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Dogged
Pursuit
Disneys R&D develops new
tools and techniques for the
loose brush style in Bolt
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10
Features
20
Rethinking Moviemaking
establishes two unique looks for Bolt: one when the superdog is
20Disney
in the TV world and another when he is in the real world. For the latter,
Disney invented new technology.
By Barbara Robertson
is a mobile workstation, and are the recent entries into this market
26What
segment truly worthy of this label?
By Jon Peddie
32
32
Zero to Hero
Departments
Editors Note
Backdrop
Viewer Choices
Moviegoers today have many choices when it comes to a CG animated
feature film as studios large and small, domestic and abroad, offer up their
latest creations.
By Karen Moltenbrey
Spotlight
News
News Analysis
look at Softimages past and present as a DCC company, and how the
8 Avendors
products and technology may fit within the Autodesk portfolio.
@CGW.com
SEE IT IN
40
Back Products
ON THE COVER
EditorsNote
Viewer Choices
E D I TO R I A L
Karen moltenbrey
Chief Editor
Contributing Editors
WILLIAM R. RITTWAGE
SA L E S
Lisa BLACK
P rod u c tio n
Kath Cunningham
Production Director
MICHAEL VIGGIANO
Art Director
mviggiano@copcomm.com
Chris Salcido
Account Representative
Karen Moltenbrey
CHIEF EDITOR
karen@CGW.com
November
2008
August 2008
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Full Throttle.
No Resistance.
B_]^jMWl[):
B_]^jMWl[l/Get it done.
mmm$d[mj[a$Yec
PRODUCT: COMPUTING
PRODUCT: PROCESSING
November 2008
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*See hp.com for pricing on the xw8600 model shown above; reseller price may vary. Certain Windows Vista product features require advanced or additional
hardware. See http://www.microsoft.com/windowsvista/getready/hardwarereqs.mspx and http://www.microsoft.com/windowsvista/getready/capable.mspx
for details. Windows Vista Upgrade Advisor can help you determine which features of Windows Vista will run on your computer. To download the tool, visit
www.windowsvista.com/upgradeadvisor. Kung Fu Panda & 2008 DreamWorks Animation LLC. All Rights Reserved. Copyright 2008 Hewlett-Packard
Development Company, L.P. The information contained herein is subject to change without notice. Simulated images. Microsoft and Windows are
U.S. registered trademarks of Microsoft Corporation. Windows Vista is either a registered trademark or trademark of Microsoft Corporation in the United States
and/or other countries.
November 2008
Softimage Face Robot: A complete software solution for easily rigging and animating 3D faces. Face
Robot enables studios to create lifelike facial animation at incredible speeds.
Softimage CAT: This advanced character animation system is, ironically, a plug-in for Autodesk 3ds
Max software. It is intended to be integrated into the
3ds Max product line.
NEWS: ACQUISITION
More at CGW.com
November 2008
News Analysis
November 2008
Past to Present
Things werent always this way for the company. Softimage has long been considered
the boutique tool for 3D content creation.
Daniel Langlois founded the company in
Montreal in 1986, and Montreal is where
it has stayed through several upheavals. In
the early days, it seemed like all glamour
as the sophisticated Canadians sold their
high-priced tools to the people who really needed them
and appreciated what they
could do. Softimage brought
new animation capabilities
to 3D modeling; it was one
of the first to introduce inverse kinematics, the ability
Softimages XSI 3D
content creation software
has loyal followers in the
entertainment markets.
News Analysis
n n n n
Acquis
Stereoscopy
November 2008
Stereoscopy
11
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Stereoscopy
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November 2008
Belgian director Ben Stassen floated the characters in his stereo 3D film Fly Me to the Moon in
front of the screen, over the heads of the audience. Stassen created the film exclusively in 3D.
Fundamental Changes
The studios drive to release 3D films is
causing a fundamental change in filmmaking that is ripping through the production
process. Every movie we release starting in
March 2009 will be authored in 3D, says
Batter, alluding to the March release of Monsters vs. Aliens. Well
conceive in 3D and shoot in 3D.
Its the next great frontier.
Thats the tipping point: Filmmakers are now considering stereoscopy from the beginning.
Chicken Little and Meet the
Robinsons were post conversions,
says Robert Neuman, stereoscopic
supervisor at Walt Disney Animation Studio. Bolt is the first film in which 3D is
part of production. As were laying out the
films and setting out the cameras for 2D,
were building the 3D version.
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Multibridge Pro
$1,595
Learn more today at www.blackmagic-design.com
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Stereoscopy
Sculptural Movies
I talk about stereo 3D now as spatial
moviemaking, says McNally. The difference is like comparing painting to sculpture. We have the potential to conceive
the whole storytelling art form as a spatial
art form, especially when we combine CG
with stereoscopic moviemaking.
Close-up shots provide one example
of how 3D might differ from traditional
moviemaking. In the latter, when a director
shoots a star for his or her close-up, the
character in the film appears closer because
it looks bigger. Its part of the illusion you
create when youre working in a medium
that doesnt support distance, McNally
says. But, in a 3D movie, its possible that
the close-up could be shot with the framing
quite wide, and with the character moving
closer to us. Is that more powerful, or is it
distracting? These are questions were trying to understand.
When stereographers structure a 3D
experience, they work within certain limits. We have something we call the stereo
budget, or the parallax budget, Engle says.
Thats the technical limitation for how far
away or close something can be before it
becomes uncomfortable [to look at]. So,
the creative aspect is in using that space to
give the audience the best experience.
Within that limitation, a director can
bring objects out into the audience or use
stereo 3D as a window into which the audience looks deeply. Ive often heard James
Cameron says hes keeping the subject of
interest on the screen, McNally notes.
Hes shooting live action, and you can understand why you would want to edit with14
November 2008
Director Eric Brevig filmed the live-action Journey to the Center of the Earth in stereo 3D. The
July 2008 release into multiplex theater chains earned $100 million at the box office.
Emotional Depth
In designing the overall look through the
arc of a film, the stereoscopic teams frequently compare the conceptual use of 3D
to that of a sound track. We constantly
play with the depth like a symphony, McNally says. We might start quiet, build
to a crescendo, and then fall back so that
depth is something that flows. The stereoscopic artists consider depth within individual scenes as well.
When filmmakers went for the gimmick of hurtling stuff at the audience, they
pulled the audience out of the film, instead
of creating an immersive experience, Neuman says. Were taking a more mature
approach. For example, in the film Bolt
(see Back to the Future, pg. 20). Disney
stretches the environment fully for action
scenes, but when the dog Bolt talks with
the cat Mittens, and its a lighthearted moment, the crew tones down the depth.
The instruments that stereographers
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Mini Converters
$495
Sync Generator
$295
Learn more today at www.blackmagic-design.com
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Stereoscopy
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New tools from several software companies now help artists
working in 3D. For example, Autodesks Lustre speeds the
work of colorists who are grading 3D films. The Foundrys Ocular plug-in for Nuke helps compositors who paint one eye to
create the second eye in the correct depth. Quantels Pablo
system aids artists matching the colors on the left and right.
And, Tweaks RV software gives artists the ability to see images
in stereo 3D on standard monitors within RV viewing software.
The animation and visual effects studios are also creating
3D-specific tools, and those tools provide a glimpse into the
state of the art for stereoscopy.
November 2008
We have a whole suite of tools that take care of the nuts and
bolts of stereo for the artists, says Phil McNally, stereoscopic
supervisor at DreamWorks. If an animator has a scene with a
character running up a road straight to camera, we would want
the character to feel distant at the beginning and literally get
closer to us at the end. We give the artists controls so they can
dial the stereo as they watch the performance. Artists can have
a different stereo setting on every keyframe without worrying
about distortions, and without knowing the nuts and bolts.
We also have something called the multi-rig, McNally adds.
In CG, its easy to have three, four, five stereo rigs all pointing
to the same scene in much the way we have multiple lights putting rim lights on one character, for example, but not another.
Unless youre doing a 3D science project, why not have everything up for manipulation and artistic interpretation?
fl
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Stereoscopy
the scene to be, how deep into the farthest part of the scene, and
where I want the convergent point to be, says Robert Neuman,
stereoscopic supervisor at Disney. Based on those three things,
the system sets up the camera positions for us.
Neuman continues: We also have a tool to visualize the
floating window within a 3D scene. We can see exactly where
the floating window lies. So, if I have an over-the-shoulder shot
with a character breaking the frame on frame right, I can grab
that floating window within the camera space and pull it out
until its in front of the character.
To avoid the cardboarding that can happen when the crew
uses a telephoto lens, they have tools that tell them the internal
volume of characters. If a character has a factor of 1.0, its a
nice, round character the audience relates to. If its .1, or only 10
percent round, thats a problem, and we might need to use multiple camera rigs, Neuman explains. We also have tools that
allow us to view what it would look like with multiple rigs. All the
tools we developed in-house work within [Autodesks] Maya.
n n n n
Frantic created 200 shots for Journey to the Center of the Earth
using Autodesks 3ds Max and Mudbox, Pixologics ZBrush,
Nvidias Gelato, and several proprietary tools, including the studios water-simulation software. For compositing, particularly to
work with stereo, the studio created a series of scripts and plugins for Eyeons Digital Fusion 10 that theyve named Awake. The
studio sells the tools it developed to work on Journey and other
films on its FranticFilms.com Web site.
We wrote a completely new pipeline for Journey, says Chris
Harvey, co-visual effects supervisor at Frantic with Mike Shand.
The entire movie was shot in stereo, so we had double plates
for everything. We could have decided to work on one eye and
then ask artists to create the second eye, or we could have had
scripts generate the second eye. But, we came up with a third
approach. Our artists worked in stereo all the way from tracking to finishing the shots. We literally worked on the shots with
both eyes at the same time stacked side by side or vertically.
We called it stereo stacking. It was a huge timesavings.
Barbara Robertson
November 2008
17
Stereoscopy
Live Action
One of the biggest 3D success stories for
2008 has been the feature film Journey to
the Center of the Earth, directed by Eric
Brevig, who received two Oscar nominations for best visual effects while at ILM
(Pearl Harbor, Hook) and a special Achievement Award from the Academy for Total
Recall. This Walden Media/Warner Bros.
film, which Brevig shot in 3D, has grossed
$178 million worldwide.
Frantic Films, one of several studios that
worked on the feature, created approximately 200 VFX shots, including those
in which they integrated footage of actor
Brendon Fraser and others in a raft that
floated on CG water. We had to track two
cameras for every shot, says Chris Harvey, co-VFX supervisor with Mike Shand.
18
November 2008
Stereo 3D at Home
Although movie theaters are excited that stereoscopic 3D promises to pull people away from their screens at home, consumer products are in the works for
viewing 3D at home and even on the road. Samsung and Phillips have demonstrated no-glasses 3D TVs. Hundai sells a 46-inch 3D TV that requires glasses.
At the Ceatec show in Japan recently, Panasonic showed a 3D high-definition
home theater, which requires 3D glasses, NEC demod a nine-inch glasses-less
3D LCD, and KDDI showed a 3.1-inch glasses-less 3D LCD display. And Fuji
has announced a pocket-sized camera that shoots 3D movies.
In addition, Nvidia is introducing new glasses and a transmitter that works
with existing CRT displays, high-definition DLPs, and the new 120Hz LCD
monitors. Software in the system converts a standard 3D video game into a
stereoscopic 3D game. Since all the data is coming down the pipe in real
time, we dont have to pre-author, says Andrew Fear, product manager. We
have a predefined depth amount, but if the end user wants to adjust the depth,
he or she can.
Although the target for the glasses is gamers, Nvidia expects that when a Bluray or other standard emerges for high-definition 3D movies, the DVD crowd will
want to view stereo 3D movies at home, too. I think were probably six months
to a year away from having a rigid format, Fear predicts. In the meantime, were
building our architecture to play back whatever they adopt.
Also aimed at gamers is iZ3Ds $599 22-inch LCD monitor that displays stereo
3D with the help of a pair of glasses. The display, which gamers can also use as a
standard monitor on PC systems equipped with a dual-output video card, displays
1680x1050-resolution images and stereo with a 170-degree viewing angle.
Meanwhile, such display manufacturers as Alioscopy are readying glassesfree 3D systems. Adam Holmes, producer of an announced stereo 3D feature
animation, has been using these monitors for pre-production and looks forward
to the day when glasses-free displays will find a home in living rooms. For now,
though, Im most excited about the possibility of monitors like these being used
as digital billboards, Holmes says. That could really help advertise our independent movie. Barbara Robertson
Stereoscopy
ons Avatar is ongoing, Matt Welford, compositing head, is running into some of the
same challenges. Often, we find that pulling a key for the left eye will not work for
the right because of differences in lighting,
he says. We have to make sure the quality
is perfect for both eyes, but the cameras are
looking in slightly different areas.
That makes the job of painting the images much more difficult. Hand painting
on a single view is already difficult, Welford says. But now, if we have to remove
something from a scene and hand-paint the
image, were painting a very specific depth.
If we put something in a slightly different
depth for one eye, we throw the stereo off.
We had to toss a lot of the tips and tricks we
used to use out the window. However, its good to
be doing something new
and different.
n n n n
eron. It remains to be seen at what stage everyone jumps onboard, and that may never
happen. And three, making the decision a
no-brainer. Were not there yet. We have a
lot of work to do with tools, but what were
really missing right now is experience. The
visual language is still evolving.
What might we see in the future as
stereographers such as Engle, McNally,
Neuman, and various directors and visual
effects supervisors continue exploring the
possibilities? Engle offers a few thoughts:
So far, everyone is using 3D as a representational experience, he says. Theyre
mimicking reality. Why do we need to do
that? I think there is a filmmaker out there
who will make a revolutionary movie
Moving Deeper
Welford is certain that
although the studio will
solve some of the complex problems in the next
few years, creating hybrid
Disneys 2005 animation Chicken Little was the first stereo 3D
live-action/CG films, such
film shown in 84 theaters newly equipped with RealD projectors.
as those hes working on,
Experts estimate that in the first-quarter 2009, approximately
wont become a push-but3000 North American theaters will be stereo 3D-ready.
ton process anytime soon.
I think maybe for people working in someone who will really push the technolfully CG movies, it will be easier to make ogy. Someone who will break the rules.
3D a process, but it will take a long time
McNally is looking in that direction, too.
for people working with live-action stereo You dont expect a painting to be a photofilms to develop automated processes that graph, he says. You expect to see the mewill be at a standard thats acceptable for dium. What does it mean when were in a
final production.
full three-dimensional spatial delivery of a
Even so, Imageworks Engle believes that story? Thats what is so exciting. We have
the choice to make a 3D film will eventual- an undiscovered medium.
ly become as insignificant as the choice beBut with 5000 3D theaters in the offing
tween filming in color or black and white. and directors readying new content, its a
We have three hurdles to overcome, En- medium thats ready for its close-up. n
gle says. One, audience acceptance among
adults as much as kids. Two, filmmaker ac- Barbara Robertson is an award-winning writer and a
ceptancenot every filmmaker is as excited contributing editor for Computer Graphics World. She
as Burton, Spielberg, Zemeckis, and Cam- can be reached at BarbaraRR@comcast.net.
November 2008
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20
CG Animation
November 2008
CG Animation
21
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CG Animation
Animal Truth
Disney casts animators based on their skills,
and organizes the supervisors by character.
Sixty-two animators worked on Bolt, led
by six supervisors. Clay Kaytis led the team
of animators working on Rhino.
Of all the characters, Rhino has the
most controls, Kaytis says. Hes the most
complicated because he is fat and round,
and volumes want to crash. The anima
tors worked in Autodesks Maya using rigs
that allow for squash and stretch. Deform
ers rode on the topology to simulate what
a muscle system would do, but calculated
the blendshapes only on surface changes.
Kaytis moved Rhinos belly with a control
button; the hamsters whiskers, though,
moved automatically.
All the animals talk, except when hu
mans are on screen, and the animators
started working on shots by listening to the
dialog. I started with the character in a set,
in a layout pose, says Kaytis. Then I lis
tened to the audio over and over, to under
stand what the throat is doing and when to
take a breath. I did five frames of poses to
show the director. And then I shut the door
22
November 2008
Rhino, the hamster in the ball, tells his hero Bolt that hed be a big help. Mittens, the cat leashed to
Bolt, isnt convinced. About 400 artists, including 62 animators, worked for 88 weeks on the film.
Dogged Artists
Art director Paul Felixwho came to Bolt
with credits as a production designer for
Lilo & Stitch and The Emperors New Groove,
visual development artist for Brother Bear
and Mulan, location designer for Tarzan,
and character designer for Mulanalso
considered Lady and the Tramp when he
began working on the film.
The journey that Bolt, Mittens, and Rhi
no take from New York City to Hollywood
sends them trotting (and rolling) across the
US, which meant the crew needed to design
and build what Adolph Lusinsky, the films
look and lighting director, calls 200 envi
ronments on a 30-environment budget.
To design the environments, Felix refer
enced early Disney films and the Ashcan
School of art. I liked the sense of place in
Disney films like Mickey and the Beanstalk,
Peter Pan, and Pinocchio, and the dirty
quality and looseness in American painter
Edward Hoppers architectural settings,
Felix says. Hoppers watercolors and paint
ings often include Impressionist back
ground buildings and simplified geometry,
which, while accurate in detail, is none
theless abstract. I like the idea of simple
CG Animation
Loose Edges
In 1999, Disney animators sent Tarzan, a
2D character, swinging through painterly
3D jungles with the help of new technology called Deep Canvas (See Deep Background, July 1999). Background artists
Bolt, who believes he really is a superdog, thinks hes helping Penny escape from the villains, but
its only television fakery. The Bolt look and lighting team based color curves and contrast ranges
for the movie on two film stocks, one for scenes in the TV show and another for the real world.
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Brushing Light
In addition to XGen, Disneys look development tool kit includes a 3D paint
program and shader expressions, all rolled
into a powerful system that allows artists to
create procedural expressions without having to write procedural shaders (see Fast
Forward, April 2007, and The Skys the
Limit, November 2005).
Our Paint3D program for painting
textures is powerful, Lusinsky says. You
dont just paint in it; it has an expression
library. Therefore, artists using the program can easily and quickly move back
and forth between procedural and handpainted textures.
For example: You can bring different
properties of the geometry into Paint3D,
Lusinsky says. If you pull the normals in
as images and paint on those images, theyll
remap to the geometry, so the geometry
thinks it has a new normal.
The new normal mapping technology
allowed artists working on Bolt to give the
surfaces of the painted geometry a brushstroke quality by working with surface
normalsthe imaginary lines tangent to
the surface of geometry that renderers use
to calculate specular reflections. We remapped the normals to brushstrokes so the
surface appears to be made of many brushstrokes, Lusinsky explains. As the specular
light falls across the surface, it gets broken
up and takes on a brushstroke quality.
Impressionist Painting
To further help the artists create painterly
backgrounds in Edward Hoppers style,
the technical crew devised technology they
call Look A, Look B for texture painting.
Lusinsky uses a brick wall to explain how
the new tools worked in practice. First, the
artists painted and saved an Impressionistic
layer in which, for example, one brushstroke
might represent 20 bricks at a time. Then,
they painted individual grout lines between
the bricks to create and save a more detailed
layer. The painters created these two types
November 2008
23
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CG Animation
Animators gave Bolt cartoony superpowers when the dog starred in his TV show. When Bolt
travels through the real world, though, the animators followed John Lasseters maxim of truth to
materials, and made sure the little dog behaved as a real dog would.
November 2008
ers, we derived volumes of hair using information from XGen, which helped speed
up hair renders quite a bit.
Believable Light
For cinematography, Felix turned away
from animated films and toward live-action movies of the early 70s. In particular,
he liked Vilmos Zsigmonds cinematography in Heavens Gate and the soft sensibility of light in Ridley Scotts McCabe
& Mrs. Miller. Scotts photography in the
traveling picture Thelma & Louise also
inspired him.
On the technical side, Lusinskys team
studied film stocks, particularly older ones.
We developed film curves that all the renders used on our show, he says. That gave
us a painterly textural world that seems photographic because the light is photographic.
One film stock provided the color curves
and contrast range for the sequences in
which Bolt stars in the TV show; the other
provided correct exposures for the rest of
the movie, when Bolt rumbles through the
real world. To accurately light Bolts journey across the country, Lusinsky and others
traveled his route themselves.
We wanted to have a naturalistic feel
for the lighting, so we spent a lot of time
studying light across the country, Lusin-
sky says. We wanted to capture the quality of the light in each area and pull color
palettes from each area.
To light shots in the garment district of
New York City, for example, they developed
a desaturated color palette that mimicked
humid afternoons when the sun is soft and
muted. In Ohio, they discovered that the
humidity in the air tended to cast the sky a
turquoise color. For Los Angeles, they rendered the sun hot and hard.
We really tried to capture the subtleties
that make each place different, Lusinsky
says. The light, the architecture, the foliage. We wanted to be true to the locations
so you felt like Bolt was in the real world.
We thought if we made it too stylized, people wouldnt believe hes in a real world; it
would feel like fantasy. We wanted it to be
believable. And, John Lasseter is really big
on details in the environments.
When Lasseter and Catmull arrived at
Disney Animation, they tore down walls,
literally and figuratively. Formerly walledoff offices became an open conversation
pit with a jukebox, magazines, and a cereal
bar. Layers of management peeled away,
too, which invigorated the studio with
new, creative energy.
Before John [Lasseter] and Ed [Catmull] arrived, I kept saying how great
it would be if we had a boss like John,
Howard says. Hes like a big kid who
loves animation, and that enthusiasm filters through the crew.
Williams adds, John brought so much
energy and excitement. He raised the quality bar. He gave us a real creative surge.
Bolt was the first lightning rod for that
renewed energy, and it could hardly be
more fitting. In the film, the star learns that
he doesnt have superpowers. In making
the film, the animation studio remembers
it does. n
Barbara Robertson is an award-winning writer and a
contributing editor for Computer Graphics World. She
can be reached at BarbaraRR@comcast.net.
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Hardware
Workstations
on the
By Jon Peddie
26
November 2008
Hardware
What Is A Workstation?
A workstation is distinguished from an ordinary PC by a few critical items. Theres
a fairly regular debate about what a workstation is and what it isnt. And too many
vendors try to market high-end PCs as a
workstation in order to get a higher price
for them.
Workstations cost more than a typical
PC, and there are good reasons for that. For
one thing, a workstation is often used in a
mission-critical situation and, therefore,
has to work 24/7, 365 days a year with no
hiccups or glitches. Workstations are used
with high-performance and often expensive software, and have to be qualified by
the software vendor. That is done to give
assurance to the buyer that the machine is
going to work, and work well.
Generally speaking, a workstation has a
high-resolution display and high-performance graphics, a large capacity of highspeed (high-bandwidth) memory, top-ofthe-line CPUs, and fast high-capacity disk
drives. Furthermore, a workstation will have
application-certified drivers that guarantee
mobile
entry
midrange
high-end
ultra high-end
40%
30%
20%
10%
0
Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2
04 04 05 05 05 05 06 06 06 06 07 07 07 07 08 08
Courtesy Jon Peddie Research
Categories
Jon Peddie Research (JPR) categorizes the
workstation market into five classes, or segments: entry, midrange, high-end, ultra
high-end, and mobile. The entry level has
no 3D capability, whereas the ultra highend is, as you can imagine, the most powerful machine that can be built with dual
graphics boards, dual processors, and zillions of megabytes of memory.
Somewhere in between is the mobile
workstation, which, like the mobile PC, is
27
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Hardware
Workstation Displays
The new crop of portable workstations has a
17-inch WUXGA (1920x1200) screen with
400-nit brightness. (More about nits later.)
This year, LCD display technology has
improved to the point where users can get
an almost-perfect color representation. In
the film industry, judge the color correctness by comparing it to Adobes RGB color
space, developed in 1998 to encompass
most of the colors achievable on CMYK
color printers.
Today, some of the new mobile workstations are expressing their display capability
in terms of a percentage of Adobe color
space. This is an awkward description be28
November 2008
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Softimage is in an excellent
position to leverage Intel
multi-core processors.
We have an architecture that
isat the coredesigned to
leverage the power of multi-core.
SOFTIMAGE | XSI* 7 and ICE
deliver the performance and
interactivity that people need for
creating today's 3-D content."
Merten Stroetzel
Director Services,
Softimage
2008, Intel Corporation. All rights reserved. Intel and the Intel logo are trademarks of Intel Corporation in the U.S. and other countries. * Other names and brands are the property of their respective
owners. Image courtesy of Softimage Co. and Avid Technology Inc. SOFTIMAGE and XSI are either registered trademarks or trademarks of Avid Technology, Inc. in the United States and/or other countries.
n n n n
Hardware
additionally, ATI delivers DirectX 10.1 support (Nvidia is at DirectX 10.0). The Nvidia FX3700 is capable of supporting 1gb of
video memory, and both HPs EliteBook
8730w and Lenovos ThinkPad W700 use
CGW_1 FOURTH:CGW_1 FOURTH 10/23/08
that GPU; thus, the workstations can be
equipped with 1gb of video memory.
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November 2008
CG I
hey can be found in every society, con men who take advantage of others while capitalizing on
their victims weaknesses and fears.
In real life, their deceitful deeds are
no laughing matter. But in the
world of make-believe, their actions and
consequences can be hilarious, and the
characters themselves endearing. Such is
the case with Gwizdo, a medieval swindler
who stars in Dragon Hunters, a European
CG feature film.
Dragon Hunters follows the adventures
of Gwizdo and his partner, Lian-Chu, both
hunters for hire in a futuristic/medieval
world of floating land masses terrorized by
various monsters, also known as dragons. In
this timeless universe, dragon hunting is not
a fairy tale, but a real job involving contracts,
money, and problems with clients who dont
want to pay. Knights work for free but are
not always available when needed, thus providing opportunity for commercial hunters.
Small in size, cowardly, and less-thanhonorable, Gwizdo is the brains of the
operation, negotiating contracts with the
helpless villagers, while the hulking but
kindhearted warrior Lian-Chu provides
the brawn (it is his task to slay the beasts).
However, that seldom happens. Both pretend to be brave and collect advance payments for dragon kills that never occur.
While opposites in stature and personality,
the two have been longtime friends, having been raised together in an orphanage.
Often, they are accompanied by their pet
dragon, Hector, which is more like a pet
dog than the large, menacing dragons they
hunt. Then, one day, they meet little Zoe,
a believer in fairy tales and the niece of a
wealthy nobleman frightened by the return of the fiercest dragon of them all, the
World Eater. Soon, the fly-by-night dragon
hunters find themselves on an exciting adventure: their first actual hunt.
The underlying story is universal in
nature, a description that also holds true
for the multinational group of nearly 450
people behind this film. Mac Guff Ligne
in France, Trixter Film in Germany, and
LuxAnimation in Luxemburg were responsible for the movies creation. French
graphic novelist Arthur Qwak developed
the original story and served as co-director alongside Guillaume Ivernel, with the
French company Futurikon producing.
The movie found eager audiences throughout Europe but is still waiting for possible
Film Production
Blin is quick to point out that the moviea
prequel to the series, a how it all beganis
more than a mere extension of the TV shows
in story, tone, scope, and character development. The biggest difference, though, is the
animation itself: The series has a traditional
2D cel look, while the film is 3D CGI.
Therefore, no assets from the series could
be reused for the film. Yet, the 3D style is
atypical of the CG films produced in
the US, with their rounded edges,
glossy imagery, and tighter frames.
November 2008
33
n n n n
CG I
Most unusual are the films environments, which are in constant motion and float in midair, as
do elements and debris, created with a particle-based system and turbulence field.
Character Building
In all, the film took more than two and a
half years to completeone year of development (storyboards, designs, references,
34
November 2008
CG I
Animated Characters
After the modelers were finished, the files
were handed off to the rigging department.
Each biped character rigset up in Maya
and managed with InK, the studios inhouse toolcontained approximately 75
joints, with 100 or so controllers. Because
this is cartoonish animation, everything had
to be squashable, stretchable, bendable,
says Mathieu Trintzius, character rigger,
The characters, including the hulking Lian-Chu and little Zoe, are clearly stylized, yet to fit them
into the realistic environments, artists added fine details to the characters clothing and props.
n n n n
35
n n n n
CG I
November 2008
Environmental Issues
One unique aspect of the film is the floating islands. We had to take into account
the fact that all the animations were made
before the modeling of the high-definition sets even began, and that the animators worked on low-definition scenes made
solely for them, explains Franck Clarenc,
modeling supervisor working on the films
sets and environments. As a consequence,
all the assets in our pipeline were created
according to that low-definition layout,
which was divided into arbitrary parts that
were much too heavy when turned into
high definition.
In the case of the floating village, the
artists created it as a single scene, which,
according to Clarenc, turned into a huge liability when they reached the critical poly-
Artists surrounded each set with a sphere mapped with a high-resolution matte-painted sky.
Most of the reflections are actual blurred reflections; sometimes they are environmental maps.
CG I
too complex a structure for a single building, explains Clarenc. Instead, we created
a library of parts, like rooftops, walls, and
blocks, and assembled them by hand.
The actual building destruction was done
with a rigid-body dynamics system. If you
want to break a building into two pieces,
you must also model the interior and break
everything into small pieces, explains
Emilien Dessons, special effects supervisor.
We tried to use an algorithm-based shattering technique, but the shattering was
equal and ugly, so we looked for a chaotic
shatter with a graphically appealing shape.
We manually modeled everything, shattering each piece with a reference drawing.
We also added classically instanced particle
systems to the destruction scenes to bring
life to them, with a large amount of compositing and different smoke techniques
added in as well.
Furthermore, the crew used two modeling LODs, one with as few faces as possible, and another with beveled angles so
the team could automatically subdivide the
objects depending on the needs during rendering. You could probably say we had a
third level, where the objects were detailed
according to the textures for extreme closeups, Clarenc says.
n n n n
Hector the blue dragon proved difficult to model. He had to squash and stretch all parts of his
body, including his eyes and teeth, without adversely affecting the skinning and blendshapes.
37
CG I
A Small World
The team used Mac Guffs Symbor to generate the characters hair and the fur on their costumes. For each actor, they had at least three hair systems of varying densities and thicknesses.
November 2008
groups of bats and rabbits using a behaviorbased system. In the few occasions where
there was water, the artists used simple
transparent and refractive shaders.
Mac Guff also developed new techniques to calculate clouds, reducing the
overall time. This proved invaluable for a
cloud sea sequencein which the flying
village is riding the cloud sea and dragons
are crossing back and forthcontaining
a number of camera moves and set interactions. Here, the crew redeveloped the
old-school ray-marching technique from
the raytracer to get a real volumetric effect,
although it resulted in huge
rendering times (about 20
hours a frame).
This technique was also
used for the dragon trails,
enhanced with a 2D motion-blur process.
The raymarching technique
also provided the opaque
smoke throughout the
film. We also
needed a smoke
that reacted precisely with the
environment.
The ray-marching is a
sphere-based technique whereby
you build your smoke with
spheres, so we couldnt get that
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Poser Pro
Poser
Fusion
Geometry
I/O
COLLADA
3D Host
Application
Final
Project
The A,B,Cs of 3D
40
of the moon. Also new is the Pollution module, a supplement intended as an introduction to the program.
Previous versions of Animation Academy were available for purchase as separate programs with 10 seats of either Maya or 3ds Max
software. However, for the first time with the 2009 release, the six
animation curriculum modules included with Animation Academy
will come with 10 seats each of 3ds Max, Maya, MotionBuilder,
and Mudbox. The curriculum is directly tied to the Autodesk products, and is designed so that instructors who arent necessarily well
versed in 3D can still easily get their students up and running via
the step-by-step instructions.
Animation Academy is exciting because it gives students a
chance to further engage with science and technology subjects
November 2008
design and
digital arts
Graduate deGreeS:
Digital Imaging and Design
Graphic Communications Management
and Technology
underGraduate deGree:
Digital Communications and Media
(offered through the McGhee Division)
CertIfICate ProGramS:
Animation
Digital and Graphic Design
Digital and Graphic Design Production
Interior Design
Product Design
ContInuInG eduCatIon:
Animation and Compositing
Design Concepts and Fundamentals
Digital and Graphic Design
Digital Imaging and Photography
Interior and Product Design
Techniques
Web Design
scps.nyu.edu/x94
New York University is an affirmative action/equal opportunity institution. 2008 New York University School of Continuing and Professional Studies
Issue November
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42
November 2008
The Pollution module, included in the 2009 Animation Academy curriculum, also can be
downloaded free of charge so educators can see what the program offers.
Going Green in 3D
With the introduction of its Animation
Academy Pollution module, Autodesk
is taking part in raising environmental
awareness in schools while introducing
students to 3D animation using 3ds Max.
Although it was just recently released,
Pollution has been successful, with nearly
1000 downloads to date, and is a fitting
complement to the Animation Academy
program.
Utilizing Autodesks 3ds Max modeling and animation software, students
are taught about the effects of pollution
as they build games that are focused on
cleaning up a city environment, doling
out points for picking up garbage, cleaning oil spills, and changing cars to hybrids
within an allotted amount of time.
The game promotes environmental stewardship while reinforcing essential science
and math concepts. The instructor lecture
notes included with the module provide
teachers with a guide to the principles of
creating a simple game level using 3ds Max
software. Following those guidelines, students are able to build and design their own
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Served up at SIGGRAPH
This months Products section is dedicated to product introductions and upgrades
unveiled and demonstrated during SIGGRAPH 2008 in Los Angeles. For more news
from the show, visit www.cgw.com.
SOFTWARE
Compositing
Simulation
Vue 7 Previews
E-on Software previewed its Vue 7
xStream and Vue 7 Infinite professional
software solutions for natural 3D envi- and workflow than previous versions.
ronments. Vue 7 xStream is the latest All Vue tools are now integrated in the
version of E-ons tool set for creating host application, providing users direct
natural environments and rendering access to 3D environment-creation tech
them in Autodesk 3ds Max and Maya, nologies, such as EcoSystem Painting.
Softimage XSI, Maxon Cinema 4D, Vue 7 Infinite, a solution for creating,
and NewTek LightWave. Version
7 is 5:17
animating,
and1 rendering natural 3D
CGW_Half_HOR:CGW_Half_HOR
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designed to deliver greater integration environments, is targeted at studios,
44
November 2008
Fusion 6
SIGGRAPH attendees were the first to
witness Fusion 6, an upgrade to Eyeon
Softwares flagship compositing application. Version 6 offers various new and
enhanced features, including a stereoscopic and multi-layer imaging system,
stereoscopic views, 3D in stereo view,
and multi-layer imaging. Fusion 6 is
designed to deliver seamless image
quality across multiple platforms, including Linux, Windows x64, Windows 32-
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NUX
Middleware
GeForce Experience Pack
Allegorithmic; www.allegorithmic.com
Nvidia debuted its first online GeForce
Experience Pack, which takes advantage of Nvidia PhysX technology, at
SIGGRAPH. The pack includes: the full
Warmonger action game, Unreal Tournament 3 PhysX Mod Pack boasting three
maps with impressive effects, and sneak
peeks at the upcoming game Metal
Knight Zero and Nurien social-networking service based on Unreal Engine 3.
Also offered are demonstrations of
Nvidias The Great Kulu, which showcases the use of PhysX soft bodies in a
real game-play environment, and Fluid,
which simulates realistic fluid effects with
a variety of liquids. Nvidia also released
new WHQL-certified drivers that enable
PhysX acceleration for all GeForce 8, 9,
and GTX 200 Series GPUs. After installing these new drivers, users are said to
gain higher levels of interactivity, special
effects, and realism on their PC, as well
WIN
Motion tracking
Imagineer Systems in LA
During SIGGRAPH, Imagineer Systems
demonstrated Mocha for After Effects,
the newest addition to its product portfolio. A planar tracking tool, Mocha-AE
was developed specifically for Adobe
scoping tools, Mocha stand-alone tracking station with 2.5D planar tracking
technology, Monet 2.5D tracking and
element replacement tool, and Mokey
for tracking, wire and rig removal, keying,
image stabilization, noise reduction, and
film-grain management.
Imagineer Systems;
www.imagineersystems.com WIN MAC LINUX
HARDWARE
Motion tracking
Intersense VCam
InterSense introduced a new virtual
production system, the IS-900 VCam
Virtual Camera Tracking System. Being
referred toas the InterSense Camera,
earlyversions have been used to streamline pre- and postproduction in animated
features and game cinematics. The new
system, combining motion-tracking
technology with virtual production software, is designed to help producers of
animated and 3D feature films, games,
and videos to increase productivity and
streamline workflow. The IS-900 VCam
integrates InterSenses MicroTrax 6DOF motion-tracking sensors into a
production camera body with Autodesk
MotionBuilder functions mapped to the
cameras interface controls. A threeaxis analog joystick added to the VCam
enables translation, rotation, and scaling of the virtual environment in MotionBuilder, helping set up or scout a virtual
shot. Camera buttons deliver zoom,
play, record, and jog transfer production
control to the camera operator.
InterSense; www.isense.com
November 2008, Volume 31, Number 11: 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: info@copprints.com. Periodicals
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POSTMASTER: Send change of address form to Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296.
46
November 2008
Jean-Philippe Agati is
general manager of Sparx
Animation, a production
studio founded in 1995 and
specializing in keyframe
animation. with facilities in
France and Vietnam.
Karen Moltenbrey
In the recently released CG feature Igor, a hunchbacked lab assistant from Malaria has big
dreams of becoming a mad scientist and winning the first-place prize at the annual Evil Science
Fair. He finally gets his chance when his cruel master kicks the bucket a week before the big event.
Igor, with the help of his two experimental creationsBrain, a not-so-bright organ confined to
a jar, and Scamper, a cynical rabbit that was once roadkillembarks on building the most evil
invention of all time: a huge, ferocious monster. Rather than evil, the monster turns out to be Eva,
a gentle giant who aspires to be an actress. Soon these misfits uncover a truly evil plot that threatens
their world, and they spring into action to save it.
Similarly, with the feature Igor, Sparx Animation got a chance to prove itself in the CG world
with its huge animated creation. Unlike with Igor, in this instance mostly everything went
according to plan, and it was Sparx that succeeded in world dominance. Well, nearly so, if you
consider how difficult it is for a European-created CG feature to break into US theaters!
Here, Sparx general manager Jean-Philippe Agati provides details about this engaging film.
How long was Igor in
production?
Igor was in production for 22
months, starting in November
2006, with CG being done in less than 18
months. Postproduction finished midAugust 2008.
Work on Sparxs CG feature Igor was split between the studios Paris and Vietnam facilities.
November 2008
47
Compared to US-made CG
features, what makes Igor
different?
Everything, and nothing, I guess.
Igor has its own look and story, but like any
other animated movie, it aims to give the
audience a good time. Technically, I dont
think it differs. The tools and the software
are the same. However, the size of the
budget and the schedule were those of an
independent movie.
What were your biggest
challenges?
Animation is and will always be the
biggest challenge. How do you make
CG puppets lovable? How will they bring
emotion to the audience? In this regard, I
am proud of our work. We did a lot of training, looking at Pixars and DreamWorks best
animation moments. We had the director
repeatedly act out the 1450 scenes that are
in the movie, and we have some talented
people that just love acting.
Did you encounter any
modeling issues?
The movie has 120 characters,
65 locations, and 250 props. In
Malaria, everything is asymmetrical, which
created quite a modeling challenge. Animation was the main focus of our attention.
Everything we did from the beginning was
done with the final animation in mind. At
the end, we averaged 0.6 second of animation per animator per day, which is not a lot,
but its what it takes to get to feature quality.
What tools did you use?
We used Maya for modeling,
rigging, texturing, and animation,
and Digital Fusion for compositing.
We used some other software for specific
needs, including our own tools for rigging
and data management. For hardware, we
have a partnership with HP, so everything
at Sparx is HP, from workstations to the
renderfarm, and I never heard an artist
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November 2008
As its main content-creation tool, Sparx used Autodesks Maya running on HP workstations.
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www.aja.com
800.251.4224
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2008 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo, ATI, the ATI logo, FirePro and combinations thereof,
are trademarks of Advanced Micro Devices, Inc. All other brand names, product names, or trademarks belong to their respective holders.
Images courtesy of Will Burdett at the University of Hertfordshire, PTC, Youngwoong Jang, and Todd Daniele