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1 projects in digital art • pipeline © 2007 fabio pellacini • 1 the 3D production pipeline projects in digital art • pipeline © 2007 fabio pellacini • 2 overview basic steps to make a 3d animation why do we need a production pipeline? what is the production pipeline? a tour through the various departments at Pixar no details, just a general picture

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Page 1: the 3D production pipeline - Fabio Pellacinipellacini.di.uniroma1.it › teaching › projects08 › ... · 1 projects in digital art • pipeline © 2007 fabio pellacini • 1 the

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projects in digital art • pipeline © 2007 fabio pellacini • 1

the 3D production pipeline

projects in digital art • pipeline © 2007 fabio pellacini • 2

overview

• basic steps to make a 3d animation• why do we need a production pipeline?• what is the production pipeline?• a tour through the various departments at Pixar

• no details, just a general picture

Page 2: the 3D production pipeline - Fabio Pellacinipellacini.di.uniroma1.it › teaching › projects08 › ... · 1 projects in digital art • pipeline © 2007 fabio pellacini • 1 the

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projects in digital art • pipeline © 2007 fabio pellacini • 3

image synthesis steps

projects in digital art • pipeline © 2007 fabio pellacini • 4

image synthesis

• geometry

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projects in digital art • pipeline © 2007 fabio pellacini • 5

image synthesis

• geometry + materials

projects in digital art • pipeline © 2007 fabio pellacini • 6

image synthesis

• geometry + materials + lights

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projects in digital art • pipeline © 2007 fabio pellacini • 7

image synthesis

• geometry + materials + lights = picture

projects in digital art • pipeline © 2007 fabio pellacini • 8

image synthesis

• frame the picture using the camera

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image synthesis

• time to move…

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image synthesis

• movement (rigid objects and camera)

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image synthesis

• movement + deformation

projects in digital art • pipeline © 2007 fabio pellacini • 12

image synthesis

• movement + deformation = animation

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animation production pipeline

projects in digital art • pipeline © 2007 fabio pellacini • 14

why do we need a pipeline?

• animated full-length features are huge endeavors– Up to 5 years from conception to final (2 in prod)– > 500 people involved

• requires big budgets and big organizations– $ 100 M per movie often

• need a solid structure to bring the creative process from conception to final

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what is the production pipeline?

• logical organization of the steps required to produce an animated feature film

• overlaps with the company organizational structure– departments, budgets

projects in digital art • pipeline © 2007 fabio pellacini • 16

pipeline organization

• every company has its own pipeline• every movie changes the pipeline

– requirements are changing– save money– increase the quality of the movie

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organization

• a movie requires a lot of time and people

• how do you keep the project focused?– vision– budget– execution– smart people that sign up to the vision

projects in digital art • pipeline © 2007 fabio pellacini • 18

key figures

directorproducer

lead technical directorlead animator

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key figures: director

• creative lead• POV: the movie is a creative feast• responsible for the look and story-telling aspects• final word on all the artistic decisions

• at Pixar, often the story’s author

projects in digital art • pipeline © 2007 fabio pellacini • 20

key figures: producer

• executive lead• POV: the movie is a product• responsible for the budget aspects• final word on all monetary decisions

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key figures: lead TD

• technical lead• POV: the movie is a project• responsible for the technical dept.• final words on the implementation• turns the director requests in technical solutions

that match the budget

projects in digital art • pipeline © 2007 fabio pellacini • 22

key figures: lead animator

• animation lead• POV: the movie is a play• responsible for the animation dept.• he can be consider to be the lead actor for the

movie

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projects in digital art • pipeline © 2007 fabio pellacini • 23

pipeline organization

projects in digital art • pipeline © 2007 fabio pellacini • 24

the simplified pipeline

Story Editorial Art Casting

Modelling

Layout

ShadingPainting

SetDressing

Animation Simulation

Lighting Rendering

Rigging

Effects

• many departments

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projects in digital art • pipeline © 2007 fabio pellacini • 25

the simplified pipeline

Story Editorial Art Casting

Modelling

Layout

ShadingPainting

SetDressing

Animation Simulation

Lighting Rendering

Rigging

Effects

• preproduction

projects in digital art • pipeline © 2007 fabio pellacini • 26

the simplified pipeline

Story Editorial Art Casting

Modelling

Layout

ShadingPainting

SetDressing

Animation Simulation

Lighting Rendering

Rigging

Effects

• characters and sets

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projects in digital art • pipeline © 2007 fabio pellacini • 27

the simplified pipeline

Story Editorial Art Casting

Modelling

Layout

ShadingPainting

SetDressing

Animation Simulation

Lighting Rendering

Rigging

Effects

• movement

projects in digital art • pipeline © 2007 fabio pellacini • 28

the simplified pipeline

Story Editorial Art Casting

Modelling

Layout

ShadingPainting

SetDressing

Animation Simulation

Lighting Rendering

Rigging

Effects

• final images

Page 15: the 3D production pipeline - Fabio Pellacinipellacini.di.uniroma1.it › teaching › projects08 › ... · 1 projects in digital art • pipeline © 2007 fabio pellacini • 1 the

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projects in digital art • pipeline © 2007 fabio pellacini • 29

the simplified pipeline

Story Editorial Art Casting

Modelling

Layout

ShadingPainting

SetDressing

Animation Simulation

Lighting Rendering

Rigging

Effects

• vertical hierarchy too

projects in digital art • pipeline © 2007 fabio pellacini • 30

the simplified pipeline

Story Editorial Art Casting

Modelling

Layout

ShadingPainting

SetDressing

Animation Simulation

Lighting Rendering

Rigging

Effects

• what was I doing?

Page 16: the 3D production pipeline - Fabio Pellacinipellacini.di.uniroma1.it › teaching › projects08 › ... · 1 projects in digital art • pipeline © 2007 fabio pellacini • 1 the

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pipeline “stages”

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story development

• everything begins with a story!• storyboarding• process

– first idea– script and drawings that represent the story– trial and error process

• story is told many times and refined over time

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story development

©Pi

xar/

Dis

ney

projects in digital art • pipeline © 2007 fabio pellacini • 34

story development©

Pixa

r/D

isne

y

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story pitch

• first time the story is publicly presented

©Pi

xar/

Dis

ney

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editorial

• the keeper of the flow– study the timing of actions in the movie

• manage the editing of the movie– prepare the various releases

• similar to a traditional studio– but we start with the story before we have video

©Pi

xar/

Dis

ney

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art development

• develop the look-and-feel of the movie– characters and Sets– follow it through production– make most of the high-level artistic decisions

• traditional media– sketches, pastels, sculptures

• process– start with real world objects– develop look: shape, colors, materials– develop expressions and movements– for characters, sculptures are developed

projects in digital art • pipeline © 2007 fabio pellacini • 38

art development - characters©

Pixa

r/D

isne

y

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art development - characters

©Pi

xar/

Dis

ney

projects in digital art • pipeline © 2007 fabio pellacini • 40

art development - characters©

Pixa

r/D

isne

y

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art development - environments

©Pi

xar/

Dis

ney

projects in digital art • pipeline © 2007 fabio pellacini • 42

art development - environments©

Pixa

r/D

isne

y

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casting

• voices have to match your characters

© Pixar/Disney

projects in digital art • pipeline © 2007 fabio pellacini • 44

dialogue recording

• useful for animation reference

© Pixar/Disney

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modeling

• defines the shape• process

– starts with art data• drawings• sculptures (sometimes scanned)

– recreate geometry in the modeling environment

• models have to– look good – to please the eye– be functional – to fit in the pipeline– work when deformed – for animation

projects in digital art • pipeline © 2007 fabio pellacini • 46

character modeling©

Pixa

r/D

isne

y

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character modeling

©Pi

xar/

Dis

ney

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environment and prop modeling©

Pixa

r/D

isne

y

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environment and prop modeling

©Pi

xar/

Dis

ney

projects in digital art • pipeline © 2007 fabio pellacini • 50

shading

• defines the material properties– colors– light reflectance properties– textures

• process– study of real world objects– understanding the physics of their appearance– understand the important appearance aspects

• e.g. what make fur like fur (and not hair or grass)?• e.g. what makes metal look old?

– match with overall look of the movie

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shading

©Pi

xar/

Dis

ney

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character rigging

• prepares a character for animation– defines the deformation of the shape

• shape changes when the character moves

– defines controls for animators

• process– start with art data– work with animation to test the look and controls

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set dressing

• creates sets out of props• prepares a stage for acting

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set dressing

© Pixar/Disney

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layout

• defines the camera– starting position– framing – which objects are seen– movement

• defines basic object positions– starting point for animation

• story boarding used as reference

projects in digital art • pipeline © 2007 fabio pellacini • 56

layout

© Pixar/Disney

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animation

• character movement and expression• process

– study realistic motion– develop a style of motion for the movie– very similar to acting– often develop entire new body language

• fish smiling?

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animation

• keyframed animation– movement is specified by changing individual controls

on characters at various frames– similar to 2d animation– used by Pixar and PDI

• motion capture– movement is recorded using live actors– editing to fix problems– used by Sony Imageworks, Weta

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animation

• very time consuming!– requires big budgets and long development times

• today biggest distinction between large studios and smaller ones

• hard to develop “economy of scale”

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animation

© Pixar/Disney

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animation

© Pixar/Disney

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simulation

• not possible to animate everything• physically-based animation

– movement is computed to simulate physics

• applications– humans: hair, cloth, skin– natural media: water, fire, smoke– special effects: explosions

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simulation

© Pixar/Disney

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effects

• natural media: water, fire, smoke• weather: snow, rain, wind• special effects: explosions, morphing

• very specific• encompasses modeling, animation and shading

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effects

© Pixar/Disney

projects in digital art • pipeline © 2007 fabio pellacini • 66

effects

© Pixar/Disney

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effects

© Pixar/Disney

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effects

© Pixar/Disney

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lighting

• defines scene illumination• process

– study real world footage– study material/light interaction

• simple materials: plastic, woods, etc.• complex materials: metals• characters: skin, hair

– start with art images– add and change lights to obtain the final picture

projects in digital art • pipeline © 2007 fabio pellacini • 70

lighting©

Pixa

r/D

isne

y

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lighting

particulatematter

surge andwell caustics murk reflection

refraction

©Pi

xar/

Dis

ney

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lighting

© Pixar/Disney

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rendering

• compute the final images

© Pixar/Disney

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interesting dichotomy

• stylized characters, look, movement• based on physically correct building blocks

– movement: character animation vs. cloth/hair simulation

– shading: colorful surface material vs. subsurface scattering

– lighting: “shadow-less” lights vs. global illumination

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shot progression

©Pi

xar/

Dis

ney

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shot progression

© Pixar/Disney

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shot progression

©Pi

xar/

Dis

ney

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shot progression

© Pixar/Disney

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what’s the take home message?

• movies are huge endeavors– big budgets– strong production structure– people with very different skills

• story telling• art• technical• research and development

• not too much artistic freedom• a lot of challenging technical issues

– images we could not make before

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what’s the take home message?

• if you are an artist– not too much artistic freedom– think about players in an orchestra

• you’ve got the music, the director and the other players

– specialist or generalist?

• if you are more technical– a lot of challenging technical issues

• images we could not make before• cutting costs with better tools

– have to understand artists and movie making• that’s where the money come from

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acknowledgements

• Pixar Animation Studios– permission to use the materials in this presentation

was kindly provided by Pixar Animation Studios