Commercial Breaks Graphics to Go Making Waves
Transcription
Commercial Breaks Graphics to Go Making Waves
Contents Zoom In Zoom Out For navigation instructions please click here Computer Search Issue Next Page T H E M A G A Z I N E F O R D I G I TA L C O N T E N T C R E AT I O N A N D P R O D U C T I O N April 2006 www.cgw.com WORLD ® Freeze Frame Ice Age’s evolutionary breakthroughs in water and fur effects Commercial Breaks Super spots from the Super Bowl Graphics to Go The state of 3D in mobile games Making Waves Poseidon’s new simulation technique $4.95 USA Contents Zoom In Zoom Out For navigation instructions please click here Search Issue $6.50 Canada Next Page CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Introducing Face the Future Lifelike facial animation that puts a smile on your face. Create, solve and animate. In days, not weeks. Come and find out more about the future of facial animation at softimage.com/face_robot © 2006 Avid Technology, Inc. All rights reserved. Product, features, specifications, system requirements and availability are subject to change without notice. SOFTIMAGE, Avid and Face Robot are either registered trademarks or trademarks of Avid Technology, Inc. in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Character building CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Maya® 7, the latest release of the award-winning 3D software, is packed with innovative new features allowing you to realize your creative vision faster and more easily than ever before. Capitalizing on Alias MotionBuilder® technology, Maya 7 makes character animation easier and more accurate. Other improvements such as advanced render layering and new modeling, texturing and effects tools help you achieve more with Maya. To find out how the new and innovative features of Maya are changing the face of 3D, visit www.alias.com/maya7. Image created by Meats Meier (www.3dartspace.com) © Copyright 2005 Alias Systems Corp. All rights reserved. Alias, the swirl logo, Maya and MotionBuilder are registered trademarks and the Maya logo is a trademark of Alias Systems Corp. in the United States and/or other countries. CW _____________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents April 2006 • Volume 29 • Number 4 A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Computer T H E M A G A Z I N E F O R D I G I TA L C O N T E N T C R E AT I O N A N D P R O D U C T I O N Also see www.cgw.com for computer graphics news, special surveys and reports, and the online gallery. WORLD Departmen ts 12 Editor’s Note 4 Computer Graphics World’s new owner, COP Communications, outlines its plans for the magazine. Features Spotlight 6 Cover story Products Thawsome ATI’s FireGL and CrossFire Softimage’s Face Robot NaturalMotion’s Endorphin, Euphoria Boxx’s GoBoxx 1400 20 By Martin McEachern News Dell to Acquire Alienware Top Spots Digital Video Viewpoint 8 High Dynamic Range Displays Brightside’s HDR display technology is new and expensive, but it offers a glimpse at what is possible for monitors and displays in the near future. 20 BROADCAST | Post facilities use digital effects to score high in this year’s Ad Bowl commercial showdown. By Debra Kaufman Small Screens Run Deep 28 Products 39 MOBILE GRAPHICS | Getting 3D mobile content is a waiting game: developers waiting for handsets, handset manufacturers waiting for apps, and end users...well, just waiting. Product news from NAB2006 By Jenny Donelan Portfolio 36 E frontier’s image gallery Backdrop 44 Size Matters 31 Casual Approach 28 12 CG ANIMATION | Using new tools and techniques, Blue Sky evolves Ice Age’s primitive characters and effects. MODELING/SIMULATION | ILM makes a big splash in Poseidon with a novel approach to making water and waves. Interview with Jason Kapalka, of PopCap Games, who reveals the secrets of his company’s success in the growing casual games market. By Barbara Robertson On the cover: Blue Sky makes an evolutionary leap in graphics technology for Ice Age: The Meltdown. See pg. 12. 31 w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 3 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F editor’snote CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F KAREN MOLTENBREY: Chief Editor “The reports of my death have been greatly exaggerated…” —Mark Twain CONTRIBUTING EDITORS: Jenny Donelan, Audrey Doyle, Evan Marc Hirsch, George Maestri, Martin McEachern, Stephen Porter, Barbara Robertson SUZANNE HEISER: Art Director The demise of Computer Graphics World has also been greatly exaggerated while the magazine has been going through a change of ownership. We happen to believe that Computer Graphics World is exactly where it should be—home. For an incredible publication like Computer Graphics World, “home” is being part of a publishing group that understands the value of its assets and its value DAN RODD: Senior Illustrator MARI RODRIGUEZ: Production Director KATH CUNNINGHAM: Production Director [email protected] __________ (818) 291-1113 MACHELE GALLOWAY: Ad Traffic Manager to the ever-growing computer graphics industry. These are very exciting times for Computer Graphics World, which has been purchased by COP Communications, the publishers of Post magazine. For some time, COP Communications has been courting PennWell, Computer Graphics World’s longtime publisher, in an attempt to acquire the graphics industry’s leading publication. We are very excited to have Computer Graphics World joining the family. We CHRIS SALCIDO: Account Representative [email protected] _________ (818) 291-1144 COMPUTER GRAPHICS WORLD Editorial Office: 620 West Elk Avenue Glendale, CA 91204 (800) 280-6446, x1105 have assembled an incredible team to bring the enthusiasm and excitement back into SALES Computer Graphics World. Having been a part of this market for more than 15 years, I understand that joining with such a well-respected title like Post magazine offers our readers and advertisers content and market reach that is simply not offered through the legacy publishers, which have decided to make publishing much more about We are committed to extending our coverage of the 3D community across the varied disciplines. bottom-line numbers and less about the markets they serve. I believe that it should be all about understanding and passion—both of which are essential if your editorial focus is on TIM MATTESON : Publisher/West Coast Sales [email protected] ________ (310) 836-4064 JEFF VICTOR : Midwest/East Coast Sales [email protected] _______ (847) 367-4073 LA Sales Office: 620 West Elk Avenue Glendale, CA 91204 (800) 280-6446 the professionals of the market, who take immense pride in what they do, along with the manufacturers, which offer the razor-edged technology that helps these creative professionals perform their magic. Computer Graphics World has the passion and understanding that both Karen Moltenbrey and I bring with a team that will continue to celebrate the core of Computer Graphics World and all that has made it a first-class publication. We invite you all to join us in our re-energized quest in serving the worlds of entertainment, gaming, industrial design, science, CAD, and simulation, and nurturing the crossroads of innovation among disciplines. It’s no secret that CAD designers want to learn about the newest modeling techniques used in the latest blockbuster effects fi lm, while scientists are interested in the real-time rendering advances coming from the WILLIAM R. RITTWAGE President and Chief Executive Officer Computer Graphics World Magazine is published by Computer Graphics World, a COP Communications company. Computer Graphics World does not verify any claims or other information appearing in any of the advertisements contained in the publication, and cannot take any responsibility for any losses or other damages incurred gaming industry. We intend on celebrating these professionals, and are committed to by readers in reliance on such content. extending our coverage of the 3D graphics community. And, we look forward to your Computer Graphics World cannot be held responsible for continued support in the years to come. manuscripts, photographs, illustrations or other materials. the safekeeping or return of unsolicited articles, Subscriptions: Address all subscription correspondence to Computer Graphics World, 620 West Elk Avenue, Glendale, Sincerely, CA 91204. Subscribers may also contact customer service at (818) 291-1100. For change of address please include the old and new address information, and if possible, include an address label from a recent issue. Subscriptions are available free to qualified individuals within the United States. Non-qualified 1 year rates: USA $4.95. Tim Matteson Publisher Canada & Mexico $6.50. All Airmail Delivery is available for an additional $75.00 annually. Postmaster: Send address changes to Computer Graphics World, 620 West Elk Avenue, Glendale, CA 91204. 4 | Computer Graphics World CW APRIL 2006 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F iÊ>`ÊÃiiÊÕÃÊ>ÌÊ ÓääÈÊÌ Ê-ÎÇ£ ÜÊÜÌ ÊÕÌLÀ`}iÊÝÌÀiiÊ̽ÃÊi>ÃÞÊ ÌÊi`ÌÊÊ-]ÊÊ>`ÊÓÊwÊʵÕ>ÌÞ ÕÌLÀ`}iÊÝÌÀiiÊÃÊÌ iÊwÊÀÃÌÊL`ÀiVÌ>Ê VÛiÀÌiÀÊ vi>ÌÕÀ}Ê LÕÌÊ * Ê Ý«ÀiÃÃ°Ê iVÌÊÌÊÌ iÊiÜÊ>VÊxÊÀÊ* iÊ7`ÜÃÊ V«ÕÌiÀÃÊ vÀÊ Ì iÊ ÜÀ`½ÃÊ } iÃÌÊ µÕ>ÌÞÊ LÀ>`V>ÃÌÊi`Ì}]ÊivviVÌÃÊ>`Ê«>ÌÊÃÕÌ°Ê 7À`½ÃÊ} iÃÌÊ+Õ>ÌÞ ÕÌLÀ`}iÊ ÝÌÀiiÊ ÜÀÃÊ >ÌÛiÞÊ Ê {\Ó\Ó]Ê ,Ê {\{\{Ê ÀÊ ÓÊ `}Ì>Ê wÊÊ ÀiÃÕÌÃ°Ê i>ÌÕÀ}ÊÌ iÊ`ÕÃÌÀÞ½ÃÊÞÊÌÀÕiÊ£{ÊLÌÊ>>}Ê VÛiÀÃÊqÊÌ iÀi½ÃÊÊ } iÀʵÕ>ÌÞÊÊÃÕÌ° iVÌÊÌÊ>ÞÊiV]Ê >iÀ>ÊÀÊÌÀ ÛiÀÌiÀÊÀÊ>Ê >«ÌÕÀiÊ >À` ÕÌLÀ`}iÊ ÝÌÀiiÊ ÃÕ««ÀÌÃÊ ÃÌ>`>À`Ê >`Ê } Ê `iwÊÌÊ -Ê {\Ó\Ó]Ê-Ê{\{\{Ê>`Ê>>}Ê916]Ê>ÃÊÜiÊ>ÃÊ /- É*ÊÛ`iÊÊ>`Ê ÕÌ]Ê7ÀÊÜÌ Ê>ÞÊ`iV]ÊV>iÀ>ÊÀÊÌÀ°ÊÕÌLÀ`}iÊÝÌÀiiÊ >ÃÊvi>ÌÕÀiÃÊnÊV >iÃÊvÊÃ>«iÊÀ>ÌiÊVÛiÀÌi`Ê-Ê>Õ`Ê>`Ê >>}ÊÃÌiÀiÊ8,Ê>Õ`ÊÊ>`ÊÕÌ]ÊVLi`ÊÜÌ ÊÌÜÊV >iÊ , Ê>Õ`ÊÕÌ«ÕÌÃ]Ê}Ài>ÌÊvÀÊÜÊVÃÌÊÊÌÀ}° 7 iÊÌÊViVÌi`ÊÌÊÞÕÀÊ>VÊxÊÀÊ* iÊ7`ÜÃÊV«ÕÌiÀÊ vÀÊi`Ì}]ÊÕÌLÀ`}iÊÝÌÀiiÊÜÀÃÊ>ÃÊ>ÊL`ÀiVÌ>ÊÛ`iÊ >`Ê>Õ`ÊVÛiÀÌiÀ°Ê"ÞÊÕÌLÀ`}iÊÝÌÀiiÊÃÊÌÜÊ«À`ÕVÌÃÊÊ i]Ê>Ü>ÞÃÊ>`>«Ì}ÊÌÊÞÕÀÊV >}}Êii`ð `Û>Vi`Ê}Ì>ÊÌÀ} ÕÌLÀ`}iÊÝÌÀiiÊVÕ`iÃÊLÕÌÊ`Õ>ÊÊ 6Ê >`Ê Ê ÌÀ}°Ê 7Ì Ê `Õ>Ê Ê 6]Ê ÕÌLÀ`}iÊ ÝÌÀiiÊ V>Ê iÛiÊ ÃÕ««ÀÌÊ ÓÊ `}Ì>Ê wÊÊ i`Ì}Ê Ê ««i½ÃÊ ÎäÊV Ê i>Êë>Þ]ÊÀÊÕÃiÊÊvÀÊViVÌ}ÊÌÊÌ iÊ>ÌiÃÌÊ L}ÊÃVÀiiÊÌiiÛÃÃÊ>`ÊÛ`iÊ«ÀiVÌÀÃ°Ê ÕÌLÀ`}iÊÝÌÀii 1 Ê -fÓ]xx i>ÀÊÀiÊÌ`>ÞÊ>ÌÊÜÜÜ°L>V>}V`iÃ}°V _______________________ / iÊÛ>ÌÀÊ>}iÃÊ>ÀiÊVÕÀÌiÃÞÊvÊÀ>>Ý]Ê7>ÀiÀÊÀðÊ>`ÊÌ i>ÃiiÌ° CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F spotlight Your resource for products, user applications, news, and market research PRODUCTS GRAPHICS BOARDS ATI Expands Its FireGL and CrossFire Products Extending the company’s workstation graphics line, the oped from the ground up with multi-GPU gaming in mind. 1GB FireGL V7350 and 512MB FireGL V7300 are designed to Engineered with two true x16 PCI Express interfaces, the be ultra-high-end boards for digital content creation, imag- CrossFire Xpress 3200 is designed to deliver ease of use, accel- ing, and CAD professionals. Both take advantage of an ultra- eration, advanced overclocking capabilities, and stability. threaded parallel processing GPU and ATI’s Avivo video and The company also revealed that Hewlett-Packard has display technology. The new graphics cards deliver a large selected the ATI Mobility Radeon X1600 to power the new color palette and increased detail, given their graphics pipe- HP Compaq nx9420 Notebook PC. The business notebook line of 10 bits per RGB component and two dual-link con- also benefits from a 17-inch widescreen display and Intel’s Centrino Core Duo. The Mobility nectors in support of high-end displays. Priced at $1999 Radeon X1600, offering multimedia and $1599, respectively, the FireGL V7350 and V7300 functionality and power manage- are based on 90-nanometer process technol- ment, delivers ATI’s Avivo tech- ogy, 512-bit ring bus memory architecture, nology for refined video capture and 128-bit precision. and playback, and PowerPlay 6.0 ATI has released its Cross- technology for long battery life. Fire Xpress 3200 chipset, devel- PRODUCTS FACIAL ANIMATION 6 Softimage Delivers Face Robot Softimage, a subsidiary of Avid Tech- previously possible, Face Robot aids art- animation interface, animation retarget- nology, has unveiled Face Robot, its ists in producing emotive expressions ing, iterative performance refinement software solution for creating realis- with natural skin and soft-tissue move- utilities, and support for the importa- tic facial animation for high-end film, ments in as few as six steps. The soft- tion and exportation of Autodesk 3ds postproduction, and game applications. ware, compatible with popular 3D pro- Max and Maya file formats. Softimage Face Robot current- Designed to enable more lifelike ani- grams and work flows, provides precise mation of digital faces in less time than control over anatomical features such ly is shipping in two configurations: as the mouth, eyebrows, Designer and Animator. Face Robot and jaw. Designer, priced at $94,995, provides | Computer Graphics World CW APRIL 2006 The integrated facial the tools necessary to prepare, solve, soft-tissue “solver,” mean- and animate faces, including those while, offers a corrective for defining wrinkles, placing tendons, sculpting system and and fine-tuning the mouth. Priced at helps simulate the ways $14,995, Face Robot Animator presents in which facial tissue a hybrid environment for keyframe deforms as expressions animation and motion capture, as well are formed. Additional as features a retargeting algorithm and features include a visual advanced tuning controls. w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F PRODUCTS 3D ANIMATION NaturalMotion Upgrades Endorphin, Debuts Euphoria NaturalMotion, Ltd. has unveiled the as its adaptive behaviors, char- latest version of its 3D animation soft- acter edit mode, and integration ware solution, Endorphin 2.6, and a new with popular 3D and animation run-time technology for next-generation work flows. Endorphin 2.6 is game development. available now for $9,495. The Newly updated, the Endorphin 2.6 suite of tools is designed for the creation company also of realistic, interactive 3D character ani- mation technology for gameplay mation in games, films, and broadcast. and development on next-genera- Its new network licensing enables mul- tion platforms. Euphoria utilizes tiple licenses to be shared across a net- the company’s Dynamic Motion work from a single dongle, whereas new Synthesis technology to develop reference and training material provide interactive animations on the fly. The recent Game Developers Conference, up-to-date information, more-detailed solution is based on fast simulations of Euphoria is being implemented in next- tutorials, and a number of tips and game characters’ motor control, mus- generation game titles and is available tricks. At the same time, NaturalMotion cles, and biomechanics, rather than on through has enhanced such Endorphin features canned data recall. ment program. Shown behind closed doors at the NaturalMotion’s co-develop- WORKSTATION Dell Inks Agreement to Acquire Alienware Dell has entered into an agreement to acquire Alien- PRODUCTS WORKSTATION NEWS intro- duced its Euphoria run-time ani- Boxx Launches a New Version of Its GoBoxx Boxx Technologies has unveiled a new edition of its ware, known for its unique, high-end workstations. GoBoxx 1400 mobile workstation sporting AMD’s Alienware’s PC product line for gaming and multimedia Athlon 64 X2 dual-core processors. The GoBoxx 1400, DCC and management will complement Dell’s high-per- suited to mobile 2D/3D graphics and animation profes- formance workstation offerings. Alienware will operate sionals, has a 17-inch WSXGA+ (1680x1050 resolution) as a wholly owned subsidiary to Dell, and will be head- GlassView-type Active Matrix display and Nvidia Quadro ed by Alienware’s current management and founders. graphics with a PCI Express Meanwhile, Dell recently unveiled its XPS 600 Rene- FX Go 1400 GPU, OpenGL, gade, a limited-edition, custom-painted desktop comput- and 256MB of video memory. er. Designed to deliver immersive gaming experiences, Rounding out the offering the Renegade benefits from the industry’s first dedicated are two DIMM slots with up physics accelerator, the Ageia PhysX processor. The PhysX to 2GB of memory, dual HDD processor lends to lifelike gaming environments given its support with RAID 0 and 1, ability to power real-time dynamic motion and interac- dual-channel DDR2 memo- tion on a large scale. The Renegade system also employs ry, and a built-in 1.3-mega- Nvidia Quad-SLI graphics pixel digital video camera. and the Intel Pentium 965 The company additional- Extreme Edition processor ly debuted the Boxx Apexx 8 at up to 4.26 GHz. workstation targeted at visu- The XPS 600 Renegade al effects professionals. The system is designed to han- is offered in limited quan- dle 2K and 4K film, as well as to deliver real-time func- tities, priced at $9930 with tionality when working with very large files, through Dell’s 30-inch 3007WFP the use of 16 processing cores. flat-panel monitor. Pricing for the workstations vary with configuration. w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 7 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Video viewpoint CW Previous Page Contents High Dynamic Range Displays The human eye is an incredible instrument. It has the ability to process a very high range of colors and even a larger range of luminance variations. Indeed, when we hear display contrast ratios like 500:1, 2000:1, or even 50,000:1, they ultimately pale to the roughly 1,000,000:1 luminance range of our eyes. Similarly, the 24-bit color processing (or 32-bit, including alpha channel) that seemed pretty good a decade ago now feels unsatisfying in the By Jeff Sauer Brightside Technologies recently introduced the first HDR display, its DR37-P, which uses a different backlight compared to typical LCD monitors. While the technology is highly desirable, the monitor’s price, $49,000, may prove to be too steep for the average user. quest to produce lifelike images and video. And that is just why a small but growing Jeff Sauer is a contributing editor of Computer Graphics World and director of the Digital Video Group, an independent research and testing organization for digital media. He can be reached at [email protected]. __________ number of applications, could display the full quality of imagery would be so much better. Now there is at least one such monitor. Brightside Technologies is a small Western some as common as Canadian company with the first HDR-capable display. Unfortunately for most of us, Adobe Photoshop CS2, Brightside’s high dynamic range display—priced at $49,000—isn’t likely to show up on and computer games our individual desktops very soon. But, the technology is eye-opening and, hopefully, it’s are moving toward high a glimpse at the future. dynamic range imagery (HDRI) and creating Lighting It Up, and Down HDRI with as much as On the surface, Brightside’s DR37-P uses a fairly straightforward LCD panel, similar 16 bits per color. to any other higher quality 37-inch LCD TV/monitor. But there are a couple of critical Of course, while variations: First, Brightside uses a much different backlight; and second, that back- While costly, the software can pro- Brightside’s probably don’t have a through a matrix of liquid crystals. Electric charges cause the liquid crystals to “turn monitor that can show out” to allow some or all of the light to pass through, thus creating different levels HDR display it. Naturally, “quality of brightness and varying shades of gray. The light then passes through red, green, in” begets “quality out,” and blue color filters to create different colors. Since the “white” backlight is theoreti- technology and maintaining a high cally made up of red, green, and blue light blended together, this subtraction method dynamic range through- should yield all possible colors. cess more data, you may offer a glimpse at the future. out the creation and editing processes will reduce rounding errors light doesn’t just turn on and off with the power switch. LCD monitors typically create brightness by shining a large, defused backlight Yet, as the saying goes, “in theory, there is no difference between theory and practice. But in practice....” Consider the difference between a typical tungsten light bulb and an overhead and yield a better image office fluorescent lamp, or even one of the newer fluorescent bulbs designed for even on a low dynamic house lamps. While both are called “white,” most people recognize a difference range monitor. and describe the tungsten bulb with words like “warmer” or “softer.” That creates a Still, a monitor that 8 | Computer Graphics World CW pleasant environment, but the actual “white” leans toward red and orange. Formally APRIL 2006 w w w.cg w. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F _________________________ ___________________ CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents speaking, tungsten bulbs have a lower color temperature than white that is made up of equal parts of red, green, and blue light. The Cold Cathode Fluorescent Lamp (CCFL) backlights of traditional A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Several companies have been DLP rear-projection TV that uses LEDs instead of a traditional projection lamp. experimenting with blue are subtracted from less than 100 percent white, the result is a mathematically limited range of possible colors. Several companies, including Brightside, have been experimenting with LED backlights instead of CCFLs Those products all, like NEC’s, use an array of red, green, and blue LEDs LCD monitors similarly diverge from “pure white.” And, when red, green, and ing with Texas Instruments’ DLP (Digital Light Processing) technology to build a LED backlights instead of CCFLs and other kinds of fluorescent lamps. to create a pure, adjustable white backlight, and the visible results in each case are impressive. Still, the technology ultimately only improves color accuracy and not necessarily contrast. and other fluorescent lamps. NEC, for The Bright Side of LED example, now has a 21-inch desktop monitor, the LCD2180, that employs two defused To create a true HDR display, Brightside arrays of red, green, and blue LED as the backlight. The combination of red, green, exploits another critical characteristic of and blue LEDs act like the red, green, and blue light guns of old CRT projectors, LEDs. As solid-state devices, LEDs can blending the primary colors to produce that pure white and, in turn, a wider range of be turned on and off extremely quickly— other colors. NEC reports a range of saturated colors that exceeds Adobe RGB color within nanoseconds. They can also shine by 9 percent and NTSC color by 4 percent. at reduced power levels to produce a Similarly, a development partnership between Samsung and Sony has yielded a gray light. Most importantly, Brightside small number of products, including Sony’s Qualia 005 (a 46-inch LCD panel) and modulates the LEDs individual on the fly, Samsung’s LN-S8297DE (a gigantic 82-inch LCD panel). Samsung has also been work- adjusting for each display image and even _____________________________ 10 | Computer Graphics World CW APRIL 2006 w w w.cgw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS each “field” of 60 field/sec motion video. That fields two important improvements over traditional LCDs. First, turning the LED backlights off while the liquid crystals are changing state (turning) helps minimize the image ghosting that remains a negative LCD stereotype with video. Second, the DR37-P actually looks ahead a handful of video frames to analyze the picture, then adjusts the LEDs individually to accommodate light and dark scenes and light and dark areas of the scenes. That’s where Brightside really reaches the full potential of high dynamic range. As I stated earlier, our eyes can distinguish contrast in the 1,000,000:1 range, but that’s not the whole story. At any given instant, we are much more limited—in the order of just 100:1. That’s why you can’t, for example, go to a bright, sunny beach and expect to immediately see something inside a dark tote bag. Our pupils need to dilate and adjust to the new Brightside’s panel adjusts the brightness levels so that dark and bright environments can be seen clearly. luminance range of the inner tote bag to allow us to discern objects. Similarly, we can readily differentiate objects in dark evening shadows (a survival defense mechanism) because our eyes have adjusted to a different overall luminance. In order to create a similar range, Brightside uses an array of 1380 LEDs with mildly defused pixels behind the 1920x1080 LCD matrix. Analyzing a given image allows F 10Gb NAS with a lot of SAS... Rorke Data & Fujitsu deliver cost-effective multi-user, multi-stream NAS storage solutions Today’s dynamic Digital Media networks typically demand ultrafast node-to-node interconnections to support a high bandwidth of data transfer.That’s why Rorke Data has partnered with Fujitsu. We integrate Rorke’s Galaxy series of high-performance, scalable NAS solutions with a blazing combination of Fujitsu XG series 10 Gbit switch infrastructure and Fujitsu’s MAX series 3.5," 15K rpm SAS drives. Cost-effective 10Gb connectivity, the unparallel performance of SAS drives, with Rorke’s service and support – It’s revolutionary disk storage, without the spin. Galaxy NAS Capacity: 2TB to 12TB* Drives: SAS-based over 1GB/s RAID: Level 3, 5 or 6 OS: Embedded Microsoft or Linux the DR37 to adjust each individual LED, thereby exploit- • The world’s first non-blocking single-chip 10Gb Ethernet switches • Offers industry’s lowest latency in 10Gb Ethernet Switching (450ns fall-through latency) • Delivers 240 Gbps throughput performance with compact form factor • Includes link aggregation, IGMP snooping and port security Fujitsu XG Series ing a full LCD contrast ratio in the various sectors of a single image. Dark areas can have smartly defined shadows and highlights, while still allowing bright areas to shine enough to create the painful glow of looking at the sun. In that way, Brightside has given an LCD panel something like dilating LEDs that act much like our eyes, Fujitsu MX SAS drives adjusting to the brightness and allowing us to see both • 3.5-inch RoHS compliant Enterprise Hard Disk Drives offer 15K RPM spindle speed and feature storage capacities up to 147GB/hdd • Mean-time-between-failure (MTBF) of 1,4000,000 power-on hours • Native Command Queuing (NCQ), providing faster execution of operation commands dark and bright environments clearly. And that, leveraging such a high dynamic range, creates a far more lifelike viewing experience. Brightside’s technology is still new and quite expensive, but it does offer an attractive glimpse at what is possible for future displays. Minimally, the work of Brightness, NEC, Sony, and Samsung has piqued the interest of LED manufacturers and has yielded some dramatic performance increases during the last couple of years, with more on the horizon. And, that bodes well for the future of HDR displays. NAB Booth SU 236 *Capacity determined by number of enclosures ________________ Rorke Data, Incorporated 9700 W. 76th Street • Eden Prairie, MN 55344 800.328.8147 • 952.829.0300 Fax 952.829.0988 SAN • Fibre Channel • RAID • Archive Libraries • Servers • Installation • Service & Maintenance Rorke Data reserves the right to change product specifications without notice. All trademarks are the property of their respective owners. CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CG Animation By Martin McEachern In the 2002 prehistoric animated adventure Ice Age, a melancholic mammoth (Manny), a klutzy are about to burst sloth (Sid), and a stoic saber-toothed tiger and flood the valley—and (Diego) form an uneasy bond to return a drown all the creatures in it. Their human child to his family. The story of only hope is to journey to the other end of reflected Blue the mismatched trio venturing across the the valley and escape on a primitive ark. Sky’s initial trepidation at From above and below, their trek is goers across the globe, making $382 mil- fraught with perils and predators. A sla- verdant playgrounds, gushing floodwaters, lion worldwide, earning an Oscar nomi- lom course of bursting geysers, teetering ultra-realistic fur, and elastic character ani- nation for best animated feature film, and rock formations, sharp-toothed amphib- mation of the sequel are a sure sign that setting the stage for the climate-changing ians attacking through cracks in the ice, those fears have been washed away. follow-up, Ice Age: The Meltdown. Making and a flock of hungry-eyed vultures, who $70.5 million during its opening weekend, the CG sequel was another mammoth Images TM & © 2006 Twentieth Century Fox. embarking upon a feature film, then the frozen tundra warmed the hearts of film- break into a Busby Berkeley rendition of “Food, Glorious Food,” are but a few. “We’re a lot more confident now,” says lead animator Dave Torres. “But it still wouldn’t be any fun if we weren’t con- success for Fox’s Blue Sky Studios, eclips- Along the way, they meet two manic stantly pushing ourselves technically and ing the original Ice Age’s weekend take possums, Crash and Eddie, and their “sis- artistically. And on this film, we had huge by almost $25 million and becoming the ter” Ellie, a mammoth who believes she’s hurdles to overcome, specifically in the year’s first box-office bonanza. a possum. Still pining for kinship with a form of complex water and fur simulation.” As the story opens, the animals are fellow mammoth, Manny finds hope in To achieve that, Ice Age: The Meltdown reveling in the virtual water park that Ellie, and begins a fumbling courtship. would not only require the development global warming has made of their once- Meanwhile, Sid’s desire for self-worth is of new tools for water and fur simulation, frozen habitat, frolicking on water slides kindled by a race of miniature sloths who but for simulating froth and splashes, as and ignoring the apocalyptic warnings of worship him like a god—until, of course, well. Character animators also set a goal of Fast Tony, a con-artist turtle voiced by Jay they try to sacrifice him in a pit of lava. Sid pushing smear frames, squash and stretch, Leno. But, Manny, Sid, and Diego soon also peels away Diego’s false bravado and follow-through, and overlapping action to learn that Fast Tony’s dire forces him to confront his fear of swim- extremes. To do so would require the build- forecast is about to ming. And, finally, the beleaguered Scrat ing of new meshes and rigs for all the char- come true. The tow- continues his quest for the ever-elusive acters to handle the extremes of motion. ering glacial cliffs acorn in wildly inventive comic interludes. that loom over The simplest one involves a botched pole- Character Evolution home, vaulting attempt using a pole that’s a bit too Because only handful of the sequel’s 60- holding back short to reach the far edge of deep crevice. plus animators had worked on the origi- their the melt- You can imagine what happens. ing ocean, 12 | Computer Graphics World CW APRIL 2006 If the stark icescape of the first film nal Ice Age, Blue Sky conducted seminars at the start of production to establish guide- w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CG Animation .... Fox/Blue Sky bring a Thawsome flood of innovation to I ce Ag e : T h e Me l t d o w n w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 13 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CG Animation lines for the animation of each character, giving examples of expressions and showing what director Carlos Saldanha did or did not want. The animators also created internal Web pages geared to each character, and spent a day of team building at the Bronx Zoo, studying tigers and elephants. Led by lead modeler Mike Defeo, artists discarded the NURBS meshes used for the first film and resurfaced all the characters using subdivision surfaces in Autodesk’s Maya. “Except for the eyes and teeth, all the characters were a single-surface sub-D mesh,” says Torres. “All the problems we had on the first Ice Age, with tears and Thanks to a new, volumetric fur tool, called Fur Follow Through, the long mane and woolly coat of Manny and Ellie sport millions of hairs that respond to wind, inertia, and gravity. seams around T-junctions and the convergence of [five or more] sur- can use them as “hookups” between shots. For example, when faces, were gone.” Aesthetically, the characters retained their origi- there’s a cut on action, on the last frame an animator can snap to nal design, except for Diego, whose eyes are now more cat-like. a pose from the Pose Tool Box, so that the next animator knows Working primarily in Maya, riggers outfitted each of the main where to begin his or her animation.” characters with more than 800 controls. These included for- Cataloging poses became doubly important when character ward kinematic/inverse kinematic (FK/IK) handles, Maya blend animators challenged one another to a smear-frame competition. shapes, Maya Set Driven Keys, corrective blend shapes, and sim- Trying to outdo one another with squash and stretch, animators ple deformers such as lattices for flattening out a piece of geom- created wildly exaggerated poses that, without the Pose Tool Box, etry, creating impacts, or adding a hint of squash and stretch to could have created a consistency nightmare for multiple animators the beaks of Fast Tony or the vultures. Instead of using Maya’s working on the same character. To create these exaggerations, the Sculpt Deformers for the dynamic animation of wobbling bel- animators manipulated special squash-and-stretch nodes placed lies, jostling fat, or bulging muscle, Blue Sky uses a proprietary by riggers at the ends of the joints. “We could extend the nodes, tool called Follow Through. While not a fully dynamic solution, and it would simulate squash and stretch, preserving volume, thin- Follow Through is a joint-based system that uses the “gross” ning out the geometry with extension, or fattening it with compres- motion of a piece of geometry to calculate overlapping, follow- sion. We would scale, rotate, and translate the joints, and essen- through, or other secondary motions that would be tedious for tially try to break the rig,” notes Torres. “We intend to push it even an animator to keyframe. further on our next film, Follow Through is most Horton Hears A Who!” clearly visible on the more Choosing a winner of gratuitously cartoony char- the smear-frame contest, acters such as Scrat, specif- Torres points to a scene ically on his cheeks, ears, in which Crash and Eddie belly, and the spline ani- are logrolling down a mation of his tail. hill. Sucked underneath, With multiple animators they’re flattened and often working on the same stretched in true Chuck character for any given shot, Jones fashion. animators used another For the many still lakes, ponds, and puddles interspersed across the melting tool—called Pose Tool Box— landscape, Blue Sky used Next Limit’s Real Flow and displacement shaders. to access a wide variety of Animators also took smear frames to extremes on Sid. In one shot, in recorded poses so they could seamlessly blend with one another’s which the sloth exclaims prematurely, “We’re gonna live,” only to animations. “Pose Tool Box lets us record hundreds of physical realize otherwise, and says, “We’re gonna die,” Torres says the pro- expressions, such as sad, angry, mad, happy, and so forth,” says cess was pushed to the point where it didn’t look like Sid. “But it Torres. “When an animator creates a new pose, we can store all or works for the mood,” he says. “So, while we tried to exaggerate as any part of it, from the face to various parts of the body. Then, we much as possible, we didn’t want to violate the look of the charac- 14 | Computer Graphics World CW APRIL 2006 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F nuKe TM NUKE composite by for the 2005 VES Award-nominated commercial "Mezzo Leap" Aeon Flux Image courtesy of Paramount Pictures. - The most powerful 3D workspace in a desktop compositor. Make the leap to Nuke 4.5. - 64 channels of image data that support the OpenEXR™ format. - Unique image-based keying for the highest degree of creative control. - Available on Windows, Mac, Linux and Irix. - Used by Digital Domain and 25 other leading VFX companies worldwide. www.d2software.com [email protected] _______________ 310.314.2976 NUKE™ is a trademark of Digital Domain, Inc. in the United States and other countries. Digital Domain® is a registered trademark of Digital Domain, Inc. in the United States and other countries. D2 Software™ is a trademark of D2 Software, Inc. in the United States and other countries. The names of other companies and products mentioned herein may be the trademarks or service marks, or registered trademarks or service marks, of their respective owners in the United States and/or other countries. CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CG Animation ters from the previous film or, worse, distort the true personality of knots while trying to snatch Crash and Eddie, who keep popping the character.” To that end, animators did not exaggerate heavily in and out of holes in the ground. “Previz artists put placeholders on Diego, whose withdrawn nature demanded a subtler approach. for where the holes would be, judging how far they had to be apart Ellie’s comic delusions about being a possum also demanded so that Sid and Diego could reach from one to the next without a highly nuanced performance—one that was broad enough to being too far from Crash and Eddie,” says Torres. Using this rough capture the humor of her delusion but restrained in a way that choreography, modelers modeled the ground plane with the holes in the correct position, and layout artists created the appropriate camera movements, all of which was then sent to animation. Refurbished Fur Thanks to a new, fully voxelized, volumetric fur tool, all the animals in Ice Age: The Meltdown sport a new coat of fur, each bearing millions of hairs that respond to wind, gravity, inertia, and turbulence. In the first film, Blue Sky employed image cards bearing the image of one to three hair strands. Though alpha maps and transparency gave them a sense of dimension, their Possums Crash and Eddie were squashed and stretched to extremes using Blue Sky’s proprietary Follow Through tool. showed those delusions stemmed not from stupidity, but psycho- motion, even in windstorms, was caused by a jiggling of the cards and appeared somewhat stiff. In contrast, the new fur system procedurally draws millions of B splines on each character. Each point on the spline carries information about its position in logical need. “We didn’t want her to come across as dumb,” states space, along with color, length, density, transparency, and other Torres. “She lost her family when she was young and found a sur- attributes. From these millions of hairs, a couple thousand are rogate family in two possums. So we wanted to show she was selected to be rig hairs, which are attached to the animator’s char- brassy, smart, and caring, and that her confusion—much like acter rig in Maya and drive the animation of the other hairs. that of Tarzan—comes from the way she was raised.” Similarly, To simulate motion dynamics on these “rig hairs,” technical because Manny was the “heart” of the film, animators also director Adam Burr wrote a tool called Fur Follow Through, which abstained from giving him wide-eyed, cartoonish expressions adapts the Follow Through tool for fur animation. Using the tool, that would undercut his emotional weight. To capture the roman- the animators could adjust the hair’s drag, inertia, cycle, and settle tic subtext in his interactions with Ellie, animators used eye dart- time, as well as assign force vectors for wind, gravity, turbulence, ing, stuttering, stammering, and eye-contact avoidance. and other environmental influences. “You can see the breezes running through the hair now. And, when characters move for- Freestyle Animation ward, the hair is drawn backward,” Artists built all the sets and props explains Torres. In addition, Fur prior to animation. While layout Follow Through can recognize artists established most of the block- when the fur is partially immersed ings, the animators did a lot of the in water, automatically selecting its camera work themselves, especially Underwater Follow Through so that when their performances exceeded it appears to flow with the current. the scope of a shot. In fact, the ani- However, the fur is still not fully mators had more freedom than ever interactive. If, for example, a char- before in staging their scenes. Only acter puts its hand to its chest, the a few sequences were prevized, fur would penetrate the hand rather among them Whack-a-Mole and than compress under it. Indeed, because the animators Balance. In the latter, all the characters find themselves on top of a rock that’s teetering precariously on a bunch of other rocks stacked one When Sid’s “rig hairs” intersect with a water body, the hairs automatically assume their wet look, reflecting changes in density as they absorb water. could only see the rig hairs during animation, their biggest gripe during production was fur intersection. To on top of the other in the middle of a giant canyon. “The cho- resolve that problem, the team fed all the Maya animation into its reography of the characters was extremely intricate and inter- Grinder system, which translated it into scripts for CGI Studio, its connected,” says Torres. “Previzing it was a huge collaboration proprietary raytracer. When the rendering was complete, it was the among animators, previz, layout, and modeling.” job of the technical animators to scrutinize each frame for fur pen- Meanwhile, in Whack-a-Mole, Diego and Sid are twisted into 16 | Computer Graphics World CW APRIL 2006 etrations and then notify the character animators. “Often, they’d w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CG Animation see the fur go right through the hand, and we’d have to go back and alter the animation to bring the hand out of the fur,” says Torres. .... Once the dam bursts and the main wave passes, the deluge of floodwaters flowing through the entire set and through which the With millions of hairs to process and only four months to ren- characters must swim is the work of Wave Synth. Falling under der the entire film, Blue Sky moved to a 64-bit architecture for the class of spectrum-based techniques, Wave Synth’s fundamen- Ice Age: The Meltdown, upgrading its renderfarm to 1000 2.4 GHz tal building block is called a Gerstner wave, which resembles a processors, increasing its storage capacity to 40TB, and installing sine wave and has been used for a long time in oceanography. new Angstrom workstations running dual 2.4 GHz processors and Using such variables as wave height and speed, and simple equa- Nvidia-based graphics cards. Under the new system, the average tions for calculating how waves move in deep water, Wave Synth render time per frame was 13 hours. “We used a primitive form sums together many waves. of the new hair for the humans in the first Ice Age,” says effects While the same technique has been used for such films as lead Eric Mauer. “However, since CGI Studio is a raytracer, which Titanic, Wave Synth differs by not compressing the calculation of means all the geometry has to be in the scene at render time, our RAM footprint for the voxel bodies was really prohibitive. Each scene had to be represented in less than 1GB. Through our new architecture and advancements to the furvoxel rendering made by researcher Maurice Van Swaaij, our RAM footprint for Ice Age: The Meltdown was 6GB.” In addition, Van Swaaij also made advancements to CGI Studio that enhanced the motion-blur effect on the fur. For creating matted, bedraggled hair, the process was twofold. When artists procedurally modeled the fur, they also modeled its wet look, establishing the frequency with which the hairs would clump and the changes in density as it absorbs water. Then, during animation, when the rig hairs intersected with a water body, the hair rig accessed the wet or dry fur description, and morphed between the two. “Intersections between water and fur are always a challenge,” says effects lead Kirk Garfield. “Because fur and water are both transparent bodies, you have to boolean one out of the other any time they’re touching. So, within our pipeline, we came up with templates to easily boolean out the fur that was in any other transparent bodies, such as bubbles.” Digital Deluge Artists remodeled all the characters, including the acorn-obsessed Scrat, using subdivision surfaces before rigging them with Maya IK controls. Then, with Blue Sky’s proprietary Follow Through tool, the team added secondary animation, and with the Fur Follow Through tool, animated the hair. Blue Sky relied on four primary tools for water simulation: Next Limit’s Real Flow for creating the crashing, folding waves of the dam burst; a proprietary tool developed by researcher Simon Brown called Wave Synth for the intense, choppy waters that flood the valley after the burst in the third act; a customized rig employing Maya Particles for creating splashes; and a proprietary Froth tool developed by Rhett Caulier for saturating characters in a foamy spray. w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 17 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CG Animation thousands of waves using Fast Fourier transform, which tends to where without breaking the budget. Sometimes, we’d use our compromise the “peakiness” of the waves. Instead, Wave Synth own in-house mesher to fatten the droplets; in other cases, we builds a wave spectrum, choosing only the best waves to add would just render it as spray.” While effects artists could make together, rather than summing thousands of inferior ones. Simply the splash particles interact with the separately simulated water stated: It’s quality over quantity. “You can add hundreds of waves, surface, they found that it was rarely necessary. but if you choose bad ones, with the wrong wave heights, lengths, To envelop characters in froth and foam when they’re close and speeds, it won’t look realistic,” says Brown. “So, the spec- to a large body of water, researcher Rhett Caulier developed a trum defines the type and amount of waves that will be used to proprietary froth simulator that worked with Wave Synth. Using achieve the most realistic simulation.” a point-cloud system to represent the water surface, the charac- Wave Synth’s ability to regulate a wave’s level of detail with the proximity of the camera is one of its greatest advantages. It can ters, and the environments, the tool calculated the intersections between the geometry, and then procedurally generated the froth particles that aerated off the water surface, clouding over the characters. Constrained to the water surface, the froth particles became part of the main visual cue indicating the direction and the speed of the current, and used a laminar flow-collision model to swirl around objects in their path. “It’s a collection of scripts and C++ code that runs entirely within our proprietary system. So, only after all the data from Maya was fed into our Grinder could we apply froth to it,” says Caulier. Effects Animation Having abandoned texture maps on Robots, Blue Sky continues to use a proprietary procedural method for texturing, which layers materials made of various noise functions (see “Mech Believe,” March 2005, pg. 22). To create the gauntlet of bursting geysers that the characters must cross, artists used CGI Studio’s Smog tool, which simulates smoke, steam, clouds, and other aerosols by defining an isosurface within which light is scattered and absorbed. Finally, for Ellie’s dream-like flashback to the loss of her Blue Sky’s CGI Studio raytraced the entire film in only four months, including the millions of hairs and complex water reflections. family, artists created the snow in the scene using Maya par- produce complex choppy waves close to the camera, but as the the snowfall thickens. To create the footprints in the snow, the waves recede into the horizon, it will only calculate what is neces- effects team used Z depth maps taken from an orthographic sary. However, since Wave Synth is tailored for fast-flowing waves camera to produce a set of displacement maps in Apple’s Shake. that swell and crest violently but do not fold over on themselves, it Many former Disney artists who Blue Sky Studios hired after the was not used for the dam burst. For the calmer waters of the many closing of the Orlando studio painted the beautiful deep vistas ticles, instancing them with larger spheres or ice chunks when ponds and still lakes visible at the opening of the film, the artists of the tundra and backdrops for the valley scenes. Finally, art- used simple displacement shaders, bump maps, and noise patterns. ists generated the grass in the valley using the new fur tool, ani- For any light disturbances of those waters, they used Real Flow. mating the millions of blades with Fur Follow Through. Because the characters are constantly thrashing about in For Blue Sky Studios, Ice Age: The Meltdown entered theatres water—especially when Wave Synth was used during the deluge leaving a flood of innovation in its wake. In fact, the studio is in the third act—the effects animators led the character animators currently preparing sketches on Wave Synth, the froth simula- by providing an animated NURBS patch showing the troughs and tor, and its splash rig for this year’s SIGGRAPH. Torres empha- crests of the waterline, so they could choreograph their charac- sizes the importance of making each film a learning experi- ter animation with it in Maya. On the other hand, when the water ence—an opportunity to grow technically and artistically. simulation was done in Real Flow, effects animators received the “Everything we do, we learn from,” Torres says. “With each character animation first, and then ran the simulation to match it. film, we search for better ways of working, better tools, and are For splashing and spraying water, the artists used a patchbased Splash rig employing Maya particles. “The rig would constantly developing things to help out work flow, not only to make us faster, but to make our jobs easier.” allow us to pose a NURBS patch representing the water surface, emit particles off it, then turn on dynamics and let grav- Martin McEachern, a contributing editor for Computer Graphics ity take over,” explains Garfield. “We could put splashes every- World, can be reached at [email protected]. _____________ 18 | Computer Graphics World CW APRIL 2006 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F _________________ CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Broadcast TOP SPOTS Di g i t a l e ff ec t s turn in a g a m e -w i n n i n g p e r f o r m a nc e i n t h i s y e a r ’s S u p e r B o w l co m me rc i a l sh o w d o w n By Debra Kaufman 20 | Computer Graphics World CW APRIL 2006 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Broadcast The Ad Bowl, which takes place during Super Bowl Sunday, is a highlight of the year for advertising agencies, commercial production companies, and all the visual effects, animation, and post houses serving them. The commercials—supposedly Madison Avenue’s best—are as much of an .... “SPORTS HEAVEN” MOBILE ESPN Agency: Arnold Worldwide Director: Jake Scott attraction as the game itself, and this year was no exception. The 2006 super spots appeared to be a notch up from last year, when cautiousness prevailed, squelching creative, riskier opportunities. As Production company: RSA Visual effects: Brickyard VFX expected, humor continued to reign supreme, as did commercials featur- S Mobile ESPN makes the entire world “sports heaven,” the ing animals, particularly those involving Budweiser’s iconic Clydesdales. theme of this successful spot. A young executive walks through The draws, as well as the duds, were the culmination of the hard- the city, so focused on his new Mobile ESPN phone that he est work in the shortest time, as agencies, pro- doesn’t notice the superstar athletes everywhere around him: duction companies, and VFX profes- a group of motocross racers speed out of a parking garage; a sionals raced toward a fixed deadline, usually with just days to spare. Aside from being expensive in terms of Chicago Cub steals a base across an intersection; a pro bowler sends the ball rolling down a driveway for a strike. Brickyard VFX handled all the effects, and touched every shot with CG imagery and/or compositing. According to work and time, the spots were also executive producer Jay Lichtman, who is based in the effects costly in terms of dollars—with an house’s Santa Monica, California, office, Brickyard VFX average price tag of $2.5 million for started the job with concept boards. “There were no shooting boards,” he says. “Director Jay Scott was brilliant. He and 30 seconds of airtime. The cost to air his production company went on location and created a live- a commercial far exceeded the cost to action animatic that was very closely timed, and we followed create one, even though some of the special effects-heavy ads reportedly that. He framed everything the way he wanted. It did change, but it was a good starting point.” During filming, Brickyard VFX Geoff McAuliffe and Robert cost upward of $1 million to make. Sethi supervised, collect- With so much at stake, some advertisers ing camera and lighting took a chance with an unusual or risky presentation, while others played it safe with a variation of their tried-and-true formula from data, reflection images, and reference stills. The elements changed organically previous years. And then there were those that just plain missed throughout production—up the mark. The revolving refrigerator—a clever sight gag in which a to three days before deliv- “hidden” refrigerator to some luckless Bud drinkers ends up being a magic refrigerator to the tenants on the opposite side of the wall— was the all-round MVP this year. Anheuser-Busch also scored a big ery. “There was an intersection shot with a one-down marker, which covered up a lot of the foreground,” hit with “American Dream,” featuring the little horse that could, and Lichtman recounts. “It cov- “Superfan,” in which a sheep becomes a memorable streaker. FedEx ered up too much action so also came out on top with a commercial that put cavemen in a cave office, replete with a troglodyte boss. Formula One cars, one CG The ever-popular Kermit the frog was another hit, as the fuzzy puppet kayaks, climbs, and finally reaches his destination—the Ford Escape Hybrid—all with a song on his puppet lips. Gorgeous cinematography took a bow with the Cadillac Escalade commercial, with visuals that drew attention and almost made you forget that there really wasn’t a story. Here is a closer look at some of this year’s top spots. the crew removed it, and we replaced it with two CG NASCAR car, and 18 to 20 CG motorbikes.” The CG elements were created in Brickyard VFX’s Santa Monica facility, while most of the tracking, rotoscoping, and compositing were done in Boston, where Kirsten Andersen served as that location’s executive producer on the project. For the replacement shot described above, says Lichtman, w w w. c gw. c om ___________ CW Nearly every shot in the live-action spot for Mobile ESPN was digitally touched in some way, including this one, with the original shown above and the final below. APRIL 2006 Computer Graphics World | 21 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Broadcast the group also had to re-create the world behind the one-down marker, which required a CG road and buildings. In another last-minute change, one player on the Florida Marlins “SUPERFAN” BUDWEISER Agency: DDB Chicago baseball team was traded to the Director: John O’Hagen Chicago Cubs during production. Production company: Digital Domain “We had to digitally change his Visual effects: Digital Domain uniform,” Lichtman recalls. In addition, the marathon shot was Budweiser’s Clydesdales are a familiar touchstone during the entirely digital, as well. “There Super Bowl broadcast, and this year’s offering was particu- was no ‘marathon button’ on larly good. “Superfan” was one of this year’s most memorable the computer,” he notes wryly. spots, with a whimsical twist as the iconic horses played ball on Instead, the Brickyard VFX crew opposing sides of a pasture gridiron. brought in their running clothes The spot opens on a wide shot of a golden field with snowy and, one by one, hopped on a mountains in the distance. The two teams of Budweiser treadmill and were filmed against Clydesdales approach the line of scrimmage in slow motion, a greenscreen. Meanwhile, the in-house programmer built a script that allowed him to take the runners and place them on sprites, which read the distance that each person’s stride would carry them down the road for a realistic animation. On PCs running Linux, the team performed all the tracking for the spot with 2d3’s Boujou, and all the modeling and animation within Autodesk’s Maya 7.0. The artists also used Adobe’s Photoshop for the textures and painting, Adobe’s Fans from the animal kingdom were composited into this liveaction shot as they watched the Bud horses play football. After Effects for rough 3D compos- Last-minute changes were made to the spot, such as altering a baseball player’s uniform (first image set). Also, compositing work on the second and third set of images added water and the Heisman Trophy to the respective shots. ites, and both Pixar’s RenderMan as the fans on the sidelines—goats, antelope, buffalo, foxes, and Mental Images’ Mental Ray for wolves, and sheep—wait in anticipation of the play. As the rendering. Final compositing was tension builds for the play to begin, a freshly shorn sheep done on Autodesk’s Discreet Flame sprints out onto the field. It’s a streaker, notes one of two Version 9.2.6. cowboys watching the game. As the fans cheer, the sheep “It’s a very busy spot, full of ele- runs between the horses and then stands on its hind legs, as ments,” says Lichtman. “We had to a shot of a fox strategically covers the animal’s exposed body prioritize [the work], but we also parts for a G rating. had to make everything perfect. Visual effects supervisor Jonny Hicks notes that the director The rule we had was that it had to asked the VFX team to be involved in the planning stage of the pass the ‘pause’ test—if someone commercial, since the spot would require so many new, chal- paused the image on their DVR, it lenging actions. “We saw the boards of the sheep standing on would still look great.” its hind legs, waving its front hooves in the air, and shaking its Lichtman continues: “To make that happen, we needed to have finished piece.” the very best communication Of that production time, one week was spent shooting on loca- between the departments and the tion at Lone Pine, a small town nestled in a valley between two artists and the client. We needed mountain ranges, where several animal wranglers looked after them to understand the post pro- the real bears, wolves, sheep, and other animals, which were cess—and they did.” filmed individually against greenscreen. The main shoot involved 22 | Computer Graphics World CW booty,” recalls Hicks. “We had four weeks from concept to the APRIL 2006 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F This Budweiser commercial required a number of shoots, including those with the animals and a series with backgrounds. Flame artists did a tremendous amount of cleanup in the spot, including painting the sheep’s animal handlers out of this shot. the Clydesdales and the hero sheep, while the B shoot—accom- screen shots, minimized the challenges the artists faced with the plished using three cameras to get shots from different angles— Flame composite. captured all the animals that would make up the crowd scene. The Another challenge was designing the lineup of the crowd. greenscreen was L-shaped, so the crew could get front-on and side “The considerations were visual,” explains Hicks. “We wanted shots of the animals at the same time. To keep the lighting correct, to give a shape to the crowd, with a center point. The bison was the greenscreen setup was regularly moved throughout the day to the imposing center point, and we also got depth with charac- keep the sun on the animals’ right side. ters situated in front and behind.” Some of the shots, says Hicks, But the real challenge was getting the sheep to dance. This comprise 50 to 60 layers. “It was a good, solid composite job that was done by three animal handlers wearing green Lycra suits; involved getting every bit of it right,” he adds, “and doing it all they manipulated the sheep’s forelegs for the waving motion and within a very short period of time.” hips, to keep its legs on the ground and create a gyrating movement. “There was quite a lot of trial and error,” says Hicks. “Once the director saw the range of motion he could get with the sheep, we went through a series of moves and gesticulations so he could have more choices in the edit.” (The ASPCA was on hand to make sure the sheep were treated well.) “All the magic happened with a lot of hard work in the Flame,” says Hicks. There was a huge amount of cleanup and [image] removal: for instance, painting the animal wranglers’ hands off the sheep and painting sheep textures back in, painting out the skewer of meat used to get the bear to run, and removing the collars that many of the animals wore. One of the challenges was that, due to the enormity of the job, the group had to start shooting the animals before the crew shot the background plates the animals would be set into. The director and his cinematographer scouted locations carefully, while the _____________________ VFX team took notes of where the background plate would eventually be shot. That work, in addition to good greenw w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 23 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Broadcast “GLIDE” The 3D manta ray was modeled in 3ds Max and animated in Maya. But before that was done, the group conducted research NISSAN using books, videos, and other sources. “A manta ray’s motions are Agency: TBWA/Chiat/Day Los Angeles similar to those of a bat—very fluid,” says Banks. “We stylized the Director: Jake Banks manta rays a bit so they weren’t entirely realistic in their appear- Production company: Stardust Studios ance, and then rendered them out two different way—with a cellshader render and then a shader render—and mixed them together. Visual effects: Stardust Studios The cell shader gave the image an outline, so mixing the two gave In a trio of spots for a Nissan Murano campaign, all directed the model more of a graphic quality, more illustrative.” by bicoastal Stardust Studios’ owner/executive creative director The artists also incorporated additional layers of bub- Jake Banks, the Murano transforms into a manta ray (in “Glide”), bles, some water, reflections, and shadows, all a mixture of Adobe After Effects and Maya. a bird (in “Soar”), and then a paper airplane (in “Fly”), all designed to show Cleanup work for the car, which how smoothly the vehicle’s Xtronic con- had reflections of the camera-car, tinuously variable transmission operates. was done in Autodesk’s Discreet Combustion. Lighting is always tricky when shooting a car, because the sun is always moving and the car itself is a giant reflective surface. So, the team shot the scene with the shadow side of the car to avoid bright hot spots. In the Nissan Murano commercial “Glide,” digital artists crafted stylized 3D manta rays using 3ds Max and Maya (above), whose fluid motion matched the movements of the vehicle (left). “The live-action footage was very desaturated, so we had to pump color into it,” Banks says. “We blew up the car a little bit, but also had to make sure that we “Glide” was the spot that debuted just before Super Bowl XL and stayed true to its real color, which was blue. The manta ray was aired during ABC’s Super Bowl halftime show. also blue, to match it to the color of the car.” According to Banks, one of the challenges in using CG was stay- For all three spots, Stardust Studios provided the design, liveaction production, animation, editorial, and visual effects. The ing true to the spot’s overall design. “The key was to keep it clean facility also previsualized the camera moves (using Autodesk’s and simple, and not add too much,” he explains. Maya and 3ds Max) for the live-action shoot, building a 3D car in Maya and moving the cameras to match the car and helicopter perspectives. Director of photography Neil Shapiro captured dynamic shots that matched the storyboard using a camera-car, helicopter, and locked-down mounts. “We had to shoot the car in a way that would be in tune with the elements of flowing, soaring, and gliding,” explains Banks. “These extremely dynamic camera moves allowed us to be more free with the animation.” “The idea was to keep it simple and clean throughout,” Banks continues. “The big thing we had to figure out was how the car “THE WAVE” BUDWEISER Agency: DDB Chicago Director: Paul Middleditch Production company: HSI Visual effects: Method Studios actually transformed into the manta ray. Do the doors flip out and form wings? We went through dozens of ideas about how In this spot, the stadium “wave” becomes a way for thou- to do it. We wanted it to be stylized, with its own feel and look, sands of people with placards to create an eye-catching and not seem as if it were transforming into a robot.” feat: to open a bottle of Budweiser, tilt it so the stream of The two-day shoot took place on the tarmac at a local airport beer goes halfway around the stadium of 97,000 virtual in San Bernardino, California. After the edit was locked and fans to fill a glass with the beer, and then drink it down. the crew pulled selects of what worked best, the team tried to After the shooting boards came in, says Method Studios’ mimic the previs. Six artists did roto and cleanup on the car at producer Kim Wildenburg, the team went through a care- the same time as lead animator/visual effects supervisor Shane ful previsualization stage, done by Pixel Liberation Front, Zucker animated the manta ray with rough-rotoscoped footage. to determine how the spot would cut together and, just as 24 | Computer Graphics World CW APRIL 2006 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Broadcast CG artists built this digital stadium and filled it with Massive agents. They also made and placed digital placards in the stadium to achieve the unique Bud wave, shown here. similar agents with adjusted textures and football uniforms. CG lights matched the lighting in the background plates. “There was a lot of ‘to-ing and fro-ing’ in the first stage,” says Wildenburg. “CG would give us the basic pieces and animation, and we’d comp it with the live-action plates and send it to the agency and director to make sure we got the timing important, that the produc- correct. Then it was sent back to the artists, who’d get into tex- tion company, agency, and turing, lighting, and rendering.” VFX studio were all on the .... The cards were animated in Maya but used a plug-in written by Bell, a custom instancer that created a particle system to same page. The two-day shoot took represent the cards and then create geometry on the fly. “The place at the LA Coliseum instancer that we wrote exists as a single object inside Maya, but with 300 extras, who would it’s generating 90,000 individual pieces of geometry for every form the foreground, aug- card,” explains Bell. “All the cards were animating indepen- mented by thousands of dently, but were treated as one object, which minimized the time Massive Software characters used.” Another tool created by Bell allowed gray-scale values to situated in the back rows of express timing, to control when the placards flipped over. the stadium. Wildenburg, “What was nice about that was that I could turn the tool over to along with Method Studios’ a less technical artist, and that person could experiment with cho- CG director Laurent Ledru, reography just by painting a texture in Photoshop,” explains Bell. attended the shoot, which included eight helicopter plates. For “He could see in nearly real time how that would modify his ani- the shot that pans across the entire stadium, the crew moved the mation. It allowed us to open up the well-understood 2D toolbox to 300 extras en masse around the stadium to get nine separate shots. “The first test was to build the stadium and place the Massive agents so they lined up with all the plates,” says 3D VFX artist James LeBloch, who handled the Massive Software shots. To solve the problem of placing 90,000 virtual characters within the rows and aisles, Method Studios’ software developer, Andrew Bell, wrote a script to export placement of the characters from Autodesk’s Maya (used for modeling) into Massive. “Ultimately, what we did was model the stadium as NURBS geometry, and then the script gave James some controls that allowed him to define a region on the model and say how many rows and seats were in that region,” explains Bell. “Then the script would iterate those specifications and come up with a Massive setup that matched.” ___________________ All the placards were also CG, rendered in Maya, and the same placement created for Massive was used to generate the CG cards and put them in their proper location. The football teams are also Massive agents, says LeBloch, who notes the players were w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 25 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Broadcast Multimedia Campaign Culminates in Super Bowl Spot “FLIP TO MEXICO” FRONTIER AIRLINES control time.” An additional function of the custom instancer was to create appropriate, individual textural information, which enabled the team to use one shader for all the cards. Texture placement was generated procedurally using the NURBS stadium as a reference. Meanwhile, compositing was done on the Agency: Grey Worldwide Autodesk Discreet Inferno system, with Mark CG elements: Cell FX Felt serving as the lead 2D VFX artist. The spot Editing: WildChild was rendered in Mental Images’ Mental Ray, with the exception of the Massive rendering, Graphics: Wildstyle which was done in SiTex Graphics’ Air using Frontier Airlines’ “Send Flip to Mexico” campaign reached its anticipated conclusion several PCs running Windows XP repurposed during Super Bowl Sunday, when audiences found out whether Flip the dolphin got his to form a Linux renderfarm. wish to be sent to warmer climates or, as the creature had threatened in the first spot, “We’re always in the position of coming up with “Ultimatum,” if it would quit the business. The blitz of 12 30-second and 60-second TV solutions on the fly,” says LeBloch. “And we’re and Internet commercials was supported by a Flip Web site (www.fl iptomexico.com), ___________ pretty good at it, but that was ongoing all through an online petition, leaflet campaigns, billboards, and even a roving Flipmobile. this commercial. It was definitely one of the most Viewers were already familiar with the Frontier animal mascots, all of them created by challenging projects we’ve worked on.” Cell FX in New York. According to Grey Worldwide vice president/creative Shawn M. Couzens, WildChild, along with its sister company, Wildstyle, has been working with the agency on the The Winners and the Losers Frontier account since 2003. “We consider them a creative partner,” says Couzens. Not all the spots at Super Bowl 2006 were win- The “Send Flip to Mexico” campaign attempted to blur the line between reality ners. In fact, there were a few memorable bombs. and fantasy. The talking dolphin was pure Hands down, the Ad Bowl critics gave a unani- fantasy, but the campaign built around mous raspberry to “GoDaddy” (a young, shapely him included extremely realistic newsroom woman tends to have a clothing malfunction)—a and documentary-style film footage as commercial Ad Week’s Barbara Lippert called “a “newscasters” covered the ongoing drama $5 million vanity project.” All in all, “GoDaddy” of Flip’s imminent departure—either to was a tired idea in a tired performance. Even so, Mexico or to the animal mascot unemploy- some college marketing students gave it a provi- ment line. The realistic news-style graphics sional thumbs-up for grabbing attention. were all created in-house by Wildstyle. The multimedia “Flip to Mexico” campaign blended digital elements into news-style film footage to achieve a look that melded fantasy and reality. That was not the only questionable commer- “Though the CG Flip was used in the cial. You’re either a fan or you’re not of the weird campaign, the one for the Super Bowl king in the BK spot, and the fast-food giant’s Busby actually had the least amount of com- Berkeley routine with the Whopperettes left more puter graphics,” reports WildChild edi- than one Super Bowl party cold; although, some tor Neil Miller. “It was more live action, thought the vegetable showgirls in the commercial which was unusual for the campaign in were amusing. The idea of a big 1940s-style musical general.” When the project arrived at WildChild, voice-over artist Joe Barone, at Bar1, piece, complete with showgirls, must have sounded had already laid down the audio track. Miller then put together a cut based on the like a good idea on paper, but in reality, it just didn’t track, “faking” the animation by using some older animation sequences done by Cell play as it was intended. In all, Super Bowl 2006 set a rather indifferent FX’s John Bauman. In the spots, Flip and the other animal mascots are always 2D. “We found that if benchmark for the annual ad fest. Although the they were 3D, they look a little scary, a little creepy when they come off the plane,” says commercials were, as a group, a better lot than Miller. As Bauman worked on the animations, he fed them to Miller as QuickTime files, its tame counterparts in 2005, we can only blame and Miller replaced the “stand-in” animation with the finished segments. for so long Janet Jackson’s show for dimming One challenge was finding new facial expressions and physical actions for Flip. “We gave Flip some new reactions and motions,” says Miller. “We created a new innovation and edgy ideas. It’s time to take a risk; that’s what Super Bowl Sunday is all about. physical vocabulary of new facial expressions, something that’s subtle but ones he hadn’t done before.” The spot was finished in Autodesk’s Discreet Flame. “The big- Debra Kaufman is a freelance writer in the gest challenge is that any time we finish a spot, our standards go up,” says Miller. entertainment industry. She can be reached at “We’re always pushing ourselves to get the most out of it.” —Debra Kaufman 26 | Computer Graphics World CW APRIL 2006 [email protected]. ___________ w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F 4IREDOFFORCINGDIGITALCONTENT ONTOTRADITIONALSTORAGE .OWTHEREgSABETTERTOOL )SILON)1CLUSTEREDSTORAGEWASDESIGNEDFROMTHEGROUNDUPFORMISSIONCRITICALDIGITALCONTENT )SILONgS/NE&34-DISTRIBUTEDFILESYSTEMACCELERATESYOURBUSINESSWITHMASSIVETHROUGHPUT UNSURPASSEDAVAILABILITYANDPERFORMANCETHATSCALESWITHYOURNEEDSASINGLE FILESYSTEMCANSEAMLESSLYGROWFROMTO4ERABYTES)FYOUWANT TOSTOPSTRUGGLINGWITHANDSTARTCELEBRATINGYOURDATAGROWTH CONTACT)SILONANDPUTTHEPOWEROFCLUSTEREDSTORAGETOWORKFORYOU The Leader in Clustered Storage 1-877-2-ISILON | www.isilon.com CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mobile Graphics small screens R i ch 3 D g a m e co n t e n t i s st a r t i n g t o f l o w o n mobile phones By Jenny Donelan f CW its own right—a waiting game. In particular, when it comes to 3D content on handsets, “everybody has been waiting for everybody else,” says Michael Schade, CEO of mobile 3D game developer Fishlabs Entertainment. Developers have been waiting for handsets powerful enough to support their applications, while handset manufacturers have been waiting for enough applications to justify upgrading the handsets that can handle them. Both parties have been waiting to see which APIs will reign supreme, and carriers have been struggling with issues like bandwidth, compatibility, and customer interest. “There hasn’t been critical mass,” says Schade. “That’s why everybody is waiting.” The only parties not waiting for 3D mobile gaming to take off are the end users themselves, the great majority of whom seem content to shuffle through solitaire games at the bus stop, unaware that developers are burning the midnight oil to create richer, more complex content for them. When that content does arrive, however—and it is starting to—users will notice, say experts and vendors alike. run deep 28 | Computer Graphics World or several years, the business of mobile gaming has been a game in APRIL 2006 The situation is somewhat analogous to 2D and 3D games on PCs—people weren’t clamoring for 3D applications, but what they saw, they liked, and weren’t ever going back to 2D. What’s not in question is that users are playing, or at least willing to play, some kind of game on their mobile phones. In a recent survey conducted by Sprint, the carrier determined that more than half of US wireless phone customers use mobile phones for w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mobile Graphics something other than talking, and one-third last year that it was going to buy Jamdat, the console experience to the mobile space. of respondents said they at least wanted to a major mobile game developer whose Most have failed because the way [mobile] play games on their phones (the survey titles include Tetris, Bejeweled, Collapse!, games are played is very different—gener- included users of voice-only phones that NBA 2006, and many others. Such a move ally, they are arcade-style, five minutes of obviously indicates a strong interest from fun rather than hours of intense play.” don’t allow downloads like games). .... Another big change for companies The global story is even more impres- the PC and console side of the market. It sive. According to Robert Tercek, chair- also indicates a willingness to try new involved in US mobile game develop- man of the GDC Mobile conference, approaches. ment involves the relative positions of the nearly 200 million people worldwide “[EA’s] acquisition of Jamdat, a mas- market. The US has always trailed Japan, have downloaded games to their mobile ter at the mobile space, clearly shows Korea, and even Europe when it comes to phones thus far. “This makes the mobile that EA understands the need for a dif- state-of-the-art mobile applications and gaming audience the biggest gaming ferent approach in order to be a success- handsets. But that may be changing as audience on any platform, even bigger ful mobile games publisher—the console- the US market itself grows and evolves. than the Game Boy crowd,” he notes. game business models don’t apply in the According to a recent report from UK-based “These numbers dwarf those of console mobile space,” says Paul Beardow, chief analyst firm Screen Digest, “Japan and game players, which hover around 50 technology officer of mobile game pub- Korea, once regarded as the powerhouses million. And mobile gaming is growing lisher Superscape. “Some have tried to take of the mobile games industry, have seen their position eroded. During 2005, the by 50 percent or more each year.” Western markets of Europe and, in par- Indeed, new mobile titles, most of them 2D, are announced every ticular, the US have seen rapid growth— month, so the market is lively. Recent now accounting for 52 percent of mobile examples include Prince of Persia: games revenues.” The Two Thrones and King Kong: The Official Mobile Game of the Movie from Technology-Enabled Evolution Gameloft, iWin’s Mah Jong Quest, and a Hurdles for mobile gaming implementa- Dilbert game scheduled to ship this fall tion involve compatibility and reliability. The phone you buy from one carrier, from Namco Networks. Image courtesy Gameloft. But the 3D aspect is what’s hot. “2006 is all about 3D games,” says Sanette Chao, public relations manager for Gameloft. And though not everyone has the phones to handle the 3D content, there cer- for example, may support that carrier’s game titles and no others, because some aspects of content delivery and performance are hardwired to the actual phone. In terms of reliability, long-term play can tainly are a lot of those phones out there: be frustrating when you lose a signal, approximately 100 million 3D-enabled even if it’s only every now and then. Prince of Persia: The Two Thrones (above) is part of an established title, while King Kong: Java-based handsets worldwide, accordThe Official Mobile Game of the Movie (below) ing to Fishlabs’ estimate. is tied to a popular movie, making both more However, it would be a mistake to viable mobile titles than most others. are appearing from almost everywhere. view games as the killer app for mobile “Today, neither the mobile network nor phones. Last year, ringtone downloads the mobile handset presents a signifi- exceeded those of games. And accord- cant obstacle to 3D mobile gaming,” However, technological advances that will help overcome these hurdles ing to a recent report from analyst firm says Tercek. “Of course, there are still In-Stat, US consumers have expressed hundreds of millions of legacy handsets greater long-term interest in mobile in the marketplace today. So, most pub- music service, meaning downloadable lishers of mobile games must address files or digital radio, than in gaming. two segments: the vast number of leg- But of course, they haven’t seen the rich acy phones that can only depict a game gaming content of the future, either. in two dimensions, and the growing Image courtesy Gameloft. A Mobile Market There are other changes afoot in mobile gaming besides the push to 3D. Game goliath Electronic Arts announced late 3D graphics.” Hardware acceleration and new processor designs are enabling those more powerful handsets. One w w w. c gw. c om ___________ CW number of high-end phones that offer APRIL 2006 Computer Graphics World | 29 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mobile Graphics approach to the issue of bandwidth is V Cast, a content-deliv- The Casual Connection ery network from Verizon that is powered by the company’s Conventional wisdom has it that the primary audience for the EV-DO network. Right now V Cast is enabling the majority of mobile game market are the so-called casual gamers, who flip 3D mobile gaming in the US. It’s implemented by a so-called open their phones to kill a few minutes. The titles that are popu- Brew API on V Cast-compatible phones, which Superscape’s lar, notes Beardow, are racing and other sports games, as well as Beardow describes as “probably the best gaming handsets brands, meaning popular titles (such as Tetris) from other plat- out there today.” forms and tie-ins to media events such as movies. Superscape’s own Swerve Client, developed in collabora- “Brands will be the key at the end of the day,” Beardow says. tion with chip developer ARM and mobile software company “People recognize a big brand...the mobile game doesn’t have to Sinjisoft, is a software engine that implements the Java Mobile be the same as the console game, it just has to preserve the cru- 3D Graphics (M3G) API, formerly known as JSR-184. One ver- cial elements of the brand and retain its image quality.” sion of the Swerve Client is for 3D accelerators, and helps reor- Moreover, most experts don’t believe that there’s anything ganize graphical data for optimal performance on different plat- other than a niche audience for a complex, long-playing mobile forms. Beardow says the company is also working on additional game. And, the Sprint survey would seem to support the casual versions that take advantage of new instruction sets and vector gamer theory. Out of the participants surveyed, 57 percent said floating-point capabilities found in the latest ARM processor for they had played games in the doctor’s office, 52 percent while next-generation handsets. commuting, 37 percent while at the airport, and 32 percent while in the bathroom. “These processors, coupled with 3D acceleration, will take But while agreeing that the casual gamer mobile gaming to a new level of connection exists, Fishlabs’ Schade isn’t so sure performance and end-user expe- that users, console gamers, and others won’t be rience over the next year or so,” attracted to the right game with a bit more depth predicts Beardow. to it. Galaxy on Fire, with graphics quality he As far as APIs go, Java and describes as close to that of the Sony PlayStation Brew have percolated to the top 1 console, has a fairly involved story line but is and are now the two leading plat- still very popular. “Everybody told us, don’t make such a long, complicated game, but it worked,” says Schade. Image courtesy Gameloft. forms used to download and run applications on mobile handsets. New Titles All these advances are making 3D gaming a reality. A recent title in this area is the Java-based Massive Snowboarding from Gameloft. The game comes with However, he notes that while there is an overarching, long gameplay, the title also has short action sequences for those waiting-room situations. As far as the future of the market is concerned: “It’ll grow rapidly, though I think there will be With its fast-paced action amid 3D rendered environments, Massive competition for the end users’ attention with games vying against eight slopes in four environments, Snowboarding represents all rendered in 3D. The quality of a major step forward music and TV,” says the graphics is superior to what Beardow. “But when the was available last year at this in 3D mobile game development. user has five minutes to kill at the bus stop or time. “[It’s] the ultimate boarding simulator that’ll make you forget that you’re on your mobile during lunchtime, then phone,” the company literature states optimistically. And in nothing beats tearing fact, the title does push the envelope in terms of graphics. around a track in a fast Image courtesy Fishlabs. Another 3D game, from Fishlabs, is Galaxy on Fire, a sci-fi adventure that received an award from the German electronic magazine Airgame for its graphics, atmosphere, play, and so forth. Fishlabs started out developing the game for Sony Ericsson handsets with HI Corp.’s 3D Mascot Capsule game engine. However, the company ended up writing its own middleware to optimize the play and graphics. The game is based on Java, and a Brew extension version is in the works. 30 | Computer Graphics World CW APRIL 2006 car or blowing things up while venting the frustrations of the day.” Jenny Donelan is a con- Galaxy on Fire, from Fishlabs, uses highend 3D graphics for a longer-than-most mobile game that also incorporates short action sequences. tributing editor for Computer Graphics World. She can be reached at [email protected]. ______________ w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Modeling/Simulation SI Z M E AT ILM bu W wan hen dire ted ctor t an 110 o film Wo 0-fo a the lfga 200 ng clas ot cru -foo ise sic his tw Pet ship erse ave 197 visu 2 d n cap al e for con i s sizi f the fect tact aste n r s su ed I g r e had ma m ndu per ke p viso ovie P o Perf reviou strial o r , seid f L B ect sly i o g y on, ht & d Sh wor as w Storm Ma erm ke ,w e gic. is, hich d wit wan ll, but Pet h erse fo ted c ILM n som r War alled on “Sh for ner eth The ab ing Bro kno ermis i g s u . ’ n w ck o P i s a q o aid ve ue. seid ver t im on, [P the e he boa eterse say using n t in s w a gr ] wan sor Kim L aves a a ted p ppr i at I to oac hic wa LM breri, in a h . y v i , th “He isu ng way a i t s l wa h w tha eb effe ant nte t oat ed c ,” ting d a d hasn’t to b ts su per y bee uild na m the vinb boa t ic, he ui t fr om destru lt befo shot ctiv ma re: ny He ang e wav eh les. it”❯ TE RS ild s a gia nt ds CG for cre mo sim ate de ula the l a tin nd rem g w ne By ak w a e o ter Ba rba f P t o h ra ose elp Ro ido ber n tso me .... tho n w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 31 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Modeling/Simulation The boat’s size meant that the ILM crew couldn’t use a miniature boat and real water; they had to create the shot digitally. 224 feet from hull to funnel. All told, modelers built 181,579 renderable pieces (see “Boat Builders,” pg. 34). “We like to shoot water at quarter scale,” explains Libreri. “It “The triangular face count in the basic ship is 1.3 million wasn’t practical when it’s meant to hit an 1100-foot-long object, faces,” says Vince Toscano, CG set supervisor. “We used a ref- so [Shermis] asked if it would be possible to do a digital boat erence library system that gave us a 10:1 savings. If we hadn’t, and digital water.” there would have been 11 million faces.” This isn’t the first time a visual effects studio has created digi- When the camera draws close, you can see ashtrays, steam tal water or a digital boat. But this time, the amount of water col- in the hot tub, cabin interiors, posters on the wall, martini liding with a large object and reacting in complex ways was espe- glasses on tables, cameras, cabling, deck chairs, towels, light The 1106-foot luxury liner and surrounding water are digital, created at ILM for an opening shot during which the camera follows actor Josh Lucas as he jogs around the deck. cially massive. “We had a giant body of water around the boat,” fixtures, and people walking on the deck—all computer-generated. “You can even see people watching TV inside their cabins,” says Libreri. “And at night, with over a thousand CG lights, it looks like a floating Las Vegas.” says Mohen Leo, associate visual effects supervisor. “Near the Modelers built the ship in Autodesk’s Maya, and set dressers end of the movie, we had to run all the ocean around the ship assembled the luxury liner in ILM’s proprietary Zeno software through the fluid simulator to move the water and foam around, system. Meanwhile, painters used Zeno and Adobe’s Photoshop and move all the debris in the water.” to create texture—80 percent of the textures were painted, five That sequence, during which a 200-foot wave rolls the percent were photographed, and the rest were procedural. Poseidon, was one of three created by ILM, one of several stu- Toscano decided on a Lego approach to building the Poseidon, dios working on the film. (The Moving Picture Company, for using such modular units as cabins, railings, decks, and interi- example, handled the water inside the ship.) ILM’s other two ors that snapped into place. To replicate a bridge interior set that sequences centered on the boat: a long, opening shot in which included a library, a bar, and an exercise room, ILM projected the camera rises from underwater to follow actor Josh Lucas jog- photographs of that set onto geometry within the digital model. ging around the deck, and nighttime shots of the luxury liner. In Inside the cabins, curtains appeared closed and open, set dress- all, it took a crew of 80 visual effects artists at ILM, 12 of whom ers varied the furniture, and CG people walked around. “I could were CG supervisors, a year to create the cruise ship, the digital look at the ship in profile and never see repetition, even with water, and the three sequences. 200 cabins on the side of the ship,” says Toscano. S.S. Poseidon screen catalog, for example, placing a green cushion on one The team building the digital sets selected parts from an onTo build the digital ship, modelers worked from concept art and style of lounge chair and a red one on another, hanging paint- blueprints provided by the production unit for the required set ings, and adding light fixtures. Towels folded in various ways pieces; ILM’s art director Wilson Tang refined the final ship had pre-set simulations to blow them wildly or slowly. “We design. The Poseidon measures 1106 feet from bow to stern, and had hot spots where pieces could snap onto each other,” says 32 | Computer Graphics World CW APRIL 2006 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Modeling/Simulation Toscano. Set-dressing kits varied depending on the shots. Once .... don’t think anyone has run global illumination to this level.” Philippe Rebours set up the materials and the lighting the set dressers finished snapping pieces onto the modules, they could use a second kit for parts, such as cabling, that extended method, and was CG supervisor for the daytime shot. “The boat across more than one module. was like a huge creature made of 400 parts,” he says. “It had to Artists could view modules on screen in low, medium, be completely realistic. There were tons of self-reflections—it’s and high resolution, depending on how much of the behe- made of painted metal. And, it’s so huge that it becomes the moth boat they needed to work with, and could see the entire environment itself.” ship in proxy mode. Proxy mode approximated the model—a Lighting conditions included daytime, underwater, and lounge chair, for example, would look like a bent square with nighttime scenes. At night, 1000 CG lights illuminated the ship— arms, while a cabin window would be opaque with boxes cabin lights, deck lamps, and so forth. Rather than have the ray- inside that represented the interior. tracer determine where the light bounced from all 1000 lights onboard the ship, Rebours’ team developed a system that, based Scene Lighting on the intensity of the light, automatically defined the geometry Lighters working inside ILM’s proprietary Lux, a lighting mod- illuminated by a particular light. When the boat was underwa- ule within the studio’s Zeno system, could assign materials and ter, the lighters could override previously set parameters. lights to the proxies that the real geometry would use for final For the daytime shot, the lighters created materials, environ- renders; the artists could click on a proxy element and see it in ment lights, and a key light that would work with lighting from full resolution. “Even though it’s referencing an archived piece the greenscreen shot. “We’d do a prepass to get all the indi- for rendering, they can still turn it on and see what it looks like, rect lighting,” says Rebours, “not just the ambient light coming drape something on it, or put a light on it for rendering,” says from the world, but from the ship. For the nighttime shots, we Toscano. “The model lets the artists open up an entire scene.” needed to gather light coming from those thousand lights. They In addition to level of detail, the ship builders and texture art- all needed indirect lighting—especially along the decks.” The ists created variations for each piece of geometry that changed lighters worked with one of 25 model sections at a time. When Images ©2006 Warner Bros. the look. To help with lighting, the basic surface changed they achieved the look they wanted, they’d duplicate it for the depending on whether the shot was in daylight or at night. In next section and vary it slightly. addition, anticipating the water simulation, modelers optimized Rendering the daytime shot took three days using 300 twin some pieces by capping parts that didn’t need to have water CPU dual-core 64-bit machines—the equivalent of 1200 proces- flowing inside. And, because the wave smashes the ship, the sors. “The whole shot takes 5TB,” says Pat Conran, digital pro- set dressers had a special kit filled with damaged pieces. “We duction supervisor. “We needed 1.4TB just to store the fluid sim- took the original models and broke them,” says Toscano. “We ulation. It’s such a large boat; we had to see massive turbulence had broken glass, broken chairs, bent arches, metal panels, and in the water.” wooden floors that broke away and buckled. We stripped the boat, exposed the understructure, and ripped it up.” The most intense shot of the ship appears in the beginning Making Water To create that turbulence, ILM used its Physbam simulation sys- of the film and, at 4300 frames, it’s the biggest shot in the movie. tem. “[Shermis] asked us to take CG water and CG water simu- “It starts out underwater,” Libreri says. “Sun streams through lations to the next level,” says Leo. “He wanted us to make sure the ocean surface, and we see this massive structure move. our water simulations were at a level of detail and realism that The camera lifts out of the water and reveals the 1100-foot-long hadn’t been seen before, so we spent a lot of time working with cruiser. The shot lasts for three minutes.” Ron Fedkiw at Stanford University and his Ph.D. students, and Actor Josh Lucas was filmed at Sepulveda Dam near Los with Nick Rasmussen in our R&D department.” Angeles while running in front of a mas- ILM had previously used sive greenscreen. He’s the only live the Physbam Particle Level element in the shot, and a digital ON DECK: Set (PLS) system for com- double replaces him half of the time putational fluid dynamics the deck. During the journey, the 456 deck chairs 413 signs with directions and warnings 20 as the camera follows his jog around 681 lounge chairs described by Fedkiw and others in many SIGGRAPH newspapers and magazines papers. The simulator had 73 miscellaneous towels melted liquid chrome in 37 bar glasses (most used glasses: juice glasses) Terminator 3: Rise of the camera zooms in close enough to see 348 tables ashtrays and bubbles in the hot tub. 45 umbrellas “It took a year to get the shot together,” 32 lifeboats says Libreri. “We rendered it all with 31 life preservers global illumination using raytrac- 31 security cameras 2 full bars pirate drink a glass of wine ing in [Mental Images’] Mental Ray. I 44 first-aid boxes 8 bar stools in Pirates of the Caribbean: CW Machines, helped a skeletal A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Modeling/Simulation The Curse of the Black Pearl, and poured water off a magical ship B O AT B U I L D E R S in Harry Potter and the Goblet of Fire (see “A Draconian Test,” Some Poseidon Stats: January 2006, pg. 26). Now, the studio needed something that Size: 1106 feet from bow would create all the key elements of dynamic water—the ocean surface, splashes, spray, foam, bubbles—from a unified, physically accurate, high-resolution fluid simulation. But, ILM had to stern; 224 feet Hot tubs: 2 from hull funnel Parts: 181,579 renderable Cabins: 382 on 6 floors, never used Physbam at a Poseidon scale. “In the past, for something of this scale, we’d typically fake it by sculpting a shape and using particle emissions on the crest,” says Libreri. ship model; 2117 archived penthouses Mental Ray files for the Cabin interiors: 14 unique appetite for memory and processors. Simulations are difficult furniture layouts in to control, and they’re sequential—that is, they start on frame pieces in the base including 2 lofted Portholes: 876 They faced one problem, however: Physbam had a big Swimming pools: 3 instantiation of the ship Texture maps: 11GB of mip-mapped textures 220 lower cabins one, go to frame two, and so forth to the end. What happens before dictates what happens next, and that adds up to oceans of production time. “When you’re simulating a volume, every- where the surface tension would break: the areas where water thing scales cubically,” says Conran. “We were scaling by a turned into droplets and air into bubbles. “So, we added gravity and buoyancy to these particles, and thousand; we had to find new methods of working.” So, the Stanford and ILM teams solved the problem by split- used them to represent spray and bubbles,” says Leo. “By track- ting the simulation in a frame into multiple pieces that could ing where the particles hit the main water surface, we could run on different processors; that is, they parallelized the fluid define areas for foam particles, which were advected with the solver code. “That gave us fast turnaround,” says Libreri. “The fluid.” In effect, underwater bubbles followed the churning simulations became scalable, and we got higher detail. We were water; when spray landed on the waves, it became foam, and able to take two waves, collide them against each other, and the foam moved with the water surface. as they interacted, the waves would break and particles would “You automatically get a very good first take of cresting pour off in a simulated way. It was a real breakthrough. We waves, foam on the surface interacting with the boat, and large started to see things we never thought we would see.” events like a wave crashing down on the boat,” says Conran. The key was high resolution. At low resolutions, when the “But, if you have a huge particle splash, there are a lot of dynam- simulation grid was large, the movement looked like that of a ics going on that are different from surface foam. The foam is viscous liquid—more like syrup than water. At high resolutions, turbulent. It pulls apart and forms into cellular patterns.” Thus, the liquid approximated water, inside and on the surface. And, Willi Geiger, who helped mastermind the particle-based fiery when the simulated water became the most turbulent, when it lava for Star Wars: Episode III—Revenge of the Sith (see “Dark moved with more force than the high- and Stormy Knight,” June 2005, pg. 10), worked on perfecting resolution grid could handle, it ejected the surface foam by feeding the removed particles from the fluid particles. Conveniently, the solver simulation into another simulation system in Zeno. A proprietary particle system made it possible for ILM to hand sculpt and choreograph a 200-foot wave of water that moved slowly toward the ship. spit out those particles in places that Most of the time, the simulation used “one-way coupling.” matched those areas in a real ocean That is, the water moved rigid bodies like floating deck chairs, 34 | Computer Graphics World CW APRIL 2006 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Modeling/Simulation .... ILM created the final composite (above) by (from top to bottom, at left): first, previsualizing the animation and camera; second, simulating the turbulent ocean around the ship; third, rendering particles for spray, foam and bubbles; and, last, rendering the sinking ship using raytracing and global illumination. And for the giant wave, the team started with a hand-sculpted wave and choreographed the particle system. “You couldn’t simulate a 200-foot wave that moves slowly and reaches threateningly for a ship,” explains Leo. “A real wave would break or collapse. But we used the fluid solver for the interaction around the boat.” By the end of the film, the crew was using the solver even for small elements. “It became our Plan A,” says Leo. “It was the most reliable way to create bow wakes and minor splashes.” Indeed, the solver worked so well that the crew mimicked practical methods to control it by setting initial conditions and velocities and letting it run. They dumped “waves” onto the ship. They pulled a “plug” to make the water disappear. “In the early days, sims weren’t at the resolution we needed, so we had to cheat a lot of things,” says Libreri. “Now we can use all the same tricks that practical effects technicians use. It gave us such accurate simulations that when we dumped a million gallons of water into a tank, it wiped out the camera.” Libreri, who was a visual effects supervisor on The Matrix trilogy, believes that simulation systems such as ILM’s Physbam and also the custom system used by Munich-based Scanline for various projects represent an important evolution in visual but the deck chairs didn’t affect the water’s movement. “We effects. “It’s something I’ve talked about for years,” he says. could have had two-way coupling, but it wasn’t necessary for “Our industry is evolving from emulation to simulation. We’re the most part,” says Leo. In fact, in some shots, although the beginning to mathematically model the real world, rather than simulator moved the life rafts and debris around, to protect cheat and pretend it looks right.” the director’s framing, the crew treated the boat as a hand-ani- “It’s not the easiest path,” Libreri adds. “It’s the hardest path. It’s stressful for the director and the producer, but they stuck by mated rigid object and splashed water against it. Physbam couldn’t solve everything, though. The simulation engine was best at moving water surfaces and objects that dis- us. Wolfgang [Petersen] and Boyd [Shermis] really helped us push the state of the art forward.” placed water. For white water caused by big splashes, the team used a new particle system in Zeno. “We upgraded the system Barbara Robertson is an award-winning journalist and a contrib- to render more particles than before and to do smooth particle uting editor for Computer Graphics World. She can be reached at hydrodynamics,” says Leo. [email protected]. _______________ w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 35 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F E Frontier Image Gallery Portfolio Clockwise from top left: E frontier’s Poser and Shade are tools for the professional digital artist. Yet, their intuitive Sunwave 2 By Cube structure and attractive price make them attractive to novices and newcomers to the world Murcielago By Bunbun of 3D art and animation. According to Daryl Wise, product marketing manager for E Frontier, Virtual Look By Mike Campau nearly half of all Poser and Shade users are professional artists, as opposed to hobbyists. “There are a number of artists who create fantasy art of inventive landscapes and fig- Fei-Fei By Studio Blue Moon ures,” Wise says of the user base. “And, some prefer photorealistic, lifelike renderings, and stylized art that is more painterly.” Wise notes that he is unaware of any “signature” look in regard to the images created by Poser and Shade artists, since they tend to use the same types of tools available in other high-end modeling and rendering software—GI, raytracing, path tracing, radiosity, and more. Yet, many of the characters that are incorporated into the 36 | Computer Graphics World CW APRIL 2006 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F final scene can be recognized as popular Poser models, including James, Miki, and Jessi, or Clockwise from top: specific scenes and props that are available in Shade or the company’s Vue landscape-cre- Something to Believe In By David Ho ator program. “Our users create art, both 2D and motion, that is virtually indistinguishable Dark Star By Laura Haskell from photos or motion pictures. A few years ago, this was not possible,” he adds. Dead City Colony 77 By Robert Czarny Featured on these two pages are images created by Poser and Shade artists. Presently, the company is sponsoring a unique contest challenging participants to correctly choose the real image (a photo) from among four or five highly realistic digital images created in Poser, Shade, or another E frontier 3D application. More images and animations can be found on E frontier’s Web site at www.e-frontier.com/go/ community/galleries. __________ —Karen Moltenbrey APRIL 2006 CW Computer Graphics World | 37 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS Tina Blaine (Bean) | Masters of Entertainment Technology, Carnegie Mellon University | Media Interactivist, Carnegie Mellon University Entertainment Technology Center, Pittsburgh, Pennsylvania | 5-year SIGGRAPH attendee F Doug Roble | PhD, The Ohio State University | Creative Director of Software, Digital Domain, Venice, California | 1998 Technical Achievement Award, Academy of Motion Picture Arts and Sciences | 14-year SIGGRAPH attendee 5 days of real-world, real-time graphic, interactive twingularity The only conference and exhibition in the world that twingles everybody in computer graphics and interactive techniques for one deeply intriguing and seriously rewarding week. In Boston, where thousands of interdisciplinary superstars find the products and concepts they need to create opportunities and solve problems. Interact with www.siggraph.org/s2006 to discover a selection of registration options that deliver a very attractive return on investment. The 33rd International Conference and Exhibition on Computer Graphics and Interactive Techniques Conference 30 July - 3 August 2006 Boston, Massachusetts USA Exhibition 1 - 3 August 2006 Boston Convention & Exhibition Center IMAGE CREDITS: TouchLIght: An Imaging Touch Screen and Display for Gesture-Based Interaction © 2005 Andy Wilson; Tentacle Tower © 2005 Yoichiro Kawaguchi; Spore 1.1 © 2005 Matt Kenon, SUNY Fredonia; Tina Blaine photo by Charles Palmer; Doug Roble photo by Deborah Shands CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F new+improved w ww.cgw.com __________________________ For additional product news and information, visit Product News from NAB2006 This month, the editors cast a spotlight on product announcements portion of NAB2006 boasted keynote speakers Dylan Tichenor, editor of made during NAB2006, held at the Las Vegas Convention Brokeback Mountain, and Hughes Winborne, who won the Center. The NAB Digital Cinema Summit for profession- 2006 Oscar for his work editing Crash. NAB is the als in entertainment technology, creative and techni- annual electronic media show coordinated by cal production, and postproduction included a key- the National Association of Broadcasters. For note address by filmmaker James Cameron. At the additional information about the association same time, the NAB Post/Production World Conference SOFTWARE or its events, visit www.nabshow.com. and support for such popular 3D applications as Autodesk’s 3ds Max and Maya, NewTek’s COMPOSITING LightWave, Softimage’s XSI, and Curious Software’s Shade. Included are two high-reso- A First Look at Nuke 4.5 Win • Mac • Linux • Irix D2 Software, a sub- lution exterior texture maps from digital photos of the human heart and an animation of the sidiary of Digital Domain, demonstrated its Nuke Version 4.5 at NAB2006. Now shipping, Version 4.5 of the Nuke compositing and effects system intersections, or GPS coordinates, as well as boasts a new image-based keyer (IBK), new to produce animation using wizards. The Map user interface mode, and expanded support for Presenter playback system aids users in build- Open FX. The IBK enables users to adjust color ing, or importing from Traffic Producer, a run- channels individually, as well as provides tools down of stills or animations. Broadcasters can for overcoming matte edges and the halo effect. change the rundown order, add video clips or The latest edition also offers artists the ability live or recorded telestration, or play through to change 3D elements—through the applica- the full rundown automatically or according to tion of multiple independent transforms, shad- cues from the presenter. Available now, Curious Traffic Flow is priced at roughly $5000, depend- ers, and materials, for instance—directly within full cardiac cycle with cutaway interior views. Nuke. Nuke 4.5 costs $4995 for the software Available for licensing from www.3DScience. ing on the exact software configuration. license, and annual maintenance costs $999 per com, ___ Human Heart 3 pricing starts at $1200. Curious Software; www.curious-software.com year. Additional render nodes are offered at a Zygote Media Group; www.zygote.com, price of $745 per seat. Version 4.5 is a no-cost www.3DScience.com VIDEO INTERACTIVE MAPS VDS Update upgrade for customers with current support contracts. Quarterly lease options, volume dis- Win counts, and education pricing also are available. D2 Software; www.d2software.com 3D MODELS Traffic Tool Kit Maker of automation and content- design solutions for the postproduction, broad- Win • Mac Curious Software, acquired last cast, cable television, and Internet markets, VDS year by Vizrt, has released Traffic Flow for the has unveiled Version 7 of its Twister HD soft- design, production, and on-air presentation ware program. Twister HD Version 7, the next Have a Heart of traffic maps. Traffic Flow encompasses the generation of the company’s Liberty Paint, pro- Zygote Media Group has introduced Zygote company’s Traffic Producer and Map Presenter vides broadcasters with paint, work flow, and Human Heart 3, said to be the only animated programs. Traffic Producer provides users graphic content-creation tools. Twister HD can 3D heart model available for licensing. Targeted with a template-driven user interface, drag- function as a stand-alone application or as a at graphic designers, animators, and scientists, and-drop symbols, and the ability to highlight plug-in to content creation, editing, manage- the model offers realistic detail gleaned from roadways. It enables users to search the street ment, and display systems. The software pro- MRI and CT data, a reduced polygon count, database with street names, house numbers, vides users with a variety of brushes and paint w w w. c gw. c om ___________ CW APRIL 2005 Computer Graphics World | 39 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F products utilities, unlimited lay- synchronization, and output tasks. The new solution sports the Control ers, image-processing Color integrated primary color corrector and built-in Still Store, a utility and masking tools, and that MTI Film co-developed with Silicon Color. Version 5 of the compa- support for third-party ny’s Correct DRS film and video restoration and finishing software now Photoshop-compatible provides the ability to record to image files (DPX), save and reuse custom plug-ins. New to the look-up tables (LUTs), and rename and drag and drop clips. Other fea- latest version are sup- tures in Version 5 include a new recording console, three-layer dirt detec- port for 3D past image tion, pan constraints, clip-to-clip rendering, and improved cut detection. and mask layers, video MTI Film; www.mtifilm.com grab to canvas functionality, real-time paint show to video in SD or HD, and compatibility with Video Authoring for the PSP Chyron, Aprisa, Pinnacle, Avid, ORAD, and Quantel hardware. Now avail- Win Sony Media Software has updated its Universal Media Disc (UMD) able, Version 7 is priced at $1500 for the plug-in and $2500 for full stand- authoring software suite. UMD Composer 2 is designed to aid film stu- alone software; complete turnkey HD systems begin at $24,000. dios and production houses in the production of UMD Video and UMD VDS; www.videodesignsoftware.com Music titles. Enabling users to format video-based UMD discs, Version 2 includes such enhancements as refined distributed encoding for improved MTI Film Findings efficiency and a streamlined setup process. Also new to the software suite Win NAB2006 set the stage for the debut of MTI Film’s Control Dailies is a stand-alone multiplexer, which enables multiplexing and encoding pro- 2K and Correct DRS (Digital Restoration System) Version 5. The Control cedures to operate on separate Dailies 2K image and audio-control environment aids users in the delivery workstations; in this way, UMD of motion-picture dailies and image transfer, metadata collection, post Composer 2 enables concurrent multiplexing for increased productivity and efficiency. UMD Composer 2 features documentation, samples, and tools designed to provide stream encoding and multiplexing, playlist composition, previewing, compiling, image generation, and image checking. Included in the software suite are the Stream Composer Package, aiding in the preview of the encoded stream file and generating a PlayList file; the Video Interactive System, with utilities for testing and validating menus in a PC environment; and the Image Creator Package, for converting files into UMD disc images and verifying their compliance. Users with a current support agreement can upgrade to Version 2, now available, free of charge. Sony Media Software; www.sony.com/mediasoftware HARDWARE VIDEO Northlight 2 Debuts During NAB2006, FilmLight demonstrated its Northlight 2 scanner. Equipped with new sensor technology, optics, and electronics enable, the upgraded device is able to achieve scanning speeds up to four times faster than with the previous version. These enhancements allow the system to input two frames per second at 2K quality and one frame per second at 4K. Also new to Northlight 2 are infrared scanning, archive and restora________________ _____________ tion features, and support for third-party dust-removal applications. FilmLight; www.fi lmlight.ltd.uk ____________ 40 | Computer Graphics World CW APRIL 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F continued from page 44 vast majority of tradi- And not having to rely on advertising rev- tional video games don’t enue means that casual game developers translate well to mobile can focus more on the games themselves devices—the process- without having to build out a sizable sales ing power, data storage staff to sell ad space. capacity, input controls, and broad appeal of Q A What staff is required? mobile devices, espe- The combination of a viable sales cially mobile phones, model and the growing penetra- make them really well tion of fast ’Net connections that suited to casual games, allow consumers to download an which are fun even in average-size casual game in its small time increments In PopCap’s Insaniquarium for the PC, Pocket PC, and Palm, players feed the fish, fight aliens, and solve timed puzzles. deluxe form (about 8 to 10MB) has helped of 5 or 10 minutes. Also, grow this market tremendously. Casual they don’t require you games are still built by small groups of to read a manual to play, have basic game developers/artists on modest budgets (three controls that are easily adapted to mobile to eight people, $200K budgets vs. 100 or handsets, appeal to all ages and both gen- more people and $5 million to $10 million ders, and much more. What attracts players to Is there room for creativity Q A and innovation? ics; easy, straightforward controls and budgets for hard-core games). But the tools casual games? The attraction is different for everyone, of course, but some of the common themes that innovative in ways that the traditional video Q A game sector lost or forgot many years ago. marketing budgets, casual games must challenge and reward—casual game fans succeed on their own merit. So casual want to jump in and be playing the game to build the games, the means of getting those games into consumers’ hands, and the devices on which those games can be played all continue to evolve rapidly, keeping the casual games sector vibrant and Q A we hear include: great graph- Unlike traditional video games, game rules; addictive gameplay; atten- with their massive develop- tion to detail; and the engagement. The ment teams, movie and comic- engagement factor behind successful book tie-ins, and enormous casual games is the fine balance between How vibrant is the market? game developers must innovate at a very within a minute of purchasing or down- The casual games sector is a fundamental, archetypal level—you can loading it. But, they want it to remain $500 million to $1.5 billion only make so many ‘match three’ type fun and challenging for a long time. industry today, and is expected of games before you’ve exhausted the to grow to $3 billion to $8 subject. Casual game developers are also billion in the next few years. in a position to do more experimenta- Do casual games span The disparity in these figures is due to tion than traditional game developers some firms breaking out certain types of are. It’s a lot easier to shelve a $200,000 games, or certain distribution channels project midway through than a $5 mil- (some casual games are sold at retail, for lion project. So we in the casual games Q A weird stuff such as rhythm/dancing other game genres? A casual game can really be in any genre: a puzzle game like Bejeweled or Tetris, an action game like Zuma or Pong, or example) or platforms (most importantly, space are always trying new ideas, many mobile). Figures peg the overall audience of which never see the light of day. But games like Dance Dance Revolution or at 100 million people, all playing casual those that do work are generally differ- even The Sims. games on a monthly basis. ent and novel. Q A Q A Why do you think casual gaming is an area to watch? One key reason is the advent of mobile entertainment. From cell phones to PDAs and new ‘ultra mobile PCs,’ consumers are get- Are casual games going 3D? PopCap, 72 percent of our Q A seven million monthly visitors whole lot that 3D can add to a game Who is the typical casual game player? The typical casual gamer is a 40-something woman. At Visually, the games are becoming more sophisticated, with megabytes of high-quality, professional artwork. Yet, beyond flashy effects, there’s not a are female, and fully three-quarters are like Tetris, Bejeweled, or Solitaire; they’re puting power with them wherever they go, over the age of 35. This is reflective of just 2D games at heart, and I think a even if they only carry a cell phone. The the industry as a whole. lot of games will continue to be 2D in ting more mobile and taking more com- w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 41 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F the future by their inherent nature. Also, probably our second-biggest hit; it is casual game players have older comput- more action-oriented than Bejeweled, but ers with substandard video cards, and still easy to get started. for them, 3D isn’t practical. Q A How long does it take to develop a casual game? In theory, they can be done very quickly—a matter of months with a small team of more people have fast ’Net A connections that make downloading a 5 to 10MB game quick and painless. Also, most peo- Q A What makes some of your ple’s leisure time continues to become recent titles compelling? fragmented; other than while you’re Chuzzle was our big hit from on vacation, how often does the aver- last year. Like Bejeweled, it’s age working adult have three hours to a match-three type of game, set aside for a session of CounterStrike where you have to shuffle rows or Halo 2? As consumers increasingly of furry critters to get three or more of seek short mental breaks while waiting them adjacent to one another. The char- at the bus stop, airport, doctor’s office, several reasons. First, the bar for produc- acters are a big part of its appeal; we grocery store, and so forth, casual tion quality has been rising, so you need worked hard to make the Chuzzles cute games grow in their appeal. three to five people. In practice, the dev cycle has been getting longer, for to spend more time on art, sound, music, and fun to click on. Also, Feeding Frenzy and so forth. 2 is our most recent release. It is an arcade game whereby you control a fish Q A Is there a key to a that must navigate an ocean environ- successful casual game? ment, eating smaller fish to grow larger, They need to be addictive and while avoiding getting eaten in turn. fun, like any game. But where a casual game differs from a traditional console game is that it is often meant to be relaxing or soothing instead of energizing or exciting. A lot of casual game players play Q A Q A Are there any new trends in the content? Along with mobile, one interesting new market is the Xbox 360. While this caters in theory to the hard-core gaming What is the longevity market, the 360’s Live Arcade feature, of a casual game? where you can download simple games A hit casual game can be a for $5 to $10, has been extraordinarily solid seller for years. This is popular. For the first time it offers con- largely due to the fact that sole gamers the chance to buy simpler these games can never games of the sort that PC users have be fully mastered; the had access to for years. game continues to present entering this Q A space growing? tion in the field, with some companies increasingly difficult decks or levels. In Bonnie’s Bookstore unique word puzzle game, players help the main character become a children’s book writer. Q A Is the number of developers What can we expect in the near future? There’s a lot more competition in the market than there used to be, and that probably means there will be some consolida- Developers con- getting acquired or dropping out. Also, tinue to enter the there has been a lot more interest in the space because it’s space from bigger media and game com- perceived as easy money. panies lately, and they may change the The reality is that because landscape if they aggressively start buy- games to unwind after a busy day. The of the try-before-buy sales model, any ing or building their own casual game most successful casual games are often me-too copycats generally don’t suc- ventures. Furthermore, Asia is a large the ones that don’t require too much ceed. Developers also continue to enter gaming market, and there’s a lot of buzz concentration. the casual games space because they see around multiplayer or community-based the money that’s being made and want a games, which are prevalent there and Q A What are some of your piece of the pie. elsewhere. There’s also discussion about most successful games? Bejeweled and Bejeweled 2 are our flagship games. They’re just very simple, elemental puzzle games. Zuma is following the Asian lead in basing games’ Q Is the user base growing? economics around avatars, subscriptions, The user base continues to or microtransactions. Nobody has quite grow as more people become made this work in the West yet, but it’s aware of casual games and probably only a matter of time. w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 42 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents B F phone or web page @XI Computer www.xicomputer.com 19 ACM Siggraph www.siggraph.org/s2006 38 Alias Systems www.alias.com 2 Blackmagic Design www.blackmagic-deisgn.com 5 BOXX Technologies www.boxxtech.com/apexx4 9 D2 Software www.d2software.coom 15 e-Frontier www.e-frontier.com/go/cgwcontest 10 eovia www.eovia.com C4 Isilon Systems Inc. www.isilon.com 27 Metro Orlando Economic Development www.orlandoedc.com C3 Okino Computer Graphics, Inc. www.okino.com 40 Rorke Data www.rorke.com 11 Softimage Avic www.softimage.com/face_robot C2-1 index indexto toadvertisers advertisers advertiser A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS The ad index is published as a service. The publisher does not assume any liability for errors or omissions. April 2006, Volume 29, Number 4: 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: 818-2911190; Web Address: www.cgw.com. Periodicals postage paid at Glendale, CA, 91205 & additional mailing offices. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $55, USA; $75, Canada & Mexico; $115 International airfreight. To order subscriptions, call 847-559-7500. © 2006 CGW by COP Communications, Inc. All rights reserved. No material may be reprinted without permission. 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POSTMASTER: Send change of address form to COMPUTER GRAPHICS WORLD, 620 West Elk Avenue, Glendale, CA 91204. w w w. c gw. c om ___________ CW APRIL 2006 Computer Graphics World | 43 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F backdrop Interview by Chief Editor Karen Moltenbrey Jason Kapalka is chief creative officer Casual Approach of PopCap Games, a casual game The genre may be called ‘casual gaming,’ but with a large ment platforms. Kapalka founded user and revenue base, it is serious business the company in 2000 along with Casual gaming is big business, and getting bigger all the time, as Web-based developers like PopCap are now porting their games to other platforms, from cell phones and PDAs to the Xbox 360’s Live Arcade aspect of the third-generation game console. While the types of games in this space are expanding, most are still puzzle and card titles. Designed for people of all ages and gaming experiences, casual games tend to draw more women than other gaming genres. Most appealing about casual games is they do not require a large developer for the Web, PC, mobile phones, and other digital entertain- Brian Fiete and John Vechey. Q A How have casual games changed or evolved? When I first got involved in 1997, it was a very young field, with numerous dot-com start-ups viewing the casual games space time commitment from players. Also, many are fully downloadable from the Internet, so as a source of ad revenue. At PopCap, their file sizes tend to be small, so casual games do not have the breathtaking aesthetics we even tried the ‘free games supported of compelling PC or console titles. However, that doesn’t mean that the new generation of entirely by ad and sponsorship dollars’ casual games is not focused on graphics. For instance, PopCap’s extremely popular Bejew- approach at the outset, only to watch the eled 2 puzzle game includes some impressive 3D animations that are used primarily as ad-supported model crumble as the dot- cut-scenes as the player advances to a higher level of play, while only modest changes have com boom ended. We believed that there been made to the graphics in each basic game level. was a lot of opportunity in the area of more sophisticated, original game concepts Q A When did you get into the this not totally boring? The online bingo in genres like puzzle games, word games, casual gaming space? games in 1998 were fairly primitive. I and classic arcade-style action games, but Initially, I had been writing for ended up with a design that’s still used the business model for casual games—unil Computer Gaming World, and on pogo today...basically slapping a chat then, ad revenue—was looking grim. then went to San Francisco room onto a single-player game. You’re during the dot-com era to join not directly interacting with other players, casual game space? Q A Like most of the casual games making the deluxe versions of the games the Total Entertainment Network (TEN), but they still give you a sense of commu- which would later become pogo.com. I nity, which is important in online gaming. was there from 1995 to 2000—the full into offering free play over the Internet, Q A TEN’s business model changed (several seemingly mindless little games. But as times) as well. I started working on them, I began to boom-to-bust cycle. TEN started out as a hard-core gaming service featuring subscription titles like Duke Nukem and Total Annihilation. However, as the trend for these sorts of games evolved Why did you stay in the money. We refined this a bit by more involved, with additional bells and first wasn’t sure about these justify paying for something that he/she a simple game was actually a lot harder than making a complex one, and that I went from producing multi- making games accessible to everybody player tank games to casual was more challenging and rewarding games such as...Bingo! My first than making games for a niche audience thought was, how do you make of hard-core gamers. CW days of PCs: try the game for free, and if you like it, send us whistles, so the consumer could further affect your direction? APRIL 2006 model first used in the earliest core gaming space, and at How did that market change 44 | Computer Graphics World We decided to try the shareware people, I started in the hard- understand several things...that making Q A How did you respond? could essentially get for free. Q A That model was successful? This try-before-you-buy model has been extremely effective, and is now used by nearly everyone in the casual games business as the primary source of revenue. continued on page 41 w w w.c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F where companies dream in hypercolor. Business is busting at the seams for Orlando’s digital media sector. Home to top-notch studios like Electronic Arts, specialized higher-ed training programs, and the world’s largest concentration of simulation developers, it’s no wonder companies around here are so animated. C A L L 8 8 8 . T O P. C I T Y O R V I S I T O RLANDOEDC.COM ________________ CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Imagine Passion calls you. Your inner artist responds. Today you discover who you are meant to be. Fearless. You embrace the tools in front of you and take pleasure in your infinite potential. The journey to your success begins with this first step. Take it. The Powerful, Approachable, Complete 3D Solution CW experience it at eovia.com A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F