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SIGGRAPH: Inspiring Workflow To Handle Large Data

A common theme at this years SIGGRAPH was how different studios are

handling the unique demands of shows with ever increasing scope and

complexity. Two examples of this were Method Studios’ work on Wrath

of the Titans, and CineSite’s work on John Carter. These two

productions had enormous environments and sets that quickly defied

their standard workflow techniques of wrangling data. In both cases

their teams adopted scalable data driven descriptions of the

environments as separately addressable, hierarchical elements managed

outside of a traditional Maya or Houdini workflow. While these

techniques have been in heavy use in CG Feature animation for quite a

while, especially in pioneering work by PDI for wrangling the jungle

environments in Madagascar, the increasing complexity of live action

environments is making these issues imperative to VFX workflow as

well. And both CineSite and Method rose to the challenge with some

inspired answers to some hugely vexing problems.

In Wrath of the Titans, the Kronos sequence involved massive

environmental destruction with dizzying camera flybys. The Kronos

creature literally breaks from the mountainous cliffs that it’s made

from. These shots were as thrilling to audiences as I’m sure they

were terrifying to the VFX artists. But Method studios rose to the

challenge by creating in ingenious system of data-driven, resolution

independent scene elements that could be accessed differently to

achieve maximum rendering and animation efficiency, but within a

unified texturing and rendering paradigm that ensured a consistent

look a variable levels of detail.

They broke down the overall model of the huge mountainous environment

into a collection of useable rocky crag shapes called greebles. These

were located both on and within the volume of the mountain and could

be called up when needed, and in the form most appropriate to that

particular use case. For instance greebles close to camera would be

called up at their highest resolution and those farthest from camera

at there lowest. Taking this hierarchical methodology one step

further, even the rock face texturing was handled as volumes which

could blend regions of differing resolution together. Because the

data locations for each greeble could be distributed within the volume

of the mountain, the actual geometric assets did not have to exist in

the scene until the overlying rock faces crumbled away to reveal them.

Likewise on John Carter of Mars huge data savings were had based on

instanced reuse, but in this case, the instancing itself was leveraged

to provide the actual animation. The large machine environment of

Zodanga was a walking city on centipede like legs. To illustrate the

ingenuity with which CineSite addressed problems of scale we can look

at the legs of the city. Each leg is essentially a piston and the

city walks by articulating these in sequence like a centipede. One

library animation of a single piston cycle was stored as a cache and

then new instances were created from this cached animation database

offset to their locations under the city as well as offset in time.

This meant that new firing sequences could be choreographed without

reanimating hundreds of individual animations, likewise changes to the

animation of the underlying cached cycle would be automatically

inherited by the instances. It also meant that the actual geometry of

the piston animation only had to be stored once for the single

canonical piston animation. Cine Site wrapped all of this

functionality in a very nice, user accessible interface both in

standalone and Maya hosted forms; this allowed artists to access sub

components of the structures for specific effects on a granular level

during shot production.

Because the CineSite team stored all of this data existed in a

queryable object database, it could be programmatically filtered to

check for visibility, set render quality levels and perform other

manipulations that helped to achieve maximum efficiency in terms of

rendering, disk storage and artist interaction speed. Not being

satisfied to sit on their laurels, CineSite is already looking into

making the system more robust by evaluating new technologies like

Alembic, and Renderman’s new instancing capabilities to make their

approach even better.

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