The Pixar Renderman Walking Teapot
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THE PIXAR RENDERMAN WALKING TEAPOT A DESIGN STUDY BY Craig Harkness Pixar RenderMan walking teapot HISTORY observations The Pixar RenderMan Walking Teapot is a limited edition toy Attending ACM SIGGRAPH in 2010 I was amazed about the buzz created by Pixar to promote their industry standard computer for “teapots”, I wasn’t quite sure what they meant, I certainly graphics rendering software, RenderM an. Each year since didn’t think Americans we that into tea! Even after someone 2003, when Pixar employee Dylan Sisson designed and pitched explained it to me I couldn’t quite grasp the big appeal. That was the first walking teapot, it has been a recurring theme at the until the first day that the exhibition hall opened. I saw people ACM SIGGRAPH conference, sporting a new finish and tin box starting to queue up an hour before Pixar started to give them every time, each one coming with a numbered certificate away at their booth. Not wanting to miss out on what was seem- proving its authenticity. ingly the hot item of the conference, and after some cajoling from more experience friends, I too joined the line which went on to wind its way through the exhibition hall, in some cases completely blocking off other companies booths. As the Pixar staff started to hand out the Walking Teapots there was a palpable excitement throughout the hall as people waited to see this year’s design, and every year I have attend- ed since it has been the same. There’s now even a Facebook fan club set up for the teapots. More than just being a novelty toy, it’s become part of the SIGGRAPH culture, a badge of honour, a way of saying “I was there”. 2 Words & Definitions Words selected more words As part of the initial stage of this project I have identified and Other words that were considered included limited edition, wind-up, novelty, Utah, Newell teapot, selected a number of words that can be associated with the fun, teapot, feet, winder, John Lassetter, Ed Catmull, Steve Jobs, play, ACM SIGGRAPH Pixar RenderMan Walking Teapots and supplied definitions to aid understanding: These words fall broadly into two categories; those that further describe the teapot: limited edition Walking Teapot: a clockwork mechanism toy in the form of wind-up the Newell teapot that when wound will walk across a flat surface novelty fun an item designed for play Toy: teapot feet Collectible: an item that holds value for an individual or group, winder this may be intrinsic, monetary, aesthetic etc. and those that give historical context: Tin: metallic cube container used to store the teapot, with a painted design to compliment the teapot itself ACM SIGGRAPH Newell teapot Design: the “look” applied to the teapot, influenced by the most John Lassetter recent Pixar release or latest developments in RenderMan Ed Catmull Steve Jobs Pixar: animation and software development company founded Utah in 1986. Have created such films as Toy Story, Up, and Brave RenderMan: Pixar’s suite of software tools that have become the industry standard in rendering 3D computer graphics and visual effects 3 Word Matrix Walking Teapot Toy Collectible Tin Design Pixar RenderMan Walking Teapot wind-up mechanical toy Toy made of plastic, formed in the shape of a teapot people collect the different teapot comes with a Collectible teapot designs from across certificate showing it’s the years number in a limited run container in which the the design of the tin is identifies itself as a teapot is stored; styled to Tin related to the toy design “novelty item” match the teapot based on CG mesh teapot based on the latest Pixar has a number of variants styled to reflect annual created in 1974 by Martin film or innovation in on theme (e.g. red, green, teapot design, promotes Design Newell, used in testing CG RenderMan blue hats) RenderMan software rendering techniques expression of Pixar’s started giving the teapot original toy was made by fan base both inside and tin carries the Pixar playfilness and creativ ity away at ACM SIGGRAPH Pixar employee and toy outside industry gives a Pixar website on the base in the application of their conference in 2003 maker Dylan Sisson broad base of collectors technology attendees of the ACM rendering engine capable developers of the industry used walking teapot as a toy created to market SIGGRAPH RenderMan user large RenderMan brand- of stylised outputs based standard rendering tools RenderMan promotional item RenderMan group receive an exclusive ing on sides and top on art direction of projects for CG and VFX design 4 Interaction continuum design Category USers (years) (teapot) (parts) 2003 silver winder Pixar fans 2004 red, green, blue, alpha mechanism RenderMan users 2005 bronze, glow in the dark feet CG industry pros 2006 flaming, thermal spout VFX industry pros 2007 chef (white, black) lid game developers 2008 20th anniv. (blue, gold) handle students 2009 glasses (stereo, mirrored) glasses ACM SIGGRAPH 2010 potato head (r,g,b,a) helmet 2011 roadster (red, black), canada eyes 2012 cloudy, clear mouth 5 CONTENT MAP Content maps are a sense-making tool that connect large numbers of ideas, aiding us by giving us a picture of our understanding of a given topic by showing the relationships between concepts. The process I undertook in creating this map was to first create a list of words connected to my topic, then selectively edit that list down, define the terms and indentify the terms based on percieved importance. I than used these terms to identify what I believed to be the core concept; “Pixar makes a toyshaped like a teapot, with new designs every year, to promote RenderMan while at ACM SIGGRAPH”. Using this core concept I then framed my remaining words around this, indicating the relationships between the different elements. graduated from Martin Newell Cornell Box by Co-founders University of Utah d m te fro h a ed om re uat e c Steve Jobs ad o gr f s a th h i e hic common 3d test model Alvy Ray Smith w industry standard Ed Catmull ge to homa Utah Teapot Stanford Bunny Stanford Dragon Happy Buddha by d 3d rendering engine Dylan Sisson re spi y in b attends d y 3d animation e r b d fo d n ks e u or n o w ig f ho s w e d develops pixar makes atoytshaped like a eapot with newdesigns everytyear o promote rendermanawhile at cm siggraph silver s te 2003 ea red, green, blue, alpha cr 2004 bronze 2005 Association for Computer glow in the dark Machinery Special Interest Group 2006 on Computer Graphics and insp ired Interactive Techniques 2007 thermal Toy Story 2008 chef (white, black) A Bug’s Life 2009 International Conference and Toy Story 2 20th anniv. (blue, gold) Exhibition on Computer Graphics 2010 and Interactive Techniques Monsters, Inc. ed glasses (stereo, mirrored) spir in 2011 products Finding Nemo potato head (r,g,b,alpha) 2012 The Incredibles roadster (red, black) pired Cars ins Canada Ratatouille pired ins clear/cloudy RenderMan Studio WALL-E Up Features Toy Story 3 RenderMan Pro Server Cars 2 RenderMan on Demand Brave Tractor Slim it inspired renderfarm tool shader tool image tool cloud based rendering inspired 7 PERSONAS Personas are a descriptive model by which we can humanise our designs allowing us to consolidate common attributes of users into profiles that are easy to empathise with, giving us context of use, and helping us to communicate how users behave. Ideally personas are created from user research; however the three personas here are an amalgam of people whom I have encountered at ACM SIGGRAPH and reflective of those I feel would be most likely to be inter ested in the RenderMan Walking Teapots. Samuel Geoffries “Party hard, siggraph harder!” Skill set: Location: Vancouver, Canada Originally from: London, UK Business Age: 30 Education: BSc (Hons) Computer Animation Employer: EA Sports Artistic Technical Occupation: Technical Motion Capture Animator Salary: $48,000 Left brain (logic) vs. right brain (creativity): Sam is a Technical Motion Capture After graduation Sam became a Left brain Right brain Animator working for EA Sports, Researcher with the Intelligent based at their Vancouver studio Systems & Biomedical Robotics where he spends his time processing Group Research group within the motion capture data for games like Creative Technologies department, the FIFA and TIger Woods games, as as well as an Associate Instructor for well as developing new tools and a number of classes. Use of RenderMan: ideas to increase the studio’s flexibily and data output quality. Sam also spent four years as a Low High SIGGRAPH student volunteer. For While working in games, Sam’s real Sam the RenderMan teapots are not ambition is to transfer into the VFX just a promotional iten for one of industry as a Technical Director, one the many softwares he has come of his most prized posessions is a into contact with, they are also a book on the VFX of the Lord of the reminder of all the hard work he has Rings films signed by Andy Serkis. put in to go to SIGGRAPH, the talks, the contacts, the parties, and all the While studying for his degree Sam experiences he has had there. was responsible for leading the university motion capture studio After work Sam likes to head to the team and developing the pipleine bars with colleagues and friends, and toolset of the studio. go for runs and working on one of numerous side projects. 9 ANdrew Moffat “I saw Star Wars in its first run at Grauman’s Chinese Theater.