Teaching Visual Storytelling for Virtual Production Pipelines Incorporating Motion Capture and Visual Effects
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Teaching Visual Storytelling for virtual production pipelines incorporating Motion Capture and Visual Effects Gregory Bennett∗ Jan Krusey Auckland University of Technology Auckland University of Technology Figure 1: Performance Capture for Visual Storytelling at AUT. Abstract solid theoretical foundation, and could traditionally only be ex- plored through theory and examples in a lecture/lab style context. Film, television and media production are subject to consistent Particularly programs that aim to deliver content in a studio-based change due to ever-evolving technological and economic environ- environment suffer from the complexity and cost-time-constraints ments. Accordingly, tertiary teaching of subject areas such as cin- inherently part of practical inquiry into storytelling through short ema, animation and visual effects require frequent adjustments re- film production or visual effects animation. Further, due to the garding curriculum structure and pedagogy. This paper discusses a structure and length of Film, Visual Effects and Digital Design de- multifaceted, cross-disciplinary approach to teaching Visual Narra- grees, there is normally only time for a single facet of visual nar- tives as part of a Digital Design program. Specifically, pedagogical rative to be addressed, for example a practical camera shoot, or challenges in teaching Visual Storytelling through Motion Capture alternatively a visual effects or animation project. This means that and Visual Effects are addressed, and a new pedagogical frame- comparative exploratory learning is usually out of the question, and work using three different modes of moving image storytelling is students might only take a singular view on technical and creative applied and cited as case studies. Further, ongoing changes in film story development throughout their undergraduate years. Normally production environments and their impact on curricula for tertiary only postgraduate study offers sufficient time to understand and ex- education providers are detailed, and appropriate suggestions based plore multiple facets of filmic narratives. on tangible teaching experience are made. This paper also discusses Film production pipelines in general, and visual effects workflows the advantages of teaching Motion Capture in the context of immer- in particular, have seen a significant paradigm-shift in the past sive environments. decade. Traditional workflows are based on frequent conversions between two dimensional images and three dimensional data sets Keywords: motion capture, visual storytelling, narrative, visual [Okun and Zwerman 2010]. For example, the acquisition of cam- effects, curriculum era images (digital or on film) projects a 3D world through a lens on to a 2D camera plane (sensor or film back). This digitized 2D image is then used to match-move the camera, effectively recon- 1 Outline and Background structing a 3D scene from 2D data. The 3D scene is manipulated as needed, and then rendered back into a sequence of 2D images, Visual Storytelling has been used in various contexts, from market- which finally make their way into compositing software. One can ing [Mileski et al. 2015] to film [McClean 2007] and even games see the redundancy within these conversions, but technological lim- [Howland et al. 2007]. While the Digital Design program at Auck- itations and established software tools, data formats and workflows land University of Technology utilizes Visual Narratives in differ- simply dictate the way film (effects) production is traditionally ac- ent contexts throughout the curriculum, the focus of this paper is on complished. Recent developments in the fields of RGB-D cameras film and immersive environments. [Hach and Steurer 2013], performance capture, deep compositing, Teaching Visual Storytelling or Visual Narratives poses significant real-time stereoscopic rendering as well as scene based file formats challenges to educators and students alike. The topic requires a such as FBX (filmbox) or ABC (alembic) start to revolutionize the way pipelines in visual effects studios are set up. Less con- ∗e-mail:[email protected] versions and a strong emphasis on 3D data sets instead of images ye-mail:[email protected] have changed workflows and simplified interchange of image data. Within their undergraduate years, students are usually not exposed Permission to make digital or hard copies of part or all of this work for personal or to the changes in production environments. Students experience a classroom use is granted without fee provided that copies are not made or distributed snapshot of current technology, and therefore lack an appreciation for commercial advantage and that copies bear this notice and the full citation on the and understanding for the implications and benefits of technologi- first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. cal change. Copyright is held by the owner/author(s). One of the most significant workflow changes in commercial envi- SA’15 Symposium on Education, November 02 – 06, 2015, Kobe, Japan. ronments is probably the way visual storytelling has been detached ACM 978-1-4503-3927-8/15/11. http://dx.doi.org/10.1145/2818498.2818516 from a linear production mode. Using techniques such as perfor- 2 Identifying pedagogical needs in rapidly mance capture allows the decoupling of performance from cine- changing environments matography. While the acting is recorded in form of a motion and facial capture, the ’virtual camera’ can be changed at a later stage during production. This is a seemingly obvious, but important dif- Here in the Digital Design Department, in the School of Art & De- ference to traditional image-based filming. It allows film makers sign, Auckland University of Technology (AUT) in New Zealand, to employ a faster and less restricted construction of the narrative our undergraduate programme caters to a largely vocationally ori- through acting or performance, with the possibility to alter environ- ented cohort who can select pathways in Visual Effects, 3D An- ments, camera, lights and visual style at any point of the subsequent imation and Game Design. These areas encourage overlaps and production pipeline. This impacts not just on abstract or hyper- convergences according to the interests and aspirations of individ- realistic visual styles, but also on invisible and seamless visual nar- ual students. A recently commissioned 24-camera Motion Analy- ratives as classified by McClean [2007]. But more importantly, it sis MoCap studio at AUT (including a Vicon Cara Facial MoCap has some significant implications for teaching the fundamentals of system and an Insight VCS virtual camera) has allowed for the in- cinematic storytelling. Cinematic or visual storytelling is the basis troduction of a comprehensive MoCap minor programme, covering of any practical moving image teaching whether for live action, an- all aspects of the MoCap pipeline including capture, data process- imation or visual effects production. Understanding and practically ing and post-production. In relation to our established pathways applying the conventions of cinematography (shot size, framing, MoCap has been found to be a valuable augmentation to all of the camera movement, lighting), editing (shot coverage, continuity and disciplines, and often a point of convergence in issues of perfor- montage editing styles, point-of-view, screen direction, cutting on mance (digital characters for animation, gaming or visual effects action) and sound (diegetic/non-diegetic audio) remains a core ped- driven by MoCap or key-frame animation or a combination of both) agogical challenge and goal in learning outcomes for students. The and visual storytelling (3D previz for animation, gaming or visual taxonomy of these conventions remain the core of foundational film effects). studies [Bordwell and Thompson 2008; Corrigan and White 2012; This paper focuses on the construction of a foundational lesson for Kolker 2005] and film making texts [Bowen 2013; Katz 1991; Sijll teaching visual storytelling for a visual effects sequence using Mo- 2005], and provide both useful frameworks and practical challenges Cap. It identifies some of the key factors of teaching and learning for their application within curriculum design and delivery. strategies based on practical experience with delivering the funda- Recent developments in digital production technologies and tools mentals of a film grammar curriculum. The lesson plan incorpo- have transformed the possibilities for both technical pipelines and rates new teaching strategies in acknowledgement of the changing the creative development of visual storytelling. The term ’virtual digital production environment, and the evolving language of vi- production’ has been coined to describe a confluence of technolo- sual effects cinema. This lesson plan is based on the creation and gies including motion capture (MoCap), gaming software and vir- exploration of the creative possibilities for visual storytelling in a tual cinematography. Improved live 3D data streaming, which has 3D previz sequence, and is designed for students new to the Mo- enabled an increasingly seamless, realtime 3D production pipeline tion Capture pipeline , but who have some foundational knowledge from conception to delivery of animation and visual effects mov- of the primary 3D software platform used, in this case Autodesk ing image, has been hailed as ‘The New Art of Virtual Moviemak- Maya. ing’[Autodesk 2009]. Teaching strategies are based