Computer Graphics and Digital Visual Effects

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Computer Graphics and Digital Visual Effects COMPUTER GRAPHICS AND DIGITAL VISUAL EFFECTS ____________ A Project Presented to the Faculty of California State University, Chico ____________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Interdisciplinary Studies Applied Computer Graphics Communication Design _____________ by © Russell W. Robbins 2014 Spring 2014 COMPUTER GRAPHICS AND DIGITAL VISUAL EFFECTS A Project by Russell W. Robbins Spring 2014 APPROVED BY THE DEAN OF THE GRADUATE SCHOOL AND VICE PROVOST FOR RESEARCH: _________________________________ Eun K. Park, Ph.D. APPROVED BY THE GRADUATE ADVISORY COMMITTEE: _________________________________ _________________________________ Sharon A. Barrios, Ph.D. Clarke H. Steinback, Ph.D., Chair Graduate Coordinator _________________________________ Jennifer Meadows, Ph.D. PUBLICATION RIGHTS No portion of this project may be reprinted or reproduced in any manner unacceptable to the usual copyright restrictions without the written permission of the author. iii TABLE OF CONTENTS PAGE Publication Rights ........................................................................................................ iii List of Figures .............................................................................................................. vi Abstract ........................................................................................................................ vii CHAPTER I. Introduction................................................................................................ 1 Scope of the Project........................................................................ 2 Significance of the Project............................................................. 3 Limitations of the Project............................................................... 6 II. Review of Related Literature..................................................................... 8 Related Media................................................................................ 8 History, Concepts and Paradigms.................................................. 10 Overview of Digital Elements........................................................ 22 Previsualization.............................................................................. 29 Live-action Shooting...................................................................... 34 Matchmoving................................................................................. 40 Traveling Mattes............................................................................ 42 Rotoscoping.................................................................................... 47 Animation....................................................................................... 49 Environment Creation.................................................................... 59 Light Matching............................................................................... 62 Rendering....................................................................................... 80 Compositing................................................................................... 82 III. Methodology.............................................................................................. 87 Plan................................................................................................. 87 Previsualization.............................................................................. 90 Shooting......................................................................................... 92 iv CHAPTER PAGE Matchmoving................................................................................. 95 Models............................................................................................ 97 Backdrop Creation.......................................................................... 98 Pulling the Matte............................................................................ 104 Animation....................................................................................... 107 Lighting.......................................................................................... 110 A Description of Passes Rendered................................................. 118 Compositing................................................................................... 131 Creating the Application................................................................ 137 Results............................................................................................ 141 IV. Summary, Conclusions, and Recommendations........................................ 146 Recommendations.......................................................................... 148 Summary........................................................................................ 152 References ........................................................................................................... 154 Appendices A. Online Survey................................................................................. 167 B. Definition of Terms........................................................................ 171 v LIST OF FIGURES FIGURE PAGE 1. An Early Storyboard...................................................................................... 89 2. Previsualization in 3D Software.................................................................... 92 3. A Set Schematic............................................................................................ 93 4. Constructed Set ............................................................................................. 94 5. Early Light Matching Test ............................................................................ 113 6. 3D Elements and their Passes........................................................................ 120 7. Double Premultiplication Problem................................................................ 133 8. Pre-rendered Alpha Sequence....................................................................... 136 9. Organizational DVD Flowchart .................................................................... 140 10. Online Survey Results................................................................................... 144 vi ABSTRACT COMBINING COMPUTER GRAPHICS WITH LIVE ACTION VIDEO by © Russell Robbins 2014 Master of Science in Interdisciplinary Studies Applied Computer Graphics Communication Design California State University, Chico Spring 2014 Because of the competitive nature of the visual effects industry for film, digital artists can expect a high demand for technical expertise as well as a demand for efficient practices. Artists’ works are required to satisfy an industrial need for both aesthetics and cost-effectiveness. Since there are so many different topics that well- rounded artists need to master, it is fitting that practical, critical thinking should be encouraged about the efficient use of such disciplines. For this project, extensive research was conducted of ten major, industrial principles that are used to add digital effects to live-action footage. This research, in turn, was applied in the creation of a video clip that combined the many concepts outlined in vii the research. The video clip was rendered in 24 different ways so that distinctions could be drawn between variations of techniques. The 24 renders were then incorporated into a comparative computer application. This application encourages critical thinking from users by asking them to choose the most efficient combination of techniques, much the same way that a visual effects supervisor might do in an industrial setting. It is hoped that the outcome of the project will yield a formation of opinion amongst users about the kinds of methods that are most efficient in an industrial context. This opinion could improve the way beginning visual effects artists approach future projects. An online survey has shown that the program has helped clear up preconceptions about these techniques and solidify opinions regarding the techniques. viii CHAPTER I INTRODUCTION Advances in the technology of the visual effects industry have inaugurated a new level of production quality and speed. Visual effects are elements, captured optically or created digitally, that are added to live-action footage in an environment separate from the camera. These days, computer technology has allowed for more visual effects—in digital form—to be added to films in a much shorter time than ever before. Motion picture companies now demand their artists to efficiently produce more effects at a higher level of quality than in years past. For an artist, efficiency is paramount to retaining a job in the effects industry. A variety of techniques for matching CG, or computer graphics, elements with live-action elements has been discovered by the industry. The artist who can accomplish these tasks in less time has a better chance for success in this field (Dunlop, Malcolm & Roth, 2008). There are relatively few sources of information that provide clear, side-by- side comparisons of common visual effects methods; nonexistent are utilities which can allow beginning visual effects artists to quickly sample various methods and view their results. A computer application that offers a comparative analysis of integration techniques can be used as a tool to help beginning artists compare, contrast, and decide for themselves which methods are best for use in the industry. 1 2 Scope of the Project This software would be
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