CG World Dec 07 4Meg pdf
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CG World Dec 07 4Meg pdf
Contents Zoom In Zoom Out For navigation instructions please click here Search Issue Next Page I N N O VAT I O N S I N V I S U A L C O M P U T I N G F O R T H E G L O B A L D C C C O M M U N I T Y Computer WORLD December 2007 www.cgw.com Monkeyshine A menagerie of realistic CG animals co-stars in The Golden Compass $6.00 USA Contents Zoom In Zoom Out $8.25 Canada For navigation instructions please click here Search Issue Next Page CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C A new option for working directly on screen STARTING AT $999 Thin and light, the new Cintiq 12WX gives you the flexibility to work directly on screen the way you want. Rotate the 12.1” display when working flat on your desktop, stand it upright or even use it on your lap. At just 4.4 pounds, the Cintiq 12WX combines a wide-format LCD monitor with Wacom’s patented, professional pen technology to give you the perfect companion for your Mac or PC. Add pen-on-screen control to any computer and even use it to control other displays. The Cintiq 12WX delivers a highly-sensitive pen-on-screen experience so you can work directly on your images and applications in the most natural way possible. For more information, visit: www.Cintiq.com/CGW CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page December 2007 • Volume 30 • Number 12 www.postmagazine.com ____________ See it in Post Also see www.cgw.com for computer graphics news, special surveys and reports, and the online gallery. » Strengths, weaknesses, opportunities, and threats in the post industry. » Director Julian Schnabel on his latest film. » Holiday commercials for the Mexican market. C I N N O VAT I O N S I N V I S U A L C O M P U T I N G F O R T H E G L O B A L D C C C O M M U N I T Y Computer WORLD WORLD Features Dep art men ts Cover story Animal Control 10 Editor’s Note 2 2007: A Retrospective Looking back on some of the industry’s highlights from this past year. VISUAL EFFECTS | VFX studios place 3D animal actors next to humans in CG environments to create a parallel universe for The Golden Compass. Spotlight 4 By Barbara Robertson Products 10 AMD FireStream 9170 and SDK RealViz’s Movimento GAMING | In part 2 of this series on next-generation titles, Bungie polishes its graphics techniques to create this state-of-the-art game. Wacom’s Cintiq 12WX By Martin McEachern AJA’s Io HD HP’s xw6600, xw8600 AMD’s x86 Quad-Core Opteron processor Softimage’s XSI 6 Mod Tool War Movies 26 VFX•MOCAP | Visual effects artists use mocap and CGI to bring the Halo struggle into the live-action realm. Havok’s Havok 5 18 Masters of the Game: Making Halo 3 Shine 18 Portfolio 38 By Karen Moltenbrey Ryan Drue Open Before Christmas 29 Knowledge & Career 40 Education Assessment Experts from the education and training realms weigh in on the strengths and weaknesses facing their industries, along with their outlook for 2008. By Barbara Robertson A Silver Lining 36 CAD | A look at how AutoCAD, released 25 years ago, helped revolutionize the computer-aided design industry. News 45 26 CG MODELING | Enchanted, Fred Claus, and I am Legend feature unique but realistic digital creatures. Products 46 On the cover: Rhythm & Hues snatches a golden opportunity to push its technology to new levels, creating this character and a number of other animal daemons for the film The Golden Compass, pg. 10. 29 w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 1 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C editor’snote CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Karen Moltenbrey Chief Editor 2007: A Retrospective Just about now, everyone is ready to kick back and enjoy the holidays. With a new year looming, it seems like a good time to look back on the CG industry happenings from 2007. For instance, CPU/GPU makers continue to build on Tesla, Cuda, Quadro, and the FireGL series. And, expect them to ring in the New Year on a similar high note. In fact, during the first quarter of 2008, AMD plans to deliver the FireStream 9170, the first Stream GPU with double-precision floating-point technology. The workstation market, meanwhile, treated us to machines utilizing quad-core technology. HP, Dell, Boxx, and others are providing the power; it’s up to the users to harness it. Working hand-in-hand with the workstation vendors are the chipmakers, who are now looking beyond PCI Express and quad-core technology. So while the user community is just starting to discover the wonders of four cores, these vendors are looking to increase that number to eight, 16, 64, and beyond. The year also proved big for motion capture, as vendors began offering solutions that ran the gamut from extremely high-end applications to those at the lower end of the spectrum. And, a number of vendors, including Vicon, began offering value solu- KAREN MOLTENBREY : Chief Editor [email protected] ______ 36 East Nashua Road Windham, NH 03087 (603) 432-7568 CONTRIBUTING EDITORS: Courtney Howard, Jenny Donelan, Audrey Doyle, Evan Marc Hirsch, George Maestri, Martin McEachern, Stephen Porter, Barbara Robertson WILLIAM R. RITTWAGE Publisher President and CEO, COP Communications SALES JEFF VICTOR: West Coast Sales Manager [email protected] _________ (847) 367-4073 fax: (847) 920-9206 LISA QUINTANILLA : East Coast Sales Classifieds • Education • Recruitment [email protected] ________ (877) CGW-POST [249-7678] fax: (214) 260-1127 MARI KOHN : Strategic/Corporate Sales [email protected] _________ (818) 291-1153 fax: (818) 547-4607 Editorial Office / LA Sales Office: 620 West Elk Avenue, Glendale, CA 91204 (800) 280-6446 tions, making motion capture more viable to the masses. Another hot topic, particularly at SIGGRAPH 2007, was rendering. After all, who wants to waste valuable time wait- PRODUCTION ing and waiting and waiting. Look for some further relief in this area to come in 2008. KATH CUNNINGHAM: Production Director [email protected] __________ (818) 291-1113 Enough about the hardware. Let’s get to the good stuff, the applications. Without question, 2007 brought us a new level of realism for digital characters. Museum-qual- MICHAEL VIGGIANO: Art Director ity lions, zebras, elephants, and even a skeletal T. rex came to life in Night at the [email protected] ___________ Museum, a delight during last year’s holiday season. In the fifth Harry Potter movie, CHRIS SALCIDO: Account Representative [email protected] _________ (818) 291-1144 Order of the Phoenix, digital effects wizards showed, for the first time, the previously invisible Threstrals, along with fiercer looking Dementors. Elsewhere in the VFX realm, CG was used to establish a new look for feature films, as two ancient tales—300 and Beowulf—made CG history with their novel, high-tech approaches. Plus, the highly anticipated Transformers, in which actors come in direct contact with the 3D robots, blew audiences away with stunning models and character animation. Also, 2007 was the year when good things came in threes: Shrek the Third, SpiderMan 3, and Pirates of the Caribbean: At World’s End, all of which broke new ground in CGI. Besides Shrek the Third, other cutting-edge CG films from 2007 include Surf’s Up, which added a new documentary style to the medium. Another CG treat was Ratatouille, which served up 3D imagery in a delicious way. And, comedian Jerry Seinfeld lent his sense of humor to the digital stage with Bee Movie, whose size relationship among the characters challenged modelers’ take on scope and scale. Computer games took a giant leap forward, too, as developers began rolling out true next-generation games that leverage the power of the consoles that were on everyone’s wish list last season. Even rivals Sony and 2K Sports teamed up for the sake of technology; both forged an agreement with the Major League Baseball Players Association to use state-of-the-art scanning technology for digitizing the MLB players, thus adding a 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 by readers in reliance on such content. Computer Graphics World cannot be held responsible for the safekeeping or return of unsolicited articles, manuscripts, photographs, illustrations or other materials. Address all subscription correspondence to: Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296. Subscriptions are available free to qualified individuals within the United States. Non-qualified subscription rates: USA—$72 for 1 year, $98 for 2 years; Canadian subscriptions —$98 for 1 year and $136 for 2 years; all other countries—$150 for 1 year and $208 for 2 years. Digital subscriptions are available for $27 per year. Subscribers can also contact customer service by calling 847-559-7310 or sending an email to _______ [email protected]. Change of address can be made online at http://www. omeda.com/cgw/ and click on customer service assistance. new level of realism to their titles. As the year closes, a handful of games—among them, Stranglehold, Halo 3, Assassin’s Creed—are in a tight battle for the crown of true nextgen game. However, that title will be short-lived, as others show they’ve got game, too. Postmaster: Send Address Changes to Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296 What do think are some of the year’s biggest industry events? Share them on a blog at www.cgw.com. 2 | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C __________________ _______________ CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C spotlight Your resource for products, user applications, news, and market research PRODUCTS PROCESSORS AMD Readies First Stream Processor with Double-Precision Floating-Point Technology AMD leveraged its collective expertise in both GPUs and 2GB of onboard GDDR3 memory to compute large datas- CPUs to deliver the first integrated hardware and software ets without CPU traffic. The asynchronous direct memory development solution that meets the needs of the high- access (DMA) ensures that data can flow freely without performance computing (HPC) market. To this end, AMD interrupting the Stream processor or CPU. plans to deliver the FireStream 9170 and supporting SDK The AMD FireStream SDK, mean- to market in the first quarter of 2008. while, uses an open plat- The AMD FireStream 9170 will be the first Stream form approach to allow GPU with double-precision floating-point technolo- developers to access key gy tailored for scientific and engineering calcu- APIs and specifications, lations. Priced at $1999, it features up to enabling performance tun- 500 GFLOPS of compute power, rival- ing at the lowest level and devel- ing many of today’s supercom- opment of third-party tools. Building puters and providing dramatic on AMD’s Close to the Metal interface acceleration for critical introduced in 2006, the Compute Abstraction algorithms. This sec- Layer provides low-level access to the GPU for ond-generation Stream development and performance tuning, along with processor is built with forward compatibility to future GPUs. 55nm process technolo- For high-level development, AMD is announcing gy and consumes less than 150 watts Brook+, a tool providing C extensions for Stream comput- of power. In addition, the reduced heat dis- ing based on the Brook project from Stanford University. sipation allows the processor to function in dense design configurations. In addition, AMD plans to support the AMD Core Math Library to provide GPU-accelerated math functions and The FireStream 9170 is a single-card solution with the COBRA video library for accelerating video transcode. PRODUCTS VIDEO 4 AJA Ships Io HD AJA Video began shipping Io HD, deliv- similar feature set to AJA’s KONA line- ble chassis, Io HD offers SD/HD ana- ering HD editing to the MacBook Pro up: 10-bit hardware-based up-conver- log inputs and outputs, SD/HD digital and Mac Pro via its FireWire 800 inter- sion, cross-conversion, and down-con- I/O, including HD-SDI and HDMI, as face. Io HD is the first device to natively version, all performed in real time. Io well as RS-422, genlock, balanced ana- support Apple’s ProRes 422 video for- HD runs on a new AJA-built driver, log, and AES audio, in addition to LTC mat in hardware. Along with video and supporting features such as core audio time-code connections. Io HD is avail- audio connectivity, Io HD includes a and very low latency. Within its porta- able now for $3495. | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Intensity Pro introduces professional HDMI and analog editing in HD and SD for $349 Intensity Pro is the only capture and playback card for Windows™ and Mac OS X™ with HDMI and analog connections. Intensity Pro allows you to upgrade to Hollywood production quality with uncompressed or compressed video capture and playback using large screen HDTVs. Connect to Anything! Intensity Pro includes HDMI and component analog, NTSC/PAL and S-video connections in a low cost plug-in card. Capture from HDMI cameras, VHS and Video8 decks, gaming consoles, set-top boxes and more. Playback to large screen televisions and video projectors. Beyond the Limits of HDV Microsoft Windows or Apple Mac OS X HDV’s heavy compression and limited 1440 x 1080 resolution can cause problems with quality and editing. Intensity Pro eliminates these problems and lets you choose from uncompressed video, Online JPEG and Apple ProRes 422 for full 1920 x 1080 HDTV resolution. Now you can capture in 1080i HD, 720p HD or NTSC/PAL video. Intensity Pro is fully compatible with both Adobe Premiere Pro on Windows™ and Apple Final Cut Pro on Mac OS X™, as well as Motion™, Color™, DVD Studio Pro™, After Effects™, Photoshop™, Encore DVD™, Combustion™, Fusion™ and many more. Playback to your Big Screen HDTV Use Intensity Pro’s HDMI or analog output for incredible big screen video monitoring. Unlike FireWire™ based solutions, Intensity uses an uncompressed video connection direct to Final Cut Pro’s real time effects renderer. No FireWire compression means all CPU processing is dedicated to more effects and video layers! CW Intensity Pro $349 Learn more today at www.blackmagic-design.com Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page MOTION CAPTURE PRODUCTS PRODUCTS WORKSTATIONS C HP Uncovers Two Quad-Core Models RealViz Rolls Out Movimento Mocap One year after delivering its first workstations based on RealViz unveiled an eight-camera solution bundle, Quad-Core Intel Xeon processors, HP continued along geared for motion-capture professionals, that captures this path by unveiling two upcoming eight-core work- facial, hand, arm, and full-body movement without the stations—the HP xw6600 and xw8600—both powered need for a mocap studio. by next-gen Quad-Core (Intel 5400 series) and Dual- At the heart of the offering is Movimento, the company’s video-based motion-capture software. Movimento is powered by Smart, RealViz’s automatic 3D tracking engine, and offers the unique capability to capture the motion of any non-rigid object (humans, animals) in postproduction from synchronized image sequences. Users can start with just two cameras (of different rates) that can be fixed or moving. The mocap results can then be used within a range of applications from special effects and games to biomechanical research and sports science. The kit is available now for $39,000. Core Intel Xeon (5200 series) processors. The workstations, available this month starting at $1200, are designed to meet the needs of compute-intensive industries, including software design, DCC, architecture, high-def video, game development, scientific imaging, PRODUCTS TABLET PC and oil exploration. Wacom Technology rolled out the Cintiq 12WX, aimed The workstations also feature dual, full-perfor- at professional digital content creators, that combines all mance PCI Express Gen2 x16 graphics slots, a memory the advantages and power of direct pen-on-screen input capacity of up to 128GB in the 8600, and storage capac- with a new low-profile, lightweight, and flexible design. ity of up to 5TB. Moreover, the systems are 90 percent Ideal for storyboarding 2D or 3D animations, com- recyclable and ship standard with 80 percent power- positing, graphic design, and photo retouching, the efficient supplies. Cintiq 12WX is suitable in a variety of computer envi- Designed for areas where space is at a premium, ronments, especially those where users wish to work the xw6600 offers maximum computing power in a across displays. It is ideal as a companion monitor for small form factor, making it one of the smallest dual- a primary display, alongside other displays in a multi- processor socket workstations available. Delivering up monitor environment, or even by itself. Moreover, the to twice the graphics performance of the previous sys- 12WX works seamlessly with more than 100 software tems, the xw6600 also supports up to four 3D displays applications. The Cintiq 12WX features a 12.1-inch TFT or eight 2D displays. LCD display for direct pen-on-screen drawing, painting, The xw8600, meanwhile, is geared for extreme com- sketching, navigating, and collaborating. Users can work putational applications, delivering four times the graph- with the pressure-sensitive pen directly on screen, pro- ics processing throughput of previous-generation sys- viding WXGA resolution of 1280x800 pixels with 24-bit tems. Like the xw6600, it can support multiple displays. color depth and a wide viewing angle of 170 degrees. And with its tool-less chassis, the xw8600 can be ser- | Computer Graphics World CW DECEMBER 2007 With an estimated price of $999, the Cintiq 12WX is available now. viced easily and managed remotely. 6 Cintiq 12WX Interactive Pen Display Available w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Only DeckLink HD Extreme has SDI and analog connections in HD and SD for only $995! The new DeckLink HD Extreme features both SDI and analog I/O connections that instantly switch between HD and SD. Use with the latest PCI Express Mac and Windows computers for the world’s highest quality editing, effects and broadcast paint solution. World’s Highest Quality DeckLink HD Extreme works natively in 10 bit 4:2:2 and features the industry’s only true 14 bit analog conversion with uncompressed video capture/playback. With uncompressed 10 bit capture and playback, you’ll always retain that pristine film look. Connect to any Deck, Camera or Monitor Compatible with Popular Video Software DeckLink HD Extreme supports standard and high definition SDI 4:2:2 and analog YUV, as well as NTSC/PAL and S-Video in and out. DeckLink HD Extreme also features 2 channel AES audio and professional analog stereo XLR audio in and out. An RS-422 port is included for controlling broadcast decks and a genlock/HD tri-sync input for connecting to large broadcast systems. DeckLink HD Extreme gives you the freedom to move between platforms with drivers for PCI Express Apple Mac OS X ™ and Microsoft Windows™ systems. Use your favorite video software such as Final Cut Pro™, Premiere Pro™, After Effects™, Photoshop™, Combustion™, Fusion™ and many more. High Definition and Standard Definition If you’re moving between SD and HD, DeckLink HD Extreme’s SDI and analog component YUV connections will switch standards instantly. Work with the widest range of equipment, such as Betacam SP, HD set top boxes, HDV cameras, Digital Betacam, HDCAM, D5, HDCAM SR 4:2:2 and more. CW DeckLink HD Extreme $995 Learn more today at www.blackmagic-design.com Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C PRODUCTS PROCESSORS AMD Introduces x86 Quad-Core Microprocessor AMD announced the Quad-Core AMD Opteron processor, global OEM and system-builder partners began shipping last the first native x86 quad-core microprocessor, geared for month. AMD Phenom processor solutions, which will lever- demanding data centers. age many of the same benefits of this next-generation archi- Quad-Core AMD Opteron processors with AMD’s Direct Connect Architecture introduce innovations beyond four x86 tecture, are expected to be available for the desktop market in December. processing cores on a single die of silicon in the areas of As part of the same announcement, AMD unveiled the energy efficiency, with a 50 percent increase in integer and Average CPU Power (ACP) metric, which represents proces- floating-point performance, as well as enhanced virtualiza- sor power usage, including cores, integrated memory con- tion performance. The company is also offering investment troller, and HyperTransport technology links, while running protection, enabling non-disruptive transitions from dual to a suite of commercially useful high-utilization workloads quad core within the same power and thermal envelopes to indicative of the industry. ACP is a useful metric for data- help keep infrastructure costs down. center operators when estimating power budgets to size their Quad-Core AMD Opteron processor-based systems from data centers. GAMING Softimage Goes Mod PRODUCTS PRODUCTS GAMING Havok Launches Integrated Character/ Physics Solution Havok, known for its interactive software, made available Havok 5, which offers new features across the company’s modular suite of run-time technology and artists tools for accelerating the development of cross-platform games and special effects in films. Havok 5 offers major enhancements in its core products, Havok Physics and Havok Animation, as well as introduces new features for Havok Behavior, the system For a while now, Softimage has been offering its XSI for developing event-driven character behaviors in a 6 Mod Tool, free 3D modeling and animation software game. Havok Physics 5 provides memory and CPU per- for non-commercial game content creation and modi- formance improvements that can dramatically acceler- fication. The product enables aspiring game develop- ate interactive destruction sequences in games. Havok ers to create compelling 3D characters, levels, and con- Animation 5’s new run-time mirroring feature allows tent designed for use with Microsoft XNA Game Studio. character animations to be reflected interactively from Integrating natively with the XNA Framework Content left to right—cutting content creation and memory Pipeline, the XSI Mod Tool comes with an enhanced user requirements in half for directional animation assets. interface and training videos from Noesis Interactive. Softimage XSI 6 Mod Tool is restricted to non-com- 8 Havok Behavior 5 establishes the first unified authoring environment and SDK that intuitively combines mercial usage. XSI 6 Mod Tool files cannot be opened physics with procedural animation and traditional ani- using commercial XSI packages. Furthermore, models mation assets. This system can accelerate production up created in the tool are limited to 64,000 triangles at the to tenfold, and opens the door to novel hybrid character time of export for each mesh in the scene, and the assets performances. Pricing for Havok 5 varies according to cannot be rendered outside a game engine. customer needs. | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Freedom of movement With Moven, our new mocap studio is the entire Earth PJ Putnam - Vice president of Gearbox Software, LCC Moven is the only inertial motion capture system that does capture jumps Peter Karlsson - CEO of CG Sweden Moven provides our 3D character with lifelike movements in real-time. It’s incredible Dirk Callaerts - President of Eyetronics No cameras, no data cleaning. See for yourself Live demonstrations at GDC ’08, booth #6539 20-22 February 2008, San Francisco CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Visual Effects Animal Control Chris Weitz almost didn’t make New Line’s The Golden Compass. After finishing the script in Studio, and Rainmaker to help. “My challenge was to make everybody’s work look like everybody else’s work,” Fink says. 2004, he removed himself as director, citing technical chal- Most of the visual effects centered on photorealistic animals, lenges that were more than he could undertake. In May 2006, some of which had speaking roles, and on digital environments after his replacement resigned, he changed his mind. But not because there were fewer technical challenges. When production wrapped in November 2007, Weitz’s adaptation of the first novel in Philip Pullman’s His Dark Materials trilogy contained approximately 1100 visual effects shots, and that number barely hints at the volume of work. “[The shot count] grew to more than 1400,” says visual effects supervisor Mike Fink, “and then it went back down again.” It went down because in October, about two months before the release date, Weitz moved the original ending, the final three chapters of the book, to the beginning of what will be the second film. “Even the 1100 shot total is deceiving because a great number of the shots, probably a third, were shared between facilities,” Fink says. “And for a few shots, three, four, even five facilities Lyra’s animal spirit Pantalaimon, one of several CG daemons in the film with speaking roles, reflects her impish nature. were involved. In one sequence, we had wolves from four facilities: Tippett, Rhythm & Hues, Cinesite, and Framestore CFC.” Fink’s initial plan had called for Rhythm & Hues, Framestore and fantastical vehicles. The conceit in The Golden Compass, which takes place in a parallel universe, is that everyone has a CFC, and Cinesite to create the shots, and these three studios personal daemon, a manifestation of his or her soul in the form did produce the majority of the effects. But as the shot count of an animal. The aristocratic Lord Asriel’s (Daniel Craig) dae- grew and shots changed, he brought in Digital Domain, Tippett mon, for example, is Stelmaria, a snow leopard. Mrs. Coulter 10 | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Visual Effects .... (Nicole Kidman), the leader of the oppressive General Oblation Board (the “Gobblers”), has a clever and curious golden monkey daemon that sometimes reveals the duplicitous human’s true thoughts. The daemon for the film’s young primary character, Lyra Belacqua (Dakota Blue Richards), however, is still taking shape. Like those for all children, Pantalaimon (Pan), Lyra’s daemon, reflects her evolving nature. Sometimes he’s a moth, sometimes a ferret, sometimes a cat, sometimes another animal, but he always talks with Freddie Highmore’s voice. When the General Oblation Board kidnaps Lyra’s friend Roger Parslow and takes him to the prison at Bolvanger to remove his daemon, Lyra’s epic quest to free Roger and other children held by the Gobblers begins. She enlists the help of a sky captain, Lee Scoresby (whose daemon is Hester, a hare voiced by Kathy Bates), and Scoresby’s friend Iorek Byrnison, a warrior bear voiced by Ian McKellen. All these animals and nearly all the additional animals in the film are digital. However, in a short sequence at Bolvanger and in Mrs. Coulter’s house, some severed daemons are real dogs, and another sequence features a real snake and real owl. “We ©2007 New Line Cinema. The CG daemon Stelmaria stands by her man, the aristocratic Lord Asriel. Rhythm & Hues created this snow leopard and all the daemons with speaking roles. w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 11 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Visual Effects had more than 60 unique daemon mod- To help with that interaction, Rhythm studios worked on the daemons, creating els,” Fink says. He lists, among others, & Hues employed a variety of gadgets on animals that closely matched real ones. warthogs, jackals, cats, several types of set. “The challenging thing is that the As the group had done for Narnia, it kept birds and snakes, ferrets, rabbits, wolves, daemons are always by their humans and animation controls consistent from one and foxes. often touching,” says Bill Westenhofer, animal to the next. Of all the animals, Mrs. Coulter’s Rhythm & Hues produced the primary who received an Oscar nomination for daemons, including all those that talk, and leading Rhythm & Hues’ work on Narnia. golden monkey was the most techni- the evil mechanical spy flies. Framestore Sometimes they gave Dakota a green cally challenging. “Usually, we can let CFC created all the bears, including the beanbag to hold. And, for a shot during the hair dynamics do their thing,” says stars, Iorek and his enemy Ragnar Stur- which Pan (in the form of a cat) runs up Westenhofer, “but the monkey had a lot lusson (Ian McShane), as well as a few into Lyra’s arms, Westenhofer put the of hair that needed to be fairly stiff, so hundred armored guard bears, and beanbag on a fishing pole and swung when he jumped up and down, it couldn’t placed the white bears into snowy digi- it across the room. For interaction with move very much, and it had to compress tal environments. And, Cinesite created a the environment, the studio created CG correctly.” To control the hair, the simu- supporting cast of daemons, most of the duvets and clothes on which to imprint lation team put, in effect, a digital hairnet environments, and vehicles. animal paws and claws. over monkey’s fur, ran a simulation on the hairnet, and those dynamics told the hair how to behave. “It was still expensive to calculate the collisions for every hair,” Westenhofer notes. The golden monkey’s design was critical because it doesn’t exist in nature, yet it had to look real. But equally difficult, the character had to be evil without speaking. “I think [the golden monkey] is the best character Rhythm & Hues has done,” Fink says. “He doesn’t have any dialog. He has to act.” The number of people with daemons provided a second challenge. In theory, because every person has a daemon, every shot in the film could easily have included Mrs. Coulter’s golden monkey doesn’t talk, so animators used only his body language and facial expressions to explore his evil nature. a CG animal. “To keep to the budget, we Rhythm & Hues: Daemons camera, but it was a bit of a challenge on carefully considered when you could see the daemons and when they could be off Because the daemons are an exter- Although Rhythm & Hues has created nal representation of the person, their numerous animals for films, including actions often needed to reflect the actor’s the acclaimed Chronicles of Narnia (see performance. the set,” Westenhofer says. When the crew on set knew where daemons would be, they left a space, “Animal Magnetism,” December 2005), “Sam Elliott, who plays Lee Scoresby, but when they didn’t, Rhythm & Hues the daemons in The Golden Compass has a habit of cocking his head to one had to squeeze them in. For a battle pushed the studio to new levels. side,” Westenhofer says. “So we had his sequence at Bolvanger, effects artists “We have an extraordinary level of rabbit do that, as if they are parts of the put Massive software into action to ani- human and animated character interac- same being. In the past, we might have mate several hundred daemons in the background. tion,” Fink says. “Lyra’s daemon sits on spent most of our effort getting the ani- her, crawls on her, goes into her pock- mals’ hair and muscles right, but we’ve Rhythm & Hues uses proprietary soft- ets and under the covers of her bed. She done this enough now that we could ware for animation, rendering, and com- holds it and they cuddle. And in one 40- spend 30 percent of our time on the tech- positing. When they rendered the dae- second shot, Mrs. Coulter picks up the nical challenges and 70 percent on the mons, they added a rainbow-like sheen, a golden monkey, holds it to her shoulder, performances.” little iridescence. “We wanted to show that and promises to find Lyra, so we have the interaction of monkey hair and real hair.” 12 | Computer Graphics World CW A staff of 400 people in Rhythm & they aren’t animals,” Westenhofer says. Hues’ Los Angeles and Mumbai, India, “They’re physical manifestations of spirits.” DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Visual Effects .... Framestore CFC created all the bears, including Iorek, shown above with Lyra and her daemon Pan, this time in the form of a cat created by Rhythm & Hues. At right, Dakota Blue Richards rode a motion-control rig so that Lyra could ride on Iorek’s back. When a person dies in this parallel that would have been universe, his or her daemon dies, too, in the finale. “This was and turns into a kind of intelligent dust. great work,” Westenhofer says. “We love and Weitz. Once the models were rigged, That dust becomes visible in this film working on good stories. As with Narnia, animators began working on walk and during a scene in which a daemon is I am a big fan of the book.” run cycles. “You can say, ‘Yes, that’s a about to be separated from his human. good walk,’ ” Einarsson says. “But, charFramestore CFC: Bears acter development is more subjective.” with keyframes into a fluid simulation so Two of the leading actors in this film are The character they developed for Iorek the particles have momentum from the the Panzerbjorn warrior bears Iorek and was more bear than human. “We under- animation and flow around the charac- Ragnar. Both have speaking roles. “Iorek played the animation and tried to imag- ter,” Westenhofer says. is a digital co-star,” says Ben Morris, ine how a bear would talk.” “We moved a character that we animated Often, Rhythm & Hues’ daemons Framestore CFC visual effects supervi- Once the animators had created the needed to fit into shots with elements from sor. “And Ragnar, the bad guy, is a sec- performance, procedural secondary ani- other studios. “We tried to do everything ond main character.” with pre-composites,” says Westenhofer. mation moved the bears’ skin. “We had Lyra meets Iorek about half way a crew of creature TDs that made sure For example: “Cinesite would give us a through the film, when he is a drunken, the skin jiggle was right,” says Laurent background and a subset of the daemons, down-and-out bear who has lost his armor. Hugueniot, CG supervisor. we’d composite our daemons into the shot, “We have to experience him on two levels,” The skin moved according to texture Framestore CFC would add the bears and says Dadi Einarsson, animation supervi- maps that specified the thickness of a fat layer; the thicker the fat, the bigger the send it back to us for more daemons. We sor. “He’s a real bear, but also he has to did very little sharing of animation files or talk and act, and people have to connect jiggle. And, when the skin moved, the models. Using the pre-composites made with him on an emotional level.” fur reacted. Framestore CFC bases its To create the bears, modelers started pipeline on Autodesk’s Maya with 2d3’s All told, the studio created 500 shots with maquettes, sculpted by Neal Scan- Boujou for tracking and matchmoving, that appear in the film, plus many more lon’s crew under the direction of Fink sends RIB files to Pixar’s RenderMan the interactions more feasible.” w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 13 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Visual Effects Above, all the people in the film have daemons, so hiding background characters’ daemons reduced the load on effects houses. At right, Rhythm & Hues’ “spy fly” causes feline concern. using Liquid, an open-source Maya plug- to tell the story, then we figured out how working, but more importantly, Dakota in written by Colin Doncaster, simulates to shoot it,” Einarsson says. [Richards] was excited to see them,” cloth with Syflex software, and uses in- For that sequence, Richards rode a Moran says. The composites gave the motion rig powered by animation data. young actor environmental cues that were “No matter how many times you do it, fur Morris had originally designed the rig unavailable on the greenscreen stage. is really hard,” Hugueniot says. Moreover, for Dinotopia, used it for the Hippogriff To provide reference and photographic all the bears in the film, including Iorek, sequence in Harry Potter, and then plates for Lyra’s journey north, Fink eventually wore armor that covered much revamped it for The Golden Compass. “On directed a crew, led by Eric Pascarelli, that of their backs and bellies, and the fur had previous projects, we used fairly rigid shot HD footage from a helicopter flying to move out of the way of the armor. body sections, but for this we milled a per- over the Svalbard archipelago between fect form of the bear’s body,” Morris says. Norway and the North Pole. “The whole house tools for skin and fur dynamics. “The first thing we noticed was that we couldn’t move the character with- “To get bear’s shoulder-blade and front-arm last half of the movie is virtual environ- movement and the lolloping motion of the ments,” Fink says. “And, with the exception armor,” Hugueniot says. “It was quite a bear, we built in a rocker.” The actuators, of some environments created by Cinesite design challenge. Their bodies are very which Fink requested, provided the up and for Bolvanger and a few shots shared with flexible.” A custom dynamics program down motion inherent in a running bear Digital Domain where the bear is in the managed the fur-to-fur, fur-to-armor, and and made sure Lyra’s hands moved cor- background, Framestore CFC put their fur-to-skin collisions. To simulate the rectly as she held onto the bear’s shoulders. bears in their own environments.” interaction between Lyra and the bear, Compositing supervisor Ivan Moran “We have moonlit sequences in gla- the team collided a 3D proxy for Dakota worked on set with video feed from the cial valleys, warm late-morning sun rak- Blue Richards with the fur. camera to composite shots of Richards ing over blue ice,” says Morris. “As they In one sequence, Lyra hugs the bear, (riding the motion-control rig) onto rough go farther north, it gets more forebod- but the bigger challenge was a sequence CG renders of the bear and the environ- ing, but there’s enough light to see what’s out breaking the physical limits of the during which Lyra rides on Iorek’s back. ment. “We could show the shots to the going on.” The effects team built the “We basically animated what we needed director and crew so they knew what was environments first, added the characters 14 | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Visual Effects to get the right feeling, lit the sequences, studio created many of the digital envi- at first that maybe we could have used and then sent separate render passes for ronments, their work often became the a simpler option, but we could have never done the shots with a simple matte- all the elements to the compositing team. starting point for elements added by oth- “Working on this film was almost like ers. Cinesite, in effect, provided the vir- painted approach,” says Thrain Shadbolt, working on a photoreal CG movie, where tual background plate. “We’d supply our CG supervisor. the only element in the shot is a little girl 3D environments as our backgrounds, Once the 3D artists had finished the shot on a greenscreen stage,” he says. then Rhythm & Hues would animate to snowy environment, compositors layered Approximately 40 compositors worked the layouts we had done,” says Sue Rowe, in the actors and their CG daemons and on Framestore CFC’s 260 shots. “The big- visual effects supervisor. “The same goes digital witches. “There are a number of gest challenge was comp’ing a white bear for Framestore CFC with the bears.” shots during the battle sequence where in a white environment,” Moran says. “For For the most familiar part of the parallel you see our daemons running between the the environments, we didn’t use beauty universe, Cinesite built stylized versions of legs of the children,” Rowe says. “Cinesite passes. It’s almost impossible to ren- London and Oxford using a mix of 3D, 2.5D has been well recognized for environment der one pass in which the ice looks right projections on geometry, and matte paint- work, so we were really keen to get into everywhere. For the hero bears, we had a ings in the background to adapt footage of character work. The daemons gave us that raw beauty pass, but added a lot of top-end existing locations. For the Bolvanger bat- step into character animation.” detail.” Compositors layered in eye high- tle, however, they built a completely digital Modelers worked in Maya and Mudbox lights and reflections, specularity, wet- environment. This battle takes place inside to create the daemons and approximately ness in the bears’ mouths, and iridescence a cirque, an icy amphitheatre-like semicir- 70 wolves. As part of the studio’s evolution in the fur. In addition, the compositors cle formed at the head of a glacier. .... into character animation, a team of techni- tweaked the lighting on the armor. “Every To create the Bolvanger environment, cal directors developed a new feather sys- shot becomes a picture of its own,” Moran Cinesite started with helicopter footage tem for the raven under the supervision says. “We get everything right, except the in HD shot by Fink in Svalbard, and with of 3D supervisor Ivor Middleton. Cinesite left toenail might be too bright or the blue live-action elements of actors filmed on bases its pipeline on Maya; its fur and shadow on the eye is too strong.” The compositors worked from back to front, layering in the multiple environment passes and then the bears. In one sequence, they surrounded an arena with 120 guard bears and then put Iorek and Ragnar inside. “I remember when we were bidding this show with Ben [Morris], thinking how difficult it would be,” Moran says. “Everyone would be looking at the 11-foot-tall bears wearing armor and talking.” Morris knew the team was successful when the producer and director began talking about Iorek as if he were an actor. “They weren’t talking about how many millions of hairs he had or what color his teeth were. I knew we’d cracked it. We’d given them another actor in the film,” he says. Lee Scoresby’s daemon is Hester, a hare voiced by Kathy Bates and shown here cocking his head like actor Sam Elliott. Because the daemons represent the humans’ spirit, animators at Rhythm & Hues often used actors’ mannerisms in the animals’ performances. Cinesite: Environments, More Daemons, Vehicles a greenscreen stage. “We created geome- Cinesite added verisimilitude to the try for the mountains, and then projected The feather system grew the raven’s film by providing 15 daemons, includ- the footage that Mike [Fink] brought feathers from curves placed on the bird’s ing panthers, raccoons, praying man- back onto the surfaces to create an inhos- surface, using parameters to control the tis, rats, and a beetle for the supporting pitable, frozen environment,” Rowe says. length, size, and density. Painted texture cast of humans, and a raven for the mas- The artists then placed a 3D Art Deco maps specified direction, inclination, cur- feather systems are plug-ins to Maya. ter of Jordan College (which parallels building made from glass and steel in vature, twist, bend, and other settings, Exeter College in Oxford). Because the the center of the cirque. “We thought and a rig controlled main flight feathers w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 15 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Visual Effects that automatically drove corresponding than cloth simulation. works, so when we went into the fantas- feathers. To fix any collision problems “The challenge for us was that we had tical world, we had a connection to the caused by automatic interpolation, the so many different kinds of scenes,” says mechanical material,” says Grill. Once in effects artists used keyframe animation. Shadbolt, “the creatures, complex vehicles the vision world, particle dust based on Ten randomly selected texture maps pro- that had to match set pieces, and environ- the images repeated the theme of “dust” vided the look of the feathers, with a pro- ments. We tried to push the technology as that connects people and their daemons. cedural displacement shader adding barbs far as we could within each. It was huge.” and other elements to alter the shapes. In addition, Digital Domain created the environment for a scene during which Tippett, Rainmaker, Digital Lyra and Iorek cross an ice bridge. For mons, Cinesite also built a 147-foot-long Domain: The Finishing Touches this, they used Maya for modeling and lighting, Houdini’s rigid-body dynamics In addition to environments and daesky ferry that lands in Lyra’s Oxford. Working from Rhythm & Hues’ reference “Because we see the sky ferry in a nor- wolves, Tippett Studio built wolves with to break the bridge, the studio’s Storm mal environment, we worked on mak- four color variations, using its proprie- software for volumetric particle effects, ing sure the surfaces had small details tary Furocious to render their coats, and RenderMan and Houdini’s VMantra for like dirt, rivets, and dents,” Rowe says. then added the wolves to the Bolvanger rendering, and The Foundry’s Nuke for Bigger challenges, perhaps, were the battle. Rainmaker helped by provid- compositing. Noordelicht, a CG sailing ship, and Lee ing backgrounds and matte paintings “It was tough,” Grill says. “We had Scoresby’s balloon. for the Gyptian Encampment sequence, some shots from Framestore CFC that gave us a look to match to, but we had “We built a CG version of a complete and created an animated spirit projector boat with paddle wheels, funnels for the that Lord Asriel uses to show 3D mov- to build our own shader from scratch engine, sails, and rigging,” says Shadbolt. ing images to the scholars at Oxford. But, and use a lot of 2D techniques. The compositor could change the look of the ice by changing textures or moving them deeper, which affects the bounced light in subsurface scattering.” Also, during the Bolvanger battle, Digital Domain did pre-comps for 65 shots that had to match perfectly with the surrounding Cinesite shots. Because so many facilities shared shots, Fink had people on his crew who did nothing but coordinate data between London, Los Angeles, and Berkeley, Cinesite created most of the virtual backgrounds and vehicles in the film, including this sky ferry landing in a stylized version of Oxford. California. “It wasn’t something we had planned,” Fink says. “It grew out of the nature of the film.” “We had to do simulations for the water of the three studios that picked up shots, That the visual effects in the film and paddle-wheel effects, cloth simula- Digital Domain had the largest chunk of have an internal consistency is a tribute tion, and a heck of a lot of work in model- the work—approximately 150 shots. ing, texturing, and lighting.” Bryan Grill supervised a team that to Fink and to all the visual effects studios that found ways to cooperate and For cloth dynamics, the simulation created the golden alethiometer, which is blend their work with that of their com- team used Syflex software controlled not a compass, although it resembles one, petitors. It seems somehow appropriate by a complex rig that used proprietary that appears in 60 shots. “The studio had for a coming-of-age fantasy about which scripts and plug-ins to manipulate the a prop that people interacted with, but Philip Pullman quotes Sir Philip Sidney: sails, rope ladders, and rigs. In one shot, it didn’t have any effects,” says Grill. So, “Everyone is welcome, and no one is shut a digital double, animated with motion- the artists at Digital Domain made the out, and I hope each reader will find a captured data, climbed CG ropes. Particle alethiometer magical by color-correct- tale worth spending time with.” simulations in Side Effects’ Houdini sent ing the prop to look golden, giving it ani- water through the paddle wheel as the mated glints and, using 3D and 2D, slid- Barbara Robertson is an award-winning boat moved through real water elements. ing particulate imagery (visions) inside. writer and a contributing editor for Com- For the balloon-powered vehicle, how- “A lot of our 3D work was creating the ever, the crew used a complex rig rather cogs, sprockets, and mechanical clock- 16 | Computer Graphics World CW DECEMBER 2007 puter Graphics World. She can be reached at _______________ [email protected]. w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C ___________________________________ CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW C Gaming Last month, we kicked off this series on true next-generation titles by highlighting Midway’s Stranglehold. In this issue, we detail the cutting-edge graphics in Halo 3, and we will end this three-part feature with a look at the stunning visuals in Ubisoft’s Assassin’s Creed. 18 | Computer Graphics World CW The war between the humans and the Covenant continues in Halo 3. Like its predecessors in the series, the title incorporates current state-of-the-art graphics and AI. ©2007 Bungie Studios. .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page DECEMBER 2007 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Gaming .... It seems like yesterday when Bungie’s Halo became the must-have title when Microsoft released its original Xbox console. Winning all kinds of game awards, Halo also topped all the video game bestseller charts for nearly two years. In November 2004, Bungie’s Halo 2 was released, igniting a firestorm among the gaming community as rabid fans waited overnight in long lines to be the first to continue the saga of Master Chief. Halo 3, the final game in the Halo trilogy, puts players back into the green gunmetal armor of Master Chief, as he returns to Earth to save mankind from destruction at the hands of the Covenant, the evil alien coalition. This as the baddies are still trying to activate the deadly Halo array while under the influence of an even more dangerous enemy called The Flood, a sentient parasite that makes monstrous puppets of its victims. Production on the game began in the wake of a flood of criticism over Halo 2’s ending, which many thought was too much of a cliffhanger (see “The Halo Effect,” January 2005). “It was on our minds, of course, but the events of Halo 3 were in a significant way decided before Halo 2 ever hit stores,” says writing lead Frank O’Connor. “We knew there was more story to tell, and we knew that we had shipped a cliff-hanger ending that would have to be resolved in a third part. We were careful to try and ensure a satisfactory conclusion.” For the third installment, Bungie remained true to the protocol of “guns, grenades, and melee attack” that make Halo feel like Halo, but also tried to evolve the gameplay to keep the combat fresh and interesting. “That was done is subtle ways with timing and balance, but also in less discreet ways, including new weapons, vehicles, and, of course, equipment,” says O’Connor. In addition, in the four-player cooperative mode, rather than assuming the roles of identical Spartans, players can now take control of Master Chief, the Arbiter, N’Tho ’Sroam, and Usze ’Taham. “This decision was made to create real personalities for the coop mode, so that you weren’t all simply using clones of the Chief, but without impacting the core fiction in any meaningful way. Multiplayer tends to take giant liberties with canon, but we wanted to make that less jarring in Campaign [mode],” says O’Connor. To create the immersive environments, Bungie once again used Havok Physics to drive the behavior of objects and characters in the game. Bodies fly through the air using ragdoll physics, vehicles explode, showering debris onto their surroundings, and new additions such as the portable gravity lift and the “man cannon” propel players through the world. Havok is also used for special effects, including plants swaying in a jungle and Flood tentacles hanging from a ceiling. While Halo 3’s graphics engine is tied very closely to the Xbox’s HDR model, O’Connor says the most important factor in delivering the game’s immersive sense of “place” is the unification of all the elements. “The HDR, the apparent and actual scale, the Mie and Rayleigh scattering (for simulating clouds, gases, solids, and liquids on light) in the atmosphere are all designed to immerse the player in our vision of the Halo worlds,” he says. “Each individual aspect of the game, from the PRT (precomputed radiance transfer) lighting to the types of shaders we use in explosions and other effects are built to match an evolution of our art style. Initially, we saw a lot of criticism based around the idea that we never w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 19 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Gaming all the holes were filled.” In order for the player to see the damage being inflicted upon the enemy, it was more important to model damage permutations into the foes rather than “friends.” Hence, the Covenant’s soldiers have damage effects modeled into their geometry. On the other hand, artists chose to “bloody up” the Marines using a simple texture swap. “That was because they would fight at your side, not against you, so a gradual change in destruction isn’t necessary,” Wang explains. “The only indicators you need to know for your Marines is whether The Halo vehicles were modeled within 3ds Max and hand-painted in Photoshop. they’re alive or dead, and with a texture swap, that worked perfectly. The Chief shot for photorealism or to ape the art same level but in different lighting situ- and ODSTs (akin to Special Forces) were style of games like Gears. In the end, the ations (such as indoors versus outdoors), not broken down because we didn’t want choices we made were right for Halo.” Character Modeling Bungie overhauled all the character mod- the reflection mapping would shift,” says to make them look weak once they were Wang. “The Xbox 360 gave us a bigger killed. We all thought the feel for these bucket to fill our creative assets.” main characters worked best when their While artists modeled and animated bodies were intact.” els from Halo 2, pushing their polygon the characters in Autodesk’s Maya, For each of the main characters, counts from 3000 to around 6000. The each of them drew from a raft of pack- the shader system is like a thousand- Chief clocked in at approximately 6000 ages—Autodesk’s 3ds Max and Mudbox, layer cake, made primarily in Adobe polygons, the highest density the team Pixologic’s ZBrush, and Softimage XSI, as Photoshop. Artists, however, sculpted could afford to maintain within the well as Maya—to incorporate the projec- normal maps and bump maps in 3D using expansive and chaotic nature of the war, tion mapping into the game. “The most ZBrush and Mudbox, which were then which could have “an army” of charac- significant modeling challenge was add- either imported into Photoshop ters on screen at a given time. More impor- ing all those different systems and mak- for painting in the details of the tantly, the game marked the first time ing it work with our proprietary engine height maps or touched up with Bungie was able to utilize the projection- tools.” Of all the characters, the marine Nvidia’s Normal filter. mapping method of taking higher-resolu- proved to be the most difficult, Wang tion geometry and mapping it onto a lower- adds, because he was the first to undergo comprises the following resolution poly character. “This allowed this procedure. maps: base, detail, bump, us to get fine details and more realistic During the making of Halo 2, when The face, for example, bump detail, specu- features on faces and organic surfaces,” the armored characters assumed extreme lar, occlusion param- says 3D art lead Shi Kai (Shiek) Wang. poses, modelers often ran into “joint eter, subsurface, and The real-time reflection mapping now rotation pinching” problems around T- transparency. present on Master Chief’s armor proved a junctions or some of the more difficult metallic shaders for double-edged sword, adding detail at an seams, such as the shoulder. To solve Master Chief were a lot sim- enormous rendering cost. “First off, [it] the problem for Halo 3, Bungie hired a pler; nevertheless, the shader was extremely expensive, so it would rigging artist solely dedicated to solving system culled the functions be used mainly in the cinematics. How- these problems. “The problem is two- depending on the needs of The ever, [to handle the in-game reflection fold: One is rigging, and the other is the material. Generally, the mapping] the programmers figured out animation,” explains Wang. “This rig- size of the maps was set at a way to project environment maps in ging artist ensured that the animators 768x768 for bump and nor- each level, store it in the game, and have and other rigging artists were constantly mal maps, 512x512 for the it blend dynamically on the Chief’s visor talking about what changes were being base map, and 256x256 for in-game and between different levels. We made and what animations were being the detail map. were able to break it down into different authored. Unfortunately, there weren’t areas, so even when the Chief is in the any magic solutions except to make sure 20 | Computer Graphics World CW DECEMBER 2007 “Once we were ripping maps from higher-res w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C __________________________ __________________________ _____________ CW _______________ _________________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Gaming geometries, we would rip them at 2048s Walpole continues: “Custom rigs for 1000 animations in Maya for Master Chief or 1024s and let Photoshop’s scaling do the Flood Pureform characters got a bit and his allies, the Elites, not including the job of sizing details down,” notes more complex, but nothing truly out of cinematics or story-moment animations. Wang. “This ensured that more detail the FK/IK standard. What we did break The game boasts upwards of 10,000 ani- would be captured at higher res first, ground on was the inclusion of cinematic mations for gameplay alone; all the ani- then properly scaled down to fit the size and rigging tools within Maya to speed mations were done by hand without the our engine can handle.” and solidify production.” The animator use of mocap or other similar tools. points out that Bungie’s tools are likely to Walpole says one of the greatest chal- Character Animation become a discussion topic at the upcom- lenges of animating game characters is When rigging Master Chief’s sectional ing Game Developers Conference (GDC) finding each one’s soul, or “motion hook.” body armor to deform realistically with in February, much like its cinematics One of the best motion hooks was found the more pliant undersuit, animator pipeline and tools were at the fall ADAPT for the evil alien Brutes. “Having a charac- Nathan Walpole says the first objective conference in Montreal. ter like the Brute show deliberate attitude when armored, then a different persona was achieving dynamic posing. “We Bungie also made significant improve- focus on hitting the silhouettes and the ments to Halo 2’s animation and blending when unarmored, led to some creative poses we desire; if two pieces of armor systems, specifically to handle the wildly animations and a well-rounded charac- slide over each other or mildly intersect, mutable Flood Pureforms and the more ter,” says Walpole. The Brute’s “motion but the pose and motion on the charac- dynamic Brutes. “For the Flood trans- hook” ultimately ended up driving many gameplay decisions and trickled down to other difficult-to-solve characters, like the transforming Flood Pureforms. Halo 3 also adds a new type of weapon to Master Chief’s arsenal: the heavy, two-handed plasma turret, which weighs heavily on the Chief’s movements. “These turrets broke all the rules of our traditional first-person animation system because the character was now being viewed closely in third person. All of a sudden, in third-person view, we could see small errors and idiosyncrasies in our animations,” says Walpole. As a result, The artists used real-time reflection mapping on Master Chief’s armor for the cinematics; in game, they blended projected environment maps onto his visor for a similar effect. the team had to revisit code and develop smoother interpolation methods between the animations to make Master Chief and his Elite counterpart look weighted when ter are fantastic, we feel we did our job,” forms, we [implemented the capacity he says. “‘Passion before pixels’ is what for] uniform scaling within our engine. carrying the removable plasma turret. makes our animation shine.” Pulsating bits and boils would scale The “weight” was completed by hand- The entire Halo 3 cast is outfitted with and writhe while the characters trans- keying the animations while viewing standard FK/IK controls built in Maya. formed,” describes Walpole. Using joint video reference. “Without reference, your Bones are the foundation of the base scaling and translation tricks, the engine animation is lost,” Walpole adds. skeleton, while helper joints aid in the could also simulate two characters fusing deformation of the character and maxi- and dividing as the same transformable Commander Keyes all return with a facial mizing a character’s flexibility. “We did entity. “When we wanted to change the animation system based on 50 bones for Cortana, Sergeant Major Johnson, and not break the mold with regard to rigging. Flood Pureform creature into the Flood controlling more than 17 phonemes and Instead, we focused on the core structure tank, we worked our magic within the eight emotive states, ranging from happy of the character and more robust custom engine to mask the swap of two separate to sad, angry to pensive. “Multiple ani- tools within Maya to help our anima- models and skeletons at one shared pose,” mations would play and blend over one tors focus on the art of animation rather he adds. “The pliable rigs and scaling in another to create the final result,” says than fighting with the latest gimmicky the engine aided this seemingly impos- Walpole. “Managing 50 bones is not an spline IK solution or other rigging fads,” sible task.” easy or time-productive task for any ani- In total, animators created more than Walpole says. 22 | Computer Graphics World CW DECEMBER 2007 mator.” The group incorporated the help w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Gaming .... of OC3, an automatic speech system for game content, to drive the speech portion of the animation for each language that is supported. Animators then layered the emotive states over that procedural speech animation to enhance the lines of the English dialog using a custom tool that allowed the animation team to work with 50 nodes with relative ease. Battlefields Halo 3’s epic story unfolds across environments that are larger and more detailed than any of its predecessors. There are ocean-size waterfalls, a scorched African savannah, barren otherworldly plains of All the characters contain standard FK/IK controls. Helper joints within the bone structure give the characters more flexibility in their movements. sand and rock, lush jungles intercut with rocky cliffs—all leading to the dark, glow- couldn’t believe it. You could fly the antigravity, and flying. Interestingly, the ing corridors of alien ships. To this end, camera through the girders and struc- Brute Chopper, the enemy’s transport the team was faced with the challenge of tural beams, see giant sentinels hovering vehicle, is a hybrid of all the vehicle phys- creating an entirely different visual lan- above the surface constructing the Halo. ics primitives and uses a custom version guage from one mission to the next. Sometimes I think our artists are insane,” of the friction-point physics for the front “We chose to begin the adventure in end and antigravity physics for the back. he jokes. “It makes sense because Brute technology a dense jungle on Earth to start players Once again, Havok Physics powers out in a familiar, intimate environment the almost-universal destructibility of tends to be a hybrid of Covenant technol- so we can both refamiliarize the player the environmental elements, including ogy and gritty mechanical things,” adds with the game and set the stage for the glass windows, fusion coils, pieces of McKenzie. impending siege of Earth,” says environ- electronics, and metal crates and tables. Using Havok Physics, art- ment art lead Christopher Barrett. “As we “We tried to put more dynamic objects in ists rigged the abundant plant move through the campaign, we slowly Halo 3 than we did in the previous Halo life just like ragdolls. McKenzie open up the world to the player by show- games, as they help bring the world alive explains: “The plants are ing the war-torn planet and what they are and make it feel real,” says Barrett. a set of rigid bodies fighting for. Setting the first part of the game in familiar surroundings allows connected by physPhysics and Effects continuous ically physics technol- driven con- us to pull the rug out from under the Havok’s player when we put the person on the ogy allowed Bungie to introduce the that makes plants dif- completely alien, barren wasteland of the Mongoose human transport vehicle for ferent from other objects Ark.” In addition to the music, the group the first time. “Because the Mongoose is that they live in what we straints. One thing used various color palettes and types of moves so fast relative to its size, it wasn’t call the proxy world. They exist in spaces to evoke entirely different moods possible to simulate before Havok 3 a separate instance of Havok from during different parts of the game that and continuous physics,” says Eamon everything else. The player has a complemented the narrative. McKenzie, physics engineer. “We tried to parallel rigid body in the proxy One of the greatest challenges was implement the Mongoose in Halo 2, but it world that is soft keyframed establishing an immense, epic scale for wasn’t possible with Havok 2’s time-step to the player’s real-world the environments, especially the Halo locked physics update. Also, because position. This parallel rigid ring. “Texturing a structure the size of continuous physics enables stable simu- body in the proxy world a small planet is no easy task. In the lation of fast-moving, small objects, we interacts with plants with- past, we might have used a matte paint- were able to simulate our weapons as out any feedback; actions in ing of some of those immense elements, rigid bodies this time, instead of with the regular Havok world can but in Halo 3, we actually built them,” point physics as we did in Halo 2.” affect things in the proxy world, says Barrett. “The first time I saw the All the vehicles fall into one of three model for the half-constructed Halo, I physics simulation categories: friction, w w w. c gw. c om ___________ CW but nothing that happens in the proxy world affects the main sim- DECEMBER 2007 Computer Graphics World | 23 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Gaming ulation.” This was important, he notes, because the group wanted to be able to place plants throughout the environment without worrying about impeding the motion of AI and the players. From scorching blasts of flamethrower fire, plasma bursts, fog, smoke, snow, and splashing water, the game is filled with hundreds of unique particle effects, all of which were produced by a custom particle engine developed in-house. “Particle sim- Artists modeled “damage” permutations into the geometry of the enemy characters. ulations are based on randomness, so our tools are designed to control and shape the effects work well in the context of combined with the off-line generated rip- particle systems while retaining that ele- the game. Iteration is a critical part of ples for final rendering. ment of chaos that makes them feel realis- the process.” According to Scott, after the particle tic,” says Steve Scott, effects art lead. AI Scott describes the process. “The effect is “right,” decals, lighting, and The main thrust of the AI programming effects artists start by painting textures exposure controls are all linked in to for the final Halo chapter focused pri- for particles in Photoshop. Those bitmaps complete the effect. The team can spend marily on conveying a hierarchy among are applied to 2D cards that are spawned days crafting an effect that only lasts a the Covenant forces, so that a high-rank- in a particle system,” he says. “Working fraction of a second, which is another ing Brute is seen leading the ferocious with the particle tool, we tweak param- reason why the new Saved Films feature, Jackals and the mindless Grunts by eters such as spawn rate, gravity, air fric- which allows players to rewatch their arraying them in combat and instilling tion, and scale to make the particles look games, is valuable. “You can slow down courage. “To do this, we introduced the and behave the way we want. Usually, time and see all of the details that we put concept of rank within the AI characters, we add more particle systems to flesh out into it,” he says. so simply adding a high-ranking Brute As vehicles and soldiers thrash through such as a Chieftain or a Captain—each For complex effects, like the plasma the mud and water, artists also used par- denoted by different armor permutations grenade explosion, many different lay- ticles to simulate the splashing and spray- and actions—to an encounter would ers of particles must all be coordinated ing. While the particles update accord- automatically create the desired behav- to look like a cohesive whole. “Of course, ing to simple water physics, displacement ior,” says AI engineer Max Dyckhoff. all those flashy particle effects are maps are computed from the particles as To convey the concept of the hierar- worthless if they don’t support the they propagate through the water body, chy, Bungie employed three factors: posi- simulating the rippling surface. tioning in combat, group behavior, and the effect.” gameplay,” Scott notes, “so we solicit a lot of feedback from “The repeating water ripples are gen- broken behavior. “When it comes to posi- the designers to erated off-line using a custom authoring tioning, the Grunts, Jackals, and lower- ensure that tool. The artist can specify direction of level Brutes will position themselves flow, speed, shape of wave profile, ampli- between their leader and the player, tude, and a variety of other param- defending him from enemy fire,” says eters that control the appear- Dyckhoff. “To show solidarity inside the ance of the water body,” says Covenant squad, we introduced group graphic art lead Hao Chen. behaviors, whereby the lead character The resulting normal and dis- will shout out an order for all his follow- placement maps are then applied to a water mesh 24 | Computer Graphics World CW ers to do such things as throw a grenade at a certain location.” that is tessellated in Finally, when a Covenant leader is real time depending killed, programmers wanted to both on the distance from reward the player and intensify the the eye. The interac- pack mentality. To do so, Bungie intro- tion of water and object duced “broken” behaviors that are trig- is simulated using wave gered when the leader of a pack is killed. particles before the dynamic ripples are Grunts will flee from their targets or DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Gaming go insane, pulling out two plasma gre- ery onboard the spaceships, Halo 3’s medium, is used in subtle ways to add nades and run kamikaze-style straight at lighting is generated via global illumi- mood and depth. According to Chen, the the player; Jackals will huddle together nation and photon mapping. Unlike tra- artists also used a fair share of cheats, behind their shields; Brutes will become ditional light mapping, the game stores such as placed cards and billboards, to a lot more cautious and take cover. incoming lighting at every surface point add visual interest and contribute to the Aside from developing the enemy hier- and encoded as a spherical harmonics overall visual sophistication of the game. archical behaviors, Bungie also wanted to (SH) vector. Static geometry is rendered give some context to the enemy encoun- directly from the SH light map. Dynamic Fight to the Death ters in Halo 3 by giving the enemies “activ- objects sample from the underlying SH As the war rages on between developers ities” and “vignettes,” which would play light map, so that their lighting is consis- for the coveted crown of the first true next- out before the player comes upon them. tent with the surrounding environment. generation game, studios are exploiting all Such activities included characters smok- The lighting system is fully integrated types of new digital tools and techniques. ing or playing cards. Vignettes are rather with the Halo material system, which is Aside from advanced AI, such an experi- more complicated, and are often used to capable of rendering a variety of diffuse ence demands thousands of unique char- tell small stories before encounters begin. and glossy material realistically under acters, entailing thousands of unique tex- Examples include scenarios like Brutes tor- different lighting conditions. Shadows tures, meshes, animations and behaviors, turing Marines, a group of marines intro- from the objects are computed using a potentially creating an asset management ducing the player to a situation, and so on. combination of PRT for blurry, low-fre- nightmare—which many developers are The designers scripted as many vignettes quency shadow) and shadow maps. The now encountering. Nevertheless, in the as time would allow, as they really added cut-scenes are rendered using exactly the race to break the mold and exploit these flavor and realism to the world. same technology as the main gameplay. new possibilities, all developers might “Halo’s AI has been the topic of many “The Jungle scene (Sierra 117) is a do well to remember Bungie’s maxim papers at GDC, and other studios are begin- good showcase of various elements of ning to use the ‘behavior tree’ system for our graphics engine working in harmony, their games, including Maxis, which is while the Tsavo Highway level is a good Martin McEachern is an award-winning using it in the development of Spore,” says demonstration of outdoor lighting, where writer and contributing editor for Com- Dyckhoff. the dominant light sources are the sun puter Graphics World. He can be reached at _____________ [email protected]. of the Storm level showcases the indoor Unlike the characters, the artists built lighting and the material system well, and rigged Halo 3’s vehicles in 3ds Max, with light pouring in from the opening in where modeling rigid objects is easier the ceiling getting combined with artifi- and more precise, according to Wang. cial lights in the interior and a variety of “[Max] allowed us to be more flexible with the destruction states, if we wanted to change one of them,” he points out. “passion before pixels.” and the sky,” says Chen. “The interior Vehicle Modeling .... metal and other surface materials.” Halo 3’s sky serves both as a backdrop to a level and the main HDR “Surprisingly, none of our vehicles used light source. Physically correct sky projection mapping; they were all hand- and sun models form the basis of painted [in Photoshop], which gave them the HDR sky. The atmosphere sys- a more earthy feel, dirtier and with less tem uses Mie and Rayleigh scat- of an ‘assembly-line machine feel.’ It was tering computation to account a conscious decision even after we intro- for everything from simple haze, duced the projection-mapping methods to the blue color in the sky, to to our characters.” Artists modeled most aerial perspective of distance vehicles in four levels of destruction: scenery. With the HDR lighting minor, medium, major, and destroyed. and global illumination at the foundation, the material system allows Lighting the group to render a variety of From the dazzling god rays pouring realistic material, from wet rock, through the jungle canopy and scatter- to moss, to tree barks and leaves. ing through the leaves, to the pools of The atmosphere system, which han- shadow and artificial light from machin- dles the scattering of light through a w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 25 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C VFX/Mocap In 2001, a war erupted in the virtual world between a band of human soldiers, led by the cybernetically enhanced super-soldier Master Chief, and an alliance of alien races known as the Covenant. For six years hence, millions of battles between the two sides have been fought in 3D, starting with Halo: Combat Evolved and continuing with the sequel game releases. During this time, mini skirmishes have surfaced in many forms, including a number of planned game titles (including Halo: Chronicles and Halo Wars), novels, graphic novels, toys and games, alternate reality games, machinima, music, and a much-debated feature film. Recently, the struggle between Humanity and the Covenant has evolved from the digital to the live-action world within a trio of visual effects-laden, live-action video shorts. The videos, shown on the Web and on TV, were created to whet the appetites of Halo players as they prepared for the final showdown in Halo 3, the final title in the three-game series (see Envisioning the CG world of Halo 3 in live-action mini-movies “Making Halo 3 Shine,” pg. 19). Microsoft and Bungie Studios commissioned the videos, which were directed by Neill Blomkamp (Alive in Joburg, Yellow, Tetra Vaal, and currently District 9), to pro- By Karen Moltenbrey mote Bungie’s Halo 3. Origami Digital provided the visual effects and post work. According to Oliver Hotz, VFX supervisor and founder of Origami Digital, the videos are not meant to be representational of a feature film if one were to be made. (Blomkamp even was tapped to direct the on-again/off-again Halo film.) Rather, they are more of a side story within the Halo fiction. “The movies don’t replicate the environments and scenarios of the games. You really can’t identify where you are in the movie settings,” he says. “Instead, they show the struggle of the characters in the game and how that struggle would translate into the liveaction world.” Director Neill Blomkamp, with the help of Origami Digital, transports the virtual characters and concepts from the Halo game world into a trio of live-action short video promos. 26 | Computer Graphics World CW DECEMBER 2007 All three pieces run between two and three minutes in length—too short to tell a full story but long enough to set a scenario. All are filmed with live actors in costumes, though at times the creatures w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C VFX/Mocap and some soldiers are CG. As for the envi- Rendering was done in ronments, sometimes they are real, some- LightWave and Worley times not. The same goes for the props. “Using CG was the director’s choice, .... Laboratories’ FPrime. The CG was then composited though the movies were always meant to into the live action using be live action,” says Hotz. “[The director] Eyeon’s Fusion. chose to do some shots all in CG because it was easier and faster.” Moving and Tracking All the video animation Battle Scenes was motion-captured at The first piece, called Arms Race, con- Origami tains the most CGI. According to Hotz, mocap studio. The mocap approximately 70 percent of that video facility is unique in that it is located is computer-generated. It begins with a inside Hotz’s home. It comprises a 20x30- Digital’s own request from a battle group for repair and foot volume (expandable to 40x40 feet) resupply, and features production of var- and a 48-camera PhaseSpace active LED- ious weaponry. Here, the soldiers walk- based system that provides data direct ing through the armory are real, but the from the markers. Acquisition is faster armory itself is digitally constructed, as and the system more affordable than tra- are the ships and the hangar in the end ditional mocap offerings (see “Moving On shot. The shots of the helmets on the pro- Up” Part 1 and 2, October and November duction line are also CG. 2007, respectively). “The armory [in the short] has no relationship to what is in the game,” says On the software side, Origami Digital used its Hotz, iterating where the mini-movies proprietary real-time Loco fit within the Halo landscape. Still, the solution, which the com- Origami Digital group still had to make pany developed a year the live-action scenes visually fit within ago but only made public the Halo world. with this project. In the second and third pieces, called “When shooting the Halo Combat, Part 1 and Halo Combat, Part mocap, we don’t look at 2, respectively, the CGI is less prominent, the data or dots on the but present nonetheless. The pieces show screen,” says Hotz, refer- gritty urban fighting by actors in Halo- ring to the typical “dotted” like futuristic military garb. The uniforms, stick figure many motion- as well as a good portion of the weaponry, capture facilities look at as a reference were made by WETA Workshop. “Originally, the creatures in these two for their animation data. “We look at the actual character model moving around segments were to be shot live, but there the environment in real time. We use was more flexibility if we did them in CG,” Loco to drive that.” says Hotz. So, Origami Digital provided a The system integrates a rudimentary digital assist, creating the alien creatures version of the performer and the envi- and the Covenant Brutes in 3D. “There ronment, so the technicians and anima- are a lot of digital characters, especially tors, as well as the director, can see the in the third one,” Hotz notes. action unfold in context while the mocap The modelers created the creatures, is being shot. In this instance, Blomkamp, as well as the other models, within who was in New Zealand, could view the NewTek’s LightWave. The bullet hits same screen as the Origami Digital crew, were made using Autodesk’s 3ds Max. which was in California, during the cap- “Bungie was very forthcoming with all ture. As a result, Blomkamp could make the assets we requested; we used them immediate judgment calls during the ses- for size relation and concept,” says Hotz. sion, avoiding the need for a re-shoot. w w w. c gw. c om ___________ CW Even though the short videos are live action, CG plays a major role in them. Most of the soldiers are actors, while the creatures are digital. For the most part, the models were created in NewTek’s LightWave, while all the CG character animation was motioncaptured using PhaseSpace and Loco. DECEMBER 2007 Computer Graphics World | 27 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C VFX/Mocap Files are then saved and opened To achieve the handheld within a 3D application—in this case, camera effect for the CG shots, the group again used Loco. LightWave. For this project, Origami Digital used The software allows the cine- the motion-capture system in 35 to 40 matographer to hold a device shots across all three minis; no keyframe resembling a real-world cam- animation was used. Furthermore, the era, which, when you look data comes out rather clean, requiring through its viewfinder, shows little touch-up. “Approximately 90 per- the digital environment and cent of the motions were never touched characters rather than the real- after the capture,” says Hotz of the Halo world representations, explains Hotz. video animation. The mocapped actors can wear goggles, Besides the creatures and Brutes, the team also created digital set extensions allowing them also to be immersed in the digital environment. In this scene above, the environment (the hangar) is computer generated, as is the helicopter. The artists re-created the handheld camera look of the live-action videos in the virtual world using Loco, Origami Digital’s proprietary software. to the physical structures, including At the end of a take, Loco then auto- CG walls and bullet marks. Also, they matically writes out a Maya or LightWave some new ground, particularly in terms crafted a 3D environment, vehicle, and scene, with the entire content of the cap- of methodology. passengers for a car-chase sequence in ture. “It provides live-action people the “Normally such creature work takes a the last piece. ability to work in a completely digital lot of people, but with our mocap pipe- According to Hotz, the most technically world, using the tools and devices that line, we were able to approach it differ- challenging aspect of the project was the they already know, without having to ently,” Hotz says. “We were able to make tracking (accomplished with Andersson get accustomed to a digital workflow,” the creatures do specific tasks by shoot- Technologies’ SynthEyes), since most of adds Hotz. the filming was done in a handheld style with no locked-off shots. “When you look at some of the shots In all, Origami Digital worked on 140 ing and integrating the animation in 10 minutes because we do not have to go shots during a 2.5-month period. However, through all the steps that typical motion work on the first release was fast-tracked; capture and larger facilities require.” from a technical perspective, they are the group had just two weeks for that While the war between the humans very difficult to track,” says Hotz. “The video. “That was our concentration and the Covenant has ended for Hotz and director cares about the creative, and we point,” says Hotz. Afterward, the group— his crew, for many gamers, the third bat- are always thinking about that and not comprising five artists—worked on the tle has just begun. necessarily about the technical aspect at second and third shorts in parallel. the time of the shoot. If we need to, we’ll In terms of the limited staff and figure out a way around a problem later.” time, Hotz believes the group broke Karen Moltenbrey is the chief editor of Computer Graphics World. ____________________ 28 | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CG Modeling .... Open Before Christmas A trio of year-end tales features lifelike CG creatures and a realistic digital environment By Barbara Robertson The winter holidays bring nearly as much festive cheer to movie-theater box offices as do the summer blockbusters, and this year is no exception. In addition to the two big visual effects films—Beowulf and The Golden Compass—a trio of smaller movies is also vying for a share of the season’s good ticket sales. I Am Legend, Fred Claus, and Enchanted, three films produced in three different styles, have one thing in common: photorealistic CG animals. In Enchanted, a little CG chipmunk nearly steals the show, CG reindeer pull a sleigh for Santa’s big brother in Fred Claus, and CG deer and lions roam the streets of a post-apocalyptic New York City in I Am Legend. From stylized digital humans, to polar bears that talk, to chipmunks that pantomime, the CG elements in this season’s films carry story points, create emotions, and, most of all, entertain us. As movie critic Roger Ebert puts it: “First we get animation based on reality (Beowulf), and now reality based on animation (Enchanted).” And without computer graphics, none of it would have been possible. Enjoy! w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 29 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CG Modeling ¤5PPOJOH3FBMJUZ 5JQQFUU4UVEJPQPQVMBUFTBQIPUPSFBMJTUJDGBJSZUBMFXJUI GVSSZ$(BOJNBMTUIBUTPNFUJNFTCFIBWFMJLFDBSUPPOT D isney’s Enchanted begins as a [Amy Adams], the almost-princess, and mators stayed true to his animal nature. classic 2D animated fairy tale, her handsome prince [James Marsden], When he needs to communicate, they ani- but the handsome prince’s are two different things, as Pip discov- mated him with human characteristics. wicked mother pushes his beautiful ers. Once he lands in the real world, the And, in one breakout scene, he becomes bride into a well just before the wedding, cartoon chipmunk loses his command- a furry cartoon character. In that scene, and that begins the story. When Giselle ing speaking voice and has to resort to he uses body language to warn Prince emerges, she’s actress Amy Adams and squeaks and pantomime. Edward about the bad guys. “He changes she’s in Times Square. Giselle doesn’t “The kind of work Pip needs to do his form to mimic the characters he cha- know she’s no longer a cartoon, so when is not standard visual effects work,” rades,” Gibbons says. “We incorporated she leans out an apartment window Schelesny says. “We really needed to everything we know into his rig.” and sings her “happy working song,” it study how a traditional Disney anima- makes sense for rats, pigeons, and cock- tor would approach the character.” As animators working in Autodesk’s Maya squashed and stretched Pip into ©2007 Disney Enterprises, Inc. roaches to show up and merrily whistle while they work. Kevin Lima, who directed Disney’s animated feature Tarzan and liveaction feature 102 Dalmations, masterminded Enchanted’s blend of animation and live action. Tippett Studio created the photorealistic CG animals and insects for the “happy working song” and other scenes, the wicked mother (Susan Sarandon) who turns into a dragon for the film’s finale, and Pip, a disarmingly charming chipmunk that nearly steals the show. Tippett Studio’s CG chipmunk, Pip, dances a fine line between reality and cartoon animation. He moves like a chipmunk, communicates with human characteristics, and performs a cartoony pantomime. In addition, CIS Hollywood contribvarious shapes, an internal muscle sys- uted 36 of the 320 visual effects shots A crew of approximately 12 anima- in the film, primarily wire removals and tors, led by Tom Gibbons, worked on tem maintained the integrity of his vol- composites, WETA Digital created the the show at Tippett Studio, and every ume. For facial animation, the anima- first and last shots with the Disney cas- animator performed Pip. “We got a fla- tors used blendshapes and widgets that tle and storybook, and Reel FX worked vor for Pip starting from drawings by ride outside the rig to move dozens of on two of the storybook shots. John Baxter, who did the 2D animation,” controllers that pushed around clusters of the mesh. “Pip was probably the biggest chal- Gibbons says. “We took those tidbits lenge for the entire project,” says and information from Kevin [Lima] and To view the animal’s silhouette with- Thomas Schelesny, visual effects super- Tom [Schelesny] and had a huge Disney out waiting for final renders, the anima- visor. “He was unique. He’s the only history lesson. We watched all the films. tion team could output frames with low- guy in the movie who knows what’s We knew that Pip would be an homage resolution fur to check poses. Tippett’s going on.” However, knowing what’s to the early Disney films.” proprietary Furocious software pro- going on and explaining that to Giselle 30 | Computer Graphics World CW When Pip is on the move, the ani- DECEMBER 2007 duced the final fur renders that moved w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CG Modeling .... 'MZJOH3FJOEFFS 'PS'SFE$MBVT$JOFTJUFTFOET 4BOUB¤TCSPUIFSUPUIF/PSUI1PMF Y ou might be able to buy the premise of the film Fred Claus, that Santa has a scallywag of an older brother named Fred (Vince Vaughn), but no Christmas comedy would be complete without reindeer, Santa’s sleigh, and elves. A crew of approximately 35 people at Cinesite spent about a year helping Santa’s reindeer pull a sleigh from Chicago to the North Pole and applying visual effects For the “Happy Working Song,” Tippett created CG pigeons and cockroaches (at top), and mixed them into scenes with real and CG rats, pigeons, and Amy Adams (above). wizardry to one of his elves. Originally, seven real reindeer on the set were going to pull the sleigh, but it was too heavy. “It was the size of an SUV,” says visual effects supervisor Simon Stanley-Clamp. “And the base role in the process. On set, Schelesny used a variety of techniques to give the actors Pip’s eye line: laser pointers, stuffies, sticks, and wires. ©2007 Warner Bros. on to the compositors. But, the compositors also had an earlier Later, matchmovers provided a virtual camera for the animators’ 3D world that matched the live-action camera. The places the camera pointed and the directions the actors looked dictated where the animators needed to position Pip. But when the camera moves in the live-action plate limited the animators too much, the compositors retimed the plates using Twixtor (from RE:Vision Effects) within Apple’s Shake to add frames. Sometimes they even changed the camera moves. “If Pip looked up, we tilted the camera up,” says Chris Morley, CG reindeer created at Cinesite pull Santa’s heavy sleigh in the feature Fred Claus. was made from cast iron so it was strong enough to be thrown around on a gimbal. It took 10 of us to move it compositing supervisor. The compositors also added the last touches to Pip’s fur to around the set.” integrate him into the plate. “The TDs did a great job lighting Those real reindeer, however, provided great ref- him, and then we took the renders and created two mattes— erence for modelers working in Autodesk’s Maya and one based on z depth, one based on the depth away from the Mudbox to build their digital clones. Groomers clumped the reindeer’s matted fur in the front and folded the hair camera in y—from the ground up,” says Morley. Using the y mattes, they added gradients that, for example, darkened Pip from the ground up to integrate him into shad- around their leather harness straps by using painted weight maps. ows, and with the z mattes, they would sometimes defocus For rigging and animation reference, the crew trav- Pip the farther he was from camera. “We’ve done a lot of furry eled to a reindeer farm to see the animals on the hoof. animals, so it’s second nature for us to composite them in a But, to fly digital reindeer past Chicago rooftops, they realistic fashion,” Morley says. But never in a film quite like watched videotapes of swimming horses. “The horses pull themselves through the water by stretching out their this one. “I’ve worked on a bunch of films during my 12 years at legs,” Stanley-Clamp says. As a result, riggers devised a Tippett and three years at studios in Canada before that,” system that allowed the digital reindeer to overextend Schelesny says. “This film was special.” their front and rear legs. —Barbara Robertson w w w. c gw. c om ___________ CW “Initially, we blocked out their flight path using sim- DECEMBER 2007 Computer Graphics World | 31 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CG Modeling To complete the illusion that Fred the hitching gear appropriately. Once the CG reindeer and sleigh take Special rigs managed the reins for Santa’s CG reindeer (at top), and because these reindeer really know how to fly, Cinesite also created virtual clouds and the CG landscape (below). is in the sleigh, compositors layered off from a rooftop in Chicago, they fly in live-action elements for the errant past buildings and then zoom into the brother and Santa’s elf Willy, the driver, clouds and over hundreds of miles of when the camera is close. For those terrain. “The sleigh is moving 999 miles shots, Willy himself is a composite per hour,” says Stanley-Clamp. “David played by Jorge Rodero (body) and John [Dobkin, the director] wanted the cities Michael Higgins (head). “During the to whiz by.” Because the sleigh covers so live-action shoot, Jorge did the perfor- much ground, the crew built the terrain mance while John Michael delivered the as digital environments in Side Effects’ lines,” explains Stanley-Clamp. Later, Houdini using 3D models and projection Higgins delivered the same lines while maps. “One reason we used Houdini being filmed on a bluescreen stage, and was to procedurally link repeated envi- Cinesite switched the actors’ heads. For ronments as we travel through layers most flying sequences, however, the and layers of clouds. Sometimes you studio created a digital double for Fred see cities through the clouds, some- and Willy from cyber scans and photo times gaps with no twinkling lights. The textures. “We did cyberscans of John gaps created the illusion of speed.” For a Michael’s head to put onto Jorge’s body sequence at the end, the sleigh moves so to create the CG double of Willy,” he fast that it becomes a streak. says. “In many respects, that was easier than the 2D solution.” ple splines to get a sign-off on direction “We created the streak with motion blur and speed,” Stanley-Clamp says. “Then and by generating paint trails from the 3D In addition to Maya, Mudbox, and we roughed-up the animation so it sleigh,” Stanley-Clamp says. “The cuts are Houdini, the Cinesite crew used Adobe’s wouldn’t look like they were on a roller really rapid.” Photoshop, Apple’s Shake, Autodesk’s coaster. As well as moving the sleigh, For the clouds, modelers built organic Inferno, and three proprietary tools: they needed to have their own move- shapes in Houdini that the crew placed CSfur, CSclouds, and CANI, an anima- ment.” Riggers arranged the gear that onto a grid. Using in-house tools, they tion interface tool. By applying these hitched the reindeer to each other and derived a point cloud from the surface and tools, the talented crew at Cinesite con- to the sleigh so that the animals could interior of the cloud shapes. Then, they vinced every mother’s child that rein- bank and turn while staying in forma- attached sprites to the points and rendered deer really know how to fly. tion, and procedural animation moved the clouds using subsurface scattering. _______________ 32 | Computer Graphics World CW DECEMBER 2007 —Barbara Robertson ____________ w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CG Modeling .... /BUVSBM&GGFDUT 6OOBUVSBM1FPQMF 4POZ1JDUVSFT*NBHFXPSLTDSFBUFTBQPTUBQPDBMZQUJD .BOIBUUBOBOEªMMTJUXJUIQMBOUTBOJNBMTBOEWBNQJSFT I n the film I Am Legend, when working in Adobe’s Photoshop turned lations. Houdini dynamics set the stage Neville moves out the lights, tattered awnings, aged for destruction by simulating the col- (Will Smith) through Times Square, he doesn’t and weathered surfaces, added proce- lapse of the large structure; proprietary see streets filled with people, neon signs, dural bird poop to photographs taken on tools provided fine details. “We drove or yellow taxis. He sees a lion stalking location, and more, and projected those the crinkling, bending, and snapping of a herd of deer. Three years after a ram- textures onto low-res representations of smaller pieces from the low-resolution pant virus has caused the evacuation the buildings in 3D geometry. simulation of bigger pieces,” Smith says. Modelers built the structures using Growing weeds through cracked survey data and LIDAR scans, the latter sidewalks and streets proved to be Of course, when director Francis for a virtual background surrounding more difficult, however. First, rotoscopers lifted people and buildings from the of Manhattan and its ensuing isolation, the island has returned to nature. Lawrence shot the Warner Bros. film Times Square for scenes shot on a blue- on location, the city was as raucous as screen stage. “We surveyed every loca- plates, and matchmovers provided a always. Sony Pictures Imageworks emp- tion,” says Dave Smith, digital effects virtual camera. Then, texture painters tied the streets and did the dirty work supervisor. “When we needed higher- worked on pre-made street and sidewalk that made the city look abandoned. resolution, we used the LIDAR scans.” “We shot all over Manhattan,” says In addition to re-creating plates, the tiles in various sizes, painting cracks and potholes that layout artists could fit into the plates. Jim Berney, visual effects supervisor at Imageworks crew also built all-digital Imageworks. “So, we had to paint out environments for a seaport sequence Dave Stephens, visual effects ani- all signs of life. The streets are cracked. during which they destroyed a 3D ver- mation supervisor, led the plant-grow- Buildings are crumbling. There are sion of the Brooklyn Bridge. Imageworks ing team. “We had to populate large weeds everywhere. The wildlife is back uses Autodesk’s Maya for modeling and sections of New York with plant life,” in town.” a combination of Side Effects’ Houdini he says. A hair system put grass in the and proprietary tools for dynamic simu- painted cracks and potholes, and a plant- For the buildings, Imageworks artists w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 33 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CG Modeling For the final image (top), Sony Pictures Imageworks removed signs of life from plates shot in Manhattan and tracked the camera (bottom, right), and then grew grass with a hair system and weeds with a proprietary plant-growing program (top, right). growing program developed within Houdini added a variety of weeds. “The plants grew in each frame as they were rendered,” he says. “We had algorithms for each plant type, and every time the plant was instanced, it generated a unique variant within a predefined range. We could layer in premodeled flowers, buds, and leaves procedurally.” Particle trails placed behind characters or cars moving through a scene influenced a procedural engine that caused the plants to flutter as if they were reacting to those objects. In addition to planting the streets with weeds, Imageworks filled the air with flocks of birds and swarms of insects. “We have birds, gnats, and insects flying around in every frame,” says Berney. “They’re in the soundtrack, so we needed to add a visual cue.” For a herd of deer, which Neville and the lions both hunt, the crew produced 15 variations of male and female deer from two models, changing their size, nose color, and antlers procedurally. “If we didn’t like one set of antlers, we could flip a switch to another set,” Smith says. But the crew’s most intense creature work went into producing a variety of wildlife and creating the “infecteds,” people who survived the virus and became vampires—all created by Imageworks. For these creatures, the modeling team worked from designs by Patrick Tatopoulos and cadaver reference to create athletic monsters with bodies wasted away by the virus. Texture painters gave them a sickly look. “I think the creatures really push the state of the art,” .'($-0(&$( $,&))%$("!)+ -# /)+&2, ) & +, says Berney, who watched the shot count grow from 400 to 800 during postproduction. “They’re a good blend of new technologies, but they’re still handcrafted.” x x x x $( (-/)*+$1 , )(-+--)+ - #+- +, &$( !)+(-+0 +.+0 # .-.+ $,$(0).+#(, .'$-0).+#+- +#--*)(- ,-.'($-0(&$( )' 34 | Computer Graphics World CW DECEMBER 2007 Barbara Robertson is an award-winning writer and a contributing editor for Computer Graphics World. She can be reached at [email protected]. ______________ w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW .... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CAD t’s been 25 years since Autodesk first efit from the same capabilities as larger and engineering productivity, which cus- introduced its AutoCAD software, firms. The program also created a sys- tomers or other companies could extend forever changing the way engineers tem of value-added resellers and develop- to solve specific problems. This allowed and designers do their work. Amar ers that helped customers take advantage a robust community of developers and Hanspal, senior vice president of Platform of the open architecture and APIs of the CAD managers to be formed around Solutions and Emerging Business at Auto- early AutoCAD versions. AutoCAD, and that community continues desk, looks at how this software revolu- Q A tionized an industry. Q A With this year marking 25 years for Autodesk and its flagship product, AutoCAD, can you pro- to grow today. Our customers have cusHow did the industry ini- tomized or extended AutoCAD to build tially respond when Autodesk some very unique applications. launched AutoCAD? Q A The traditional CAD industry’s fi rst response to the introduc- vide us with a snapshot of the tion of AutoCAD was that the early PC industry back in 1982? CAD products were toys. The theory What has given AutoCAD its staying power? In short, we have kept up with the needs of our customers. AutoCAD is Autodesk’s flagship product, The CAD industry consisted mainly of was that the CAD programs could only very high end systems that cost tens of be run on a very sophisticated machine. and it has delivered solid, useful func- thousands of dollars and required expen- However, when it launched at COMDEX tionality and ongoing innovation to the A Silver Li sive software and training, along with an 1982, AutoCAD garnered a great amount customers; it addresses the demands of IT staff to set up and run. (Imagine run- of interest, not only from CAD custom- various industry segments, including ning SAP for a one-person firm.) Only the ers, but also from the PC industry as a architecture, engineering, construction, larger companies could afford the expen- whole. The software was a proof point manufacturing, power and process, gov- sive CAD systems and training that was in support of the viability of the democ- ernment, and telco and utility organiza- available then. With the advent of the PC, ratizing power of the PC. At that time, it tions. AutoCAD has the largest commu- an opportunity to build applications that was already apparent that CAD would nity of users. And because customers were more affordable and less IT-intensive be a serious productivity tool for the have provided us with valuable feedback became viable. Unlike a spreadsheet or industry. over the years, we have been able to make up to take advantage of the new PC revo- Q A product improvements that better suit the lution. It offered a graphics system that decision: to build a customizable and could be run and supported without extensible architecture for AutoCAD. requiring an IT professional, so small This let the founders focus on building tracked the evolution of the PC itself. In to midsize businesses could now ben- a broad horizontal platform for design the 1990s, the advent of Windows as an word-processing program, running CAD on a personal computer was very computationally intense. At that time, there weren’t any graphical interfaces or graphics cards; these were the days of DOS. AutoCAD was written from the ground 36 | Computer Graphics World CW AutoCAD has served as the foun- needs of our customer base, while staying dation for some of the industry’s abreast of new industry trends. innovative products and solu- Q A tions. Was this the expectation from the start? From the start, the company made a key DECEMBER 2007 How has CAD software evolved over time to meet the growing demands of designers? In many ways, the evolution of PC-based CAD software has w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW C Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page CAD operating system enabled us to dramati- customers want to share designs with cally improve the usability of CAD appli- both CAD and non-CAD professionals. cations. Later, the advent of the Internet What’s the easiest way to do that? Maybe provided an infrastructure by which to the answer is an Autodesk Inventor LT extend the productivity of CAD applica- model or a ShareNow application. We say tions from individuals to teams, adding to customers, ‘Here’s an idea. Try it out. Q A What do you think is the future of design? We’re focused on continuing to deliver technologies that enable our customers to increase effi- ciency and productivity. For example, collaborative capabilities. More recently, Does this solution work for you? If so, we digital prototyping provides tools to the computing power available on the can take it and incorporate it into a prod- virtually explore a complete product desktop has enabled us to provide more uct. If it doesn’t work for you, that’s OK. before it’s built, so you can create, val- sophisticated design solutions in the Let us know. We have another option.’ idate, optimize, and manage designs from the conceptual design phase form of digital prototyping environments Before Autodesk Labs, many good for product design in manufacturing and product concepts were put on a shelf and through the manufacturing process. building, as well as civil design modeling lost to the public forever. Others may Whether you work in the industrial environments in AEC. have made it into fully released prod- machinery, consumer goods, or auto- In the past 25 years, several other ucts without benefiting from user feed- motive and transportation industries, CAD vendors have entered the market, back in the early stages of development. digital prototyping can boost design and we’ve seen a growing number of Autodesk Labs aims to provide a critical efficiency, save time, and reduce costs ning Celebrating 25 years of design innovation by building fewer physical prototypes. vertical products that have emerged to bridge from the world of traditional prod- address designers’ individualized needs. uct development to a new world of com- Building information modeling, or An example of this is AutoCAD P&ID, munity-driven innovation. The user feed- BIM, is another trend for the future of which we launched earlier this year; it is back from the Labs helps drive future the building industry. BIM represents a tailored to the needs of the process engi- product releases. new vision for architecture, engineer- neer. We’ve been able to create a family While many of the technologies posted ing, and construction whereby digital of products that leverage the AutoCAD here are in their infancy, the intent is to design tools capture and make avail- platform, while also providing platforms gather user community feedback and able consistent and coordinated infor- for the next generation of products. reactions early in the process. We invite mation from a shared building informa- Q A our customers to join us and try our new tion model. Because this information is What does Autodesk do to technologies. It can be fun, as well as a reliable digital representation of the inspire technology innovation useful and informative. Visit http://labs. project, it allows designers to experi- within the CAD industry? autodesk.com, and check out two of the ence their ideas before they’re built—in Earlier this year, Autodesk Labs Labs’ technologies that have just been turn, allowing them to visualize, simu- was launched to get innova- posted: a Visual Search service that allows late, and analyze their design early on in tive ideas out to the CAD community. you to search for a part using a sketch or the process. This provides the flexibility The Labs’ ideas are the kinds that have image, and a vector-based drawing ser- to optimize and improve designs before been “percolating” in the minds of engi- vice that requires no software download. they’re actually created, thereby help- neers trying to solve customer problems. Both are, in fact, online services free to ing to foster innovation, improve quality, Autodesk may know, for instance, that anyone who visits the Labs Web site. and save time and money. w w w. c gw. c om ___________ CW .... DECEMBER 2007 Computer Graphics World | 37 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Ryan Drue Portfolio Clockwise from top left: For professional artist Ryan Drue of San Jose, California, the most challenging aspect of Tubes Marins Métalliques For this image, which was inspired by sea life and glassblowing, Drue started with the color scheme, and the piece evolved from that point. working in the digital realm is keeping pace with his ideas. “Every day I want to create Future Botany Of this piece, Drue says, “I just woke up one morning and this image was on my mind. A few hours later, this is what I came up with. Normally, I obsess over an idea before I ever start, so this image was a nice change for me.” something new, and I often find I don’t have time to finish projects,” he says. “Rendering is the one thing that holds me back. Sometimes I find myself waiting days for a single frame, and that drives me crazy!” Nevertheless, Drue works mostly in CG, while also dabbling in digital photography, which has taught him how to better frame shots and use color while working in CG. “You really can Openness (middle) For this image, the artist focused on the artistry rather than the technical process. create anything you want,” he says about CGI. “If I want to be an architect, I can. If I want to Lady Fingers This piece was an exploration of form and color. be a sculptor, I can. If I want to be a glassblower, all I need to do is fire up my computer.” Just Chill’n This image marks the first time Drue spent a good deal of time sculpting and painting on a 3D mesh. first at a computer arts school and then professionally. “I can’t even draw a good-looking stick 38 | Computer Graphics World CW Exposed to CGI and video editing while in high school, Drue honed his newfound skills DECEMBER 2007 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page figure, which is funny, because my mother is a very gifted traditional artist. But, for some rea- Clockwise from top: son, my artistic side never developed in a traditional medium.” A Jar Full of Modo Here is an example of the artist trying to create a photorealistic image in 3D, which he enjoys doing, even if the object doesn’t exist in reality. Yet, Drue’s talent is apparent in the 3D arena. When he is not creating digital art as a hobby, Drue is creating work for the film and video production company Fat Box, where he spends roughly 75 percent of his time working in 3D and the rest producing motion graphics. His personal projects, though, are usually the total opposite of what he does at work: “If I am modeling at work, I try to better my texturing and lighting skills at home,” he says. Unlike some artists, Drue’s work does not fall into a particular genre. “I strive for a sense C Random Room This was the result of Drue’s first attempt at creating an interior shot in 3D. He modeled and textured everything in Modo in roughly a week’s time. Le Corbusier Chaise Lounge The artist recalls this about the piece: “When I first saw this chair, I knew I had to model it. The flowing lines and simplicity really inspired me.” of photorealism in my work, no matter the subject,” he says. For all the work appearing here, Drue used Modo for the 3D and Photoshop for the post. Other times, he uses LightWave, Maya, and After Effects, along with a Wacom tablet. —Karen Moltenbrey DECEMBER 2007 CW Computer Graphics World | 39 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW C Knowledge&Career Knowledge&Career ..... Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page chools are offering students hands-on learning and the art and design. These fields of study have exploded because skills needed to make the transition from student to pro. of the gained interest and career opportunities. With the Young, talented, and trained people are a hot commod- days of the apprenticeship long gone, one has a choice to ity these days, but competition in the professional fields enter into the industry without experience and hope for the is fierce; schools are recognizing this and addressing best, or attend art school and acquire the necessary skills, learn to collaborate, network, seek valuable internships, and that issue in their course work. Furthermore, training centers know that even working build a strong portfolio.” professionals can’t rest on their laurels. As software changes, the need to learn the tools and all they offer is imperative. Whether you are just starting a career or growing it, the need to continue learning is vital to your future. In this piece, representatives from educational institutions and training facilities paint a picture of the strengths, weaknesses, opportunities, and “threats” they perceive that may help, or hinder, budding artists and those looking to expand their knowledge and succeed in the marketplace. Students from the Academy of Art University’s School of Motion Pictures & Television work on a class project. JONATHAN FUNG Weaknesses: “Sometimes in education, many of the Associate director School of Motion Pictures & Television same projects are assigned to students, which creates a simi- Academy of Art University lar look for their portfolio. It may not distinguish or develop their style, and the work can look the same when students San Francisco The School of Motion Pictures & Television at the Academy show their reel or portfolio to potential clients. I think it’s of Art University in San Francisco offers accredited undergradu- important for the institution to help guide the students to ate and graduate degree programs that emphasize seven areas find their voice and personal style that creates a unique look of production for students to study and gain hands-on experi- so it does not become cookie-cutter.” Opportunities: “At art and design universities, the curric- ence to prepare them for the industry. Strengths: “A lot of emphasis is being put on education ulums are very specific in helping students reach their career in motion pictures and television, visual effects, gaming, and goal. The curriculum is tailored around specific departments 40 | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C Knowledge&Career .... in the industry. For instance, in a program like ours, students declare an emphasis or track during their fourth semester. They start to learn how to become a producer, director, cinematographer, editor, screenwriter, production designer, or actor. Many classes in the last two years of the program are focused on creating a competitive reel. Students establish skills that will allow them to become a specialist in the industry when they leave the university. “From my experience, some of the statefunded universities or colleges don’t have that luxury. Many of the students find that during the first two years, they are taking liberal arts Recognizing the burgeoning interactive market, the University of Central Florida’s FIEA offers a graduate program in video game development. or theory-based classes and they do not receive hands-on experience until their fifth semester, junior year. At Strengths: “The strength we have is ‘demand.’ There is a the Academy of Art University, from the first semester, students growing desire for young people to work in creative industries are getting production experience.” and make their own products. It has always been there. Once Threats: “Depending on the curriculum, if the university we all started watching movies and sports, we longed to work has more of a liberal arts focus, then I don’t believe the students in entertainment, but 40, 30, 20 years ago, that was reserved for will be prepared for career opportunities unless they acquire Hollywood: the people who lived in Hollywood and the chil- the skills on their own because the program may be very gen- dren of people who worked in Hollywood. In today’s world, as eral. In the industry, everything is specific and focused. You far as games and movies are concerned, because [the process] need a specific skill set in order to get hired. They are look- is done in a digital world now and the cost of the equipment ing for the best: students who are professional and have strong and assets is not exorbitant like it used to be, we have a lot of business practices. The job opportunities are out there, but you students who would love to make games, movies, and commer- have to pay your dues and be tenacious.” cials, and now they can.” Outlook for 2008: “The industry is unsettled and can go in Weaknesses: “Usually education isn’t on the forefront of many directions. I think the independent market—short films— leading trends. It reacts to trends, so we are in reaction mode is starting to thrive. There are many venues right now for short right now. One of the weaknesses is that digital media schools, films, especially online and at film festivals. Many advertis- film schools, computer science schools, and game schools are ers are putting more of their dollars into Internet advertising just not mature enough and haven’t done the things necessary instead of network television. Podcasting is very popular, too. in terms of programs to bring in technology and get up to speed There are many more alternatives and methods to screening, quick enough to run with the industry. selling, and distributing work...getting it out there. There is def- “I think education will do that. We did that with MBA schools initely a group of visionaries and entrepreneurs who can dictate in the ’80s and ’90s. They started to do some real cutting-edge the market. stuff and caught up quickly. We need to do the same thing “[But] I don’t think it’s stable right now. The networks are in entertainment and digital media. [Also] you have to spend trying to get a jump on this. Just like with reality TV when it money on technology, and schools get set in their ways and started, people were skeptical, but look what happened with everybody gets their own little budget, but they don’t refocus that. Everyone is jumping on it. We are going to see a new wave, their whole programs. That’s one of the beauties of FIEA; we and we are seeing some of it now in film, media, and the arts.” were able to start from scratch and create a program, and we had the funding to do it.” BEN NOEL Opportunities: “We have an opportunity to train the next Executive director generation of workforce to be higher-wage creative workers. As University of Central Florida mentioned before, one of our strengths is a pent-up demand, Florida Interactive Entertainment Academy and the opportunity is there: A lot of young people don’t wish Orlando to go work for General Motors. They aren’t sure what they want Florida Interactive Entertainment Academy (FIEA) is a gradu- to do, but they do know they would like to be their own thinker ate program in video game development, instructed by industry working on teams, creating start-up companies, and working in veterans and focused on developing highly skilled programmers, different environments. artists, and producers for the growing interactive industry. “Globally, the opportunity is here. People are making great w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 41 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page ..... C Knowledge&Career Knowledge&Career livings, working in great businesses, and creating great friend- and applications is creating a high demand for professional ships and products because they can multitask; they can work training. Inexpensive, streamlined equipment is leading to on projects around the world and do things in a lot of different more accessible, hands-on training. An experienced editor can ways than before, where traditionally it was go to school and learn and become certified in a new application in as little as you were lucky if you got hired and got into a training program three days. Manufacturer certifications offer a unique bench- at a bigger company, learned a lot there, and, maybe 10 or 15 mark—they take the guesswork out of an editor’s or designer’s years later, got out and started your own thing.” true skill level. Threats: “The threat we have is time; it’s just taking too “Ten years ago, training consisted of several trainees hover- long. We’ll eventually figure this out [though] it might take 100 ing around one system; now they all have their own worksta- years to figure out the right way to educate our students. Study tion. As new editing platforms become more prevalent, trainees after study is coming out saying that we are using 100-year-old can now practice their skills at home rather than at an on-site systems to educate our young people. And we all recognize edit facility.” that. We don’t have 100-year-old communication devices in our Weaknesses: “Methods of training can vary widely—from home, so the threat is timing. The millennials are growing up, DVDs to books to one-on-one classroom training. This is not to and they are driving us. They are the customers. say there is a right or wrong way for teaching an application, “Many say education can’t change, things won’t change...but but many people have different ways of learning and require they do change, and you change because of the customer. The different time frames. One editor may learn a new application students today are screaming for stuff that’s more interactive in three days, whereas it may take another six weeks. The key and less boring. When we were kids, school was boring, but is finding the correct balance—it can be difficult for someone there weren’t a lot of answers out there; now there are, and now to figure out which method [or combination of methods] works it’s about how quickly we move to them. best for him or her. Also, there is a difference in teaching some- “The threat isn’t really that the bureaucratic systems can’t one how to use an application and a craft.” change and won’t change over time; the threat is we don’t do a good job of corralling that and moving it forward faster.” Outlook for 2008: “You are still going to see a lot more casual gaming, people playing the Nintendo Wii, and the broadening of the game market. All of this broadening just helps education, medical, and military agencies broaden. You will see a lot more of those industries training people in simulations and interactive methods over the next decade. “In the entertainment community, you will see more of what you are already seeing: more software and tools such as the mass crowd generators, the blending of 2D and 3D, and better ways of telling a story—trying to tell a story with 2D and 3D animation or 3D art, and using audio and sound for a more blended experience. We are finally getting to a point at which interactive and Soho Editors’ Apple Final Cut Studio HD training rooms boast stations consisting of an Intel MacPro and a 23-inch Cinema Display. digital tools are maturing so creatives, other than just the tech gurus, can use them. The millennials are going to have fun.” Opportunities: “Increased accessibility to equipment will lead to a larger pool of aspiring editors who will seek out professional training. As technology continues to advance at a rapid pace, software and tools will become even more intuitive. We have never seen more applications on the market that do virtually the same thing as we do now. DAVID GATER “Industry leaders, such as HBO, are upgrading their editing CEO applications and requiring training for their entire department. Soho Editors It is a very exciting time right now, as we don’t see the need New York for training in the decline—it continues to increase, prompt- Soho Editors, with offices in New York, London, and Dublin, ing more people to be trained. These days, we are seeing more was founded in 2000 as a provider of freelance talent to the global applications on the market than ever. We have five or six editing post industry. They have since expanded to provide certified train- applications that people need to be trained for, so that increases ing for the industry. our business tenfold.” Strengths: “The industry’s rapid shift into new platforms 42 | Computer Graphics World CW DECEMBER 2007 Threats: “How simple can an application become? Appli- w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW DESIGN, DIGITAL ARTS, AND FILM Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C A little professional training helps a lot of imagination go a long way. From the fundamental principles of design, to the fundamental changes of the digital age, success in the creative industries starts with the programs in Design, Digital Arts, and Film at NYU’s School of Continuing and Professional Studies (SCPS). Every one of our programs, from graphic design, to animation, to product design—as well as our Master’s in Digital Imaging and Design—provides you with the expert instruction of our award-winning faculty in the dynamic environment of our advanced digital labs. Best of all, you’ll have access to an unparalleled network of industry professionals who will inspire your imagination and help you bring it vividly to life. GRADUATE DEGREES: 3Digital Imaging and Design 3Graphic Communications Management and Technology UNDERGRADUATE DEGREE: 3Digital Communications and Media CERTIFICATE PROGRAMS: 3Animation 3Digital and Graphic Design 3Digital Special Effects 3Film 3Interior Design 3Product Design CONTINUING EDUCATION: 3Design Fundamentals 3Digital Imaging and Photography 3Film and Digital Video Production 3Motion Design 3Web and Interactive Design Information Session: Thursday, January 17, 6-8 p.m. 48 Cooper Square, 1st Floor Visit our website, or call to receive our new Bulletin. scps.nyu.edu/x94 _______________ 1-800-FIND NYU, ext.94 New York University is an affirmative action/equal opportunity institution. ©2007 New York University School of Continuing and Professional Studies CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page ..... C Knowledge&Career Knowledge&Career cations are now being developed for the consumer rather than the skilled professional. As a result, everyone thinks they are an editor and that they do not need training. Also, consumergenerated content—led by YouTube—is on the rise. Are users drawn more toward low-budget, five-viral videos cut on [Apple] iMovie than long-form, highly polished documentaries finished with [Autodesk’s] Flame? It remains to be seen.” Outlook for 2008: “Technology never stops changing, and the drive for knowledge of applications is ever increasing. Gone are the days when an editor could get away with just knowing one app. For example, [Apple’s] Final Cut Studio 2 is distributed and packaged with five applications, all of which are powerful in their own right. Clients are now expecting editors to be fluent not just in Final Cut, but also the programs bundled with it. Moviola offers individualized, one-on-one, hands-on training for those working in the film realm. The future looks bright.” their skills at a very high level, they can provide a better product to their clients. With the current writers’ strike and the other RANDY PASKAL looming strikes, a lot of people see it as an opportunity to use Managing director this time to do training, but then there are some who have to Moviola think about pulling in the reins and doing very little outside Hollywood and New York spending.” Moviola offers one-on-one, individualized filmmaking train- Opportunities: “More people continue to turn to profes- ing for directors, writers, producers, actors, cinematographers... sional types of media solutions and incorporate those into their anyone making a career change. products, not just on the post side with feature films, TV shows, Strengths: “The obvious strength we see is that, especially and commercials, but also in the financial sector, corporate in the postproduction business, technology continues to change. area (presentations), and other areas where more video will be And with those software changes—whether they be with Avid, required. It’s a good opportunity for us to go after those types Adobe, or Apple products—professionals need to be updated of clients. Another opportunity is that once people realize how about the new features and the complexities that exist with dynamic it is and how many products are involved, they’ll see those products. that it’s worth spending a few extra dollars and investment to “At Moviola, one of our strengths is that our training is taught train themselves better.” by professionals for professionals. We are looking at people who Threats: “The only potential threat is people not valuing are already experts working in the industry—in order for them classroom training or one-on-one training. There are people to maintain their high level of skills and, hopefully, be paid for who feel as though they can do a lot of training online, and we that expertise, the more they need to understand how the prod- are always competing against that format. However, we really ucts work and what they can actually use out of those products. do think the hands-on approach and working in a collabora- So they will continue to need that specialized type of training. “Another strength is the introduction of the different high- tive environment is the best way to learn and share ideas with other students.” def formats that currently exist and that are promised in the Outlook for 2008: “We view the market for training as near future. There is a need to understand the way people a growing one, and people need to stay up to date with the are going to utilize the different formats and bring them in to new software releases. There will certainly be a need for peo- post. The workflow is different for almost every product that is ple to learn, and with the continued migration into high defini- being introduced on the acquisition side, so when it comes to tion and figuring out the workflows into postproduction, there post, there is really going to be a greater need for this training. should be a fair amount of opportunity for us to grow our train- The question really becomes, how do you bring those high-def ing services, do seminars, and create some special courseware acquisitions into post?” that addresses those unique issues. As for the industry in gen- Weaknesses: “Training is an expensive proposition, and making people see the value of training is sometimes a chal- eral, I just don’t think we are going to see a lot of change in either direction, unless the strike affects us.” lenge. Yet, as products change, it’s obvious that you can’t use the product as it currently exists, and there is a need for that Randi Altman is the chief editor for Post magazine, Computer learning process to occur. Another weakness is marketing. We Graphics World’s sister publication. She can be reached at need to get people to understand that if they continue to keep [email protected]. __________________ 44 | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C news Imagine at Imagina 2008 on a daily basis by creators and designers, right through from the presentation of the original idea to the validation of From media and entertainment, to land- the concept,” Puons notes. “Digital mod- Puons, Imagina general manager. scape design, to architecture, to industri- In fact, the shift from 2D to 3D tech- els are used by engineers for testing a al design, Imagina 2008 has something nology is a global phenomenon and product before manufacturing and get- for everyone in the 3D community. occurring in every sector imaginable, ting it to market. They are also impor- This conference and exhibition, which from those requiring a great deal of art- tant for sales and marketing teams. will be held January 30 through February istry to those where the resulting infor- Naturally, they are important for the end 1 in Monaco, is attended by DCC profes- mation, rather than the creation itself, user, be it for training purposes or learn- sionals throughout Europe and beyond. is most critical. For a long time, 3D was ing how to maximize and maintain the With its focus on 3D imagery across perceived as the preserve of a handful product’s potential.” a wide range of industries, Imagina’s of specialists, but now has been adopt- The bottom line: 3D CG means creativ- diverse crowd is united by a common ed by everyone; it is constantly evolving ity and technologies. But it also means pro- interest in computer graphics. and expanding. As such, Imagina tries ductivity and business, bringing together Among the many events at Imagina to introduce different professionals to 3D buyers and vendors. This is made possible are conferences paneled by an equal- technology within an environment where through the show’s Privileged Information ly diverse segment of industry experts. those from all areas of the market can Meetings, centered around 15 invited buy- This year, keynotes will be given by Glen learn and share ideas and technology. ers with the goal of forging long-term professional relationships. Entis (EA), John Tarnoff (DreamWorks), Today more than ever, the evolution Samuel Windman (Google Earth), and of 3D software and hardware allows for Last year, the show had nearly 1400 Alvise Simondetti (Arup), representing ever-greater seamless continuity between participants. This year, Puons expects the the focus of the show’s four main indus- digital and virtual models, from 3D cal- participation level to reach 2000, thanks try segments. culations through to visual, acousti- to the addition of new programs and free In addition, there is an expansive exhi- cal, and haptic environments. As Puons access to the exhibition floor. bition area, a training and demonstration points out, digital models are now con- Imagina offers the best of two worlds: area, and a Job Opportunity Forum for sidered a major component in the devel- On a personal level, the beauty of the host students and job-seekers focused on any opment process of every new product. city, Monaco, while professionally, the of the show’s core areas. The main event, “They are one of the major tools used ability to expand your 3D horizons. though, is the Imagina Awards, which highlight the use of 3D simulation and visualization technologies applied to the artistic, engineering, and industrial professions. Another show spotlight will be the ability for attendees to preview such projects as Frederic Forestier and Thomas Langmann’s Asterix at the Olympic Games STATEMENT OF OWNERSHIP, MANAGEMENT, AND CIRCULATION (Required by 39 USC 3685) Publication Title: Computer Graphics World Publication Number: 665-250 Filing Date: 9/28/07 Issue Frequency: monthly Number of Issues Published Annually: 12 Annual Subscription Price: $72.00 Complete Mailing Address of Known Office of Publication: 620 W. Elk Ave., Glendale, CA 91204 Contact Person: Karen Moltenbrey Telephone: (603) 432-7568 Complete Mailing Address of Headquarters or General Business Office of Publisher: 620 W. Elk Ave., Glendale, CA 91204 Full Names and Complete Mailing Addresses of Publisher: Computer Graphics World, 620 W. Elk Ave., Glendale, CA 91204 Editor: Karen Moltenbrey, 620 W. Elk Ave., Glendale, CA 91204 This publication is owned by: Computer Graphics World - William Rittwage Publication Title: Computer Graphics World Issue Date for Circulation Data Below: 9/28/07 Average No. Copies Each Issue During Preceding 12 Months No. Copies of Single Issue Published Nearest to Filing Date 38501 34357 0 37210 34799 0 1346 32 35735 0 0 0 2392 2392 38127 374 38501 93.73% 1278 32 36109 0 0 0 750 750 36859 351 37210 97.97% the needs of the attendees and match the Total Number of Copies Outside County Paid/Requested Mail Subscriptions Stated on PS Form 3541 In County Paid/Requested Mail Subscriptions Stated on PS Form 3541 Sales Through Dealers and Carriers, Street Vendors, Counter Sales, and Other Paid or Requested Distribution Outside USPS® Requested Copies Distributed by Other Mail Classes Through the USPS Total Paid and/or Requested Circulation Outside County Nonrequested Copies Stated on PS Form 3541 In County Nonrequested Copies Stated on PS Form 3541 Nonrequested Copies Distributed Through the USPS by Other Classes of Mail Nonrequested Copies Distibuted Outside the Mail Total Nonrequested Distribution Total Distribution Copies Not Distributed Total Percent Paid and/or Requested Circulation constant and fast evolution of the com- Publication required. Will be printed in the November 2007 issue of this publication Name and Title of Editor, Publishers, Business Manager, or Owner: William Rittwage - owner Date: 9/28/07 I certify that the statements made by me above Are correct and complete. film, Tim Burton’s latest movie Sweeney Todd, and more. Furthermore, Imagina is partnering with Renault to unveil a state-of-the-art panorama of a driving simulation, geared to the scientific and engineering audience. “It takes more than eight months to build Imagina conferences in order to suit puter graphics industry,” says Laurent w w w. c gw. c om ___________ CW DECEMBER 2007 Computer Graphics World | 45 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C products For additional product news and information, visit SOFTWARE w ww.cgw.com __________________________ ProEtoMax users can visualize, animate, and compatibility with the native DWG and render native Pro/E CAD models 2007 file format and LISP, SDS, COM, and within the 3ds Max platform, without ObjectARX code. Bricscad V8 is offered VIDEO any intermediate formats or loss of preci- in Classic and Pro versions; the latter sion. The native Pro/E translator employs adds Microsoft’s VBA environment and Primatte Chromakey Update Win • Mac Digital Anarchy presents Primatte Chromakey 3.0 for Photoshop, a plug-in for Adobe Photoshop and Photoshop Elements. Primatte removes bluescreen and greenscreen backgrounds from both still images and footage. The result is the subject against a transparent background, with details—such as wisps of hair, translucent materials, and mesh fabrics—preserved. Features new to Version 3.0 include one-click auto-mask functionality, batch processing, improved blending between subject and backdrop, an enhanced user interface, and support for Intel Macs and Photoshop CS3. Primatte Chromakey 3.0 is priced at $299. Upgrade pricing is available. Primatte 3.0 supports Mac OS X and Windows 2000, XP Home, XP Pro, and Vista 32-bit systems. IntegrityWare’s precise geometric repre- full ACIS modeling. The Bricscad V8 All- sentation to generate renderings free of In package offered with Bricscad Classic cracks and polygonal artifacts. Designed and Bricscad Pro includes a Bricscad V8 Digital Anarchy; www.digitalanarchy.com to accommodate large data sets, Power license, one year of professional mail sup- ProEtoMax provides tools for cleaning, port, and a free upgrade to the next major preparing, and rendering imported Pro/E version. Bricscad V8 can be download- data, as well as control over tessellation ed from the Bricsys Web site for a 30-day quality via detail, maximum edge length, evaluation period. and arc length settings. Bricsys; www.bricsys.com Power ProEtoMax imports CAD data, automatically sews disconnected surfaces, includes memory management tools, and provides editing options, such as flip face normals, trim and un-trim, project curves, sew faces, apply materials to faces, and snap to imported NURBS surfaces and solids, edges, faces, vertices, edge midpoint, and end points. Power ProEtoMax is priced at $2495. A free 30day evaluation copy is available. nPower Software; www.nPowerSoftware.com/ store.html ______ CAD nPower ProEtoMax Win Power ProEtoMax, nPower Software’s latest Power Translators plug-in, enables the native translation of Pro/ Engineer model and assembly files directly in Autodesk’s 3ds Max and Viz. Power 46 | Computer Graphics World CW V8 Under the Hood Bricscad V8 is a revamped Win • Linux version of DWG-compatible CAD software from Bricsys. The redesigned graphical user interface sports a new Drawing Explorer and Properties Bar, for more intuitive management of Bricscad DWG files. The Bricscad kernel has been rewritten from the ground up, providing a foundation for continued and rapid development. Development environments have been reworked and expanded, while a new Settings Manager provides an overview of system variables and settings. Additional features include a new LISP engine, extended raster image support, DECEMBER 2007 AcceliCAD 2008 V2 Win Autodsys has released AcceliCAD 2008 V2, a CAD software solution offering compatibility with AutoCAD 2008 DWG file formats. The original 2008 edition has been expanded to include: a batchplotting interface for plotting multiple drawings and layouts in a single step, a systems variable editor with tool tips and help strings, EATTEDIT command for editing attributes, BBLOCK command for enhanced block creation, and a toolbar pull-down menu. Based on IntelliCAD software, AcceliCAD offers support for industry-standard commands, menu files, script files, shape files, fonts, hatch patterns, linetypes, and LISP, SDS/C++, and VBA programs. AcceliCAD 2008 V2 is now available at a cost of $375. Autodsys; www.autodsys.com S I M U L AT I O N Ansys Airpak 3.0 Ansys released Version Win • Linux 3.0 of its Ansys Airpak airflow modeling software, with enhancements to productivity, meshing technology, and real- w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C THE SOUTH BY SOUTHWEST FILM CONFERENCE & FESTIVAL has succeeded in its attempt to blend enthusiastic crowds with the leaders of the film industry. New filmmakers and veteran audiences come together with veteran filmmakers and new audiences, for a one-of-a-kind festival. Between educational panels and premiere screenings, SXSW Film has maintained its vision of celebrating ingenuity. For once, here’s film independence you can depend on. See up-to-date lists of panels, panelists, speakers and accepted films online at www.sxsw.com/film SOUTH BY SOUTHWEST FILM FESTIVAL March 7-15, 2008 | Austin, Texas | www.sxsw.com SXSW INTERACTIVE FESTIVAL: CONNECT, DISCOVER, INSPIRE Attracting digital creatives and new media entrepreneurs, the 15th annual South by Southwest (SXSW) Interactive Festival gives you both practical how-to information as well as unparalleled career inspiration. Attend this legendary gathering of the tribes to renew your link to the cutting edge. Opening Remarks by Henry Jenkins on Saturday, March 8 The Co-Director of the Comparative Media Studies Program at MIT, Jenkins has also authored numerous books including "Convergence Culture: Where Old and New Media Collide" and "Fans, Bloggers and Gamers: Exploring Participatory Culture." Other confirmed speakers include Jim Coudal (Coudal Partners), Tim Ferriss (author of "The 4-Hour Workweek: Escape 9-5, Live Anywhere and Join the New Rich"), Kelly Goto (Goto Media), Matt Mullenweg (WordPress) and Rannie Turingan (photojunkie.ca). SOUTH BY SOUTHWEST INTERACTIVE FESTIVAL March 7-11, 2008 | Austin, Texas | www.sxsw.com REGISTER TO ATTEND SXSW 2008 Go to sxsw.com now to take advantage of early registration discounts and the best selection of hotels. ______ CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C products and enhances workflows with its Spec sion with a weak antenna signal, deliver- Preview, Spec Render, Commit to Disk, ing gun offset, distorted edges, image roll, and Background Render utilities. Nucleo noise, scan lines, and interference lines. Pro 2 supports 3D rendering applications BCC MatchMove, BCC LED, BCC Prism, via its Background Render Queue and Pre- BCC Turbulence, BCC Noise Map 2, BCC Composition Proxies, enabling motion Color Choker, and BCC Scan Lines round graphics artists to manage After Effects out the new offering. and 3D renders simultaneously. Among BCC 5.0 for AE supports Adobe Creative ism. This latest version boasts a new the 3D rendering applications support- Suite 3.0, Autodesk Combustion, and user interface featuring a model manag- ed are: Autodesk 3ds Max and Maya, Eyeon Digital Fusion. BCC 5.0 for AE is er, advanced object wizards, alignment Maxon Cinema 4D, NewTek LightWave, now available for $895 to new users, and tools, and four simultaneous views. Softimage XSI, and Apple Shake. Nucleo $299 as an upgrade. Users upgrading to Airpak 3.0 delivers mixed meshing Pro 2, priced at $395, supports all versions BCC 5.0 for AE and BCC 5.0 for FxPlug can capability with mixed tetrahedral and of Adobe After Effects and After Effects CS3 do so for $495. Boris FX; www.borisfx.com hexahedral meshes, advanced meshing Professional. Nucleo Pro 1 customers can algorithms, and an automated hex-domi- upgrade to Nucleo Pro 2 for $99, whereas nant mesher with triangular, tetrahedral, Nucleo users can upgrade for $350. and pyramidal cells. An embedded opti- GridIron Software; www.gridironsoftware.com mization module, gradient-based optimization algorithm, and user-defined postprocessing functions combine to speed the design process. For the production of realistic scenes, users are able to visualize models with textured surfaces, set various degrees of transparency to surfaces, and apply lighting to models. Ansys Airpak 3.0 is available now. Ansys; www.ansys.com VISUAL EFFECTS GridIron Nucleo Pro 2 Win • Mac GridIron Software’s Nucleo Pro 2 helps visual effects artists using Adobe After Effects optimize their workflow. The latest version of the productivity tool harnesses the power of multiprocessor and multicore computers, BCC 5.0 for AE Win • Mac Boris FX is now shipping Boris Continuum Complete (BCC) 5.0 for AE, a suite of more than 180 filters for use with Adobe’s Creative Suite 3.0. BCC 5.0 for AE boasts custom on-screen controls and several new filters. Optical Flow, Open GL rendering, Film Process, Motion Key, and Optical Stabilization extend the feature set in Creative Suite 3.0, whereas BCC UpRez resizes image clips with minimal data loss, enabling high-quality SD-to-HD conversions. BCC Pan and Zoom lends to the “Ken Burns” effect, providing precise image scaling and re-sampling. BCC Damaged TV mimics a CRT-style televi- FxPack Expansion Mac Noise Industries, and its partners CoreMelt and SugarFx, debuted FxFactory Expansion FxPacks for Apple Final Cut Studio 2. Developed using Noise Industries’ FxFactory Pro plug-in manager, the new FxPacks provide eyecatching audio visualizations and professional templates for creating broadcast effects. The CoreMelt FxPack VeeYou is a collection of four plug-ins used to create graphic elements that automatically sync with the audio. The solution helps users produce Volume Unit level and EQ animations based on the audio in a Final Cut Studio project. The SugarFx Expansion FxPack, Portfolio, assists Apple Final Cut Pro and Motion users in the development of professional broadcast effects, such as opens, bumpers, and lower thirds. Now available, CoreMelt VeeYou is free and SugarFx Portfolio is priced at $59. Noise Industries; www.noiseindustries.com December 2007, Volume 30, Number 12: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly (12 issues) by COP Communications, Inc. Corporate offices: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: [email protected]. __________ Periodicals postage paid at Glendale, CA, 91205 & additional mailing offices. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $72, USA; $98, Canada & Mexico; $150 International airfreight. To order subscriptions, call 847-559-7310. © 2007 CGW by COP Communications, Inc. All rights reserved. No material may be reprinted without permission. Authorization to photocopy items for internal or personal use, or the internal or personal use of specific clients, is granted by Computer Graphics World, ISSN-0271-4159, provided that the appropriate fee is paid directly to Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. Prior to photocopying items for educational classroom use, please contact Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. For further information check Copyright Clearance Center Inc. online at: www.copyright.com. The COMPUTER GRAPHICS WORLD fee code for users of the Transactional Reporting Services is 0271-4159/96 $1.00 + .35. POSTMASTER: Send change of address form to Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296. 48 | Computer Graphics World CW DECEMBER 2007 w w w. c gw. c om ___________ Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C A n y o n e o f t h e 1 2 m a j o r s ava i l a b l e f r o m t h e A c a d e my o f A r t U n ive r s i t y, San Francisco will give you more than a degree. They’ll give you the skill, the vision and the experience necessary to build your portfolio. So, whether you study online or on campus, you’ll be ready to pursue the career you’re passionate about. www.academyart.edu CW 1.800.544.2787 Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page C A view from your edit suite. Imagine true broadcast-level HD editing in places you never thought possible. Io HD, paired up with Apple’s MacBook Pro and Final Cut Studio 2, gets you a no-compromises HD editing suite wherever you want to work. One FireWire cable to the Mac is all you need to work with full-resolution 10-bit 4:2:2 HD and SD video, using the powerful new ProRes 422 codec from Apple, uniquely integrated directly into Io HD’s hardware. Add in Io HD’s 10-bit up/down/cross conversion and unmatched video and audio connectivity, and you’re seamlessly working in any format you want, anywhere you need it... in a portable, professional package. Check out Io HD at our website, or give us a call to find an authorized AJA Desktop Dealer near you. www.aja.com 800.251.4224 CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page ® C