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SIGGRAPH: Noisy Boy, You’re My Hero

Tuesday at Siggraph started out as a normal day for me,

cup of coffee and a slow drive on the freeway. This is

always my time to think about the plan for the day and

figure out how I’m going to accomplish the effects du jour

that the current project requires at work. Unfortunately,

my autopilot mode took me down the wrong freeway, heading

into work. It wasn’t until I was half way there that I

realized I was supposed to be driving to the convention

center, so after some mild cursing, I made “immediate

u-turn when possible” and finally arrived at the proper

destination.

After chatting with a few friends, I decided to see the

production session on the making of Real Steel with some

of my old partners in crime from my days at Digital

Domain. Upon entering the room, my attention was

immediately drawn to the full scale model next to the

presentation panel of Noisy Boy, the purple and yellow

Asian robot from the movie, built by the wizards at Legacy

FX. I recalled seeing the full size Adam puppet at Legacy

a while back when I was there for a project we were

working on at Brickyard, and as always, the various

practical rigs never cease to amaze. Unfortunately, a few

too many people were more interested in taking a picture

with the prop than sitting down for the presentation, but

this was quickly overcome with some tempered humor by the

moderator. The panel was chaired by veteran Michael Fink,

and featured Eric Nash, Ron Ames, John Rosengrant, Dan

Taylor, and Swen Gillberg. I had the pleasure of working

with Swen for a few years on Stealth, and it was nice to

see him up there (bunny suit not included…if you’re

reading this Swen, we will never forget!).

The presentation was well paced and pretty standard fare

for a making of. DD had the benefit of starting very

early on in the project, and they were able to get

everyone in production on board from the get go, which

provided for a higher level of collaboration than is the

norm on large fx films like this. They spoke about their

use of the Simulcam system for the robot-on-robot fight

sequences (allowing for realtime in-camera overlay of

pre-rendered animation, generally motion capture or previs

quality, allowing for live camera operation while viewing

non-existent cg actors, negating the need for pretending

or the old tennis ball on a stick trick). This virtual

production technique received a lot of media converage

during Avatar, though I recall using a similar system both

on Beowulf and Open Season back at Imageworks. They also

went into the robot design process, various motion capture

tracking techniques (volumes when possible, optical when

necessary), and their image based lighting methodology.

Unlike some of the other studios I discussed yesterday,

DD shoots their HDRs identically to how I do mine (3

angles, 7 exposures each). They too took their stitched

environment balls and projected that geometry, using Nuke,

onto a reconstructed 3d set model, and then, using VRay as

their renderer, mapped those textures back to that

geometry to use as their lighting/reflection. There are a

number of ways to accomplish this, some using third party

software, others using techniques in comp packages like

Nuke, and yet others using spherical projection directly

in Maya. As opposed to using a straight environment ball,

this method provides much more accurate placement of

lighting in relationship to the surrounding environment

(such as in front of windows and other light sources) and

gives significantly better results. One small tidbit of

interest that Eric brought up (that I thought I would

share here) is the magic formula used for determining the

gravity scale factor when shooting miniatures (or

oversized items as in this case). The simple formula is:

Gravity Scale Factor = Square Root of (Size of Performer

divided by Size of Character). To better explain this,

when you shoot something that is smaller than reality (for

instance a 1/10 scale airplane or spaceship), it’s natural

movement due to gravity will seem to be far too fast

because it’s mass is far less than reality, but gravity

itself in the real world where this is filmed does not

change. To compensate for this, you apply this formula,

which tells you how much to speed up or slow down the film

to get a more realistic rate of speed (though other things

need to be taken into account because, as I mentioned, the

real gravity it was filmed in is still the same

regardless). As applied to CG, this means that with a

slower rate, some motions will still need sped up during

animation, such as (in the case of Real Steel) punches.

If you’re wondering why this was an issue in this film,

as the models were built to their proper nine foot scale,

the reason is that, since motion capture was done as a

starting point for the animators, that motion was still

captured by live action humans, who are generally not nine

feet physiologically, regardless if they are standing on

stilts for proper positioning and eyelines. When the

presentation ended, everyone once again flocked Noisy Boy,

so that was my cue to get out of dodge.

After lunch, my next stop was the course on Character

Rigging and Creature Wrangling in Game, Feature Animation,

and Visual Effects Production. As I’ve done my fair share

of the latter two, I was only particularly interested in

the game portion since I’ve never really worked on that

type of project. I took a few tidbits from this,

including some which seem obvious but take on a different

meaning when actually presented to you. The first was in

relation to the notion of “real time game rendering”,

which again does exactly what it says. What isn’t obvious

about this is that the game system is actually not only

performing the rendering, but running animation on a joint

skeleton and using various logic operations to drive

these, all of which are being solved first before being

augmented with additional effects such as dynamics, and at

THAT point finally being rendered with a realtime shader.

On a standard 30 frame per second refresh game, this

means that each frame must be fully computed and rendered

in 33 milliseconds (16 milliseconds for a 60 frame per

second refresh) in order to update for fluid playback.

This of course is impressive in its own right, especially

when you consider the system is constantly taking user

input and running all of this through an AI (artificial

intelligence) engine, and optionally a physics solver with

cloth as well). The presenter covered various schemes for

culling this data for speed optimization, such as skeletal

LODs (the same idea as a geometry level of detail, but

instead stopping certain joints from solving/animating

based on their distance to camera) for finger and facial

joint reduction, animation sampling reductions (running

keyframes on 2s, 3s, etc.), and lowered update rates of

the animation depending not only on distance, but on

importance of character and placement. And of course, the

reminder that unlike in film and commercial production,

where most offscreen elements can be mostly ignored (aside

from shadow casters and ray reflectors), in a game the

entire environment and all characters must be done

completely as the user playing the game decides what will

be visible in many cases. It was definitely an

interesting talk, and to be honest some of these

optimization tricks can definitely be applied to non-games

specific work, especially in the land of crowd work.

At this point, I took a break to peruse the expo floor

which opened today. Honestly, I was a bit uninspired by

what I saw, as there didn’t appear to be any new or

groundbreaking technology present. Instead, there was

just more of the same thing from many shows past,

including the requisite motion capture booths, rapid

prototyping machines, new graphics cards, and seemingly

more show floor bookstores. I also took this opportunity

to check out the emerging technologies area before heading

to the last talk for my day.

I arrived a few minutes after the 25th Anniversary Rhythm

and Hues presentation began, and I must say that what

followed was a well paced, fun talk by at least ten people

about the history of the company and various achievements

and techniques employed there. Moderated by the legendary

Bill Kroyer, they talked about the 1999 merger with VIFX

as well as their multinational expansion from LA into

Vancouver, Mumbai, Hyderabad, and Kuala Lumpur, bringing

their total workforce to over 1,400 worldwide employees.

I particularly enjoyed some of the older footage they

showed from the early days, and of course seeing some of

their recent work from Snow White and the Huntsman was a

nice contrast. It was great to see Markus Kurtz

presenting, now Vice President of Production Technology,

whom I had the pleasure of working with back on Stealth as

well.

Well, that about covers today’s fun. As always, if you

have any thoughts on some of the topics I brought up,

please don’t hesitate to drop me a comment or an email.

And now for some sleep…goodnight all!

David Blumenfeld is with Brickyard VFX. Check out their Website at: www.brickyardvfx.com.

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