was a no-brainer to put
these Intensity cards in every system
on the SAN that didn’t need to connect
to the machine room,” Prynoski adds.
Because working in HD requires
more bandwidth than the existing
infrastructure could provide, Titmouse
installed the Facilis Terrablock 24D
shared storage system. The group has
allocated partitions to different epi-
sodes or projects to facilitate manage-
ment of video material.
The crew also connected additional
edit bays to its new HD machine room
with the addition of HD-SDI video,
digital audio, and RS-422 deck con-
trol, while new fiber runs throughout
the facility, giving all editors access to
the machine room for capture and lay-
back via the Multibridge Extremes. For
the most part, the main edit rooms are
tied into the decks in the rack, and the
sound booth is tied into the decks so
the team can capture or monitor mate-
rial for ADR.
“We have been using Blackmagic’s
cards for several years, so we were
comfortable going with the Multibridge
Extreme in our two new edit bays,
US
ER
F
OC
US
Animated Details
Soon to begin its third season, Cartoon Network’s Metalocalypse will be created in
high definition, thanks to the efforts of Titmouse.
Animation studio Titmouse dives into the high-def waters
©2008 C
artoo
n Netw
ork.
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w w w . c g w . c o m JULY 2008 Computer Graphics World | 7
which gave us flexibility with 4:4:4
HD in and out, as well as analog in
and out. Plus, our producers and
compositors were able to add inex-
pensive Intensity cards to their sta-
tions,” says Prynoski. This allows the
group to monitor the production on a
larger screen, like a plasma or LCD,
right in their office and without slow-
ing down production. “We are super
psyched with the results,” he says.
Other new shows Titmouse is work-
ing on include 3Star, an action/animat-
ed series that features an intergalactic
championship ping-pong team, and an
adult comedy series called Goldbutt.
Additionally, it will be starting the
third season of Metalocalypse this fall.
Titmouse Commercials, a new
department that the facility opened
this past January, is concentrating on
bringing the company’s vision and
animation style to both 2D animated
commercial spots and mixed-media
spots, integrating animation with
live action. For this, the Multibridge
Pro is used as a video breakout box,
and the studio uses it to lay off to
its HDCAM SR, DigiBeta, and other
broadcast decks.
According to Prynoski, the rest of
the year promises to be similarly pro-
ductive and innovative as the stu-
dio continues to expand its HD proj-
ects. “We have great confidence in the
reliability of our new HD workflow. It
gives us new freedom to create car-
toons that will inebriate your help-
less eyeballs with their juicy pleasure
lasers,” he says. “And you can put that
in the bank.”
The move to HD meant installing new equipment. Titmouse, which had been using
Blackmagic’s products, decided to stay with the vendor, installing its Multibridge line.
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________________________
Gergely Vass isa software developer in the Image Science Team of Autodesk Media and Entertainment.
8 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Art
view
poin
t
physical or perceptual definition of “white.”
Human perception and many digital imaging devices adapt to the current white—
essentially the color of the dominant light source—so we may not even have to care
about it. We face problems, however, when trying to reproduce images on computer
displays. Sending equal red, green, and blue components to monitors may result in
a color that looks tinted, and we typically get different colors for different monitors.
It should not be a surprise that one of the most important steps in the calibration of
monitors or projectors is the setting of the “white point.”
But why would we
bother calibrating our
monitors? If our work only
involves character rig-
ging, scripting, or subdi-
vision modeling, we do
not necessarily have to
do this. However, making
critical decisions regarding
the lighting of our virtual
scene or picking textures
or material colors is only
possible using a calibrated
display device. This is
particularly important for
architectural or design visualization: We do not want our clients to look at false col-
ors when presenting the rendered images of their future product or building.
Even if there is no universal stimulus that appears white, we should at least be
able to describe it quantitatively. Without this, color calibration would be impossi-
ble. The most complete description of a light source—and its color—is the spectral
power distribution (SPD), a curve indicating the exact “composition” of spectral col-
ors. The SPD is a function of wavelength, so we need at least 30 samples (numerical
values) to store it digitally. But do we really need all this data to describe a specific
color? Not necessarily. While there are commonly used standards describing the
SPD of the illumination (for instance, the CIE D65 standard illuminant, which cor-
responds roughly to a midday sun), we often use a single number to describe white:
the color temperature.
To understand this number, let’s take a look at the sources of illumination. Most
natural and man-made light sources have some heated object at their core as the pri-
mary source of illumination. Just think of a candle, lightbulbs, or the sun itself. This
kind of illumination is called incandescence. Why is this important? As we will read
later in this article, the color—and the complete SPD, too—of a perfect “hot” light
source can be described by a single number. It is true that most natural illuminants,
like the sun or fire, are not perfect in the sense that other physical/chemical/elec-
trical effects alter the SPD. Also, the much more efficient compact fluorescent lights,
What is white? At first
glance, this question
seems rather easy to answer.
None of us would have
any problem pointing at
something that is considered
to be white. However, com-
ing up with a proper technical defini-
tion is hard. Even looking at Wikipedia
would not help us: “White is the combi-
nation of all the colors of the visible light
spectrum.” In fact, combining all spec-
tral colors equally will
not necessarily produce
white. Furthermore, it is
possible to create white
by combining only three
(or even two) spectral
colors. As always, we
need to be careful with
such sources of infor-
mation.
So, what is white
then? In the case of
paints or pigments, the
answer is simple: A
white surface reflects
(almost) all incident
light. Can we come
up with the same sort
of definition for light
sources? The answer is
no; there is no universal
white color.
On a sunny day,
inside an artificially
lit room, or under the
cloudy sky, the stimu-
lus—the physical rays
of light—we consider
white is very differ-
ent. Technically speak-
ing, there is no unique
It’s hard to
determine
what is
white, so we
face prob-
lems when
trying to
reproduce
images on
computer
displays.
Color Temperature By Gergely Vass
Digital cameras may get confused what white is, if there is a
mix of incandescent, halogen, and natural lighting.
Pho
to by Tim
Easterday.
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w w w . c g w . c o m JULY 2008 Computer Graphics World | 9
LEDs, or gas discharge lamps work differently, but manufacturers
do try to match their color to incandescent sources to make it look
and feel more natural. Even though a given light source may not fall
on the “black body locus,” one can still project its chromaticity onto
this curve in order to have a single number that describes how yel-
low or blue it is.
In the 19th century, physicists studied electromagnetism and
thermodynamics very actively. With quantum mechanics not
invented yet, researchers tried to explain the results of all experi-
ments using the classical theories of the Newtonian mechanics—
something that eventually turned out to be impossible. One, if not
the, most important experiment was the heating of objects and mea-
suring the emitted electromagnetic radiation.
To describe this thermal radiation, the concept of black body was introduced
in 1860 by Gustav Kirchhoff: an object that absorbs all light—that is, all electro-
magnetic radiation—that falls on it, thus nothing is reflected from the surface.
Unfortunately, if we simply paint an object black, it will not necessarily be a “black
body.” There is a great chance (it is certain) that the object still will be visible using
an infrared camera.
The spectrum of the detected black-body radiation depends solely on the temper-
ature of the object. While it is impossible to construct perfect black-body radiators,
due to unavoidable electric and chemical reactions altering the spectrum, we can
always find the nearest one that matches the chromaticity in question. For incandes-
cent lights, this match is going to be almost perfect. And why is this important for
us? The concept of black-body radiation allows us to describe white color with a sin-
gle temperature value: the correlated color temperature.
The temperature of 6500 degrees K (Kelvin) correlates with the average daylight;
regular lightbulbs boast approximately 3000 K degrees and appear more yellow com-
pared to daylight. The “coldest”—1700 K to 1800 K (2600 to 2800 degrees Fahrenheit,
or 1400 to 1500 degrees Celsius)—visible incandescent light source is the flame of
a candle, turning into orange and red. We can see that there is a great range of stim-
ulus our eyes can adapt to, resulting in the same “white” sensation.
The curious reader may now wonder: How should we interpret, for instance,
the color temperature of 310 K? That happens to be the temperature of our own
body (36 C, 97 F). Well, we can compute the electromagnetic radiation emit-
ted by ourselves, but the resulting spectrum will not fall into the visible range of
wavelengths. However, it should be clear: All objects above absolute zero Kelvin do
emit electromagnetic waves. Speaking of absolute zero Kelvin (-273 C, or -460 F),
objects at that temperature do not emit radiation, and it is not possible to make any
object colder than that.
The sensors of thermal- and some night-vision cameras, and even some
animals, can detect portions of the invisible radiations emitted by objects below
1700 K. Such special devices are often seen in Hollywood movies, used for sur-
veillance and for military personnel to “see in the dark,” but there are much
more humane applications. A good example is veterinary. Horses have evolved
with an ingrained tendency to mask pain to protect themselves in the wild. This
makes the veterinarian’s task of detecting, diagnosing, and treating a problem
with a horse extremely challenging. With thermal cameras, it is very easy to “see”
inflammations, and there is no need to even touch the animal. This is essentially mea-
suring temperature by looking at color. Is that possible only in the infrared range
of electromagnetic spectrum? No. Another practical application related to black-body
radiation is measuring the temperature of hot lava. By simply observing the color of
the molten stone, even from safe distance,
the temperature can be easily estimated.
Describing the emission of heated
objects—using the formula of Max
Planck—is handy for us to describe the
white color, but in the early 20th century,
it gave birth to quantum mechanics, as
well. In Planck’s formula—which was
fitted to experimental results and not
derived theoretically—a universal con-
stant popped up that seemed to suggest
electromagnetic energy could be emitted
only in small pockets, in quantized form.
Note that this time, photons were not
known yet. Planck did not really think
much about this, but rather, took it as
purely a formal assumption. He strove
hard to keep his theory on the solid
ground of classical physics and rejected
for many years the revolutionary idea
of photons, which seemed to contradict
contemporary wave theories of light.
It was a couple years later that Albert
Einstein laid the foundation for the
photon theory, and eventually man-
aged to reconcile mechanics with
electromagnetism. And it all started by
observing heated black bodies.
Gergely Vass started his career in the com-
puter graphics industry as a Maya TD and
soon became a Maya instructor in Budapest,
Hungary. Having moved to the “dark side,”
he is currently a software developer in the
Image Science Team of Autodesk Media and
Entertainment. His research areas include
image processing and computer vision.
Gergely can be reached at gergely.vass@
autodesk.com.
The temperature of hot lava may be estimated by measuring
its color.
Pho
to by G
reg Smith
.
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10 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Imag
es ©
2008
Dis
ney
/Pix
ar.
. . . .CGI
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___________
CGI. . . .
w w w . c g w . c o m JULY 2008 Computer Graphics World | 11
hat if everyone had to leave Earth and no one remembered to
turn off the last robot? That kernel of a story idea from Pixar’s
Andrew Stanton, who won an Oscar for directing Finding Nemo,
grew to become Wall-e—a love story, a science-fi ction fi lm, and
the latest feature animation in Disney/Pixar’s mega-successful
series of CG hits. It’s also the most unusual fi lm Pixar has pro-
duced, and arguably the studio’s biggest creative risk.
“Andrew pitched the idea to me when I met him,” says producer Jim
Morris, who left LucasFilm to join the Wall-e team. “It had an almost haunting
quality, like a Robinson Crusoe story. Why would everyone leave Earth and for-
get to turn the robot off? Where does this lead? What might cause him not to be
lonely? The more we got into the story, the more it appealed to me. I’m a sci-fi
fan, and after being on the business side for years, I was hankering to get back
into production.”
The robot left behind is named Wall-e, of course, an acronym for Waste
Allocation Load Lifters–Earth Class. He’s a rusty little machine that rolls around
the dusty planet on triangular tank treads. When the humans’ rampant consum-
erism trashed Earth, they all moved to a giant spaceship, the Axiom, leaving him behind with the
junk. It made sense: Wall-e’s job was to compact all that stuff into cubes, and his program didn’t
change. He still motors along and stuffs detritus into his metal belly. When he’s full, out pops a cube
that he stacks to create ever-growing towers of trash.
And here’s the risk. Wall-e has no mouth, no nose, and no head. He’s a real robot; he doesn’t
talk—in English, anyway. He only makes machine sounds. His expressions come entirely from his
body language and his eyes, which are a pair of binoculars that sit atop a long “neck.” And that means
Stanton built an entire feature fi lm around a character who doesn’t speak one line of dialog. It doesn’t
mean the fi lm is entirely silent, however, although the fi rst third largely is. And, it doesn’t mean that
Wall-e hasn’t changed since the people left Earth. He has.
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___________
. . . .CGI
Meet Wall-e
The fi rst third of the feature takes place
on Earth’s dusty, debris-fi lled environ-
ment, where billboards on abandoned
buildings still broadcast messages from
Axiom’s CEO and, conveniently, help set
the stage for the audience. But the bill-
boards are in the background. Our atten-
tion is on Wall-e. As he rumbles around
compacting junk, we see him picking
out favorite bits and bobs—a Rubik’s
cube, an iPod, bubble wrap—and stash-
ing them in a Styrofoam container. As he
does so, we see his personality develop.
He fl icks open a cigarette lighter, and the
fl ame surprises him. He covers his eyes
with a bra. He’s a character. And, he has
a friend of sorts: a cockroach.
At the end of his day, Wall-e rolls
inside a maintenance truck, his little
home, and adds his new treasures to his
collection. The detail in Wall-e’s rubbish-
fi lled world outside and inside his main-
tenance truck is amazing. We can iden-
tify household items, electronic gear, car
parts, all manner of stuff in the trash
towers and in Wall-e’s personal collec-
tion—and it’s all CG.
Inside the truck, the musical Hello,
Dolly! plays on Wall-e’s TV set, and we
watch him discover how two people
in love interact. He taps his “fi ngers”
together in front of him like a nervous
little man, and we sympathize with the
lonely robot.
Stanton’s mandate was to give his ani-
mated feature a different look from Pixar’s
previous fi lms, and he succeeded. The
blown-out, gritty, garbage-fi lled Earth is
about as far from Finding Nemo as you
could imagine, and integrating such live-
action elements as the billboards and the
movie into the animated world give it a
cinematic feeling. Axiom, where most of
the second third of the fi lm takes place,
is closer in style to previous Pixar fi lms:
a colorful, clean, bright space fi lled with
thousands of people and robots. Creating
that detail was one problem. Focusing
attention on Wall-e was another.
“Because there is no traditional dialog
in the fi rst third of the movie and not a
lot of dialog in the second two-thirds, it
put more pressure on the camera and the
lighting than before to tell you what to pay
attention to in the world,” says Danielle
Feinberg, DP for lighting. For that reason,
and because Stanton wanted to create an
animation with a cinematic feel, many of
the technical innovations for Wall-e cen-
tered on photography and lighting.
Photography
“The thing that was aesthetically so entic-
ing about [Wall-e] was that Andrew
wanted to create the feeling that it was
fi lmed, not recorded in the computer,”
says Morris. “I had spent much time in
the live-action universe, worked with a lot
of DPs, and was a camera operator myself.
So we got a Panavision camera similar to
the one used for the original Star Wars,
shot fi lm, and analyzed it.” They realized
that most tools they had created to imitate
the aberrations in live-action photography
weren’t correct.
“We ran a battery of tests with a crude
model of Wall-e and propagated the data
back into our existing camera,” says
Nigel Hardwidge, supervising TD. “A lot
of things were off, so we redesigned how
we wanted our camera model to work.”
The new virtual camera imitates the
anamorphic lenses used to fi lm such sci-
fi epics as Close Encounters of the Third
Kind and the fi rst Star Wars. These lenses
squeeze an image horizontally to occupy
the full height of 35mm fi lm, and then
during projection, a second lens expands
the image to fi ll a wide screen. “The dif-
ference in quality is almost subliminal,”
says Hardwidge.
In addition, Pixar added such com-
mon lens aberrations as barrel distortion,
fl ares, oval-shaped circles of confusion,
and lens “breathing” (the way the fi eld
of view changes during a rack focus), to
help give the computer images the look of
photographed fi lm.
Director of photography Jeremy Lasky
supervised the 12 layout artists at Pixar
who used the new camera and lenses to
design camera moves for the fi lm. The
artists worked in Pixar’s 3D animation
software, Marionette, from 2D story-
boards. “It’s similar to live action in a
way,” Lasky says. “We shot coverage for
the sequences. Then, as the shots get
assembled in editing and the sequence
gets polished, one idea wins out.”
For example, once the artists started
working with Wall-e in the 3D world,
they might offer Stanton such choices as
an over-the-shoulder shot, a wide shot,
and a close-up with the foreground out
of focus. “The layout artists could plug in
the lenses and see the view change right
in front of their eyes,” Lasky says. A lim-
ited set of lenses helped maintain consis-
tency through the fi lm.
On Earth, the camera is always mov-
ing, panning, tilting, and sometimes act-
ing as if it is on a camera operator’s shoul-
A shallow depth of fi eld helps focus the
audience’s attention on the sunbathing
Wall-e within his vast CG world.
12 | Computer Graphics World JULY 2008 w w w . c g w . c o m
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. . . .CGI
14 | Computer Graphics World JULY 2008 w w w . c g w . c o m
der. Often, the camera watches the little
robot wander through the frame. “We’d
deliberately put him on one side of the
frame and something else on the other
side to give a bigger sense of the world
around him,” Lasky explains. On Earth,
Wall-e is always in his element.
The artists used different techniques
for the spaceship Axiom, where thou-
sands of refugee humans, tended by thou-
sands of robots, float through the scenes
on motorized hover chairs. The humans
can’t leave their chairs; a constant diet of
inaction has turned their bones to mush.
Here, reflecting the ship’s orderliness,
the camera moves on virtual dolly tracks
and on cranes, not on a camera operator’s
shoulder. “Anytime the camera moves in
a more handheld way, we replicated a
steadicam look,” Lasky says. “We took
the rough edges off everything.”
To reinforce the notion that Wall-e
is out of his element on Axiom, the lay-
out artists framed those shots to include
chaos. “We were always trying to cap-
ture something else going on in frame,”
Lasky says.
Wall-e lands on Axiom by following a
beautiful robot, Eve, and this is the love-
story part of the film. When Eve arrives
on Earth in a spaceship, it’s love at first
sight for Wall-e. The sleek, white, egg-
shaped ’bot with the sparkling blue eyes
and the ability to fly is his Dolly. He shares
his treasures with her even though she
is not very interested in him. When the
spaceship returns, she flies onboard, and
lovesick Wall-e stows away. The scene
when she leaves Earth is one in which
the layout artists added drama with cam-
era moves.
“It was boarded with Wall-e working,
a cut to the ship, and then Wall-e at the
top of the ramp telling the cockroach
to stay,” explains Lasky. “We thought it
would be really cool if the camera raced
behind him as he ran to the ship and you
could see Eve moving inside.”
To help the layout artists design live-
action camera moves, Pixar brought in
seven-time Oscar nominee Roger Deakins,
a DP for such films as No Country for Old
Men, O Brother, Where Art Thou?, Fargo,
and The Shawshank Redemption. “He’s
very good at helping you take an idea and
simplify it down,” Lasky says.
For example, Deakins worked with
Lasky on scenes in which Wall-e and Eve
are together in the maintenance truck.
“We talked about how you’d coordinate
camera moves in that tight space,” Lasky
says. “Too many cuts would take you out
of the moment, so rather than cutting, we
adjusted the camera to keep things mov-
ing. It allowed us to stay with the actors.”
Deakins also contributed an idea that
radically altered how the layout artists
worked. Lasky explains: “We were look-
ing at a layout on the computer for half a
sequence. It had basic models, no shad-
ing yet. He said, ‘I don’t see many lights.’
I said, ‘Right. Lighting comes later.’ He
looked at me and said, ‘It would drive me
nuts. Lighting is half my job.’ ”
After that, Feinberg provided the lay-
out artists with a simple lighting setup.
Then, as they composed shots, they could
see light, for the appropriate time of day,
with colors and shadows. And, as they
moved the camera, the shadows and the
light falloff changed.
“It was literally like we had been work-
ing in the dark,” Lasky says. “It opened
so many options.”
An example: During a sequence in
which Eve tries to resuscitate Wall-e, he’s
in shadow. She sings to him a little, and
lifts his face into the light for a second.
He falls back into the shadow. When he
revives, he steps forward into the light,
and it changes the dynamic of the scene.
“We discovered that setup during lay-
out and showed it to Andrew,” Lasky says.
Stanton approved the shot. Before, they
would have created the sequence without
considering the interplay between light
and shadow.
Lighting
To help give the film a more cinematic
look, Pixar also rewrote the illumi-
nation model used for lighting the 3D
world. “We wanted the materials to feel
more realistic in the way they reacted to
light, and the lights to be more physically
driven,” says Feinberg. “We’d had the
same illumination model since A Bug’s
Life. Ratatouille even used the same code
but with big pieces added to change the
color space.”
The new code builds energy conserva-
tion into the lighting and shading model.
“We have one knob that takes the mate-
rials from rough and diffuse at one end
and, at the other, highly reflective metal,”
Feinberg says. “Before, we tuned diffuse,
specular, and reflection separately. Now,
they’re all on a continuum.”
Pixar modelers work in Autodesk’s
Maya, with all the shading happening
through the Slim interface to RenderMan
within Maya. “Our old shading set relied
on a TD or an artist to make explicit
choices about materials,” Hardwidge says.
“For this film, we wanted the degraded
pieces of metal and plastic to respond as
accurately as possible.”
The shading coefficients now incorpo-
Wall-e and Eve run away from the robots chasing them on Axiom. In this world, the camera
captures chaos to reinforce the feeling that Wall-e is out of his element.
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. . . .CGI
16 | Computer Graphics World JULY 2008 w w w . c g w . c o m
rate judgments about how much various
materials preserve the energy of light hit-
ting the surface. In addition, because the
new lighting and shading model made
manual tweaking to produce high-qual-
ity materials less necessary, it helped
maintain consistency.
“Any prop, whether hastily built for the
background or a hero prop, still has the
same level of quality in its response to
light,” Hardwidge says. “We wanted to
build this integration and believability
through the whole image.”
In addition, new lights with a built-
in reflection component and a falloff set
to mimic reality helped the lighting art-
ists do their jobs. To keep render costs
within reason, they avoided raytraced
reflections, relying on environment maps
instead. “We used some RenderMan point-
based occlusion,” Feinberg says. “If we
had done raytraced occlusions, we would
have been in a world of hurt.”
As a result, on Earth, the junk looks
real; on Axiom, the environment reflects
light accurately, including the light from
the colorful, animated billboards that
advertise the latest drink to consume and
things to buy.
“Axiom is a more reflective and clini-
cal environment, and the shading model
allowed us to leverage that,” Hardwidge
says. “Rather than a round, white high-
light on white plastic, we see the light
from the billboards reflecting and
stretching, and the way the light falls off
and diffuses is much closer to what you
would expect.”
Epic Scale
In addition to lighting and photography,
the other significant challenge for the art-
ists at Pixar was the scale of the film. On
planet Earth, the first act, which extends
for the first 25 minutes of the film, takes
place in a large cityscape. “We needed five
or six square miles of set,” says Hardwidge.
“And, when we were planning it, the story
wasn’t defined enough to know where
specific locations would be.”
So rather than build the Earth only
from camera view, the studio modeled a
huge set, into which the director and lay-
out artists could place the camera where
they wanted.
Because the set extends for miles, disap-
pearing eventually into the horizon, matte
paintings sometimes added subtleties in
the distance, but the sets were largely 3D.
Within these sets, tall towers built from
trash cubes rise from the dusty ground,
and huge piles of litter collect against
buildings. The detail is astounding.
“Clearly, we couldn’t dress the sets with
geometry, but you can go only so far with
displacement, so we needed to balance the
two,” Hardwidge says. Early tests on 50-
foot piles of junk helped them determine
how to blend the different techniques.
Hardwidge explains: “We built pieces
of trash as geometry and turned some of
that trash into displacement shaders we
controlled with paint and procedural tech-
niques. Then, we put geometric trash on
top, depending on the angle of the shot.”
Adding the geometric debris on top of
the displacement shaders gave the final
piles of junk some nooks and crannies so
lighters could add shadows, depth, and
occlusion. “The displacement shader was
awesome,” Feinberg says. “The set dress-
ers piled up the right amount of big, little,
and medium pieces so the towers don’t look
like buildings or rock pillars; they look like
they’re made from cubes of trash.”
To scatter rubbish with varying den-
sities, the set dressers used procedural
paint tools, and on the shading side, pro-
cedural shaders intelligently lit the litter
depending on surface angles and on how
much dirt or dust had collected.
Effective Details
The effects department also helped dress
the sets. The wind sends bits of paper and
plastic swirling in the dusty air. Within the
trash cubes, small bits of stuff move slightly
and catch glints of light. Everything keeps
changing in the junkyard landscape.
Pixar developed a new illumination model for Wall-e to cause all the materials, from highly
reflective plastic to rusty iron, to respond realistically to lights that are more physically driven.
Wall-e, seen here with his cockroach friend, doesn’t have real eyes; he sees through binocu-
lars. Pixar lit the gray aperture rings in the binoculars to help give the impression of eyes.
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CGI. . . .
w w w . c g w . c o m JULY 2008 Computer Graphics World | 17
“We knew we had a big effects job on
this show,” Hardwidge says. “We had
dust storms, steam coming off the space-
ship when it lands, dirt, paper caught in
the wind—and a lot of these effects were
full-screen. We re-engineered the effects
pipeline for more flexibility and to have
more powerful tool sets for using our vol-
ume shader.”
A new nodal-based tool set named
Dynamo acted as the interface between
such software applications as Side
Effects’ Houdini, Maya, RenderMan, and
Marionette. “We could feed into Dynamo
any kind of particle through plug-ins—
blobbies, spheres, points, sprites, or
curves,” Hardwidge says. “It became the
framework the effects TDs used to insert
particle data into the scene and decide
how to output it.”
The particles ranged from hard pieces
of dirt thrown off Wall-e’s tire treads, to
large-scale nebulas in space, to the low-
lying dust that constantly blows across
the Earth’s surface. The effects TDs gen-
erated 90 percent of these effects and oth-
ers using various types of particles. They
turned to fluid simulations for only a few
shots—when Wall-e travels through oily
sludge, for instance, and when the space-
ship lands.
The detail increased render times,
of course, and one of Hardwidge’s jobs
was managing the computational load in
Pixar’s 2600-processor renderfarm. “You
always run into strange things in some
shots, and we had a few that took 30 to
40 hours per frame, but we also rendered
complex imagery in three to four hours,”
he says. “Our goal was to keep it down to
eight hours. We achieved an average ren-
der time of seven hours per processor for
a film-resolution frame with all the ele-
ments in there.”
On Axiom, which is approximately two
miles from head to tail, the detail is largely
in the huge numbers of people and robots
that populate the spaceship. To build
the enormous variety of robots that con-
stantly serve the people, a team of model-
ers used component parts. “The articula-
tion belonged with the part,” Hardwidge
says. In addition, a unified shader helped
keep the designs consistent.
For the lazy, fat humans, who have
lost bone mass, Pixar created a rig
with varying thicknesses of skin that
responded to a simulation system. “We
needed to have the body deform if it fell
on the floor,” Hardwidge says. “So we lev-
eraged the Physbam system developed at
Stanford to create a volumetric system. If
you pushed one area of the human’s skin,
you’d see an appropriate response based
on the thickness of the skin in that area.”
To animate the crowds, the effects team
used a combination of systems. For the
robots on Axiom, particularly those in the
mechanical areas rather than the human
areas, Pixar used Massive to apply vari-
ous motion cycles created in the anima-
tion department. Similarly, Massive moved
the 10,000 flaccid humans on their hover
chairs. “We had a complex network of
lines on the floor,” describes Hardwidge.
But, when the ship tilts and the roly-
poly people tumble onto the floor, Pixar
pulled in a simulation based on the
open-source Open Dynamics Engine
implemented in Maya, called MODE, to
add physics-based motion. “We gener-
ated the rigid-body simulation for the
10,000 people as they hit the chairs
and kept kerplunking along the deck,”
Hardwidge points out. Then, based on
the motion and the speed generated
from the simulation, Massive’s fuzzy-
logic brain applied cycles from the ani-
mation department to the characters.
“We’d bake the simulation and pass it
into Massive to choose files of animation
based on what the poses from the simu-
lation were doing,” Hardwidge says. “The
nice thing about MODE is that you can
scale up the number of elements in the
simulation in a linear fashion, so the sim-
ulation times don’t become excessive and
you still get good behaviors.”
All of this—the new cameras and
lighting models, the simulation, the
attention to details—helped Stanton real-
ize his dream of creating an animated
film unlike any other Pixar feature; in
fact, unlike any other feature animation.
The haunting images of the gritty but fas-
cinating debris-filled planet Earth will
stay with audiences long after they leave
the theater. The futuristic spaceship will
delight them. They’ll laugh at the fat peo-
ple on their silly hover chairs. They’ll
cheer little Wall-e in his attempts to woo
the cool Eve, and applaud his heroism.
And, they’ll do all this without hearing
one complete line of dialog from Wall-e
or Eve, and without, for the most part,
having any idea of the risks Pixar took in
making this remarkable film or the tech-
nology that made it possible. And that’s
the Pixar magic.
Barbara Robertson is an award-winning
writer and a contributing editor for Com-
puter Graphics World. She can be reached
Wall-e stores his collection of interesting stuff in hundreds of bins inside a maintenance truck.
To manage the detail, Pixar used a system of displacement shaders topped with geometry.
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___________
______________
18 | Com-puter Graph-
. . . .Character Modeling
Rhythm & Hues developed a
new animator-controlled,
volume-preserving muscle
system to give Hulk his “zero
percent body fat” physique.
Imag
es ©
2008
Un
iver
sal S
tud
ios
and
Mar
vel S
tud
ios.
C
ou
rtes
y R
hyt
hm
& H
ues
.
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Character Modeling. . . .
he biggest thing about this year’s big-screen
interpretation of Marvel Comics’ Hulk char-
acter is not the size of the CG superhero. It is
how much Hulk has changed since his fea-
ture-fi lm debut in Ang Lee’s 2003 fi lm. From
all appearances, the uncomfortably green
fi ghting machine spent the past fi ve years
working out in the gym. He’s beyond toned; his mus-
cles strain against his taut skin.
Directed by Louis Leterrier, Universal Studios’
Incredible Hulk stars Edward Norton as Bruce
Banner (Hulk) and Tim Roth as his nemesis, Emil
Blonsky (Abomination). Three studios—Rhythm &
Hues, Soho VFX, and Hydraulx—created the digi-
tal characters and surrounding environments, with
Rhythm & Hues taking the lead on character design
and modeling, and in creating the bulk of the digital
behemoths’ close-up shots. Rhythm & Hues’ Betsy
Paterson supervised a crew of approximately 250 art-
ists working in Los Angeles and Mumbai, India, who
gave Hulk his new, buff body and Abomination his
grotesque shape, and sent the two battling through
the streets of New York City.
Universal Studios, Leterrier, Marvel, and overall
VFX supervisor Kurt Williams knew from the begin-
ning how they wanted this rendition of Hulk to differ
from the previous fi lm’s cartoonier giant. “They had
done their research,” says Keith Roberts, animation
director at Rhythm & Hues. “They knew what people
liked and didn’t like. They wanted Hulk to be much
more of a street brawler. Nasty. Rough. Edgy.
When people saw him, they wouldn’t immedi-
ately know that he was a good guy.”
Rhythm & Hues, though, is famous for its
award-winning furry animals, not edgy
monsters: The studio won Oscars for
Babe and The Golden Compass,
and an Oscar nomination for
The Chronicles of Narnia:
The Lion, the Witch
and the Wardrobe.
This is the fi rst fi lm
for which the artists
at Rhythm & Hues
have created a digital
humanoid.
“We pushed ourselves to the limit technically and
creatively,” Paterson says. “We pushed everything we
could already do to 11. Maybe 15.”
The push started even before they had a contract:
Strong animation tests helped the studio secure the job.
“[The production unit] gave us a rough model that
conceptual artist Aaron Sims did,” Roberts says. “Of
course, we re-modeled and re-rigged it. And, in three
days, we had motion tests on the rig to show the execu-
tives. Winning this fi lm was a big coup for us.”
Character rigging supervisor Matt Derksen master-
minded the rig development for the test and the evo-
lution of that rig for the fi lm. It was, Paterson believes,
a state-of-the-art breakthrough. Hulk needed to have
zero body fat, pulsing veins, and straining muscles,
and move through scenes in full daylight. And the
crew had to transform Bruce Banner into this huge
monster in close-ups under laboratory lighting, and
then back into his human form.
Zero Percent Body Fat
Rhythm & Hues uses Autodesk’s Maya for modeling
and Side Effects’ Houdini for effects, but rigging, ani-
mation, lighting, and rendering happen within the stu-
dio’s proprietary software. “The major thing we had to
develop was a new skin-slide system,” says Derksen.
“We had to slide Hulk’s skin tightly over his muscles
without using a simulation approach. It was important.
Without it, he would look unbelievable.”
The new system uses two geometries acting differ-
ently within the same space; that is, two skin “binds,”
one sliding over the other. The riggers started with a
pre-existing system. “We build the character as if it
is a real person, defi ning each muscle using volumes,”
Derksen explains. “Then we bind across all of those
muscles based on the skeletal structure.” If Hulk bends,
the muscles squish up and hold their volume, and the
skin moves across his body appropriately.
“If he lifted an arm, you’d see the skin pull and tug
across his ribs,” Derksen says. It’s a very organic bind.”
That might have been enough for some creatures, but
not for Hulk. The riggers added a second, newer bind.
The second bind was simpler, less distributed,
more rigid. It doesn’t slide; it bends only at the joints.
“We take that rigidly bound skin, relax it, and suck it
against the initial bind per frame,” Derksen says. The
second skin bind becomes smooth and shrink-wrapped
against the original bind, but still somewhat rigid.
“The major benefi t of sucking the one skin against
the muscles was to make the Hulk look like he has
zero percent body fat,” Derksen says, “which was an
important part of the character’s redesign.”
As a result, when Hulk moves, the fl exible bind
crawls under the more rigid skin. When he roars, you
see tense muscles push against his skin from his huge
neck to his feet. “[The rigging system] gives you the
w w w . c g w . c o m JULY 2008 Computer Graphics World | 19
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___________
. . . .Character Modeling
sense of tight skin, as if you pushed your
fist against a sheet of rubber and moved it
around underneath,” describes Derksen.
“You can see the muscles and inner struc-
ture moving beneath.”
Because the riggers built this move-
ment into the rig, rather than creating
the skin sliding through a simulation,
animators could control the entire pro-
cess. Working with the director, the ani-
mators set key poses and determined the
bind for those poses—that is, the amount
of striation we see across Hulk’s chest, for
example, and the amount of muscle vol-
ume preserved.
For animating Hulk and Abomination,
the studio started with motion captured
from stunt actors by Giant Studios (see
“Maximum Motion,” pg. 25). But in addi-
tion, animators could control every mus-
cle in the creatures’ bodies by hand and
see them take shape.
“Usually, we set up a fast bind for the
animators to see in real time while they
work,” Derksen says, “but the final bind
is fast enough that they could see in their
file exactly what shape the muscle made,
which is beneficial.”
A similar approach using layers of
volume-preserving muscles and slid-
ing skin worked for Hulk’s facial ani-
mation as well. “We slid the tight skin
over his skull,” Derksen explains. “The
most important parts of his face were
his giant Neanderthal eyebrows and
cheeks, so we needed to get the skin to
slide over those bones without making
it feel as if the bones moved.”
For reference, the riggers and anima-
tors used data captured from Edward
Norton during motion-capture sessions
using Mova’s facial-capture system. “It
was like having a cyber scan for every
frame,” says Roberts. “We had 24 incredi-
bly detailed models per second. We could
see subtleties—micro-movements in the
cheeks and under the eye—because we
could study his face in detail. That was a
great thing that Mova gave us.”
The animators, however, ended up
hand-keying Hulk’s face to give him
comic-book expressions, using the Mova
data primarily to help with timing. “Hulk
doesn’t have Edward Norton’s expres-
sions, but the two are eerily similar in
facial timing,” Roberts says.
The Mova data also helped Derksen
design the skin deformations. “We could
see how Edward Norton’s face moved in
3D,” Derksen says. “We could see how
his skin slides over his face, so we inter-
preted that and put it into Hulk. It helped
us determine what controls we needed.”
The animators moved individual mus-
cles to make final expressions using a
master control, but they could also exert
a finer level of control for any part of
Hulk’s face, down to 10 vertices. A new
user interface allowed them to pick any
part of the face, click on that part, and
drag it to move it. “We wanted to give
them more of a sculptural approach,”
Derksen says. “They could pick a part
and scrub it.”
Becoming Hulk
The ability for the animators to control
Hulk’s muscles and skin was especially
important for the transformations, the
most obvious of which happens during
a scene in which Banner is on an operat-
ing table in a laboratory, taking what he
hopes is a cure.
“The idea [of the transformation] is
that the gamma radiation that turns
Banner into Hulk is stored in the back of
his brain, and when he transforms, every-
thing radiates out from there,” Paterson
says. “You see it first in his eyes. Then as
the green blood moves through his veins,
the skin changes color, his muscles stri-
ate, the bones enlarge, and the muscles
catch up to the bones. It happens in a
non-symmetrical way, so it feels organic.”
The rig made it possible for animators to
achieve an art-directed transformation,
even in close-ups.
One rig handled both the bipedal per-
formance and the transformation. To
accomplish this, the team created mod-
els for Hulk and Banner that precisely
matched, vertex for vertex. “We pro-
cedurally generated the Bruce Banner
model based on Hulk’s geometry by
relaxing the geometry in the Hulk model
and then sucking it up against a 3D scan
of Edward Norton,” Derksen explains.
“Once we had that, we took Hulk’s bind-
ing and re-proportioned it into Bruce
Banner. And, once we did that, we could
morph locally around a given joint.”
The animators had two sets of con-
trols for the rig: one for the bipedal per-
formance and one for the transformation.
With these controls, the animators could
transform any part of Bruce Banner’s
body—even one finger—into the Hulk
at any time. Because they could control
selected body parts, they could offset and
propagate the transformation through his
body and limbs.
Some controls affected bone length;
the animators could elongate a bone they
were animating. When they did, the skin
around the bone tightened and created an
emaciated look around the bone because,
for a short time, the character had Bruce
20 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Actor Edward Norton fights against the inevitable transformation into Hulk. His eyes and his
veins turn green, his bones lengthen and stretch his skin, and his muscles expand beneath.
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___________
When DreamWorks decided to turn a 260-pound panda into a kung fu warrior,
there was only one computer up to the task: the HP Workstation.
Not only do HP Workstations have the memory, processors and graphics power required for
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. . . .Character Modeling
22 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Banner muscles and Hulk bones.
Using a separate control, animators
determined when the muscles grew and
filled in under the tight skin. “That was
an aesthetic choice,” Derksen says. “The
director wanted the transformation to
feel painful.”
Point attributes in the rig drove ani-
mated color maps and vein displace-
ments. As the animators caused an area
to flex and transform, the rig sent infor-
mation, in effect, to lighters who could
animate the color change for that area
and the vein displacement.
“The animators knew if they were
transforming a hand into a Hulk hand, it
would turn green and the displacement
maps would change the detail and stri-
ation in the render,” Derksen says, “But,
they didn’t see that detail until we ren-
dered it.” Though when Banner’s bone
pops out of joint in a close-up, the crew
used the studio’s proprietary cloth engine
to simulate the skin shrink-wrapping
over the shoulder and muscles crawling
over the clavicle.
Abomination
Once the rigging team had developed
Hulk, they moved his muscle and skin
tools and techniques to Abomination for
that creature’s scenes. Abomination rep-
resents the result when an overachieving
fighter forces a scientist to quickly turn
him into a Hulk-like human weapon. The
experiment goes horribly wrong.
“The concept is that he grew so fast,
he exploded out of his human skin and
has remnants still on him,” Derksen says.
“So he has an outer layer of skin.” Also,
his bones protrude—he has a lizard-like
spine. To snug his skin up against the
protrusions, the team used areas of influ-
ence that caused the skin to compress as
it moved up against the bone.
For facial animation, the team
returned to Mova for a facial-capture ses-
sion with Tim Roth. “Roth had acted with
a mask for Planet of the Apes,” Derksen
says, “so he was great at exaggerating
facial motion that translated well into
Abomination. We used a lot of that data
to develop Abomination’s facial structure
and poses.”
Action
When Hulk appears in a shot, it’s usu-
ally an action sequence; the monstrous
superhero is angry. He fights an army
battalion, tanks, soldiers, cannons, and
ray guns on a college campus, and fights
Abomination in Harlem. Soho VFX and
Hydraulx helped with the action scenes
and some other shots, working with mod-
els (meshes) and textures from Rhythm
& Hues for both characters.
Soho VFX handled the “first reveal”
of Hulk in a bottling plant early in the
film and a complex scene with the char-
acters fighting on a Harlem rooftop from
the time they climb up the buildings
until a helicopter crashes on the roof.
(Rhythm & Hues took the “Hulk fighting
Abomination” shots from the crash to the
climax.) In addition, Soho VFX gave Roth
a muscular body during a locker-room
shower scene.
In the bottling plant sequence, which
begins in the nearby Brazilian slum,
Banner tries to control his excitement
while thugs and soldiers chase him.
Eventually, though, his inner Hulk bursts
out. “It’s dark, and we try not to show too
much at first, but by the end, we see him
entirely, chasing through the bottling
plant,” says Allan Magled, Soho VFX
visual effects supervisor. Anything Hulk
interacts with in the plant is CG, and
he interacts with tons of stuff—literally.
At one point, he tosses a CG water tank
that’s six feet in diameter and nine feet
long, and near the end of the sequence,
throws a CG forklift.
Starting with the Rhythm & Hues
model and textures, Soho VFX assem-
bled Hulk in their pipeline, adding their
own hair and eyes. “We had a basic
static OBJ file of the model and a bunch
of Open EXR files, each with a thousand
texture maps or more, for displacement,
textures, and subsurface scattering.”
The same was true for Abomination,
although that creature didn’t need hair
or cloth.
Because Soho had shared assets with
Rhythm & Hues for Narnia, they had a
system in place to handle the differences
in the studios’ pipelines. “The hardest
part was making their maps work with
our rendering technology,” says Berj
Bannayan, co-visual effects supervisor.
Rhythm & Hues uses proprietary render-
ing software; Soho VFX uses 3Delight,
a RenderMan-compliant program from
DNA Research.
“We animate and light in Maya, and
then use our own tools to bridge between
Maya and 3Delight,” Bannayan says. For
cloth and hair, we have custom software
extensions in Maya. Everything starts
with Maya as a base, but we have cus-
tom geometry tools and our own ways
of deforming.”
Rhythm & Hues used Hulk’s muscle and skin tools and techniques to create a more
grotesque body for Abomination.
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___________
The ProgramsAll Animation & Visual Effects programs at Vancouver Film School focus on telling a great story through movement. Choose your discipline: 3D Animation & Visual Effects, Classical Animation and Digital Character Animation.
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Animation Imagination
VFS student work by Zheng Tang
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. . . .Character Modeling
24 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Rooftop Rage
All told, Soho VFX’s crew of approxi-
mately 100 artists created 150 shots, with
most taking place during the nighttime
battle between Hulk and Abomination on
Harlem rooftops that extends for nearly
two minutes of screen time. For those
shots, Soho VFX built highly detailed CG
rooftops and streets seen below. “We had
to be able to shoot everything close up,”
Magled says. “Every water tank, ledge,
and brick. The previs kept changing; we
had to be prepared for anything.”
A crew of approximately 35 mod-
elers and texture painters spent five
months constructing the environments,
working from Lidar scans and 19GB of
photographs.
When they finished, the entire asset—
the texture maps, models, shaders, and
so forth—totaled 750GB, but animators
could work with only the sections they
needed for particular shots. They could
also select whether they wanted to put
the characters into low-, medium-, or
high-resolution backgrounds as they
worked. “We had only one shot with the
entire rooftop,” Magled says. “In that
shot, Abomination runs from end to end,
with the helicopter firing at him.”
For the creatures’ musculature, Soho
VFX worked with Autodesk on a custom
build of the muscle technology in Maya,
and then spent months creating addi-
tional tools. “We spent as much time
on Hulk’s muscles as we spent on build-
ing the rooftop,” says Bannayan. “It’s all
about seeing how the creatures’ veins
and tendons pop, and how the muscles
interact with the skin.”
Animators could work with tradi-
tional weighted skin to get coarse anima-
tion and then activate the muscle rigging
to see the muscles jiggle and deform. In
addition, localized displacement maps
linked to muscle movement added wrin-
kles, veins, and fine details. A lightweight
shader set provided quick renders for ver-
ification during the process. And, a new
system of blendshapes accelerated char-
acter cleanup.
“Before, character cleanup was
tedious,” Bannayan says. “We now have
a system of cleanup shapes that we can
use to fix any part of a character with-
out affecting other parts.” The crew also
rebuilt the lighting rigs to smooth the
process and reuse lights set up for simi-
lar environments.
On the Edge
Hydraulx, on the other hand, had only
three months to create its 300 shots,
which included an Abomination transfor-
mation, CG environments, and multiple
effects. In Abomination’s transformation,
we see him change part by part, starting
with his boots.
“We had a surface model and texture
maps, but not shaders,” says Greg Strauss,
who shared the job as visual effects
designer with Colin Strauss. “We rigged
the model, giving animators spheres
of influence—proprietary plug-ins for
Maya—they could use to precisely control
what part would transform.” Modelers
also created details with Autodesk’s Mud-
box and with Pixologic’s Zbrush displace-
ments baked into the model.
“We had a second layer of deforma-
tion on top when the skin was growing
and the monster beneath was pushing
it aside,” says Chris Wells, visual effects
supervisor, describing how the group
created the “snake shedding its skin”
effect. “We had multiple ways to push
things around with the deformer. Once
we applied a deformer, it would tear the
model open without doing horrible dam-
age to the UVs.” Animated textures that
coincided with the deformers affected
the geometry according to color; the tex-
ture maps animated off as the green skin
pushed through. Animators keyframed
his boots tearing apart, used a rigging
trick to pop off the threads, and Syflex
cloth simulation to tear his pants.
Perhaps most important for this work,
though, was a new photometric lighting
system that Hydraulx installed in time for
this film. “In the past, we’d cheat the light
fall-off values,” Strauss says. “What was
in the fill light would be a cheat. Now, it’s
physically accurate. We match the true
light, the energy level of the true lights.”
Much of that work happens with lens
shaders and output shaders in Mental
Images’ Mental Ray (now owned by
Nvidia). Hydraulx changed the color
space for calculations at the end of the
Mental Ray pipeline to a photometric
color space. But the studio also imple-
mented final gathering, in which the color
from every object in a scene influences its
surrounding environment.
“Final gathering is particularly impor-
tant on daytime exteriors because of
the fill light in the Earth’s atmosphere,”
Strauss says. “We thought it was too time-
intensive in the past, but the tables have
turned. Now, it takes too long to fake it.
We turn on final gathering and all of a
sudden, things look photoreal. Even our
less-experienced artists can make stuff
look good.”
Hydraulx’s lighting TDs work on
Rhythm & Hues shared shots in the film with Hydraulx and Soho VFX. For example, Hydraulx
built the city for the fight between Hulk and Abomination (above). Soho VFX took the fight
to the rooftop, and then Rhythm & Hues brought it to a climax.
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___________
Character Modeling. . . .
w w w . c g w . c o m JULY 2008 Computer Graphics World | 25
eight-processor machines equipped with
16GB of RAM. “In the old days, when we
were working out of our apartments, that
was our entire renderfarm,” Strauss says.
“Now, that’s one kid’s workstation.”
In addition to the creature work,
Hydraulx worked on the university battle
scenes. An OBJ model of Rhythm & Hues’
final Hulk acted as a proxy to hold out
the dirt, dust, explosions, and the illu-
sion of rays created with Maya fluid sims.
Hydraulx also crashed and exploded the
CG Apache helicopters. For a grotto shot,
Hydraulx added a waterfall created using
Next Limit’s RealFlow. And for the fight
between Abomination and Hulk in the
streets of New York City, Hydraulx built
the city.
“We matched Soho’s aesthetic because
they had final shots for what the city
needed to look like,” explains Strauss.
Using textures from their library and
painted textures, the group quickly mod-
eled five blocks close up and a larger
area for midground shots. “The sequence
is at night with a fast camera, so the
midground buildings didn’t have to be
so detailed,” Strauss says. The CG team
worked 18-hour days, and two shifts of
compositors worked on Autodesk Inferno
systems to complete the shots. “The night
crew left as the morning crew showed up,”
Strauss says. But, together, they pumped
out a remarkable 300 complex shots in
three months.
It’s easy when you watch a film like
Incredible Hulk to focus on the action
and forget that CG artists created every
bit of muscle and tendon straining Hulk’s
skin. That they touched every chunk of
concrete ripped from the roof of a build-
ing, every chain about Abomination’s
neck, every propeller blade on a helicop-
ter, and every metal fragment that lands
on the ground. And, they created the sad
look on Hulk’s face. That it’s all digital.
But that’s the point, of course.
Barbara Robertson is an award-winning
writer and a contributing editor for Com-
puter Graphics World. She can be reached
Rhythm & Hues animation director Keith Roberts has performed animal characters in Babe, Harry Potter,
The Chronicles of Narnia, and Garfield, but until The Incredible Hulk, he had never animated a human
character, nor had he worked with motion capture. Perhaps as a result, he approached this project with
his eyes wide open.
Giant Studios managed the equipment and sessions, providing real-time playback that allowed the
performers to see their avatars on stage in Toronto and in Los Angeles.
“I had three performers with their own different styles of motion,” Roberts says. “I cast the performers
per-character and also per-action. Some people don’t have a body type suited to certain actions—it’s a
subtle thing, but I picked up on it straight away.”
For example, one performer could run and walk like Hulk, but couldn’t roll in the way Roberts imag-
ined Hulk would roll. Another performer had a particularly good stance for Hulk when the giant roared.
“Motion from motion capture is as pure as it gets, so once you see the differences, you want to start
with something right,” Roberts says. “If you give an animator data from a performer who moves his arms
too much, or looks too bowlegged, your chances of success are diminished.”
Roberts worked primarily with two performers in Toronto: Terry Notary, a former gymnast, Cirque du
Soleil performer, and choreographer; and Cyril Raffaelli, a martial arts expert, acrobat, and Parkour practi-
tioner (moving quickly while efficiently overcoming obstacles in an urban or rural environment). Although
they had suits for both actors playing Hulk and Abomination, Edward Norton (Hulk) didn’t wear the suit,
and Tim Roth’s (Abomination) motion wasn’t right. “Cyril was faster and could do Abomination better,”
Roberts says. “So, that left Terry more of the Hulk work to do.” He estimates that the motion-capture data
landed in scenes without tweaking from animators in only about four of the 240 shots.
“If we wanted the characters to look like guys in suits, we could have plugged in the data and gone
ahead,” Roberts notes. “But they’re larger than life, heavier, stronger, and faster, so we had to speed up
some parts, slow down other parts, and reconstruct the motion to give the characters more weight.”
Roberts also discovered that they lost flexibility in the characters’ upper torso when they applied the
motion-capture data to the rig. “I think that’s because you don’t put the targets directly on the skin,” he says.
“So, it’s difficult to get the enormous amount of compression and extension happening in that area.”
Giant Studios provided Rhythm & Hues with only a rough track; Roberts wanted raw data. “We
never asked them to clean it up,” he says. “I always wanted my best animators to make those decisions. I
wanted raw materials coming into my ‘kitchen,’ not premixed sauces.”
All in all, Roberts found his first experience with motion capture educational.
“They teach you the principles in animation school,” says Roberts. “But it’s only when you study the
motion capture, the way the body twists and torques, the way all the action comes from the hip, that you
can see what they’re talking about. It was an epiphany.”
But, it didn’t make the job easier. “This is the hardest show I’ve done,” Roberts says. “With a cartoon
character, you can get away with an enormous amount of dodgy animation. But with a human, my God.
It’s so much more specific, so much more difficult.” –Barbara Robertson
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. . . .Holography
Last month, we explored the technology
behind digital holography (see “Digital
Holograms,” pg. 28). This month, we look
at the artists who are venturing into the
brave new world of 3D imaging and the
facilities where digital holography can be
studied.
here are numerous places around
the world where non-digital holog-
raphy has been taught for many
years—it was invented in 1948,
and with the development of the
laser, the fi rst holograms were actually
made in the early ’60s. But the medium
has been languishing for some time.
The magic of holography—the ability
to capture light dimensionally, the possi-
bility of showing interpenetrating dimen-
sions, the ability to encapsulate time, the
capacity to show fully 3D images project-
ing out into space—has, from the begin-
ning, enchanted all who have laid eyes on
even the most simplistic of these images.
However, the promise of the creative
exploration of this medium has always
been limited by the diffi culty in actually
making holographic imagery. Stringent
requirements for no vibrations make it
necessary to record these images with
either huge vibration isolation tables in
dark basements or the use of an expen-
sive and powerful pulsed laser (the holo-
graphic equivalent of a fl ash in photog-
raphy). Then there is the need for very
high resolution, fi ne-grain emulsions for
recording them (commercial manufactur-
ers have been steadily dropping out, as the
predicted market has not manifested).
As a result of those challenges, only
the most stalwart artists have managed
to continue working in this realm. There
is a hard core of dedicated and talented
artists out there who are still working,
but very little new talent has been enter-
ing the fi eld.
Part 2 of a two-part feature
An image by Dieter Jung (made by Pro-
nova in Germany) from the exhibition “The
Garden of Light” in 2005 at the Kaohsiung
Museum of Fine Arts in Taiwan.
26 | Computer Graphics World JULY 2008 w w w . c g w . c o m
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w w w . c g w . c o m JULY 2008 Computer Graphics World | 27
With the development of 3D animation
and the evolution of digital video and dig-
ital photography, it was apparent by the
1980s that a digital form of holography
was needed to open the creative potential
that was clearly held within the virtual
depths of this new medium. It took quite
some time for holographic technology to
mature to the point where this creative
fusion could manifest. There needed to
be a groundswell of artists with skills
in these areas ready to jump to another
level, and an audience hungry for 3D.
Today, we are at that point. There are
a number of commercial systems—holo-
graphic printers—available to output 3D
imagery. There are also several educa-
tional facilities worldwide that are teach-
ing digital holography, and a few places
where artists can apply for residencies so
they can create new work.
Indeed, there is a current inter-
est surge in everything three-dimen-
sional, and many hints at what might be
developing in the growing digital holo-
graphic realm. It is apparent that digi-
tal holography is approaching a tipping
point, and we are at a time when the
door has cracked open and interest in
digital holography is starting to push it
wide. Without question, there is much
promise for what is to come. To quote
holographic artist Melissa Crenshaw,
who will be curating an exhibition of
holography (which will include digital
holography) for the eighth International
Symposium on Display Holography in
China next July, “We are at the dawn of
a golden age in holography.”
So, with that in mind, let’s look at
where these new directions are origi-
nating and the multiple dimensions that
these artists are exploring. Last month’s
article delved into considerable detail
about the commercial facilities through-
out the world that have hologram pro-
duction capabilities. Alongside the evolu-
tion of these companies, there have been
a few far-thinking educational facilities
that have been opening the door to art-
ists to learn about digital holography.
Providing non-commercial digital holog-
raphy systems for experimental work,
these facilities exist because of their affil-
iations with commercial companies that
have built entry-level holographic sys-
tems with which artists can work.
This piece, titled “Holopublikum” from the
artist Mioon, measures 3x2x1.7m
and shows computer-generated stereo-
grams of 400 clapping people. The hologram
was made at KHM in Germany.
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. . . .Holography
28 | Computer Graphics World JULY 2008 w w w . c g w . c o m
KHM (Academy of Media Arts)
Dutch Holographic Laboratories (DHL),
headed by Walter Spierings, a man who
has always been sympathetic and sup-
portive of holographic artists, devel-
oped a digital holographic system for
the Academy of Media Arts, also known
as Kunsthochschule für Medien Köln
(KHM) in Cologne, Germany. Thanks to
efforts spearheaded by holographic artist
and university professor Dieter Jung, this
facility has acquired three holography
systems over the years from DHL.
The first, installed in 1991, used photo-
graphic slides in sequences of 200 images
to create images from either 3D anima-
tion or photographic sources. These holo-
grams were produced in a two-step pro-
cess to make single-color, white-light
reflection holograms. The second system,
a dot-matrix printer, was installed around
2002 and makes holograms through a
simpler process whereby images are
not dimensional but have the shifting
and brilliant color properties of rainbow
holograms. A third and more sophisti-
cated system was installed a year later;
it uses a DLP projector to transfer digital
sequences of images and employs three
different laser wavelengths to make full-
color, white-light reflection holograms.
Jung’s holograms have always been
focused on color. Using the shifting color
qualities of the rainbow hologram to good
effect, he has made images that contain
dimensional fields of light, with colors
contrasting or blending to give a glow-
ing ethereal quality to his holograms.
Jung has incorporated his latest images
into mobiles, wherein the holograms
themselves reflect light onto the surfaces
around them, as well as shift color as the
viewer moves. He utilizes both of KHM’s
recent systems to create dimensional
images as well as flat color-field images
with an illusion of depth from the clever
design and placement of the colors.
Recently retired from KHM, Jung has
been showing his work extensively, with
solo shows at such locales as the Museum
of Modern Art in Shanghai, China, the
Beijing Imperial City Art Museum in
the Forbidden City, China, the Today Art
Museum in Beijing, China, and a major
retrospective at the Taipei Fine Arts
Museum in Taiwan.
At KHM, holography is now available
to all the media students regardless of
department. The presentation and accep-
tance of a proposal defining the proj-
ect gives them access to the digital holo-
graphic printers. Working with content
from digital stills, video, 3D animation, or
other potentially innovative sources, stu-
dents can mix and match data from many
sources to produce holographic images.
A technical staff headed by hologra-
pher Urs Fries oversees the holographic
printers. Many students have utilized
this facility, and some of their work can
be seen at www.holonet.khm.de/khm/
index.html, along with work by many of
the visiting artists who, over the years,
have made holograms at this facility.
DHL has been an invaluable entry point
for many artists who otherwise had no
access to these facilities. It also serves as
a place where artists have frequented to
commission pieces. Providing a willing-
ness to work outside the box, DHL enabled
a numerous artists to create images that
continue to evolve the medium.
Other artists working with DHL or
KHM, or both, include New York City
artists Sam Moree and Doris Vila, both
with long histories in holography and
who have stepped into the realm of digi-
tal imaging; another New York City art-
ist, Ikuo Nakamura; Pepe Buitrago from
Spain, whose work straddles both analog
and digital holography; and Waldemar
Mattis-Teutsch from Bucharest, Romania,
who has been working extensively with
the dot-matrix process at KHM as well
as CG-originated holograms at DHL.
“In my opinion, digital stereography is
the best, the vastest, and the most beau-
tiful form of expression that an artist
can have from holography,” says Mattis-
Teutsch. “This kind of holography is in
constant development and change.”
Paula Dawson’s “Luminous Presence” was
shown at SIGGRAPH last year. Measuring
1.5x1.0m, it was made at Geola uab in
Lithuania and funded by a grant from the
Australian Research Council.
Measuring 50x60cm, this hologram, titled “Beat,” was created by artist Waldemar
Mattis-Teutsch and produced at Dutch Holographic Laboratories in Holland.
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Holography. . . .
w w w . c g w . c o m JULY 2008 Computer Graphics World | 29
University of New South Wales
Australian artist Paula Dawson has always
pushed the limits of holography. Having
worked for many years in the more tra-
ditional approaches (making some of the
largest holograms in the world at that
time), she has moved very firmly into
digital holography. Traveling around the
world in order to create her images, she
has worked with DHL to explore some
experimental ideas, with Geola uab in
Lithuania to create the large-scale holo-
gram that was exhibited at SIGGRAPH in
2007, and an earlier work that was cre-
ated with Zebra Imaging in Texas.
Future projects are in the works
for later this year: creating a digital
hologram with Holographics North
(Burlington, Vermont), an experimen-
tal holographic video project at the MIT
Media Lab (Boston) that uses SensAble’s
Phantom haptic device to create 3D draw-
ings in real-time holographic space, and a
pulsed hologram project at the Center for
the Holographic Arts (New York City).
Dawson has received two grants
from the Australian government for her
research into holographic art, resulting in
the digital holograms produced by Zebra
Imaging and Geola uab. As an associate
professor at the University of New South
Wales’s College of Art, she has also been
developing an online course in hologra-
phy. Using a small kit from Intergraf LLC,
students will be able to make small holo-
grams using the earlier analog approach
to holography, and by creating anima-
tions in Autodesk’s Maya, they will make
a digital hologram for their final project
by sending data to Geola uab and have
their holograms mailed back to them.
De Montfort University
Other holographic teaching facilities are
coming online as well. At De Montfort
University (Leicester, UK), Dr. Martin
Richardson, a senior research fellow in
the Faculty of Art and Design, is teach-
ing digital holography as a part of the pro-
gram for his master’s degree and doctor-
ate students in digital art. For the past
four years, Richardson and his students
have been creating digital holograms
with Geola uab. Most recently, the univer-
sity acquired a motorized digital camera
and track system from Geola uab, which
allows students to create holograms
from sequences of digital images. These
sequences can be manipulated in post-
processing and combined with 3D anima-
tion to create complex animated images.
The data created by the camera and
the track system can be used to create len-
ticular photographs as well as holograms.
To make a hologram, the final data is sent
to Geola uab for processing. The finished
hologram (or Synfogram, as Geola has
branded them) is mailed back to the art-
ists usually in a week or so.
These students also have the
option of creating holograms
completely with CG.
Richardson, who has a
doctorate in holography from
the Royal College of Art in
London, has had a long career
in holography. His work has
encompassed a large body
of portraiture in pulsed laser
holography and includes mak-
ing holograms for David Bowie.
With the facilities available to
him, he has switched over
to working 100 percent with
digital holography. “We are heading into
uncharted waters, and a paradigm shift is
inevitable where holography is in the hands
of many rather than just a few,” he says.
Martina Mrongovius, a young Austra-
lian artist who also has a background in
physics, has been traveling the world in
order to study and create her art. Working
in London with Richardson before he took
up his position at De Montfort University,
Mrongovius has been moving from lab to
lab. She has made holograms with Geola
uab in Lithuania, at KHM in Germany,
and at the Center for the Holographic Arts
in the US, where she is currently assist-
ing in rebuilding a holographic printer
originally built by holographic artist
Ikuo Nakamura. Mrongovius brings with
her the experience she gained by work-
ing with Juyong Lee and using his digi-
tal holographic printer at the Holocenter
in Korea.
Another Australian artist, David Warren,
has been seeking access to holographic sys-
tems and has had numerous residencies in
optics facilities at various university engi-
neering and physics departments to do
non-digital holographic work. However,
he has turned to John Perry, owner of
Holographics North, in order to execute his
ideas that require digital output.
“My current concerns and theme is
the exploration of the use of personal
technologies: cell phones, laptops, dig-
ital cameras, iPods, blog sites such as
YouTube and MySpace, computer gaming,
and virtual environments,” says Warren.
“I’m fascinated by the almost fetish and
addictive need to communicate orally
and visually; witness the decline in the
quality of communication in favor of
quantity. In all these cases, the use of
this type of related imagery and the rel-
evance in using digital imagery compo-
nents becomes obvious.”
The Holocenter Korea
The Far East has its own wave of activity
in digital holography. Juyong Lee teaches
courses in Light and Holography as well
as Space and Holography to third-year
students enrolled in the School of Visual
Art at the Korean National University of
Art in Seoul, Korea. He has a class of 20
students with backgrounds in architec-
ture, sculpture, painting, ceramics, com-
In Martin Richardson’s piece, made at Geola uab, is a
scene from the movie Vertigo that was dropped into the
holographic space using Final Cut Pro and Photoshop.
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. . . .Holography
30 | Computer Graphics World JULY 2008 w w w . c g w . c o m
puter graphics, video, and holography. In
this facility, they are well equipped with
two large labs containing large, continu-
ous wave lasers capable of making very
large analog holograms.
Lee’s other laboratory is at the
Holocenter, where he has a pulsed laser
system and a newly constructed digital
holography system. He recently launched
a new artist-in-residence program at the
Holocenter, where Mrongovius will be
returning later in the year for her resi-
dency, as will New York City artist Mike
Finegan, Guillermo Federico Heinze from
Germany, Geumhyung Jung from Korea,
Setsuko Ishii from Japan, and Ya-Ling
Huang from Taiwan.
Lee’s personal work encompasses a
broad spectrum of hologram types, but
his most recent work is in digital hologra-
phy, which will be exhibited in July at the
Metropolitan Museum of Art in Seoul.
Kun Shan University
Ya-Ling Huang is the dean of the College
of Creative Media at Kun Shan University,
where she was charged with establish-
ing a holography teaching facility. After
much exploration and with some help
from Jung and Richardson, she has
worked with Walter Spierings of DHL to
first obtain a dot-matrix system and, later,
a more advanced DLP system. Working
within the school’s graphic arts program,
she has been gradually expanding the
scope of her facility and the range of proj-
ects that her students can undertake. She
will also be expanding her skills through
the residency she has been awarded in
Korea at the Holocenter.
Mike Finegan, a photographer, has
been exploring holography for some time
and has established a working relation-
ship with Yves Gentet in France. As dis-
cussed in part one of this article, Gentet
has his own digital holography system
and produces his own full-color holo-
graphic plates—with stunning results.
He has been shooting sequences of still
images and running tests with Gentet’s
system, and will also be going to Korea
this year to participate in the residency
he has been awarded.
Here in the US, no academic facil-
ities are teaching digital holography
or offering residency facilities to art-
ists. However, The Holocenter in New
York City (which predates the Korean
Holocenter by many years) is develop-
ing an entry-level system with the help
of Mrongovius.
As discussed in part one, John Perry
at Holographics North has worked with
many artists and continues to be a valued
resource for this community. His flexibil-
ity and support for artists with little back-
ground in the technology has made him
popular with a new wave of artists enter-
ing this medium. Most prominent among
them is well-known light sculptor James
Turrell, but some promising artists are
stepping into this realm and experiment-
ing with a wide range of approaches with
his support.
Christine Remy, from San Francisco,
has produced a series of large portraits
that are planned as part of an installa-
tion. “The concept of this installation has
to do with grief; in particular, a moth-
er’s grief at the loss of a child due to war,
urban violence or any type of violence,
really,” she explains. “The reason why
I chose holograms for this installation
is that they suggest other worldliness, a
spirituality not encased in religion, and
of a quality that transcends the mate-
rial world. A hologram is there and it
is not; spirituality is there and it is not.
They are both there for human beings
to experience in their own way and by
their own choice.”
Sam Saunders, an artist interested in
architecture who also works in video, has
created two pieces with Perry and plans
to continue working with him. A large
installation piece featuring his first holo-
gram with Perry in an environment of
large projected video works was shown
in a gallery in Chelsea, New York.
…And More
The Ontario College of Arts and Design
(OCAD), the University of Toronto, the
Photon League, and Photonix Imaging, all
located in Toronto, are intimately linked
together through the work of Michael
Page, a holographic artist who has been
immersed in holography since the early
1970s and who is committed to providing
artists with access to digital holography.
Page has been teaching holography at
OCAD since he ventured into the field, and
has been collaborating on projects with
scientists at the University of Toronto since
1974. In the early 1980s, graduates from
his program at OCAD founded the Photon
League, an artist-run center for holography.
A decade later, when OCAD sold the build-
ing, the two facilities began sharing space,
and the OCAD equipment was moved into
the Photon League building.
In 2000, Page, along with many others,
formed Photonix Imaging as a research
group, with the goal of accessing funding
for projects through the Ontario Centers for
Excellence. Now, OCAD, the University of
Toronto, the Photon League, and Photonix
Imaging are intimately linked: gradu-
ates from Page’s courses at OCAD have
become members of the Photon League;
In the 30x30-inch “Cath,” made at Holo-
graphics North in Vermont, Christine Remy
shows portraits of a woman grieving.
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Visit cgw.com......for the URLs of the holographic artists
mentioned in this piece and for the Web
addresses of the educational facilities teach-
ing digital holography and AIR programs.
Holography. . . .
w w w . c g w . c o m JULY 2008 Computer Graphics World | 31
Photon League members are research-
ing projects and creating their own art;
research results are shared with OCAD
students; scientists from the University of
Toronto assist in research projects and co-
teach a course with Page that includes stu-
dents from both institutions.
In 2000, a collaboration between sci-
entists at the University of Toronto and
workers from OCAD, along with Michael
Page acting as principal investigator, built
a digital holography system using a light
valve, which was discussed in part one of
the article.
Page is also on the advisory board
of RabbitHoles Media and has support
from the Ontario Centers for Excellence
to build a digital camera and rail system
of the same type that has been devel-
oped by Geola uab. The association with
RabbitHoles aids his students on another
level in that RabbitHoles has agreed to
take the best project from each class at the
University of Toronto and create a holo-
gram (a RabbitHole) from the data. These
groups all share the same facility with a
time-sharing arrangement. Page points
out that the overlap creates a rich envi-
ronment of creative exchange that serves
them all well.
Three artists—Ron English, Meats
Meier, and Jacques Desbiens—have
been working with RabbitHoles Media
in Ottawa, Ontario, to create limited edi-
tions of their work, and are pushing the
envelope in the creative expansion that
is occurring in digital holography. In his
pre-holographic work, English has been
teasing and taunting his audience, pro-
voking them with controversial images
and slogans. That aspect of his work has
been enhanced by his move into digital
holography. Experimenting with animat-
ing his controversial characters, he has
created “Kathy Cowgirl” and a series of
holograms from videos that encapsulate
his in-your-face poster series.
Meier, a leading 3D animator with
amazing skills in Pixologic’s Zbrush, has
also been developing a series of holo-
grams. (We will be exploring his work—
in particular, the hologram he has cre-
ated with RabbitHoles for SIGGRAPH
2008, in the August issue.)
Desbiens is a digital artist working
on his PhD at the University of Quebec
in Montreal. Originally a part of the
team at xyz Imaging (Montreal), which,
along with Geola uab, created the sys-
tems used now by RabbitHoles and
Geola, he possesses a wealth of experi-
ence with these sophisticated systems.
In his time at xyz, he created a number
of holograms, and most recently has cre-
ated one that compares the portrayal of
perspective in Chinese scroll painting
with the exploration of perspective in
digital holograms. Desbiens’ extensive
experience with the medium has given
him a sophisticated view of the poten-
tial and largely unexplored creative pos-
sibilities of digital holography.
RabbitHoles Media is also commis-
sioning 12 new limited-edition holo-
grams by a group of respected 3D enter-
tainment artists. These pieces will be
shown in the Gallery of the Gnomon
School of Visual Effects in Los Angeles,
where the opening of the show will be
timed to coincide with SIGGRAPH 2008
and will remain open for the following
month. RabbitHoles Media has formed a
collaborative relationship with Gnomon
and is sponsoring a student contest in
which winners will be able to make a
hologram. The awards will be given in
the following categories: character mod-
eling, hard-surface modeling, environ-
mental interiors, environmental exteri-
ors, and character animation.
Opening Doors
Holography is not just a medium to
explore 3D space. We now have a medium
in which it is possible to explore our per-
ceptions, the subtleties of human aware-
ness. The potential for a deeper level of
understanding of our relationship to the
many dimensions of space has been hov-
ering around holography since the first
holograms appeared.
Quantum physicist David Bohm pro-
posed theories that explored the idea of the
universe being holographic in nature, and
renowned neuroscientist Karl Pribram has
talked extensively about the holographic
nature of the brain. They both have intu-
ited the importance of holography as a
tool to help us to more fully perceive the
underlying nature of our existence.
With the earlier forms of holography, a
small group of holographic artists strug-
gled to express these ideas in a difficult
medium. With digital holography, we are
opening the doorway to a flood of differ-
ent perceptions, a rich tapestry of images
expressing ideas that have the potential to
change how we perceive our world.
Linda Law is a digital/holographic artist who
has been working in holography since 1975.
She is a fine artist who has also worked in
holographic research, education, as cura-
tor for the Museum of Holography, as a
3D animator for digital holograms, and as
a writer about 3D technology. She will be
co-chairing the Digital Holography sessions
at the eighth International Symposium on
Display Holography in China in July 2009.
She can be reached at [email protected]; for
more about Linda Law and her work, visit
www.greenwomanart.com. “The Broken Window” is a 140x47cm image
created by Jacques Desbiens and made at
RabbitHoles Media in Canada.
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. . . .Trends & Technology
32 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Ontario is set on becoming the digital media capital of the world By Martin McEachern
Image courtesy Starz.
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Trends & Technology. . .
ince winning their last World Series in 1993, it’s been a slow and steady
decline for the Toronto Blue Jays, and with the Toronto Maple Leafs—
or “Laughs,” as some Torontonians would say—still searching for their
first Stanley Cup in more than 40 years, the beloved Canadian team
has taken its cursed place as the Boston Red Sox of hockey (well, at
least prior to 2004). But if the Ontario government has its way, the citizens of Ontario
may have a new team to cheer for—its ever-growing digital content creation commu-
nity. That’s because the newly established Ontario Media Development Corporation
(OMDC), an agency of the Ministry of Culture, has set its sights on world domination
in the computer animation industry. The Ministry is open about its ambitious battle
plan, and is giving game developers and effects houses powerful financial incentives
to set up shop in the province.
Having long ago earned the moniker Hollywood North, Ontario’s thriving film pro-
duction industry has helmed some of the biggest productions in recent history, includ-
ing last year’s Hairspray and the 2003 Oscar winner for Best Picture, Chicago. Several
months back, The Hulk wrapped shooting at the Toronto Film Studios. Walking
across the studio lot, the names that have graced the doors are impressive indeed: Ed
Norton, William Hurt, and legendary producers Walter F. Parkes and Gale Anne Hurd.
Unfortunately, while practical photography of these large-scale productions occurs
frequently in Toronto, the visual effects work usually is delegated to heavyweight ven-
dors down south, such as ILM or Sony Pictures Imageworks.
The irony of this is that some of the talent at these houses came from Ontario, where
they were educated at its world-renowned animation schools, including Sheridan
College in Oakville (alma mater of Steve “Spaz” Williams, former lead animator at
ILM and director of Disney and CORE Digital Pictures’ The Wild) and Seneca College,
whose students helped animator Chris Landreth with his Oscar-winning short Ryan.
In addition, Rob Coleman, ILM’s animation team lead for the Star Wars prequel trilogy,
is also Ontario born and educated.
Not only is Ontario a breeding ground for animators, but is a hotbed for software
development experts, as well. Autodesk and Side Effects, both headquartered in Toronto,
routinely scout for technical wizards from the acclaimed Computer Science programs
at the University of Toronto and the University of Waterloo. Unfortunately, in the
past, most of these graduates have joined Ontario’s rich talent pool of film
and game talent that’s been siphoned by companies abroad, in the US, or
even to other Canadian institutions, such as Electronic Arts in Vancouver
and Ubisoft in Quebec.
Needless to say, the OMDC is determined to stop the brain drain
through direct funding of digital content creation and the administra-
tion of a variety of generous tax credits. And by early accounts, the
handouts are working. Premier developers, such as Capcom and Koei,
have recently chosen to open North American offices in Ontario.
Meanwhile, last September, US entertainment conglomerate
Starz Media—which includes Film Roman (The Simpsons, King
of the Hill) and Anchor Bay Entertainment—opened its state-of-
the-art animation studio in Toronto. One of Canada’s largest studios with
more than 150 employees, Starz is now hard at work on the Tim Burton-
produced animated feature 9, based on the award-winning short by
Shane Acker (see “Short and Sweet,” February 2006).
“In the past, Ontario would lose a lot of its talent to studios in
California, but what we’re seeing now is a steady repatriation of that
Canadian studios have been churning out hit projects, such as Every-
one’s Hero (opposite page) and This is Emily Yeung (left).
w w w . c g w . c o m JULY 2008 Computer Graphics World | 33Image coursey Marblehead.
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. . . .Trends & Technology
34 | Computer Graphics World JULY 2008 w w w . c g w . c o m
talent,” says Starz executive vice presi-
dent David Steinberg. Also thriving on
the generous funding and tax credits of
the OMDC are homegrown companies
like Silicon Knights (developers of Metal
Gear Solid and the upcoming Nordic-
themed next-gen title Too Human for
publisher Microsoft), Artech Studios, and
Marblemedia, which makes the hugely
successful preschool series This is Daniel
Cook and This is Emily Yeung.
“Without the Ontario government’s
financial support, especially on the
development side, we would never have
achieved the level of success we have
now,” points out Mark Bishop, president
of Marblemedia. Marblemedia exports
the two series across multiple platforms,
including television and the Web. Another
huge Ontario success story has been
Groove Media, which allows players to
download retail-quality skill games, such
as uTour Golf, and play online against
competitors for fun or real money.
The Programs
So what is Ontario offering? Well, for
starters, several funding programs for
video game developers. The OMDC
Video Game Prototype Initiative provides
as much as $500,000 to help develop-
ers create a prototype for a market-ready
game—an incredibly risky undertak-
ing since such “prototypes” are created
under speculation of a sale to a publisher.
The OMDC Interactive Digital Media
Fund provides up to $100,000 to create an
interactive digital media content project,
such as a Web, console, or casual game.
The OMDC Export Fund offers $10,000
to qualifying companies to fund busi-
ness development trips and participate
in major industry events, such as GDC,
DICE, or the Tokyo Game Show.
Furthermore, the Entertainment and
Creative Cluster Partnership Fund sup-
ports strategic partnerships that forge
fresh solutions to the needs of the indus-
try. Application deadlines for each pro-
gram can be found at www.omdc.on.ca.
In addition to the funding programs,
the OMDC also sweetens the digital
pot with six tax credits. The Ontario
Interactive Digital Media Tax Credit
refunds 30 percent of the costs of labor,
marketing, and distribution for games
created in Ontario—without any per-
project or annual corporate limit on the
amount that can be claimed. On top
of that credit, The Ontario Computer
Animation and Special Effects Tax Credit
will refund 20 percent of the labor costs
for computer animation and special
effects work incurred by foreign produc-
ers on local CG productions. The Sound
Recording Tax Credit refunds 20 percent
of production and marketing costs of
sound recording.
And that’s not all: If a developer works
with an Ontario university or college—
such as Sheridan or Seneca College—in
the making of a game, it’s eligible for
another 20 percent tax credit. The gov-
ernment also encourages developers to
hire, train, and evaluate Ontario’s ani-
mation students by providing cash-back
incentives or tax refunds for student
salaries. In addition, the combined fed-
eral and provincial tax incentives could
cut the costs of $100 in R&D to less than
$44. Through the Ontario Innovation Tax
Credit program, software and hardware
developers such as Autodesk, Side Effects
Software, and AMD are all eligible for a
10 percent tax credit for the cost of R&D
for their yearly software updates.
The only drawback to Ontario right
now may be the surging Canadian dol-
lar, which recently touched parity with
the American greenback, then roared
past it. Regardless, Starz Entertainment
CEO Robert Clasen remains bullish about
Ontario as he cut the ribbon on a 45,000-
square-foot Toronto studio. “If you’re
going to do CGI, the dollar has no bear-
ing. Toronto is where the talent pool is,”
he says, pointing to such famous anima-
tion schools as Sheridan College and the
Ontario College of Arts.
Leveraged by the benefits of the Ontario
Computer Animation and Special Effects
tax credit, Clasen anticipates that the facil-
ity will grow from about 150 animators to
300 by 2009. In addition, Steinberg notes
that the proximity to Autodesk allows
Starz animators to write their own pro-
prietary software code for significant cost
savings. Starz has already spent about
$150 million on animation production in
Toronto. Completed CG features include
Universal’s The Pirates Who Don’t Do
Anything and Fox’s Everyone’s Hero.
Building for the Future
Already the third largest television, film,
and digital media cluster in North America,
Ontario’s digital media industry generates
more than $1 billion in annual revenue.
Nevertheless, the province is hell-bent on
ruling the future of both the film and game
industry by investing in new, state-of-the-
art production facilities. The crown jewel
in this plan is FilmPort, a new studio com-
plex being developed in partnership with
Pinewood Studios in London and film
director Ridley Scott. Scheduled to open
in 2010, FilmPort will offer 550,000 square
feet of film, television, and game produc-
tion facilities, including 14 state-of-the-art
soundstages, one of which will be 45,000
square feet—making it the largest sound-
stage in North America.
CORE Digital Pictures has crafted the cartoon Chop Sockey Chooks, a co-production
between Decode Entertainment and Aardman Animations.
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w w w . c g w . c o m JULY 2008 Computer Graphics World | 35
To support the growing need for
motion capture in game cinematics and
real-time play, Toronto’s Seneca College,
in partnership with Fast Motion Studios,
recently opened a new state-of-the-art
facility encompassing 8000 square feet,
with a capture studio occupying 2500
square feet. With a 20-camera Vicon
system reaching two stories high and
capable of single and multiple body and
facial capture, it is the largest indepen-
dent mocap studio in eastern Canada,
and can easily accommodate Crouching
Tiger, Hidden Dragon-style wire work.
Unfortunately, thus far, beating
out industry giants such as ILM or
Imageworks as the primary effects ven-
dor for a major blockbuster such as The
Hulk (see “Heavy-Handed,” pg. 18) has
been an elusive goal for Ontario effects
houses, although one of Toronto’s big-
gest and best houses, CORE Digital
Pictures, single-handedly produced The
Wild, a visually stunning film that was
unfortunately hurt critically and com-
mercially by parallel development with
DreamWorks’ Madagascar. CORE also
delivered stunning CG animation for
Guillermo del Toro’s Blade II and, most
recently, for Showtime’s The Tudors.
According to CORE managing direc-
tor Ron Esty, the key to competing with
giants like ILM and WETA is to consoli-
date and coordinate the resources of the
various boutique effects across Ontario
to deliver large-scale effects. That’s pre-
cisely the goal of a newly formed asso-
ciation called the Computer Animation
Studios of Ontario. “Those two devel-
opments could have a profound effect
on the digital animation industry in
Toronto,” says Esty.
Education
Animation has been part of the cultural
fabric of Ontario since the inception of
the Canadian National Film Board, and
this identity has been woven into the
province’s many colleges and univer-
sities through a variety of animation,
game development, and computer-sci-
ence programs. While the University of
Toronto and the University of Waterloo
churn out some of the top computer sci-
entists in the world, students at Algoma
University College in St. Sault Marie
can get a master’s level degree in com-
puter games technology. The program,
developed by the University of Abertay
Dundee in Scotland in 1997, runs for
three semesters over 12 months.
Students also flock to Seneca
College’s Animation Arts Center and
most famously to Sheridan College in
Oakville. Called the best in animation
training by DreamWorks CEO Jeffrey
Katzenberg, Sheridan was also cited
by Jack Lew, director of International
University Outreach at Electronic Arts,
as EA’s number one choice when look-
ing for the next crop of game designers.
Sheridan Spark, Oakville’s digital media
incubator, supports aspiring developers
and digital media content producers
with a variety of digital media products
and services.
Walking through Sheridan’s 80,000-
square-foot facility, meeting the staff
and students—potentially the best in
the next generation of animators—I ask
what skills recruiters from the big stu-
dios are looking for in a prospective
animator. Almost unanimously, I am
told that the big companies are look-
ing for storytelling ability. “They want
a student who can produce the next big
idea,” says Michael Collins, Dean of
School of Animation. Acting and draw-
ing ability are obviously indispensable,
which Sheridan emphasizes. However,
many students I spoke to also cited the
Internet as still an important part of
their education.
As one fourth-year animation stu-
dent told me: “For networking, career
services, and developing classical ani-
mation skills, Sheridan and Ontario
have been incredible. But I cannot over-
emphasize the importance of the ’Net in
the learning process. Sites like http://
www.animationmentor.com (run by
former Pixar animators) have been an
essential part of my education, as well.”
In my random survey of the students,
The list ofFusion houses
continues,to name a few...
To great artists.To a great team.
To the future.
eyeon
Aardman Animations Ltd.Animal Logic
Atmosphere Visual EffectsBattlestar Galactica VFX
Blur Studio IncBSkyB
C.I.S. London/VancouverC.O.R.E. Digital Pictures
CAFEFXCharlex
ClearCustom Film Effects
D.A.M.N. FXDef2ShootDigi-Guys
Digital DimensionDigital Pictures IlouraDisney Toon Studios
Django Animation LtdEden FX
Electronic ArtsEnigma Studios Inc
Envy Post ProductionFake Graphics Ltd.Flash Film Works
Ford Motor Company Inc.Framestore CFC
Frantic FilmsGhost A/S
IMAX CorporationIntelligent Creatures
JanimationLLP Digital Inc.M2 Television
Magna Mana ProductionMatte World DigitalMechanism Digital
Mercedes-Benz USA LLCMotion FX
Origami Digital LLCPeerless Camera Company
PendulumPrime Focus London
Rhino FXRhythm & Hues Studios
R!OTRocket Science VFX
RushesSanctuary Post
Screaming Death MonkeyStargate Atlantis
Starz Media Canada CoThe Boeing Company
The OrphanageThe Syndicate
Tigar HareToon City Animation Inc.Toy Box EntertainmentTroublemaker Studios
Turner BroadcastTV2 / Denmark
TV-AsahiUbisoft
Walt Disney Television Animation
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_________________
____
other sites paving the way for aspiring
animators include gnomon3d.com and
highend3d.com.
Immigration and Health care
Besides access to one of the best techni-
cal and artistic talent pools in the world,
Ontario offers relocating companies half
the health-care costs of the US (thanks
to a publicly funded health-care sys-
tem); payroll taxes that are 40 to 60 per-
cent lower than in the US; and salaries
for 3D animators that are approximately
$10,000 less than their average American
counterpart in New York or California.
Canada’s immigration policies also help
streamline the transplantation of a large
foreign work force to Ontario. “Transferring
key staff from Japan proved to be easy,”
says Hidenori Taniguichi, senior vice pres-
ident of worldwide game developer Koei.
For Koei, Ontario’s strategic location in the
heart of the North American market (just
hours from Boston and New York), as well
as its easy access to the European markets,
proved to be other strong lures. Capcom
president Midori Yuasa concurs. “Toronto
is the center for the North American indus-
try; it gives us access to a seemingly end-
less supply of talented, entertainment-
savvy people, thanks to its colleges and
universities,” he says. “Ontario also offers
low business costs, exceptional R&D tax
credits that you can’t find anywhere else
in the world, and helpful economic devel-
opment people to facilitate all aspects of
business startup.”
Several provisions in Canada’s immi-
gration program can expedite the relo-
cation of qualified talent. Work per-
mits from the Information Technology
Workers allow qualifying applicants in
seven software developer occupations
to work in Canada on a temporary basis.
Company staff, including managers
and employees with specialized knowl-
edge, may transfer to Canada under the
Intra-company Work Permit category.
Meanwhile, Canada’s Skilled Worker
immigration category selects permanent
residents based on a point system using
selection criteria including education,
experience, and language ability. Highly
skilled digital media workers generally
do well under this system. A job offer
from a Canadian employer is not man-
datory, but it can positively contribute to
an application.
Moreover, unlike in the US, once a
skilled worker arrives in Canada on a
work permit, the person not only receives
health-care coverage, but the worker’s
residency is not tied to his or her job,
which means that if the person loses
the job before the length of the permit
expires, he or she is not deported. Rather,
the person is allowed to remain in the
country, seek employment, and, if suc-
cessful, apply for permanent residency.
The Great White North
Also thriving in Ontario’s new developer-
friendly climate is Tira Wireless, maker
of a widely used porting technology for
transferring software and games (such
as EA’s NHL hockey titles) across myr-
iad operating systems of mobile phone
carriers. The company’s clients include
Disney Mobile, Sega Mobile, Sony
Pictures Mobile, Warner Brothers, and
Capcom. Tony de Lama, Tira’s senior
vice president of product management,
emphasizes Ontario’s strong venture cap-
ital community as a critical component
in the firm’s success.
Symbols of his own company’s suc-
cess adorn the office of Silicon Knights’
vice president Rob DePetris. On one wall
hangs a congratulatory letter from Metal
Gear creator Hideo Kojima for the Metal
Gear Solid games; on his desk sits a Master
Chief helmet signed by the entire crew
of Bungie after a favorable viewing of an
early build of Too Human; and on another
wall hangs a work of art; below it, his
degrees from Ontario’s Brock University;
and below that, two samurai swords.
“Those are the three keys to success: art,
education, and warfare,” he says.
As I’m led through the halls of Starz
Animation by Steinberg (a former Disney
producer whose credits include Meet the
Robinsons, Mulan, and Hercules), I ask
him how such a massive studio sprung
up so suddenly on the industry land-
scape. “Actually, Starz began after pur-
chasing a small studio in Toronto called
DKP Effects, founded by Dan Krech in
1985,” he says.
“Oh, my God,” I respond in shock.
“DKP was the first effects house I inter-
viewed as a journalist covering the DCC
industry way back in 2001.”
At the time, DKP was a comparatively
tiny outfit doing digital cars for Ford and
working on the short-lived digitally ani-
mated TV Series Game Over. It’s hard to
believe what’s become of such a tiny studio,
transformed almost overnight into a fea-
ture animation powerhouse with a seem-
ingly endless sprawl of animators hard at
work—with Tim Burton, no less, peering
over their shoulders as they animate to the
voices of Martin Landau, John C. Reilly,
Jennifer Connelly, and Elijah Wood.
My, how times are changing in
Ontario.
Martin McEachern is an award-winning
writer and contributing editor for Com-
puter Graphics World. He can be reached
The crew at Starz recently finished work on the 3D animated Veggie Tales movie The
Pirates Who Don’t Do Anything.
. . . .Trends & Technology
36 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Imag
e cou
rtesy Starz.
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_____________
AnimationVancouver Film School students
produce impressive and award-winning animation
• • • SPONSOR ED EDI TOR IAL • • •
“Results matter.” At Vancouver Film School (VFS), Canada’s largest pri-
vate post-secondary entertainment arts institution, it is not just a motto;
it’s a mantra, for students and instructors alike. This principle guides
teachers and students in the VFS Classical Animation program, and they
give the industry the very best of themselves—with stellar results.
The VFS Classical Animation program is an intensive, one-year cur-
riculum designed to turn out professional animators in just one year. In
those 12 months, students learn and experience the entire animation
process, from concept development to finished product. All the corner-
stones of animation technique—drawing, storyboarding, layout, back-
ground, and character design—combine to deliver a comprehensive,
well-rounded education in classical animation.
“Students in Classical Animation are living, breathing animation for a
year,” explains Larry Bafia, Head of Animation & Visual Effects at VFS and
a former Commercial Animation Director and Sequence Lead Animator
at PDI/DreamWorks.
Over the course of six months, students learn technique and theory,
as well as how to present their work and benefit from critiques. Woven
throughout is a nuts-and-bolts technical education, ensuring that future
animators have the technical experience and know-how to produce
professional-looking results. The sixth month ushers in the develop-
ment phase, in which students “take an original idea, boil it down to
its essence, and determine how to put it into film language,” continues
Bafia. Of the curriculum, says Bafia, “We set the standards high. If they
work hard enough, they will rise to the occasion.” And rise they do.
To gauge the quality of VFS student and alumni work, one needn’t
look far: VFS student works are part of noteworthy entertainment-art
showcases, including YouTube.com, where hundreds of impressive VFS
student pieces reside (http://youtube.com/user/VancouverFilmSchool).
VFS submits its students’ animated shorts to a wealth of animation fes-
tivals in North America and abroad. Castelli Animati, the international
festival of animation in Italy, recently showcased two VFS student works,
for example. “Student films coming out of VFS are standing up to profes-
sional work and gaining international exposure,” says Bafia, noting that
very few schools were included in event.
VFS has been named as the top animation school in Canada and the
fifth best worldwide in 3D World Magazine’s first global Ivy League rank-
ing. In fact, VFS’s Animation & Visual Effects department is the only one-
year program in 3D World’s top five—a recognition Bafia attributes to
the dedication of the students and staff at VFS. “To rank so high among
schools with much longer programs speaks to the hard work and atten-
tion to detail,” he says.
“It is a privileged person who gets to do their art, their craft for a living,”
Bafia admits. “I consider myself fortunate because I do get to do that.”
For this and other reasons, he and his colleagues take their responsibil-
ity very seriously. A majority of the staff not only teach, but also actively
work in the industry; many are former VFS graduates who wish to give
back to the school and their field. The school’s faculty feels a responsi-
bility, to the student body and to the greater industry, to deliver well-
educated, well-rounded professionals—ensuring that animators, the art,
and the market continue to thrive.
In the end, results really do matter, and matter most—in education,
and in life. When the students and faculty of Vancouver Film School
look back on their life’s work, the results will speak for them and their
creativity, hard work, and education.
It’s easy to see what VFS and its staff, alumni, and students bring to
the industry: imaginative, eye-catching, and awe-inspiring animated
characters, shorts, and full-length films. To begin your life’s work in ani-
mation, visit Vancouver Film School online at www.vfs.com.
Awe-inspiring
Images (left to right) provided by Jon Brown, Tammy Dubinsky, Rodolfo Collado Hernandez, and Choom Lam.
w w w . c g w . c o m JULY 2008 Computer Graphics World | 37
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Portfolio
38 | Computer Graphics World JULY 2008
Imag
e ©Jin
g Zh
ou
.SI
GG
RAPH
Art
Gal
lery
Clockwise from top:
Fragment.1207.0304.3 Created by Tim Borgmann, an inde-pendent artist from Wuppertal, Germany.
Purity Created by Jing Zhou from Monmouth University in the US.
Kashikokimono Created by Takahiro Hayakawa from Kyushu University in Japan.
Ask any digital artist, and he or she will say that one of the big advantages to using CG over
traditional media is speed—in particular, the ability to create iterations and changes in a flash.
So it seems rather ironic that the theme of this year’s SIGGRAPH Art Gallery is Slow Art. That
is, until the meaning of the title is revealed. “ ‘Slow’ refers to the Slow movement. It advocates
being more thoughtful about what you eat and how food is prepared. The movement encour-
ages community and taking the time to enjoy something fundamental and good from a very
broad perspective,” explains Stanford University’s Lina Yamaguchi, this year’s Art Gallery chair.
Since we commonly think of computers as speed enhancers and art as a platform for
contemplation and commentary, Yamaguchi concluded that this concept would make an
intriguing call for participation in which the Art Gallery is considered a venue for new media
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JULY 2008 Computer Graphics World | 39
work. Furthermore, the title parallels with SIGGRAPH’s other conference themes, including
Global Responsibility, Impact on Society, and Future History.
The committee received more than 400 submissions, with 64 accepted for the Slow
Art and the Design & Computation exhibits. The works will be shown in one of four areas:
Erosion, Hybrids, Rhythms, and Traversal. Yamaguchi describes these segments: “Erosion is
a grouping that speaks to time, repetition, and natural processes, such as disintegration and
entropy. Works in the Hybrid section contain objects that uniquely combine the old and new.
Rhythms refer to patterns of time and the often-forgotten idea of play. Traversal inspires
thoughts about journeys and our surroundings.”
Some images from this year’s gallery appear on these pages. —Karen Moltenbrey
From left, top to bottom, and then right:
Dark Days–New York Created by Gabriele Peters from the University of Applied Sciences and Arts Dortmund in Germany.
Water Planet Created by Anna Ursyn from the University of Northern Colorado in the US.
Smoke Water Fire Created by Mark Stock from Mark Stock Studio in Newton Center, Massachusetts.
Fragment.0140.02b Created by Tim Borgmann, an independent artist from Wuppertal, Germany.
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. . . . .Knowledge&Career
hile its technology can be found in numerous com-
mercial applications, Norwegian projector man-
ufacturer ProjectionDesign also plays a key role
in advancing academic research through a num-
ber of initiatives. In particular, the company’s
relationship with the iCinema Research Centre of
Australia’s University of New South Wales (UNSW) has led
directly to the development of new panoramic screen experi-
ences that are having a major impact on the way we use and
perceive audiovisual media.
The relationship between ProjectionDesign and iCinema
began in 2003, when professor Jeffrey Shaw, iCinema’s direc-
tor, contacted ProjectionDesign’s Thierry Ollivier to examine
the suitability of the manufacturer’s projectors for his 360-
degree applications. Shaw, an international media art pio-
neer, had begun researching the potential of panoramic pro-
jection in 1995, when he was founding director of the ZKM
Institute for Visual Media in Karlsruhe, Germany.
Shaw’s initial use of ProjectionDesign products was
for iCinema’s Advanced Visualization and Interaction
Environment (AVIE) system—the world’s first 360-degree
stereoscopic panoramic projection environment, which was
launched in 2004 using 12 F1+ projectors.
AVIE comprises a cylindrical, silvered screen measuring
four meters high by 10 meters in diameter; on the internal
surface, 360-degree 3D panoramic multimedia content can
be projected. The setup uses a cluster of seven PCs and 12
projectors, arranged in stereoscopic pairs fitted with polariza-
tion filters. The total resolution is approximately 8000x1000
pixels. The iCinema team also has developed custom warp-
ing and edge-blending software for a seamless, fully immer-
sive experience.
Visitors to the AVIE environment can be tracked by infra-
red cameras as well as by real-time position and gesture-anal-
ysis software. This enables audience participation and inter-
play between real people and projected characters or avatars,
and, in a training application, precise analysis of audience
reactions and behavior.
Subsequent to AVIE, the iCinema team developed the
hemispherical iDome, using ProjectionDesign’s F30 1080p
projectors. The iDome utilizes a three- or four-meter diam-
eter fiberglass dome for 360x180-degree projection utilizing
one projector and a spherical mirror as a reflection surface.
The size and shape of this vertically mounted hemispher-
ical projection setup covers the entire peripheral vision of
the user standing directly in front of it, resulting in a truly
immersive and interactive experience.
iCinema’s panoramic production resources include a
custom-built 24-megapixel digital video camera, called the
Spherecam. With this ultra-high-resolution system, the camera-
person does not have to frame the shot; instead, the person
captures the whole world and then lets the viewer choose
what to look at when it is all projected in the round.
The original AVIE and iDome systems are installed at
iCinema’s Scientia facility at UNSW in Sydney, and they have
since been the basis for a number of installations throughout
the world, in a mixture of scientific and artistic visualization
and training applications.
“As a result of our experiences, ProjectionDesign was
chosen by the ZKM Centre for Art and Media in Karlsruhe
to equip the recently built PanoramaScreens with F20
sx+ projectors,” Shaw explains. “This was also the case
for the Experimental Media and Performing Arts Centre at
Rensselaer Polytechnic University in New York—another
iCinema partner, which has recently purchased our AVIE
40 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Kn
ow
led
ge&
Car
eer
The Australian mining industry recently signed contracts for mul-
tiple AVIE and iDome systems for the purpose of safety training.
Pho
to cou
rtesy Jeffrey Shaw
.
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Knowledge&Career. . . .
w w w . c g w . c o m JULY 2008 Computer Graphics World | 41
system equipped with ProjectionDesign F3+ projectors.”
One of the latest applications for AVIE is T Visionarium,
which premiered in January 2008 at the International Sydney
Festival and will be shown in Shanghai, China, later in the
year. Offering an all-surrounding 3D spectacle of hundreds of
video clips that the viewers can interactively sort and edit, T
Visionarium is a unique interactive cinema experience that
lets the user remix more than 20,000 video clips derived from
Australian broadcast television.
Meanwhile, the Australian mining industry recently
signed contracts for multiple AVIE and iDome systems for
the purpose of safety training with New South Innovations,
the technology commercialization division of UNSW. The
agreement will have iCinema supply four AVIE theatres
and 12 iDomes to four purpose-built VR training sites
across New South Wales. Among them, the systems will
use more than 80 of ProjectionDesign’s F20 sx+ and F30
1080p projectors.
“Our groundbreaking research, in cooperation with
ProjectionDesign, has brought about unique advances
in panoramic visualization and simulation,” says Shaw.
“Interactive digital media systems offer extraordinary new
opportunities, and our research is focused on the way these
can be used to create new methods of living in the contem-
porary world, redefining how we seek recreation and learn-
ing, and how we work and do business.”
Anders Løkke, marketing and communications manager at
ProjectionDesign, concludes: “Our relationship with institutions
like iCinema is part of what makes us different as a manufac-
turer. We are happy to support academic and artistic research
into the use of AV and cinema technology because we know it
will bring about specialist commercial benefits—for us, for our
end customers, and for the industry as a whole.”
Working with ProjectionDesign, iCinema Research Centre has developed
new panoramic screen experiences.
Pho
to cou
rtesy Jeffrey Shaw
.
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. . . . .Knowledge&Career
or those aspiring to break into the computer graphics,
production, or post industries, an internship can play
an important role. Not only does it provide a foot in the
door, it’s also a way to see how a studio operates from
the inside, as well as an opportunity to ask questions
and learn from veteran talent.
Many facilities are opening their doors to students, giv-
ing them hands-on experience that goes beyond what can be
learned in a classroom. And those who show aptitude and
desire are often rewarded with paid positions down the road,
when openings become available. Here’s a look at a cross sec-
tion of facilities that host internships—not just in the sum-
mer, but all year round.
Company X/Sugarbox
According to Rachelle Way, executive producer at Manhattan
edit house Company X and its sister company, Sugarbox,
which provides original music, supervision, searches, and
recording services, the two studios utilize interns through-
out the year. With the facility located in New York City, Way
says the group is able to tap the local colleges as well as post
opportunities on Web sites such as mandy.com.
“We get a big variety of students, post-college people,
and even a little older people looking for a career change,”
Way says.
Company X and Sugarbox have been hosting their intern
program for approximately three years and structure it
around the semesters of the school year. At any time, there
might be four or five interns working at the locales.
“They don’t come in every day,” Way explains, “they come
in a couple of days a week. We have a schedule.” Candidates
range in skill level and experience.
Depending on the person’s skill level, the time at the
studio could entail helping composers and engineers with
mixes or recordings. Those with editing experience can help
with digitizing and creating QuickTimes. “They are able
to get hands-on experience if they have some experience,”
says Way. If they don’t have experience, they will be given a
chance to sit with editors, composers, and engineers to learn
more about the tools. “We try to get them involved in proj-
ects, like reorganizing the music library, just to give them an
idea of the type of stuff we do.”
The staff at Company X and Sugarbox later report to Way
on an intern’s progress. “If an intern has been really help-
ful, they let me know that. And when it comes time to fill an
entry-level position, we think of our interns first.”
Imageworks
Sony Pictures Imageworks in Culver City, California, has an
internship program that runs throughout the year, says Sande
Scoredos, executive director of training and artist develop-
ment. The company’s IPAX program connects teaching fac-
ulty at 18 educational institutions with industry pros who
can offer direction in animation and VFX trends. This can be
passed on at the classroom level to help develop future talent.
Teachers involved in fellowships can recommend students
for an internship, and those who are selected—as many as 15
in the summer—begin the eight-week program by taking an
in-house training course that details the technology, vocabu-
lary, and positions at the studio.
“They do a week of that,” Scoredos explains. “They get
assigned a work space, e-mail address, and computer, so they
are pretty immersed. We are looking at their skills, and we
42 | Computer Graphics World JULY 2008 w w w . c g w . c o m
Kn
ow
led
ge&
Car
eer
Brian Lee (right), USC School of Cinematic Arts, receives a certifi-
cate from Suzanne Labrie (left), Imageworks’ executive director
of production management.
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For this exclusive partnership, we are pleased to announce a unique scholarship opportunity for the one-year Animation & Visual Effects program at VFS.
So put your talent to work. Study with pros, develop your idea, invent your character, and produce your animation.
The application deadline is October 31, 2008. Visit vfs.com/cgw to apply.
CGW, Vancouver Film School (VFS) and HP have joined forces to offer full scholarships to a number of VFS’s acclaimed production-oriented programs.
VFS student work by Zack Mathew
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44 | Computer Graphics World JULY 2008 w w w . c g w . c o m
. . . . .Knowledge&Career
have classes during the whole eight weeks
that they can take—whether it’s in anima-
tion, effects, or different areas. Some come
in and don’t know the particular software
we use, and some do know, so they have
different levels [of knowledge].”
All the interns are active students
who are enrolled and registered to return
to school. Imageworks is not looking for
graduates, says Scoredos. “We’re looking
for people who will benefit the most from
an internship experience and take that
back to the classroom, and those who will
learn more—and, hopefully, we will hire
them. We have been successful in doing
that. We’ve hired a lot of interns, but they
have to finish school.”
The program also provides a chance
for participants to get exposure to different disciplines. “They
may have come in thinking they want to be an animator, but
did not know there was matte painting, or texture painting, or
Inferno work,” Scoredos notes. “They get the chance to take
a class with an actual artist, who explains what they do and
how they got into it, and also show their work. It can be very
enlightening, and they might go back to school with a bit of a
different focus.”
PostWorks
Because of its Midtown location, PostWorks prefers to select
candidates who are ready to embrace postproduction as their
career, rather than those on college break. According to Bill
Ivie, VP of PostWorks’ Sound Group, the studio often receives
resumes from graduates of The School of Audio Engineering
(SAE), the Institute of Audio Research (IAR), and Full Sail
University. Clients and friends also make recommendations.
The studio interviews a half dozen candidates every three
months or so, and has two or three interns on hand at any time.
“The intern’s primary responsibilities are to run packages
between the Midtown office and clients, and especially to our
main facility in SoHo,” Ivie explains. “They also need to be
able to answer phones, cover the reception desk, run errands,
change an occasional lightbulb, and be sure the studios are
well stocked. They don’t clean bathrooms or mop floors, nor are
asked to keep long hours.”
In addition to their regular duties, interns have a chance to
learn the basics of duplication, signal flow, and patch bays, and
how to operate the numerous SD and HD equipment. They are
also encouraged to observe sessions and ask questions.
“If our intern survives three months of scrutiny and he
or she displays plenty of potential, we do our best to find an
entry-level position somewhere in the company,” says Ivie.
“We advise them to put aside preferences and accept whatever
opening becomes available, because once
they’re in, they will gravitate towards the
right specialty or even discover an area
they hadn’t even known about that might
be more appealing.”
Ravenswork
Robert Feist is the owner of Venice,
California-based audio post house
Ravenswork and co-chair of the Venice
Media District, a local collective that
shares and promotes its community
resources. The Venice Media District
has a relationship with Venice Arts, a
local nonprofit organization that works
with at-risk youths in the area, offering
them instruction through programs that
include photography and digital film-
making. These participants have a chance to intern at some of
the District’s member studios.
“Until now, there hasn’t been any way for them to move for-
ward,” says Feist of the kids in the Venice Arts program. “So by
starting this internship program, we are able to take these kids
and keep them moving forward.”
Ravenswork regularly has one or two interns working at the
studio at any time during the year. Interns have a chance to
learn the workflow of the facility, see how the machine room
operates, and obtain an understanding of the in-house post
tools. “We don’t have anyone sweeping up,” says Feist. “They
get some hands-on experience. They hang out with other work-
ers and assistants, and pretty much learn what the assistants
do. It gives them more of a direct hands-on experience in a real
working environment.”
Ravenswork also works with local colleges. Those seeking
internship opportunities have to show more than just a casual
interest, though. “[When] I take students who just want to
learn, it just doesn’t work out. They have to show they are inter-
ested,” says Feist. “It takes a certain amount of work for a com-
pany to [support] these interns. It takes effort to manage them,
give them experience, and train them.”
Feist says he has a few simple rules interns need to follow
in order to be a success: “They have to treat it like a job. They
have to be on time. If they are going to be late, they have to call,
and if they don’t, I’ll let them go. I want them to have a feel for
what it’s like to have a real job.”
Internships can last three or four months, and one recent
participant showed real desire—staying after hours and asking
lots of questions. His reward? He received a paid, entry-level
position.
Marc Loftus is a senior editor at Post, CGW’s sister publication. He
can be reached at [email protected].
PostWorks’ Bill Ivie: Make a good impres-
sion and secure a position at the studio.
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SOFTWARE
R I G G I N G
TFM from AnzovinWin • Mac • Linux Anzovin Studio has
released The Face Machine (TFM) for Maya,
a software tool for rigging faces quickly and
easily. TFM performs intelligent point weight-
ing, supports box controls and direct controls,
and is based on direct deformation, rather
than pre-defined blendshapes. TFM enables
animators to deform the face into virtually any
expression. It includes Anzovin Rig Nodes, a
free plug-in that allows rigs generated in TFM
to be used in Maya. TFM users can easily com-
pile a facial-pose library, saving it locally or on
a server for use by an entire team of anima-
tors. The Face Machine for Windows, Mac OS,
and Linux is priced at $199. The Face Machine
and The Setup Machine can be purchased as a
bundle for $249.
Anzovin Studio; www.anzovin.com,
www.thefacemachine.com
C O L O R C O R R E C T I O N
Collaborating on ColorWin Da Vinci Systems recently revealed
that Gamma & Density Co.’s 3cP (Cinematog-
rapher’s Color Correction Process) is interop-
erable with its Resolve and 2K Plus systems,
delivering on-set color correction and calibra-
tion. The 3cP laptop-based system enables
the cinematographer or director of photog-
raphy to make color-grading decisions on set,
after which settings can be passed directly to
the dailies timer and the colorist in postpro-
duction. 3cP is being used by cinematogra-
phers on major motion pictures, including
The Tudors and The Kite Runner. The system,
a laptop computer loaded with 3cP software,
works with film, DI, video (NTSC/PAL), and HD
productions to perform on-set color correc-
tion with live settings. The settings are saved
to a USB memory stick as ASC CDL (American
Society of Cinematographers Color Decision
List) XML files and then transferred to the
Resolve suite for finishing.
Gamma & Density Co.;
www.gammaanddensity.com
Da Vinci Systems; www.davsys.com
P L U G - I N S
Daz 3D NewsWin • Mac Daz 3D has unveiled two new
plug-ins: Daz Studio 3D Bridge for Photoshop
and Mimic Pro for Carrara. With the 3D Bridge
plug-in for Photoshop, Daz Studio users can
automatically apply 3D imagery to Photoshop
projects. The Daz Studio 3D Bridge plug-in
enables users to view 3D scenes as Photoshop
layers, render directly into Photoshop, com-
posite 2D and 3D content, and import, export,
and modify image maps and textures onto 3D
models in Photoshop. Priced at $199, the plug-
in is available as a free 30-day trial install, and
requires Daz Studio Version 2.1 or later, which
is offered free of charge.
The Mimic Pro for Carrara plug-in enables
seamless lip-synching, sound analysis, and
speech animation simulations within Carrara
6.2. Mimic Pro for Carrara aids users in add-
ing greater expression to 3D characters by
creating facial animation sequences, such
as winks, nods, and smiles. Mimic Pro for
Carrara animates 3D figures using exist-
ing audio files in any language or personal-
ized speech files created with Mimic’s record-
ing studio. Mimic Pro for Carrara is available
in Macintosh and Windows formats for $199.
Mimic Pro for Carrara is compatible with Carrara
Version 6.2.
Daz 3D; www.daz3d.com
3D in StereoWin • Mac • Linux The Foundry has
announced Ocula, a collection of plug-ins for
3D stereo postproduction. Ocula automatically
replicates processes on left and right chan-
nels, and provides tools with which to polish
and refine 3D stereo material. Ocula plug-ins
employ new disparity-mapping algorithms to
track and correlate differences in positional
space and movement between correspond-
ing pixels in the left and right cameras. The
tools apply corrections by warping, stretching,
and squeezing areas of an image that require
treatment. Artists also gain pixel-level control
over images. Corrections can be made to the
left- and right-eye channels together or sep-
arately, helping minimize discomfort during
the 3D viewing experience. Ocula’s Interocular
Distance Shifter corrects horizontal alignment
issues, whereas its Vertical Aligner automati-
cally attempts to vertically align correspond-
ing image features in each view. Ocula plug-
ins are designed to increase productivity and
reduce the labor involved in rotoscoping work,
paint effects, and other operations. Ocula
plug-ins will be available for the release of
Nuke Version 5.1, expected this month.
The Foundry; www.thefoundry.co.uk
For additional product news and information, visit w w w . c g w . c o m
products
46 | Computer Graphics World JULY 2008 w w w . c g w . c o m
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July 2008, Volume 31, Number 7: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly (12 issues) by COP Communications, Inc. Corporate offices: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: [email protected]. Periodicals post-age paid at Glendale, CA, 91205 & additional mailing offices. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $72, USA; $98, Canada & Mexico; $150 International airfreight. To order subscriptions, call 847-559-7310.
© 2008 CGW by COP Communications, Inc. All rights reserved. No material may be reprinted without permission. Authorization to photocopy items for internal or personal use, or the internal or personal use of specific clients, is granted by Computer Graphics World, ISSN-0271-4159, provided that the appropriate fee is paid directly to Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. Prior to photocopying items for educational classroom use, please contact Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. For further information check Copyright Clearance Center Inc. online at: www.copyright.com. The COMPUTER GRAPHICS WORLD fee code for users of the Transactional Reporting Services is 0271-4159/96 $1.00 + .35. Ride Along Enclosed.
POSTMASTER: Send change of address form to Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296.
CG ConnectionWin pmG Worldwide has released its
plug-in connections as open source, enabling
users to maintain a real-time data connection
from MessiahStudio’s animation to Autodesk’s
Maya or 3ds Max, NewTek’s LightWave,
Maxon’s Cinema 4D, or a studio’s own propri-
etary CG program. The resulting open-source
connection enables users to rig and animate
in Messiah, and then use that animation in
another program over a real-time connec-
tion. The animation is instantly available and
can be edited, without any manual importing,
exporting, and reconverting scene files. In this
way, MessiahStudio can serve as a front end
to virtually any CG package. The source code
for each connection is available for down-
load from pmG’s Web site by clicking the SDK
menu item. The code can be modified or used
as a template to create a connection to any
other software that allows the use of point or
motion data. Pricing for MessiahStudio, now
in Version 3, starts at $399.
pmG Worldwide; www.projectmessiah.com
A N I M AT I O N
Animation Antics Win Antics Technologies has upgraded its
Antics real-time animation software to Version
3.1, adding the ability to import models and
images from the Google 3D Warehouse and
Google Earth. The software includes intelli-
gent props and characters, enabling users to
point and click to move a character from one
location to another. Users can import mod-
els, including scaled buildings and textured
landmarks, from Google 3D Warehouse and
Google Earth, and add Antics characters and
animation effects to them. Version 3.1 also
boasts improved walk sequences for char-
acters and a new tab in the Antics Resource
Centre, providing direct access to the Antics
Content Warehouse.
Antics Technologies; www.antics3d.com
Poser ProWin • Mac Smith Micro Software recently
announced Poser Pro for professional content
creators in studio and production environ-
ments. Poser Pro boasts scene-hosting plug-
ins for popular 3D environments, a 64-bit ren-
der engine, Collada support, and advanced
network rendering. Poser Pro delivers 3D char-
acter design and animation tools, distribut-
able 3D characters, and utilities for fine-tuning
light, shadow, color, and detail on figures. It
includes PoserFusion plug-ins, enabling the use
of animated and static Poser scenes in Maxon’s
Cinema 4D and Autodesk’s 3ds Max and
Maya. Additional features include a distributed
Network Render Queue and Queue Manager,
background rendering, the updated 64-bit
Firefly Render Engine, Gamma Correction, and
Normal Mapping support. Poser Pro ships with
four medium-resolution, face room compli-
ant, rigged human characters that
can be modified and redistributed
as new content. Poser Pro is priced
at $500. Registered users of Poser
6 and Poser 7 can side-grade to
Poser Pro for $200 until the end of
the month.
Smith Micro Software;
www.smithmicro.com
M O D E L I N G
Photo-Based ModelerWin Eos Systems unveiled PhotoModeler
Scanner, able to generate high-quality, realis-
tic 3D models from two photographs taken
from a typical camera. With PhotoModeler
Scanner, users can quickly reproduce objects
as detailed 3D representations for use in ani-
mation, reverse engineering, or the recording
of scientific or legal evidence. The new soft-
ware delivers all the capabilities of the com-
pany’s PhotoModeler, plus its new Dense
Surface Modeling (DSM) technology. DSM
technology scans photo pairs to generate a
large number of measurement points, auto-
matically creating a point cloud similar to the
output of laser scanning equipment. Built-in
tools translate the data into a mesh surface,
which can then be used in popular 3D CAD
or design applications. The DSM scan also reg-
isters photographic color information pixel
by pixel onto the resulting 3D model surface.
Colors can display as a point cloud or be fully
rendered to create realistic solid models. The
PhotoModeler Scanner software package is
now shipping for $2695.
Eos Systems; www.photomodeler.com
products
48 | Computer Graphics World JULY 2008 w w w . c g w . c o m
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___________
__________
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you need The Archive; the world’s largest collection of premier 3D content.
The Archive features 16,504 production-proven 3D models including more
than a thousand fully digitized vehicles, high-res human anatomy, famous
landmarks, accurate military models, animals, 3D geography, and much,
much more. Each model has been carefully crafted in industry-standard OBJ
format for compatibility with virtually every 3D package.
And we’ve saved the best for last—The Archive is available for only $4,995.
Now, maybe those deadlines won’t seem quite so ridiculous.
Free sample models and a demo of The Archive are available on our website.
www.digimation.com
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