Contents Zoom In Zoom Out For navigation instructions please click here Search Issue Next Page ComputerINNOVATIONS IN VISUAL COMPUTING FOR THE GLOBAL DCC COMMUNITY June 2007 www.cgw.com WORLD Making Waves Digital artists create ‘pretend spontaneity’ in the documentary-style animation Surf’s Up
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June 2007 • Volume 30 • Number 6 INNOVATIONS IN VISUAL COMPUTING FOR THE GLOBAL DCC COMMUNITY
Also see www.cgw.com for computer graphics news, special surveys and reports, and the online gallery. ______» Director Luc Besson discusses Computer WORLD his black-and-white fi lm, WORLD Post Angel-A. » Trends in broadcast design. » Getting the most out of canned music and sound. See it in www.postmagazine.com Features
Cover story Radical, Dude 12 3D ANIMATION | In one of the most unusual animated features to hit the Departments screen, Surf’s Up incorporates a documentary fi lming style into the Editor’s Note 2 CG medium. Triple the Fun Summer blockbusters are making their By Barbara Robertson debut at theaters, and this year, it is Wrangling Waves 18 apparent that three’s a charm, as ani- 3D ANIMATION | The visual effects mators upped the graphics ante in 12 supervisor on Surf’s Up takes us on an Spider-Man 3, Shrek 3, and At World’s incredible behind-the-scenes journey End. Yet, others are making a techni- as the fi lm takes shape. cal splash as well, including Surf’s Up and Ratatouille. By Rob Bredow
Spotlight 4 Mind Expansion 20 GAMING | A look at the AI tools and Products technology that are helping to make Apple’s Final Cut Studio 2, Final Cut Server state-of-the-art non-player characters Eyeon’s Vision, Rotation more intelligent. Blackmagic’s Intensity Pro, Multi- By Martin McEachern bridge Eclipse, HDLink Pro 20 AJA’s FS1, GEN10 Effects Driven 30 User Focus VFX | A plethora of digital techniques, KONA 3 cards keep the fi lm The including colorful greenscreen work Flock on course. and a novel CircleVision camera appli- cation, create drama for the new TV Viewpoint: CG 10 series Drive. Wave Effects By Karen Moltenbrey The digital technology that made waves in Surf’s Up. GPU Computing Uncovered 34 TRENDS AND TECHNOLOGY | Under Portfolio 38 the microscope: High-performance 30 SIGGRAPH Electronic Theater computing on the GPU, and what it means to DCC professionals. Products 42 By Alex Herrera Classifi eds 43
On the cover: Surfi ng penguins and water that becomes a main character, that’s what’s up in the unique CG “mockumentary” Surf’s Up from Sony Pictures Imageworks, pg. 12.
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Karen Moltenbrey Chief Editor note
KAREN MOLTENBREY: Chief Editor [email protected] 36 East Nashua Road Triple the Fun Windham, NH 03087 (603) 432-7568
CONTRIBUTING EDITORS: As I write this editorial, summer is nearly here—that is, according to the cal- Courtney Howard, Jenny Donelan, Audrey Doyle, Evan Marc Hirsch, endar. But if you look at the theater releases, the season has already begun. George Maestri, Martin McEachern, Stephen Porter, Barbara Robertson Kicking off the 2007 summer movie fest is a trio of “threequals,” whose CG WILLIAM R. RITTWAGE editor’s technology has set new standards in feature films and beyond. Publisher In early May, nearly everyone became ensnared in Spider-Man’s web, as SALES this number 3 shattered box-office records, raking in a reported $148 million during MERLE MODEL: East Coast Sales Manager its first three days. (As a result, Spidey bested last year’s record debut of $135.6 million [email protected] (781) 255-0625 captured by Pirates of the Caribbean: Dead Man’s Chest.) In Spider-Man 3, Peter Parker MARI KOHN: West Coast Sales Manager grows into his superhero role, and as he struggles to do so, he has to face not only [email protected] (818) 291-1153 inner demons, but also more intense villains sporting unique powers that could only LISA QUINTANILLA: Advertising Manager be had through quantum leaps in digital technology (see “Facing the Darkness,” May Marketplace • Education • Recruitment [email protected] 2007, pg. 8). A complicated rigging system turns Venom into a creepy, intelligent crea- (903) 452-5560 ture. Dynamic particle simulation and animation makes The Sandman a huge force to Editorial Office / LA Sales Office: be reckoned with. And intricate face replacement, matchmoving, and stunt work give 620 West Elk Avenue, Glendale, CA 91204 (800) 280-6446 Spider-Man and the villains commanding performances. Overall, the battles are more
intense, the performances more engaging, and the action more realistic. PRODUCTION Pirates of the Caribbean: At World’s End, another third, hit some rough seas dur- KATH CUNNINGHAM: Production Director [email protected] ing its opening weekend at the box office, failing to surpass the stellar figures for last (818) 291-1113
year’s Dead Man’s Chest but turning a respectable sum of coinage nevertheless. Last MICHAEL VIGGIANO: Art Director year, a compelling performance by a CG Davy Jones and his digital mates resulted [email protected] in Oscar gold. This year, the VFX crew is hoping to repeat that success by extend- CHRIS SALCIDO: Account Representative [email protected] ing Davy’s performance and that of his cursed pirates (see “All Hands on Deck,” May (818) 291-1144 2007, pg. 18). Along with more magical mocap moments, simulations proved extreme- ly seaworthy in the film, especially the fluid sims that result in a CG maelstrom that becomes an unforgettable battle at sea. In Shrek the Third (see “Merry Tales,” April 2007, pg. 12), the ogre matures into a father and a temporary king. Likewise, the CG technology in this fractured fairy tale matured at the hands of DreamWorks. For instance, consider the cast’s clothing. WILLIAM R. RITTWAGE President and Chief Executive Officer The weave in Shrek’s burlap outfit is far more detailed than before, but the crow-
ing achievement is the cloth simulation, which opened up more story possibilities. Computer Graphics World Magazine is published by Computer Graphics World, In addition, the film’s “hairy tales” boast a new simulation engine that realistically a COP Communications company.
moves Merlin’s long beard and Rapunzel’s long braids. And when Puss and Donkey Computer Graphics World does not verify any claims or other information appearing in any of the advertisements become drenched, their matted, wet fur looks fantastic. Already in production on contained in the publication, and cannot take any responsibility for any losses or other damages incurred Shrek 4, DreamWorks is planning a Shrek 5, which is expected to bring this endear- by readers in reliance on such content. ing series to The End. Computer Graphics World cannot be held responsible for A new just-released animated feature, Surf’s Up (see “Radical, Dude,” pg. 12), offers the safekeeping or return of unsolicited articles, manuscripts, photographs, illustrations or other materials. a new spin on penguins, and on CG animation. Last year’s Happy Feet brought song Address all subscription correspondence to: Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296. and dance to the medium, along with an Oscar (see “Happy Feat,” November 2006). Subscriptions are available free to qualified individuals within the United States. Non-qualified subscription rates: In Surf’s Up, the 3D birds show off their surfing skills, and Sony Pictures Imageworks USA—$55 for 1 year, $90 for 2 years; Canadian subscriptions —$75 for 1 year and $104 for 2 years; introduces a documentary style to the world of CGI, once again extending not only the all other countries—$115 for 1 year and $160 for 2 years. Digital subscriptions are available for $27 per year. technical, but also the storytelling boundaries, of computer graphics. Subscribers can also contact customer service by calling As we go to press, Disney/Pixar’s Ratatouille is poised to hit theaters, and the film is 847-559-7310 or sending an email to [email protected].______Change of address can be made online at http://www. already creating buzz in family kitchens everywhere. The imagery, created from some omeda.com/cgw/ and click on customer service assistance. new technical ingredients, is truly unique, and promises to whet theater-goers’ appe- Postmaster: Send Address Changes to Computer Graphics World, P.O. Box 3296, tites for more of this type of CG delight. Northbrook, IL 60065-3296
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Take your 3D skills to a whole new level with these latest animation guides from Sybex.
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Available at www.sybex.com and wherever books are sold.
Wiley, the Wiley logo, and the Sybex logo are registered trademarks of John Wiley & Sons, Inc. and / or its affiliates. Autodesk, Autodesk Maya, Maya, and 3ds Max are registered trademarks of Autodesk, Inc. All other trademarks are the property of their respective owners.
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VIDEO Apple Unveils Final Cut Studio 2, Final Cut Server
Apple polished its reputation in the Cut Studio 2 also contains Color, a new ing automatically catalogs large collec- broadcast realm by rolling out two professional color-grading and finish- tions of assets and enables searching PRODUCTS major releases, Final Cut Studio 2 and ing application for consistent color Final Cut Server. and signature looks. A significant upgrade, Final Cut Final Cut Studio 2 is available now Studio 2 includes Final Cut Pro 6, which for $1299, or $499 as an upgrade. introduces Apple’s ProRes 422 format In another big announcement, for uncompressed HD quality at SD file Apple unveiled Final Cut Server, a sizes, and support for mixed video for- new application that works seam- mats and frame rates in a single time- lessly with Final Cut Studio 2 to pro- line. The suite also includes Motion 3, vide media asset management and featuring an intuitive 3D environment, workflow automation for both paint, and new behaviors; Soundtrack postproduction and broadcast Pro 2, with a number of new tools for professionals. multi-track editing, surround mix- A scaleable server app that sup- across multiple volumes via an intui- ing, and conforming sound to pic- ports variable-sized work groups, tive user interface. ture; Compressor 3, delivering batch Final Cut Server includes a cross-plat- Final Cut Server, available this encoding for multiple formats with a form client that enables content brows- summer, will cost $999 for one server single click; and DVD Studio Pro 4.2 ing, review, and approval from within and 10 client licenses, or $1999 for one for SD and HD DVD authoring. Final a studio or over the Internet. The offer- server and unlimited client licenses.
POSTPRODUCTION Eyeon Shows Its Vision and More
With its focus on image-processing has been designed as an add-on to the company’s Fusion compositing sys- solutions, Eyeon Software announced NLEs and postproduction suites, with tem, providing an all-inclusive package PRODUCTS the addition of two new products, fields/frames and PAL/NTSC support. for the demands of rotoscoping, keying, Vision and Rotation. Extensive motion graphics capabilities and retouching. The integrated script- A postproduction system for the are combined with a scripting engine ing and bins system make Rotation broadcast industry, Vision’s tool set to automate repetitive tasks, such as part of the collaborative workflow. station packaging and promos. Vision Large departmentalized film facili- is resolution-independent, with 64 ties can use this solution to create roto times the color fidelity of 10-bit video. mattes, while retouched clean plates Sporting multiple plug-in APIs, Vision can be funneled to the senior compos- allows for hundreds of extra features iting suites for finishing. from many third-party manufacturers. Vision and Rotation are shipping Rotation, meanwhile, complements now for $695 and $1495, respectively.
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Intensity introduces high definition HDMI editing for only $249
Intensity is the world’s first HDMI capture and Multi Camera HD Production Studio playback card for Windows and Mac OS X Perform live production with 2 Intensity cards systems. If you want to go beyond the quality and cameras plugged into your system using limits of HDV or you need big screen HDMI the included On-Air software. On-Air sync’s edit monitoring, then only Intensity will let you HDMI cameras, handles monitoring and recording, plus is so easy to upgrade to true Hollywood production quality. use, it’s ideal for education, theater, corporate training and more.
Beyond the Limits of HDV Use your Favorite Software Working in HDTV is exciting, however, HDV’s heavy compression Intensity is fully integrated with both Adobe Premiere Pro on and limited 1440 x 1080 resolution can cause problems with quality Windows and Apple Final Cut Pro on Mac OS X, as well as After and editing. Intensity eliminates these problems using direct HDMI Effects, Photoshop and many more. Intensity also works in 1080i capture from the camera image sensor, at full 1920 x 1080 HDTV HD, 720p HD, NTSC and PAL for worldwide compatibility. resolution and uncompressed video quality.
Cinema Style HDMI Monitoring Intensity If you’re editing in DV, HDV, uncompressed or JPEG video, you can use Intensity’s HDMI output for incredible digital video monitoring. US$249 Now you can use big screen televisions and video projectors for breathtaking cinema style edit monitoring and experience the true quality of your work. Learn more today at www.blackmagic-design.com
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VIDEO Blackmagic Unveils Three New Offerings
Blackmagic Design made a trio of product announcements at mal HD-SDI, while retaining compatibility with normal HD-
PRODUCTS NAB, including Intensity Pro, a new, low-cost yet high-qual- SDI and standard-definition SDI equipment. The 3Gb/sec SDI ity video capture and playback card for professional videog- allows 4:4:4 video using a single BNC-type connection, while raphers; the Multibridge Eclipse editing system; and HDLink Blackmagic Design’s new 2K via SDI ability enables high-reso- Pro, a new model of the popular HDLink converter. The Intensity Pro is said to be the first card to combine the high quality of HDMI capture and playback with the wide compatibility of analog component, NTSC, PAL, and S-Video, along with analog audio capture and playback. It enables users to capture directly from the HD camera’s image sensor, bypassing the video compression chip for true uncompressed lution, real-time 2048x1556 feature-film editing. The system video quality. also includes color management via built-in 3D lookup tables. Intensity Pro can be connected to any big-screen televi- Multibridge Eclipse will be available in July for $3495. sion or video projector for edit monitoring, since current com- In addition, the company announced the HDLink Pro, like- puters don’t have the processing speed to render complex, ly the first monitoring solution for DVI and HDMI displays multi-layer, real-time effects in HDV playing back to FireWire that features 2K support via 3Gb/sec SDI. A new model of the cameras. Included with every Intensity Pro card for real-time HDLink converter that allows low-cost DVI and HDMI dis- video mixing is On-Air software, which enables customers to plays to be used for SDI monitoring, HDLink Pro allows any plug two Intensity or Intensity Pro cards into a computer for supported DVI or HDMI display to be used for HD-SDI moni- two-camera mixing for live video production. toring. Moreover, HDLink Pro supports the new 3Gb/sec SDI The card is available for $349. standard for twice the SDI data rate than normal HD-SDI. Ideal Also at the show, the company unveiled its Multibridge for HD or 2K film monitoring, HDLink Pro switches between Eclipse, possibly the first editing system with 3Gb/sec SDI, SD, HD, and 2K instantly. HDLink also features a new chassis HDMI, and analog video capture and playback, 16-channel with all connections on one side. audio, and 2K film via SDI resolution capture and playback. Expected to be available in July, HDLink Pro will be priced Multibridge Eclipse allows twice the SDI data rate of nor- at $795.
CONVERTER AJA Launches New Converters AJA Video announced two new converters: the FS1, support- 1080 and 720 formats. For audio, the FS1 supports eight-chan- ing virtually any video input or output in HD or SD, and the nel AES, balanced analog, or embedded audio with flexibility.
PRODUCTS GEN10, an SD/HD/AES sync generator for professional video The converter is also network-ready, supporting SNMP moni- post and broadcast environments. toring and Web-based remote control. The FS1 is a universal HD and SD audio and video frame The GEN10 is a flexible solution for synching video and synchronizer and converter. With a flexible architecture, the audio devices across a facility or network. The GEN10 con- FS1 can simultaneously support both HD verter features seven outputs, including two groups of inde- and SD video—all in full 10- pendently controlled SD/HD sync outputs and one AES-11 bit broadcast-quality video output. The SD outputs can be switched between black or and 24-bit audio. Also, the color bars, and HD tri-level sync can be switched between 19 FS1 supports virtually any input HD formats, including all that are in use today. Moreover, the or output as analog or digital, HD, or SD. It can up- or AES-11 output can be switched between silence and tone, and down-convert between SD and HD, provide simultaneous out- all outputs are in sync with one another and are sourced from puts of both formats, and support closed-captioning and the an accurate master time base. conversion of closed-captioning between SD and HD formats. FS1 and GEN10 are expected to ship this month. FS1 car- FS1 also includes 10-bit HD-to-HD cross-conversion for ries a price of $3990, while GEN10 costs $390.
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Multibridge Pro has HD-SDI and analog editing with HDMI monitoring for only $1,595
Multibridge Pro is the first bi-directional World’s Highest Quality converter that’s also an editing system. Multibridge Pro works natively in 10 bit 4:2:2 and features the Featuring a built-in PCI Express link, you can industry’s only true 14 bit analog conversion with uncompressed connect to Windows or Apple Mac systems video capture/playback. With uncompressed 10 bit capture and for the highest quality editing solution. playback, you’ll always retain that pristine film look.
Connect to any Deck, Camera or Monitor Dual Use – Converter and Capture Card Multibridge Pro supports standard and high definition 10 bit SDI Get the world’s most amazing editing solution for Apple Final and analog YUV,as well as NTSC/PAL video in and out. Multibridge Cut Pro™ and Adobe Premiere Pro™. When not connected via the Pro also features 4 channels of sample rate converted AES audio PCI Express link to your computer, Multibridge Pro also works and analog stereo XLR audio in and out, combined with two as a bi-directional video and audio converter. Multibridge Pro is channel RCA audio outputs, great for low cost HiFi monitoring. really two products in one, always adapting to your needs.
Advanced HDMI Monitoring Multibridge Pro includes built-in HDMI out. Multibridge Pro Perfect for connecting to the latest big screen televisions and video projectors for incredible US$1,595 digital cinema style edit monitoring.
The Drawn Together images are courtesy of Comedy Partners. Learn more today at www.blackmagic-design.com
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DI WORKFLOW Keeping The Flock Process On Course
In the recently released action/drama The Flock, a vigilant ished this film without the KONA 3 card. The folks at AJA state agent (Richard Gere)—while training his young female worked closely with us to ensure that our pipeline was run- replacement—must track down a missing girl who the agent ning smoothly.” believes is connected to a paroled sex offender he is inves- The Flock is the first major feature film finished in 2K, USER FOCUS tigating. Working against the clock, the pair sort out the DPX, 4:4:4 log color space using Final Cut Pro, and both
details while tracking the potential Images courtesy Bauer Martinez Studios. killer. Similarly, those working on the movie had to work against the clock while solving difficult issues. To this end, the group facilitated its unique 2K workflow and digital intermediate process by using AJA Video’s KONA 3 video capture card. KONA 3 is AJA’s uncompressed capture card for SD, HD, Dual Link
Blum and Rizkallah credit the success of this workflow to the card. Because the offline Final Cut Pro sequence was too complex for all the visual effects and editing to be repli- cated within the production company’s timetable, Rizkallah customized a pipeline using Cinema Tools combined with original software to create pull lists for scanning, and then set the handles of the scan to match the Media Manager han-
HD, and 2K for PCI Express (PCIe) Apple G5 Power Macs dles set in Final Cut Pro to the KONA 3 2K setting. Using and Mac Pro systems. Supporting any uncompressed SD or AJA’s DPX-to-QuickTime Translator, the sequential DPX files HD format, KONA 3 also captures and plays back uncom- were wrapped as QuickTime files for proofing and rendering, pressed 10-bit and 8-bit digital video and 24-bit digital and then converted back into sequential DPX frames, which audio. With this flexibility, the card was an integral part were then delivered to Warner Bros. for color correction on a of the film’s Apple Final Cut Pro editing pipeline. Warner FilmLight Baselight system. Bros. performed the scanning, color correction, and film- “We chose the KONA 3 for several reasons,” says offline out for the project. editor and Product Factory owner Rizkallah, who was the DI David Blum of Phoenix-based Catalyst FX served as the supervisor for The Flock. “When you’re doing a 2K conform visual effects supervisor on the film, and he recruited George in Final Cut, you have huge file sizes and amounts of data Rizkallah of the Burbank, California, Product Factory to to work from. AJA is the only solution that can handle files develop a customized 2K pipeline that would enable the team of those sizes. The fact that the KONA 3 can do HD or SD to do a final conform on the feature using Apple’s Final Cut down-converts from the 2K in real time is a huge timesaver, Pro. The pipeline employed four KONA 3 cards running on as is the fact that you can look at an accurate 2K image on Apple Mac Pro systems with Final Cut Pro on an XSAN net- an HD monitor, especially when the alternative is renting a work with 26TB of storage. The systems were connected via very expensive 2K or 4K projector. Most importantly, AJA’s 2Gb Fibre Channel. tech support provides immediate solutions to problems as “Because of the way that our visual effects shots were they arise.” created—many multi-layer timeline effects on more than Rizkallah points out that the key to the group’s success 800 shots—the only practical way to complete the film on was AJA’s DPX Translator. “The fact that AJA technology can time and on budget was to do our final conform in Final convert DPX to QuickTime is incredibly efficient—QuickTime Cut Pro,” says Blum. “The AJA KONA 3 provided the per- can be easily read in Final Cut or just about anything else fect solution and performed brilliantly. I could not have fin- that uses QuickTime out there,” he says.
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A CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page BEF MaGS C C Pictures Imageworks. supervisor atSony is aneffectsanimation Matt Hausman in water surfaces styles forthe chose several Imageworks Surf’s Up approach and produce a test that, while while that, atest produce and approach 10 uct, more than adequately proved the the proved adequately than more uct, most work. A couple of months were were ofmonths Acouple work. most large-scale project such as this, it will itwill this, as such project large-scale required to hammer out the basic basic outthe tohammer required those goals was the one that took the the took onethat the was goals those crude in comparison to the end prod- end tothe comparison in crude of latter the that nosurprise as come offinal 20minutes ofproducing capable surfing footage as efficiently as possible. possible. as efficiently as footage surfing | For anyone who has worked on a ona worked whohas For anyone W W ComputerGraphics World . At the onset of onset At the real, and make the entire process process entire the make and real, wave and water tothe regard the effects: Make it look 80 percent percent 80 itlook Make effects: view in directives main two given pointCG Surf’s Up Surf’s “Radical, Dude,” pg. 12). Dude,” 12). pg. “Radical, The rig deformed arect- deformed rig The wave rig was developed developed was wave rig any lateral cross sec- cross lateral any that so patch angular from flat water, to tubing, water, flat totubing, from ments: character rig- character ments: in Autodesk’s Maya that Autodesk’s that Maya in a departments, rigging be animated through through be animated the specifics and craft a a craft and specifics the the evolution ofatwo- evolution the could patch ofthe tion the surfing waves (see waves (see surfing the the between effort tive production pipeline that provided the motion of of motion the provided effects, and lighting. out toiron ayear over overall technical strate- dimensional wave shape, dimensional effects and character character and effects spanned five depart- ging, layout, animation, animation, layout, ging, well took Itthen gies. In acollabora- In rvosPage Previous rvosPage Previous effects team was was team effects Wave Effects development, development, JUNE 2007 Contents Contents “wave trains,” simply defined as the sum of continuous wave patterns of varying ofvarying wave patterns ofcontinuous sum the as defined simply “wave trains,” varied and natural look of the ocean surface. The peaks of waves could be deter- be ofwaves could peaks The surface. ocean ofthe look natural and varied water, we ocean ’s byTessendorf work onsimulating part in Inspired surface. water visualize dominant wave and surfing features, such as the white-water explosion of the ofthe explosion white-water the as such features, surfing wave and dominant visualize a narrow subset of real-world characteristics, such as forward velocity, lateral break break lateral velocity, forward as such characteristics, ofreal-world subset a narrow Wave trains suchasthesewere usedtoaddtextural detailtothewatersurface. mined and isolated in the shader to create areas of aerated water or to be used as as used ortobe water ofaerated areas tocreate shader the in isolated and mined nisms and with a great deal of time spent getting the motion to appear to generally obey obey togenerally toappear motion the getting spent oftime deal agreat with and nisms into three ranges: low, medium, and high, each with individual control over ampli- over control individual with each high, and low, medium, ranges: three into waves ofthe higher-frequency small, the toprovide waves, notdesigned itwas ing responding surface stretching. For composition and timing purposes, the ability topre- ability the purposes, timing and For composition stretching. surface responding boring cross sections of the wave patch, the motion of a tubing wave could be achieved. achieved. be wave could ofatubing motion wave the patch, ofthe sections cross boring the source of emission for particle effects. Data, output from the simulation system, system, simulation the from output Data, effects. forparticle ofemission source the spe- and noise-based forgeneral made were Provisions speed. and cuspiness, tude, dead almost from ranged “styles.” These surface water several we chose tailored, through collapse, and back to flat again. By offsetting in time the animation ofneigh- animation the time in offsetting By again. toflat back and collapse, through physically based but whose frequency ranges and angles of propagation were hand- were ofpropagation angles and ranges frequency but whose based physically speed. and direction, amplitude, period, describing the frequency ranges and propagation angles and speeds of the wave ofthe speeds and angles propagation and ranges frequency the describing fora wave trains ofthe reduction ofamplitude ofareas control hand-tailored cific segregated were wave trains ofthe frequencies The chaotic. and tostormy calm employed system The surface. water displaced overall waves forthe ocean open tosimulate system RenderMan-based Pixar and Houdini- aSideEffects developed crashing wave and the wake from a surfboard, was incorporated into the rig as well. as rig the into incorporated was asurfboard, from wake the wave and crashing speed, a lip that fell at a speed close to gravity, plausible volume preservation, and cor- and preservation, volume plausible togravity, close ataspeed fell that alip speed,
While the function of the wave rig was to provide the gross animation of the surf- ofthe animation gross the toprovide was wave rig ofthe function the While The waves were animated in this way entirely by hand without procedural mecha- procedural without byhand way entirely this in waves animated The were By creating sets of Gerstner-style wave trains whose speeds, by default, were were bydefault, speeds, whose wave trains ofGerstner-style sets creating By www.cg.com ______omIn Zoom omIn Zoom omOut Zoom omOut Zoom rn Cover Front rn Cover Front erhIssue Search erhIssue Search By MattHausman etPage Next etPage Next A A B B E E F F M M a a G G S S A CW Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page BEF MaGS
trains was input into the water displacement shader for rendering. Ambient foam—foam created from crashing waves, splashes, surfboard wakes, and shore break—all were critical components of the look of the Surf’s Up water. From the start, it was important to create methods for general and specific foam placement, erasure, dissolution, and animation. Used not only to create a more real- istic look, different foam patterns and formations were employed to distinguish wave styles and locations from one another. Three distinct foam patterns were designed from live-action reference and con- sultation with the visual development department: a patchy foam used for choppier water and splashes from rocks and characters; a more elegant graphic style referred to as “web foam” taken from specific photographic examples and used with calmer water at the North Beach location; and a convected bubbly foam used with the beach break system of small waves lapping at the shoreline. A distinction was made between “standing” foam, foam that was generated with procedural noise functions in the shader, and “interactive” foam, which was specifi- cally placed or the result of a specific event like a splash or wake. Interactive foam used the same noise functions as standing foam but was placed on the water using Upper: An early test rendering of a pipeline point clouds sampled in the reference space of the water, with attributes describ- wave. Lower: An early lighting test show- ing search radius and density. Once enough points, collected in the reference space, ing various shadow-casting techniques. crossed a density threshold, foam would appear in the additive space of the points’ search radii on the corresponding part of the wave surface. Similar to the methods In retrospect, it seems odd that a of amplitude reduction of the wave trains, areas of foam could be erased or reduced computer-generated movie with so procedurally with noise fields or specifically with artist-designed maps projected much water in it would have been onto the ocean surface. made without the use of a fluid solver at any point in its production. But that Particle Matter fact underscores the overall method- All the spray effects in Surf ’s Up—the white water, lip spray, surfboard sprays, char- ology used by the effects and anima- acter splashes, rock splashes, and so forth—were rendered entirely, or in part, as tion teams on Surf’s Up, which were dense clouds of RiPoints calculated at render time in RenderMan. To accomplish this, initiated in response to the following a proximity-based particle instancing scheme, called Cluster, was developed as a quandary: How to efficiently create a RenderMan DSO. The instancing algorithm produced new points along and around lot of realistic-looking surfing waves in the vectors between pairs of seed points from sparse particle simulations with many a production pipeline whereby the pri- parameters controlling point size, distribution, density, opacity falloff, and attri- mary animation of the waves occurs bute blending. Because the final particle counts required for white water or lip spray during layout and key features of the in a given shot would most often exceed the memory limitations of the renderfarm wave need to be previsualized and machines, methods for rendering subsections of the elements had to be developed. altered during animation. Thus, a scheme for slicing cluster renders into layers based on distance from the cam- As more sophisticated ocean-simula- era plane and for managing the compositing of those layers was implemented. tion techniques become available, CPUs Throughout the show, the cluster DSO was optimized in an attempt to render become faster, and memory more expan- as many points as possible and, ultimately, was capable of rendering without slic- sive, future answers to this question may ing nearly 45 million motion-blurred points. For a big Mavericks wave shot in Surf ’s not rely on any of the strategies outlined Up, the combined point count of the white water, lip spray, and foam ball (the white- above. However, given the demands water explosion inside the tube) could easily reach 500 million points. of an animated feature, during which The clustered effects were lit using deep shadows, which were rendered from each keeping creative and technical options light: typically a key, rim, and fill. The final beauty render of the element was a “util- open for as long as possible through- ity” pass with equal contributions of the key, rim, and fill lights segregated into the out the pipeline is strongly desired, the RGB channels of the image to be balanced and color-corrected into the shot during approach of layering linked yet discreet compositing. Extra passes for specular glints, particle life, and density variation also solutions to the primary wave features were provided to increase the detail of the element. To save time, especially during proved highly successful. sliced renders, the matting of other objects was handled by rendering deep shadows of the occluding geometry from the shot camera and sourcing them into the white-water Matt Hausman is an effects animation super- and spray shaders for opacity variance. visor at Sony Pictures Imageworks.
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. . . . 3D Animation