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	<title>Digital Acting &#187; Matchmove // Performance Capture</title>
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	<description>// Performance Capture // Computer Vision // Data Integration</description>
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		<title>Siggraph 2010 technical papers</title>
		<link>http://www.digitalacting.com/2010/07/26/siggraph-2010-technical-papers/</link>
		<comments>http://www.digitalacting.com/2010/07/26/siggraph-2010-technical-papers/#comments</comments>
		<pubDate>Mon, 26 Jul 2010 22:29:42 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Matchmove // Performance Capture]]></category>

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		<description><![CDATA[Siggraph&#8217;s technical papers are at the core of what makes SIGGRAPH such a great conference. Sure there are the parties, the cool tech etc., but it is the technical papers that continue to deliver the core of CG development. We asked a few leading industry experts (Weta, SPI, Pixar etc) to tell us what they [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.blendernation.com/wp-content/uploads/2009/11/SIGGRAPH-2010.jpg" alt="" width="584" height="152" /></p>
<p>Siggraph&#8217;s technical papers are at the core of what makes SIGGRAPH such a great conference. Sure there are the parties, the cool tech etc., but it is the technical papers that continue to deliver the core of CG development. We asked a few leading industry experts (Weta, SPI, Pixar etc) to tell us what they are personally looking forward to seeing.</p>
<p><span id="more-345"></span></p>
<p>Pixar have long been a huge supporter of SIGGRAPH and Tony DeRose of Pixar Animation Studios is this year&#8217;s Technical Papers Chair. &#8220;SIGGRAPH 2010 will feature a vibrant field of technical presentations, we are most excited by the extraordinary breadth of topics as well as the fascinating achievements in many fields from architecture to photography.&#8221;<br />
<!--more--><br />
DeRose along with the Siggraph papers team have once again put together a great program of key papers. For every paper delivered in LA this year, there is a huge amount of work done both by researchers writing and submitting work, but also by the review teams that judge the large number of submissions received each year. The Technical Papers program is a premier international conference for disseminating new scholarly work in computer graphics. To be accepted, submitted papers must be &#8220;novel (they cannot overlap substantially with any paper previously accepted for publication or conference), and they must adhere to the highest scientific standards,&#8221; states the Siggraph bylaws and guidelines. &#8220;We are looking for high-quality research papers that introduce new ideas to the field and stimulate future trends. In addition to the core topics of modeling, animation, rendering, imaging, and human-computer interaction, we encourage submissions from areas related to computer graphics including: computer games, scientific visualization, information visualization, computer-aided design, computer vision, audio, and robotics&#8230;excellence of the ideas is the predominant acceptance criterion.&#8221;</p>
<p>Along with our own humble opinions we asked some leading R&amp;D experts and industry heavyweights for their personal opinions and put together this suggestion of must see papers at this year&#8217;s SIGGRAPH. This list is not definitive and if we could recommend one thing it would be to make the time to see as many technical papers as possible. These papers really are the intellectual backbone of the conference and the strength of that backbone carries the body of the conference each year.</p>
<p>Of course it is extremely difficult to decide what to see, or even what to recommend &#8211; the industry has an embarrassment of riches at this conference, as Dana Batali, head of the RenderMan software team comments, &#8220;I&#8217;m interested in over 50% of the papers. This always happens to me at SIGGRAPH! Too much to absorb, not enough time! I plan to read through most of these papers and if time allows, to attend the talks. Then after SIGGRAPH, reread the &#8216;hottest&#8217; papers again.&#8221; Batali, as a developer of rendering software, tends to focus on rendering-related tracks however points out, &#8220;I&#8217;ve also found that venturing into apparently unrelated presentations can be quite fruitful. I tend to place new algorithms &amp; techniques ahead of GPU-optimization and keep hoping that this will be the year when NPR (non-photorealistic rendering) for animation comes of age.&#8221; He explains, &#8220;In over 20 years of attending SIGGRAPH conferences, I&#8217;ve found that keeping an open mind is absolutely crucial. Sometimes the best ideas are hidden in obscure corners &#8211; and this include talks, panels, posters and courses!&#8221;</p>
<p>To help you we asked a few friends of fxguide at Pixar, ICT, Weta, Mental Images and elsewhere to highlight some of the papers they are personally interested in seeing.<br />
(Of course all of the comments below are just personal opinions and by no means exhaustive!)</p>
<h4>Paper&#8217;s Fast Foward</h4>
<p><img class="alignright" src="http://www.art.neu.edu/dbuploads/Siggraph.jpg" alt="" width="240" height="340" /><br />
One of the most helpful events is the Papers overview presented at the Sunday Fast Forward. Each year at SIGGRAPH, the paper authors provide brief overviews of their work at the Technical Papers Fast Forward event. Later in the week each speaker will present their complete papers in 22.5-minute sessions that include 4.5 minutes of Q&amp;A, but the Sunday Fast Forward is a brilliant chance to get a taste of what is on offer and sets you up really well for the week to not miss any key papers. Nothing is worse than hearing <span style="text-decoration: underline;">after</span> some session, how great that paper was you missed last night!</p>
<p>Technical Papers Fast Forward<br />
SUNDAY, 25 JULY | 6 &#8211; 8 pm<br />
Technical Papers are published as a special issue of ACM Transactions on Graphics. In addition to papers selected by the SIGGRAPH 2010 Technical Papers Jury, the conference presents papers that have been published in ACM Transactions on Graphics during the past year.</p>
<h4>Paul Debevec, USC&#8217;s Institute for Creative Technologies</h4>
<p>Paul Debevec leads the graphics laboratory at the University of Southern California&#8217;s Institute for Creative Technologies. Debevec has pioneered high dynamic range image-based lighting techniques in his films <em>Rendering with Natural Light</em> (1998), <em>Fiat Lux</em> (1999), and <em>The Parthenon</em> (2004); he also led the design of HDR Shop, the first high dynamic range image editing program.</p>
<p>At USC ICT, Debevec has developed a series of Light Stage devices for recording the appearance and reflectance properties of human faces used in creating photoreal digital actors in movies such as <em>Spider Man 2</em> (2004), <em>Superman Returns</em> (2006), and <em>The Curious Case of Benjamin Button</em> (2008) as well as 2008&#8242;s &#8220;Digital Emily&#8221; project.</p>
<p><img class="alignright" src="http://www.fxguide.com/modules/NewsUpload/files/10Jul/siggraph/cam.jpg" alt="small" /></p>
<p><strong>The Frankencamera: an Experimental Platform for Computational Photography </strong><br />
<em>Stanford has been having fun with cameras again, and plans to invite others to join in with their &#8220;Frankencamera&#8221; platform for computational photography.</em><br />
<a href="http://www.digitalacting.com/go.php?http://graphics.stanford.edu/papers/fcam/fcam.pdf" target="blank" title="(No click)">Paper Link</a></p>
<p><a href="http://graphics.stanford.edu/papers/fcam/fcam.pdf" target="blank"></a><strong>NETRA: Interactive Display for Estimating Refractive Errors and Focal Range </strong><br />
<em>Need glasses from working on the computer? This mobile camera app (with a simple computational photography lens) will tell you your prescription.</em></p>
<p><strong>Unstructured Video-Based Rendering: Interactive Exploration of Casually Captured Videos </strong><br />
<em>Like Photosynth, evolved to apply to video collections of the same event. Computer vision continues to accomplish new feats.</em></p>
<h4>Sebastian Sylwan, Weta Digital</h4>
<p>Sylwan is Chief Technology Officer at Weta Digital. In this role, he is helping to continue Weta Digital&#8217;s long tradition of Innovation in VFX through artist aware research and development.</p>
<p>Before joining Weta, Sylwan served as Autodesk&#8217;s Senior Film Industry Manager. In this role he helped set the strategy for Autodesk&#8217;s products in the global film market, including the first steps into stereoscopic 3D. Previously, he was Director of Technology at Digital Domain. He successfully helped DD venture into new areas like the development of the facility&#8217;s first stereoscopic rendition of a CG animated film. Sylwan has also served as Principal Technology Advisor at USC&#8217;s Institute for Creative Technologies where he led the Light Stage 6 project.</p>
<p><strong>Example-Based Wrinkle Synthesis for Clothing Animation</strong><br />
Huamin Wang, Florian Hecht, Ravi Ramamoorthi, James O&#8217;Brien (University of California at Berkeley)<br />
<em>There are a few example based/data driven real-time cloth papers. This is an interesting direction to go. If I had to pick one, I would probably choose this one. </em></p>
<p><strong>Reducing Shading on GPUs using Quad-Fragment Merging</strong><br />
<a href="http://www.digitalacting.com/go.php?http://graphics.stanford.edu/papers/fragmerging/" target="blank" title="(No click)">Paper Link</a><br />
<em>Kayvon Fatahalian&#8217;s paper is interesting because it demonstrates another step towards micropolygon rendering on GPUs. </em></p>
<p><img class="alignright" src="http://www.fxguide.com/modules/NewsUpload/files/10Jul/siggraph/face_thumb.jpg" alt="small" /></p>
<p><em><strong>High-quality single-shot capture of facial geometry</strong><br />
<a href="http://www.digitalacting.com/go.php?http://graphics.ethz.ch/publications/papers/paperBee10.php" target="blank" title="(No click)">Paper Link</a><br />
<em>This one caught my eye, straight from the title. The results look very promising, and even though some of the refinement steps may not necessarily be readily adaptable to production, it definitely sets a good path. I can see potential here.</em></em></p>
<p><em><em><strong>Physics-Inspired Topology Changes for Thin Fluid Features</strong><br />
url(http://www.cc.gatech.edu/~wojtan/thin_fluid_features/thin_fluid_features.html, Paper Link)<br />
<em>I really like the approach that this paper takes, using physical observation as a basis, and preserving small scale details with consistent topology. </em></em></em></p>
<p><em><em><em><strong><img class="alignright" src="http://www.fxguide.com/modules/NewsUpload/files/10Jul/siggraph/tempsamp_thumb.jpg" alt="small" />Temporal Upsampling of Performance Geometry using Photometric Alignment</strong><br />
<a href="http://www.digitalacting.com/go.php?http://gl.ict.usc.edu/Research/TempUpsampling/" target="blank" title="(No click)">Paper link</a><br />
<em>And of course ( I may be partial) but Paul&#8217;s work is always inspiring, and points in very interesting directions.</em></p>
<p>Since I&#8217;m a rendering nerd (my job) but also have some side-interest in physics simulations such as fluid dynamics, collision, etc.</em></em></em></p>
<h4>Zap Andersson, Mental Images</h4>
<p>Zap Andersson, Shader writer and product expert at Mental Images on, of course, Mental Ray.<br />
Zap is a very well-known industry expert with numerous talks and speaking engagements to his credit, he also maintains his own blog on all things shader related.</p>
<p>If one starts by simply going through the &#8220;trailer&#8221; Siggraph video, the things I found most interesting were the Vector Solid Textures, the Hair Shading bits, the volume scattering and brushed metal, but also the audio generation for brittle fractured surfaces (I used to be into audio production back in the day) and the smoke simulation bit.</p>
<p>Actual papers I will really try to catch:</p>
<p><strong>A Coaxial Optical Scanner for Synchronous Acquisition of 3d Geometry and Surface Reflectance</strong><br />
<em>Real world measured data really intrigue me, and is very useful.</em></p>
<p><strong>A Radiative Transfer Framework for Rendering Materials With Anisotropic Structure</strong><br />
<em>This is right up my alley of interest.</em></p>
<p><strong>A System for Directoinal Occlusion for Fast Cinematic Lighting of Massive Scenes </strong><br />
<em>Again, this is totally my kind of thing. Looks to be really interesting stuff!</em></p>
<p><strong>Accurate Multidimensional Poisson-Disk Sampling</strong><br />
<em>Sampling is one of the most fundamental parts of CG, and advances in it is always interesting.</em></p>
<p><strong>Acquisition and Analysis of Bispectral Bidirectional Reflectance and Reradiation Distribution Functions</strong><br />
<em>- Going beyond RGB and into the venue of spectra has always been interesting. This goes further and into the avenue of frequency shifting light (such as in optical whiteners in cloth and UV fluorescence) &#8211; cool stuff!</em></p>
<p><strong>An Artist Friendly Hair Shading System and Interactive Hair Rendering Under Environment Lighting</strong><br />
<em>Hair is one of those things that is tricky to do right because our brains are so fine-tuned to seeing it day in and day out.</em></p>
<p><strong>By-Example Synthesis of Architectural Textures</strong><br />
<em>Looks cool.</em></p>
<p><strong>Effects of Global Illumination Approximations on Material Appearance</strong><br />
<em>Is a perceptually based paper and I am very interested in perception and how to trick the eye to perceive something as &#8220;real.&#8221;</em></p>
<p><strong>Fabricating Spatially-Varying Subsurface Scattering, Physical Reproduction of Materials With Specified Subsurface Scattering </strong>as well as <strong>Line-Space Gathering for Single Scattering in Large Scenes </strong><br />
<em>All look like something to check out for future SSS shaders!</em></p>
<p><strong>Manifold Bootstrapping for SVBRDF Capture </strong><br />
<em>This sounds very interesting as it applies to real-world materials spatial behaviour.</em></p>
<p><strong>Modeling and Rendering of Impossible Figures </strong><br />
<em>Back to perception and optical tricks again &#8211; I love it!</em></p>
<p><strong>Photorealistic Models for Pupil-Light Reflex and Iridial Pattern Deformation </strong><br />
<em>Having just recently written an &#8220;Eye Shader&#8221; as an example of MetaSL programming, this paper is quite interesting to me.</em></p>
<p>Being a sound nerd, the <strong>Rigid-Body Fracture Sound with Precomputed Soundbanks </strong>sounds (pun intended) quite &#8230; shattering (pun also intended). There are also a couple of other sound related papers I will check out if I have time, since it really doesn&#8217;t apply to my work, but to my nerdy interests&#8230; <img src='http://www.digitalacting.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  <strong>Toward Evaluation Material Design Interface Paradigms for Novice Users</strong> &#8211; UI is always a tricky thing so this looks worthwhile to check out!<br />
That&#8217;s what sounds most interesting from the titles. As always, at SIGGRAPH, getting time to actually view them all is quite tricky, since they often overlap or collide with some other function/meeting/whatnot one needs to do, which is sad but unavoidable, I guess.</p>
<h4>Rob Bredow, Sony Pictures Imageworks</h4>
<p>Rob Bredow is Chief Technology Officer and Visual Effects Supervisor at Sony Pictures Imageworks.<br />
As CTO, Bredow has brought a production perspective to the role and also created Imagework’s open source initiative &#8211; most recently releasing Open Shading Language to the community. Prior to the CTO position, Bredow supervised <em>Cloudy with a Chance of Meatballs</em>. His other film, <em>Surf’s Up</em>, was nominated for an Academy Award® and was also recognized with two Annie Awards for its groundbreaking visual effects.</p>
<p>While at Imageworks, Bredow has been involved in creating many of the complex visual effects featured in <em>The Polar Express</em>, <em>Stuart Little 2</em>, <em>Cast Away</em>, and Academy Award® nominated <em>Stuart Little </em>. Bredow’s other credits include<em>Godzilla</em>, <em>Independence Day </em>and several others.</p>
<p>Here are the papers that caught Bredow&#8217;s eye:</p>
<p><strong>A Coaxial Optical Scanner for Synchronous Acquisition of 3D Geometry and Surface Reflectance</strong><br />
<em>I&#8217;m very interested in the state of the art in measuring BRDF&#8217;s these days.</em></p>
<p><strong>Ambient Point Clouds for View Interpolation</strong><br />
<em>I&#8217;m curious if this might have application for hole filling and touch ups as it relates to re-dialing stereo cameras in post (adjusting interocular).</em></p>
<p><strong>An Artist-Friendly Hair Shading System </strong><br />
<em>Making an easy to use hair shader is always tough&#8211;and how can you pass up a hair shading paper where Jensen is one of the contributers.</em></p>
<p><strong>Collision-Free Construction of Animated Feathers Using Implicit Constraint Surfaces</strong><br />
<em>Feathers are really tricky (we experienced this first-hand years ago on Stuart Little 2).</em></p>
<p><strong>Filament-Based Smoke With Vortex Shedding and Variational Reconnection</strong><br />
<em>Sounds like it might make some great looking images. Speaking of images, I hope they bring a lot of pictures because I probably won&#8217;t be able to understand the math.</em></p>
<p><strong>PantaRay: Fast Ray-Traced Occlusion Caching of Massive Scenes</strong><br />
<em>I&#8217;m very interested in their GPU-based solution and how it scaled for Avatar. </em></p>
<p>The last of these papers also caught our attention, John Montgomery in particular.</p>
<p><span style="color: #888888;"><span style="font-size: x-small;">by mike seymour</p>
<p>http://www.fxguide.com/article633.html</span></span></p>
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		<title>Steven Spielberg on &#8216;Tintin&#8217;: &#8216;It made me more like a painter than ever before&#8217;</title>
		<link>http://www.digitalacting.com/2010/07/04/steven-spielberg-on-tintin-it-made-me-more-like-a-painter-than-ever-before/</link>
		<comments>http://www.digitalacting.com/2010/07/04/steven-spielberg-on-tintin-it-made-me-more-like-a-painter-than-ever-before/#comments</comments>
		<pubDate>Sun, 04 Jul 2010 09:40:34 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>
		<category><![CDATA[Motion Capture]]></category>

		<guid isPermaLink="false">http://digitalacting.com/?p=318</guid>
		<description><![CDATA[&#8220;I just adored it. It made me more like a painter than ever before. I got a chance to do so many jobs that I don&#8217;t often do as a director. You get to paint with this device that puts you into a virtual world, and allows you to make your shots and block all [...]]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste"><img class="alignright" style="margin: 5px;" src="http://digitalacting.com/wp-content/uploads/2010/07/tintin_digitalacting_stevenspielberg.jpg" alt="Tintin Giant Studios Motion Capture" width="350" height="168" /></div>
<p>&#8220;I just adored it. It made me more like a painter than ever before. I got a chance to do so many jobs that I don&#8217;t often do as a director. You get to paint with this device that puts you into a virtual world, and allows you to make your shots and block all the actors with a small hand-held device only three times as large as an XBOX game controller. When Captain Haddock runs across the volume [the name for the motion capture stage], the cameras capture all the information of his physical and emotional moves. So as Andy Serkis runs across the stage, there&#8217;s Captain Haddock on the monitor, in full anime, running along the streets of Belgium. Not only are the actors represented in real time, they enter into a three-dimensional world.&#8221;<br />
<span id="more-318"></span></p>
<p><span style="font-family: Verdana, Arial, sans-serif; line-height: normal; font-size: small;"> </span></p>
<p>With all the buzz around the skyrocketing popularity of 3-D after the record breaking <em>Avatar</em> made it big, there should be a much bigger reception for the far more impressive and prominent work in performance capture and the animation that accompanies it. There&#8217;s a big problem when a spectacular performance from Zoe Saldana doesn&#8217;t get one bit of serious awards consideration despite plenty of campaigning. <em>LA Times&#8217;</em> Hero Complex has some great bits from <strong>Steven Spielberg</strong> speaking with great wonder and passion about his work on<strong><em>The Adventures of Tintin</em></strong>, which was shot in 3-D with performance capture just like <em>Avatar</em>.<span id="more-41016"> </span></p>
<p>Word from Spielberg comes from a follow-up to a big front page story in the <em>LA Times</em> about the angst of Hollywood actors as more filmmakers embrace performance capture (it&#8217;s a hell of a read). Spielberg clears up right from the get-go that the choice to shoot in 3-D and use performance capture isn&#8217;t just a gimmick or part of a growing trend. &#8220;It was based on my respect for the art of Hergé and wanting to get as close to that art as I could.&#8221; Hergé, of course, is the man responsible for creating the comic series, which follows a young intrepid Belgian reporter and his canine sidekick Snowy, mostly taking place in pre-World War II Europe.</p>
<p>Spielberg says the performance capture technique is what helps make the <em>Tintin</em> world more accessible:</p>
<blockquote style="background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: #ededed; padding-top: 0px; padding-right: 16px; padding-bottom: 10px; padding-left: 18px; margin-top: 0px; margin-right: 40px; margin-bottom: 0px; margin-left: 20px; background-position: initial initial; background-repeat: initial initial;">
<p style="padding-top: 10px !important; font-size: 9pt !important; letter-spacing: 0.1px !important; font-style: italic !important; margin: 0px !important;">&#8220;Hergé wrote about fictional people in a <strong>real world</strong>, not in a fantasy universe,&#8221; Spielberg said. &#8220;It was the real universe he was working with, and he used National Geographic to research his adventure stories. It just seemed that live action would be too stylized for an audience to relate to. You&#8217;d have to have costumes that are a little outrageous when you see actors wearing them. The costumes seem to fit better when the medium chosen is a <strong>digital one</strong>.”</p>
</blockquote>
<p>Interesting, because you would almost think that creating a stylized world based on Hergé&#8217;s art through motion capture and animation might be a little harder to accept because of its artistic style, but I get what he&#8217;s saying anyway. It&#8217;s the same reason something like<em>Scooby-Doo</em>, <em>Rocky and Bullwinkle</em>, and <em>Alvin and the Chipmunks</em> look so damn silly on screen. So rather than dressing actors Jamie Bell (Tintin), Andy Serkis (Captain Haddock), Daniel Craig (Red Rackham), Simon Pegg and Nick Frost (Thomson and Thompson) in silly outfits in a realistic world, you get a completely custom crafted universe where everything feels right.</p>
<p>Not only does it <em>feel</em> right, but it feels genuine as, much like Cameron&#8217;s success in <em>Avatar&#8217;s</em> presentation of performance capture, the head-rigging captures every bit of an actor&#8217;s performance, especially on the face, which avoids the glass-eyed, moving doll look that Robert Zemeckis <em>can&#8217;t</em> seem to avoid. For Spielberg, it was pure magic seeing the actor&#8217;s performance come alive, not simply watching them with green screen and equipment, but on the digital presentation in the animated world (created by co-producer Peter Jackson&#8217;s Weta Workshop) which appears on monitors as filming takes place. Spielberg praised the experience:</p>
<blockquote style="background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: #ededed; padding-top: 0px; padding-right: 16px; padding-bottom: 10px; padding-left: 18px; margin-top: 0px; margin-right: 40px; margin-bottom: 0px; margin-left: 20px; background-position: initial initial; background-repeat: initial initial;">
<p style="padding-top: 10px !important; font-size: 9pt !important; letter-spacing: 0.1px !important; font-style: italic !important; margin: 0px !important;">“<strong>I just adored it.</strong> It made me more like a painter than ever before. I got a chance to do so many jobs that I don&#8217;t often do as a director. You get to paint with this device that puts you into a virtual world, and allows you to make your shots and block all the actors with a small hand-held device only three times as large as an XBOX game controller. When Captain Haddock runs across the volume [the name for the motion capture stage], the cameras capture all the information of his physical and emotional moves. So as Andy Serkis runs across the stage, there&#8217;s Captain Haddock on the monitor, in full anime, running along the streets of Belgium. Not only are the actors represented in real time, <strong>they enter into a three-dimensional world</strong>.&#8221;</p>
</blockquote>
<p>But the most encouraging and important thing that Spielberg says about motion capture is what everyone, <em>especially</em> acting awards shows, need to understand. No matter how different someone like Jamie Bell looks on-screen with Tintin&#8217;s likeness, “it will be Jamie Bell&#8217;s complete physical and emotional performance. If Tintin makes you feel something, <strong>it&#8217;s Jamie Bell&#8217;s soul you’re sensing</strong>.&#8221; I couldn&#8217;t have said it better myself. But we still have to wait two more years, until December 23rd, 2011, which is when <em>The Adventures of Tintin</em>finally hits theaters in the US.</p>
<p><span style="font-size: x-small;"><span style="color: #888888;">http://latimesblogs.latimes.com/herocomplex/2010/02/steven-spielberg-on-tintin-technology-it-made-me-more-like-a-painter-than-ever-before-.html</span></span></p>
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		<title>Do the &#8216;Avatar&#8217; actors deserve recognition?</title>
		<link>http://www.digitalacting.com/2010/02/26/do-the-avatar-actors-deserve-recognition/</link>
		<comments>http://www.digitalacting.com/2010/02/26/do-the-avatar-actors-deserve-recognition/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 08:31:37 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>
		<category><![CDATA[Motion Capture]]></category>

		<guid isPermaLink="false">http://digitalacting.com/?p=262</guid>
		<description><![CDATA[Director James Cameron had many reasons to be happy the morning that this year&#8217;s Oscar nominations were announced: His blockbuster movie &#8220;Avatar&#8221; tied for the most with nine, including best picture and best director. But he was dismayed that his cast, including stars Zoe Saldana, Sam Worthington and Sigourney Weaver, was shut out. In fact, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" style="border: 0pt none; margin: 5px 10px;" src="http://www.latimes.com/media/photo/2010-02/52276733.jpg" border="0" alt="With feeling" width="450" height="206" /></p>
<p>Director James Cameron had many reasons to be happy the morning that this year&#8217;s Oscar nominations were announced: His blockbuster movie &#8220;Avatar&#8221; tied for the most with nine, including best picture and best director. But he was dismayed that his cast, including stars Zoe Saldana, Sam Worthington and Sigourney Weaver, was shut out.<span id="more-262"></span></p>
<p>In fact, unlike the great majority of best picture nominees, the &#8220;Avatar&#8221; actors have not nabbed one major critic&#8217;s award, or guild prize. The snubs reflect the apparent ambivalence of the film community — especially actors — to &#8220;Avatar&#8221; and its revolutionary use of &#8220;performance capture,&#8221; a new technology that combines human actors with computer-generated animation to create the blue, 10-foot-tall creatures who are the heart of the movie.</p>
<p>To the uninitiated, it raises basic questions: Is this acting, or is it animation? And, does this suggest that actors could become obsolete? It&#8217;s an issue that provokes a strong response from Hollywood figures, from best actor nominees Jeff Bridges and Jeremy Renner to directors Cameron and Steven Spielberg.</p>
<p>&#8220;I&#8217;m sure they could do it now if they wanted. Actors will kind of be a thing of the past,&#8221; Bridges told Tribune Newspapers the day nominations were announced. &#8220;We&#8217;ll be turned into combinations. A director will be able to say, ‘I want 60 percent Clooney; give me 10 percent Bridges; and throw some Charles Bronson in there.&#8217; They&#8217;ll come up with a new guy who will look like nobody who has ever lived and that person or thing will be huge,&#8221; he said.</p>
<p>Renner, nominated for &#8221; The Hurt Locker,&#8221; put it this way: &#8220;Some movies are actors&#8217; kind of movies and some movies are more directors&#8217; movies. ‘Avatar&#8217; is a spectacle. It&#8217;s a beautiful experience, but it&#8217;s not really an actors&#8217; kind of movie. It doesn&#8217;t really allow for an actor to truly tell a story. The director&#8217;s telling the story in that one.&#8221;</p>
<p>Perhaps mindful that actors make up the largest Oscar voting bloc, Cameron fiercely promotes the contributions of his cast to the success of &#8220;Avatar.&#8221; He and other advocates of performance capture (known as &#8220;motion capture&#8221; in its previous, less sophisticated incarnation), including Spielberg, say not enough actors have experienced the process to appreciate it.<br />
<a href="http://www.digitalacting.com/go.php?http://digitalacting.com/wp-content/uploads/2010/02/avatar-mocap-530x299.png" title="(No click)"><img class="alignleft size-full wp-image-265" style="margin: 5px 10px;" title="avatar-mocap-530x299" src="http://digitalacting.com/wp-content/uploads/2010/02/avatar-mocap-530x299.png" alt="" width="530" height="299" /></a></p>
<p>&#8220;There&#8217;s a learning curve for the acting community, and they&#8217;re not up to speed yet,&#8221; Cameron said. &#8220;We didn&#8217;t get out and proselytize with the Screen Actors Guild as we probably should have to raise awareness. Not only should they not be afraid of it, they should be excited about it. There is a new set of possibilities, after a century of doing movie acting in the same way.&#8221;</p>
<p>Cameron describes it as &#8220;an actor-driven process.&#8221;</p>
<p>&#8220;I&#8217;m not interested in being an animator. &#8230; That&#8217;s what Pixar does. What I do is talk to actors. ‘Here&#8217;s a scene. Let&#8217;s see what you can come up with,&#8217; and when I walk away at the end of the day, it&#8217;s done in my mind. In the actor&#8217;s mind, it&#8217;s done. There may be a whole team of animators to make sure what we&#8217;ve done is preserved, but that&#8217;s their problem. Their job is to use the actor&#8217;s performance as an absolute template without variance for what comes out the other end.&#8221;</p>
<p>&#8220;I like to think of it as digital makeup, not augmented animation,&#8221; said Spielberg, who is using Cameron&#8217;s &#8220;Avatar&#8221; technology in his new movie, &#8220;The Adventures of Tintin: The Secret of the Unicorn.&#8221; &#8220;It&#8217;s basically the actual performance of the actual actor, and what you&#8217;re simply experiencing is makeup.&#8221;</p>
<p>In the case of &#8220;Avatar,&#8221; Spielberg said, &#8220;the digital makeup is so thin you actually see everything that Zoe (Saldana) is doing. Every nuance of that performance comes through digitally.&#8221;</p>
<p>Spielberg and Cameron say that making a movie in performance capture is, for the actors, very similar to performing a play.</p>
<p>&#8220;Motion capture brings the director back to a kind of intimacy that actors and directors only know when they&#8217;re working in live theater,&#8221; Spielberg said.</p>
<p>Recording takes place on a spare motion-capture stage called the volume. Actors wear skin-tight bodysuits with reflective markers; every movement is tracked by an array of more than 100 fixed cameras. A specialized head-rig camera records the actor&#8217;s face and eyes.</p>
<p>&#8220;The virtual camera is always active,&#8221; explained &#8220;Avatar&#8221; producer Jon Landau. Gone is the need for camera and lighting setups, makeup retouches and costume fittings. Scenes do not need to be shot repeatedly from different camera angles. Instead, the camera data are fed into a computer that creates a 3-D replica of the actor&#8217;s every movement, and the director can just add his camera moves — from any perspective — digitally.</p>
<p>&#8220;There&#8217;s a purity to it. You can&#8217;t rely on anything else but your own skill as an actor; (it) enables the actor to shoot the scene in one take without worrying where the camera is,&#8221; said Andy Serkis, a veteran British stage actor who pioneered motion-capture acting as Gollum in Peter Jackson&#8217;s &#8220;Lord of the Rings&#8221; trilogy. Serkis also took the title role in Jackson&#8217;s remake of &#8220;King Kong&#8221; and is performing in Spielberg&#8217;s &#8220;Tintin.&#8221;<a href="http://www.digitalacting.com/go.php?http://digitalacting.com/wp-content/uploads/2010/02/avatar-mirrors.jpg" title="(No click)"><img class="size-medium wp-image-267 alignright" style="margin: 5px 10px;" title="avatar-mirrors" src="http://digitalacting.com/wp-content/uploads/2010/02/avatar-mirrors-300x182.jpg" alt="" width="300" height="182" /></a></p>
<p>&#8220;If you don&#8217;t have the performance, the rest is dressing,&#8221; Serkis said. &#8220;You can&#8217;t enhance a bad performance with animation. You can&#8217;t dial it up, lift the lip or the eyebrow. It has to be right at the core moment. It&#8217;s the same as conventional shooting.&#8221; For actors to not recognize &#8220;performance capture as acting is bad and disrespectful. It&#8217;s also Luddite.&#8221;</p>
<p>In the case of &#8220;Avatar,&#8221; some complain that Cameron&#8217;s characters are too one-dimensional to merit their actors a nomination, but others believe that &#8220;Avatar&#8221; star Saldana, whose every minute on screen is in performance capture, was robbed of recognition.</p>
<p>&#8220;Zoe played Neytiri with such strength, grace and force. If the audience realized just how much, they would have appreciated the performance more,&#8221; said &#8220;Avatar&#8221; co-star Sigourney Weaver. &#8220;The technology is so innovative, and it will just continue to get more innovative. We might as well recognize (the contributions of actors) now.&#8221;</p>
<p>From a director&#8217;s standpoint, recording in performance capture is unusually free and fast. On a typical day of a live-action production, a director might complete a dozen or so scenes in which the lights, cameras, scenery and actors are repositioned. Spielberg said that on &#8220;Tintin,&#8221; he completed 75 setups a day on the motion-capture stage and finished principal photography in 30 days. That&#8217;s less than half the time it would have taken to shoot a live-action version of the film.</p>
<p>&#8220;It allows the director and cast to focus on the performance,&#8221; Spielberg said. &#8220;The director sits right on the floor (with the actors). Because he&#8217;s not wearing a motion-capture suit, he appears invisible.&#8221;</p>
<p>&#8220;One hundred percent of my focus is on the actors,&#8221; Cameron said. &#8220;I&#8217;m not thinking about the lighting, the dolly, or waiting around &#8230; to light the shot.&#8221;</p>
<p>Though performance-capture veterans speak enthusiastically about the technique, questions remain. Many wonder whether Saldana will get the kind of career boost usually associated with co-starring in a box-office bonanza. The Screen Actors Guild recently appointed a committee to look into what SAG President Ken Howard described as &#8220;pay and recognition&#8221; issues associated with performance capture in movies and video games. In fact, studios haven&#8217;t formally recognized SAG&#8217;s jurisdiction over the work, leaving it up to each employer to decide whether the performers receive standard union benefits such as minimum pay or meal breaks.<br />
<a href="http://www.digitalacting.com/go.php?http://digitalacting.com/wp-content/uploads/2010/02/avatar_zoe_mocap-thumb-585xauto-7962.jpg" title="(No click)"><img class="alignright size-full wp-image-266" style="margin: 5px 10px;" title="avatar_zoe_mocap-thumb-585xauto-7962" src="http://digitalacting.com/wp-content/uploads/2010/02/avatar_zoe_mocap-thumb-585xauto-7962.jpg" alt="" width="585" height="320" /></a><br />
Moreover, the actors are not the only ones unsure about their primacy in the process. There&#8217;s also a branch of animators who don&#8217;t want their contributions overlooked. Cameron points out that it took a team of 20 or more animators at the Weta Workshop in New Zealand nine months to fully animate each &#8220;Avatar&#8221; character.</p>
<p>&#8220;The academy has to come to terms with where (performance capture) goes,&#8221; said director Henry Selick, whose &#8221; Coraline&#8221; is nominated for best animated film. &#8220;Is it animation? Is it a new category? I&#8217;m like the academy. I don&#8217;t know where it fits. I will tell you this: Animators have to work very, very hard with the motion-capture data. After the performance is captured, it&#8217;s not just plugged into the computer which spits out big blue people. It&#8217;s a hybrid.&#8221;</p>
<p>Tribune Newspapers writers Richard Verrier, Amy Kaufman and Yvonne Villarreal contributed to this report.</p>
<p><span style="color: #888888;">http://www.chicagotribune.com/entertainment/sc-ent-0224-avatar-actors-20100224,0,1272757.story</span></p>
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		<title>CG In Another World</title>
		<link>http://www.digitalacting.com/2010/02/09/cg-in-another-world/</link>
		<comments>http://www.digitalacting.com/2010/02/09/cg-in-another-world/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 13:35:49 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>
		<category><![CDATA[Matchmove Data Intergation]]></category>
		<category><![CDATA[Motion Capture]]></category>

		<guid isPermaLink="false">http://digitalacting.com/?p=232</guid>
		<description><![CDATA[CG In Another World By: Barbara Robertson When we think about the first films to convince directors that visual effects created with computer graphics could open their imaginations, two films immediately come to mind: James Cameron’s The Abyss, in which a transparent CG character communicated with an actor, and Cameron’s Terminator 2, which starred a [...]]]></description>
			<content:encoded><![CDATA[<h1><strong>CG In Another World</strong></h1>
<p><span style="color: #888888;">By: Barbara Robertson</span></p>
<h1><img class="alignright" style="border: 0pt none; margin: 5px 10px;" src="http://www.cgw.com/images/media/PublicationsArticle/1209/Avatar_01.jpg" alt="" width="375" height="258" /></h1>
<p>When we think about the first films to convince directors that visual effects created with computer graphics could open their imaginations, two films immediately come to mind: James Cameron’s The Abyss, in which a transparent CG character communicated with an actor, and Cameron’s Terminator 2, which starred a digital, liquid terminator and is lauded as the first movie to show the power of a digital pipeline. Both films won visual effects Oscars, as did Cameron’s Alien before, and Titanic after. Titanic, released in 1997, still holds the record for the largest box-office revenue: $1.8 billion. It was the last feature film Cameron had made. Until now.<br />
<span id="more-232"></span><br />
A new facial motion-capture system devised by Weta Digital captured actor Zoe Saldana’s<br />
facial expressions and mouth movements to help animators give Neytiri, a CG character, an<br />
emotional performance.  The long-awaited and highly anticipated Avatar, written, directed, and produced by Cameron and released by Twentieth Century Fox, pushes digital filmmaking into new worlds. It will immerse audiences in an alien environment, one created entirely with computer graphics and projected, in theaters so equipped, in stereo 3D. Cameron used a Pace Fusion 3D camera to film the live-action segments, but they comprise a small percentage of the film. Weta Digital created the alien planet Pandora and the CG characters and creatures that inhabit it, animating the characters using data from actors’ performances on motion-capture sets. Will it have the same impact on visual effects as did Cameron’s earlier films?</p>
<p>“It certainly changed the way we do things,” says Joe Letteri, senior visual effects supervisor at Weta Digital. “We had to go through a complete re-tooling and re-architecting.” Now a partner at Weta, Letteri has won visual effects Oscars for two episodes of The Lord of the Rings and for King Kong, along with an Oscar nomination for his work on I, Robot while at the New Zealand studio.</p>
<p>In particular, Letteri notes, the studio revamped systems for real-time facial motion capture and muscles, created methods for growing a rain forest in which most of the movie takes place, implemented new lighting techniques, built a compositing pipeline to handle stereo 3D, and more. “We could not allow ourselves to cheat anything,” he says. “Everything had to be done correctly; there was no place to hide.”</p>
<p><img src="http://www.cgw.com/images/media/PublicationsArticle/1209/Avatar_02.jpg" alt="" width="450" height="250" /></p>
<p><em>Weta used an absorption-based subsurface scattering routine to give the blue-skinned avatars and Na’vi a fleshy, believable look.</em></p>
<p>In the film, Jake Sully (actor Sam Worthington), a paraplegic war veteran, is given the opportunity to inhabit the athletic body of an avatar. He opts in. His avatar is an alien, a Na’vi, a race of humanoids that populate the planet Pandora. He, like all Na’vi, is blue. A 10-foot-tall biped with a stretched, cat-like body. Almond-shaped eyes. Tail. Pointed ears. Through his avatar, Jake immigrates to Pandora, a lush planet filled with waterfalls, jungles, and six-legged creatures, some of which fly. There he meets the beautiful Neytiri (actor Zoe Saldana) and assimilates into the Na’vian culture.</p>
<p>Everything on Pandora—every plant, creature, and character—is digital, created by artists using computer graphics tools and moved by animators working with keyframe and motion-capture data.</p>
<p>“The planet was really inspired by Jim’s [Cameron] underwater dives,” Letteri says. “There’s bioluminescence. The creatures have blue skin, and the animals have vivid patterns. We all know the rules: Big animals don’t have vivid colors. But, they do underwater, and Jim said they can exist on this planet. So we brought that color palette to the surface and made it believable. However, the big thing was that Jim wanted to do facial motion capture.”</p>
<h1><strong>Performing Characters</strong></h1>
<p>For Gollum in The Lord of the Rings, Weta had captured Andy Serkis’s body, not his face. For King Kong, they glued markers on Serkis’s face and captured him in a high-resolution volume, and then retargeted the motion data to Kong’s CG face. “Jim didn’t want to go that route,” Letteri says. “He was more interested in a video head rig.”</p>
<p>To make a head-mounted system that would encumber the actors as little as possible, Weta decided to create software that could track facial movements using one camera. Then they took it a step further by re-projecting the motion onto a 3D model in real time.</p>
<p>“We knew Jim would have real-time motion capture on the stage for the characters, and would be recording the faces,” Letteri says. “We thought, wouldn’t it be cool if we could do real-time faces? We knew he was coming in six weeks, so we did some all-nighters and got a system working.” When Cameron arrived, he could see actors on stage wearing a head rig that was driving the facial expressions for a CG character in real time.</p>
<p>Stephen Rosenbaum—who had been on the crew at Industrial Light &amp; Magic for The Abyss as a CG artist, was a CG animator on Terminator 2, and who had won a visual effects Oscar for Forest Gump—was the liaison between Cameron and his Lightstorm group in Los Angeles and Weta in New Zealand. He helped integrate Weta’s creatures, avatar puppets, and facial-capture system into previs and the real-time motion systems developed by Lightstorm and Giant Studios. Rosenbaum was one of six visual effects supervisors at Weta who worked with Letteri on the film. The other five were Dan Lemmon, Eric Saindon, Wayne Stables, Chris White, and Guy Williams.</p>
<p>“Lightstorm created environments at a previs level,” Rosenbaum explains. “We created the creatures and character puppets at Weta that they used within the environments. Giant used our puppets during motion capture. And, when they had scenes where actors needed to interact with creatures, we also provided pre-animated characters so they could see the action during motion capture.”</p>
<p>Giant and Lightstorm performed the real-time motion capture that allowed Cameron to see the CG version of the film at a game-quality level as the actors performed in a motion-capture volume approximately 40 feet wide by 70 feet long. Giant set up the volume using close to 120 industrial cameras from Basler Vision, and handled the re-targeting, in real time, of motion from actors onto the rendered, 10-foot-tall aliens. Lightstorm’s virtual cinematography system, developed by Glen Derry, blended the characters into the virtual set using Autodesk’s MotionBuilder for real-time rendering.</p>
<table style="height: 325px;" width="1254">
<thead></thead>
<tbody>
<tr>
<td>
<h1><strong>Pandora in Stereo</strong></h1>
<p>When the characters run past Pandora’s digital plants, they look like             they’re in a deep jungle in stereo 3D because Weta integrated and             composited the elements volumetrically. “We did volumetric lighting,             smoke, fire &#8230; everything became volumetric,” says Joe Letteri,             senior visual effects supervisor at Weta Digital. “It’s all             depth-based. We have our own proprietary version of [Apple’s] Shake, so             we wrote a stereo version that does everything in parallel, and we had             a 3D depth compositing system inside. We also worked with The Foundry             on its new stereo tool sets for Nuke. Because of the stereo, it wasn’t             practical to shoot elements for anything; it all had to be spatial.”</p>
<p>On             set, Cameron could look at the output of the Autodesk MotionBuilder             files from the performance-capture sessions in stereo and adjust the             camera so that Weta knew the interocular distance that he wanted and             where he wanted the convergence plane. “He goes for a natural feeling,”             Weta VFX supervisor Eric Saindon says, “a window into a 3D space. He             seldom brings things past the convergence plane, but he definitely             draws your eye where it should be.”</p>
<p>Creating the stereo version             of the film was, as it turned out, not much of an issue. “Our 3D             implementation has been really good,” Saindon says. “Because we know             everything is correct in [Autodesk’s] Maya, we don’t do the stereo 3D             until Jim buys off on the 2D. Then we render the other eye. The early             shots were awkward, but the later sequences worked well. At the end of             the day, the stereo 3D was less of a factor than we thought it would             be.”</td>
</tr>
</tbody>
</table>
<p>“We could tie into the body capture and add our facial capture simultaneously,” Rosenbaum says. “So [Cameron] could see the body performance and the facial gestures happen [on the CG characters] with the dialog, which was a nizce feature.”</p>
<p>The real-time facial performances weren’t always practical—video projection onto the characters’ faces was sufficient for all but the most subtle scenes. However, Letteri believes it’s game changing.</p>
<p><img src="http://www.cgw.com/images/media/PublicationsArticle/1209/Avatar_03.jpg" alt="" width="450" height="234" /></p>
<p><em>Weta modeled all the plants in the rain forest on Pandora, seen here virtually, using a rule-based growth system. Some plants have as many as one million polygons.</em></p>
<p>“It’s one of those things,” Letteri says. “You can see a motion-capture demo, and it’s kind of interesting. But, on set, seeing actors and CG characters performing at the same time, well, that’s really cool. It doesn’t even demo well in a video. When you’re there, it’s a whole different feeling. You have to see it in person.”</p>
<p>Rosenbaum estimates that more than 80 percent of the film is virtual. “We’re delivering about 110 minutes of full CG,” he points out. “I would guess that another 20 minutes have a combination of CG and live action. And, there are some other VFX facilities helping out. We sent some flying creatures, Na’vi, environments, and vehicles to ILM, Framestore, and a few other vendors, as well. But, the bulk of the CG work is being done at Weta.” The list of other vendors that worked on previs and postvis for the film includes BUF, Halon, Hybride, Hydraulx, Lola, Pixel Liberation Front, Stan Winston Studio (now Legacy Effects), and The Third Floor.</p>
<h1><strong>Capturing Faces</strong></h1>
<p>Each actor captured on set wore a helmet with a lipstick camera attached to a boom arm, and green makeup dots on his or her face. The crew positioned the camera between the actor’s nose and upper lip to capture the mouth movement and to see the eyes. To paint the dots, the makeup artists used a vacuform mask cut with small holes designed for each actor. “We’d put the mask on the face, draw a pen mark for the dots, pull it away, and paint on the green dots,” Rosenbaum says. “The actors loved it. It took only five or 10 minutes and they were back on stage.”</p>
<p>To plot the dot pattern, the facial motion-capture crew had first taken video of the actors doing a FACS session—creating particular expressions, mouthing phonemes, doing prescribed facial gestures—and, if they had dialog, saying their lines. The FACS analysis helped the crew identify major muscle groups for each face so they could position the dots, sometimes as many as 70, most effectively.</p>
<p>For the eyes, Weta developed software to track the pupils. “We had an LED array around the camera so we could illuminate the face and see the pupil clearly,” Rosenbaum says. “And if we couldn’t get good data, we’d track the pupils from the video. Traditional facial capture has always been a problem, but I think our eye movement is fantastic. It sells the characters.”</p>
<p>The eye movement was particularly important because although the avatars have eyebrows, the Na’vi didn’t, so their eyes needed to express much of their emotion. Yet, the iris in the Na’vi eyes was so big, the white of their eyes showed only when they were shocked.</p>
<p>“We ended up adding a stripe pattern to suggest eyebrows,” says Andy Jones, animation director. “We studied Zoe’s [Saldana] expression, and found it was really tricky to get the same feeling on her CG character without eyebrows. To prove it to [Cameron], I roto’d Zoe’s eyebrows out of her face, and he realized what we were up against. That’s when we textured in a pattern to get the feeling of eyebrows back in there.”</p>
<p>The motion captured from the actors on stage drove a facial system developed by Jeff Unay on their corresponding CG characters. To help with the lip sync, character designers had created the lips on the Na’vi to match those of the actors performing them. “We kept the characteristics of the actors and reshaped them into alien characters,” Letteri says. “That gave us a good basis.”</p>
<p>“Solving” software applied the data to Weta’s facial system, and a facial-solving team adjusted the result. The motion data worked best for lip sync and mouth movement; animators spent more time tweaking brow and eye animation. “When the overall expression straight out of the facial solve was not what it should have been, the team would push the data around to get the right poses and extremes, yet still keep the live feeling of the data,” Jones says. “As the team adjusted poses with sliders—they called it ‘tuning’ because they tuned the solve on various frames—the solving software learned which poses to use.”</p>
<p>Unay based the underlying system on blendshapes. “We started with a dynamic muscle rig for the faces, but although it was good at preserving volume, it was coming up short in terms of level of detail,” Jones says. “[Cameron] was very specific. If he saw tension in Zoe’s mouth, he wanted exactly that [in Neytiri]. We had to art-direct and sculpt her face.”</p>
<p>So, Unay modeled blendshapes to mimic a volume-based system using FACS, which describes the muscle groups that control parts of the face. Thousands of shapes. The resulting rig for Neytiri, for example, has 1500 blendshapes. “The animators use sliders that control only about 50 shapes at a time,” Jones says. “The system switches to banks of shapes depending on which muscle sliders they move. It all happens under the hood without the animators knowing. The combinations of shapes look amazing; the skin looks like it’s pressing and pulling.”</p>
<p>As the animators worked in Autodesk’s Maya, they could bring up, on their screens, reference video shot in HD from multiple angles. “We could see the skin and get the timing from the helmet camera, but it distorted the face too much to see the overall mood,” Jones says. “We needed cameras farther away.”</p>
<p><img src="http://www.cgw.com/images/media/PublicationsArticle/1209/Avatar_04.jpg" alt="" width="450" height="234" /></p>
<p><em>Animators at Weta persuaded director James Cameron to add a stripe pattern to suggest eyebrows on the Na’vi’s faces to help give the computer-generated characters the same emotional feeling as the actors performing them.</em></p>
<h1><strong>Animating Performances</strong></h1>
<p>Animators also keyframed Na’vi ears and tails. “We’d whip their tails around if they were upset, and use them as a counterbalance when they ran,” says Jones. “They were like another appendage. We also found the ears really useful for adding emotion to the character.” The ears tell when a Na’vi is angry or shocked, just as they do for cats and dogs.</p>
<p>For the Na’vi bodies, the motion capture worked extremely well. “Giant’s body capture was fantastic,” Jones says. “We still had to animate their hands and fingers, but the offsets and targeting and retargeting was well done. They kept the weight. And, the data was clean.”</p>
<p>The characters’ design might have helped with the retargeting. Rather than completely altering the human proportions, the designers created the Na’vi with similar proportions to humans, but with slim hips, narrow shoulders, and long necks. “It made the retargeting process easier,” Jones says.<br />
Oddly, although animators often use motion-captured data to add the tiny movements to help bring alive a character that is standing still, Weta’s animators found themselves adding jitter to the mocapped data in some cases.</p>
<p>“When someone was yelling or screaming, the high-frequency jitters were often filtered out,” Jones explains. “The system couldn’t distinguish between muscle shake and noise precision. So we would animate it back in, and all of a sudden it felt like the characters were screaming, not just opening their mouths. We had the body muscle rig, but when a bicep fires, there needs to be a jitter. When [Cameron] saw us doing that, he really loved it.”</p>
<p>The muscle rig is new, developed at Weta specifically for this film. “It’s a dynamic system that simulates muscles properly,” Saindon says. “It calculates the fat layers and colliding volumes much more accurately than in the past.”</p>
<p>Prior to this, after animation, the character TDs needed to fine-tune the look of the character and fix problems—intersections, muscles that didn’t look right, and so forth—by sculpting the character on a shot-by-shot basis. With the new system, that was rarely necessary.</p>
<p>“We’d get something much more accurate and realistic straight out of the box,” Saindon says. “We had to do little in the way of going back and fixing things.”<br />
<strong><br />
</strong></p>
<h1><strong> Creatures</strong></h1>
<p>In addition to the characters, Weta animators performed approximately 10 creatures, a hellfire wasp, and thousands of insects. “Every single frame has something alive in it, whether it’s a moving plant or bugs,” Williams says.</p>
<p>Of the creatures, four fly and most have six legs. “Our first approach was typically to hide the middle legs, animate the animals as quadrupeds, and then bring the middle legs back in,” Jones says. The animators might animate a horse-like creature by having the leg movement cascade, or change the gait by changing the offset. A cat-like creature might arch its back, lift its front legs, and use them as arms and hands.</p>
<p>Jake learns to ride a creature that looks like a flying horse, and for those shots, the crew used a gimbaled motion-control rig. “The good thing about motion capture was that it gave us the posing [Cameron] liked for the character on top of the creature, where the character should be looking, and the riding style,” Jones explains. “But it was obvious that his legs weren’t reacting to his chest popping up and down, so we couldn’t use the motion capture completely.”</p>
<p><strong>Am I Blue?</strong></p>
<p>Facial capture was perhaps the biggest challenge. The second biggest challenge for the technical team was keeping the aliens from looking like someone had poured blue paint on them. “It was a tricky problem,” Letteri says. “They needed to have warmth under their skin, so we had to find the right shades of blue and blood color that would look good in firelight, blazing sun, overcast skies, and rain. Blue skin quickly wants to look like plastic.”</p>
<table>
<thead></thead>
<tbody>
<tr>
<td>
<h1><strong>Seeing Virtual</strong></h1>
<p>To film the CG characters and creatures in their digital world, James Cameron used a virtual camera. “Imagine a nine-inch LCD screen with a steering wheel around it and tracking markers on it,” says visual effects supervisor Stephen Rosenbaum. “A stage operator would load the CG puppets and environment and set up the lighting, and then Jim [Cameron] would pick up this virtual camera and move it around the environment. It drove [Autodesk] MotionBuilder’s camera, so he could see the characters perform and set up camera angles as they delivered their performance.”<br />
With traditional motion capture, directors record the performances, edit them, and then derive the camera angles. With this system, Cameron could move around the performance stage and compose shots while seeing the actors’ performances, including facial expressions on the CG characters.<br />
“He could dolly in, pan, boom, have any rig he wanted,” Rosenbaum says. “He could have a huge crane, a wire rig, a steadicam, a dolly rig. It didn’t matter. There was a three- or four-frame latency when we were doing full-body and facial performances, but it wasn’t significant enough to affect his shooting.” –Barbara Robertson</td>
</tr>
</tbody>
</table>
<p>For skin texture reference, the crew did photo shoots under controlled lights of young people with the most perfect skin they could find. “We discovered that even someone with nearly flawless skin still has lots of imperfections in displacement and color. They have nodules, bumps, pink around their eyes, and blotchy layers,” Williams says. Painters added these imperfections to the texture maps and created a pore structure for the aliens that looked realistic. All this helped make their skin come alive.</p>
<p>As for the color, even though the aliens had blue skin, the crew put red blood in their veins, and did so without turning their skin purple. “Before, we had more of an analytical approximation for subsurface scattering,” Williams says. “We went to an absorption-based subsurface scattering routine. The system we use now does proper frequency-based scattering.”</p>
<p>Because they used the actual wavelength for red transmission through the nose, ears, and pores of the skin, the red blood didn’t cause the blue skin to turn purple. They also added a little red to the skin tone. Then, they applied some of the same techniques and shaders written in Pixar’s RenderMan to the plants.<br />
<strong><br />
</strong></p>
<h1><strong> Deep in the Jungle</strong></h1>
<p>“We cross-pollinated the efforts,” Williams says. “The plant shader now uses the skin shader.” The plants, however, aren’t blue, even though they started that way. Blue light from a blue sky bouncing off blue plants onto blue-skinned characters created uninteresting images.</p>
<p>“We needed to have other colors hitting the characters’ skin to give them the kind of complexity that helps make them look real,” Williams says.</p>
<p>At night, as the characters walk through the jungle, the plants glimmer with bioluminescence. The CG artists used subsurface scattering to cause thick plants to glow like a wax candle. “Some plants just have a glowing moss over them,” Saindon says. “It depended on the plant and how [Cameron] felt it should look.”</p>
<p>To create the rain forest, the Weta artists started with FBX files from Lightstorm that they imported into Maya scenes. “We had simple representations for where the trees and plants were,” Saindon says. “Jim moved and placed things where he wanted for camera angles. So, we did a one-to-one match at first to get a layout that he specifically liked.”</p>
<p>Because the plants needed to be dynamic, all of them are models created using a rule-based growth system. Although they average 100,000 polygons, some have as many as one million polygons.<br />
“The plant-growing tools were almost like a modeling tool,” Williams says. “Once we grew a plant, we could instantly create variants by changing the seed value for the random functions.” The variants might change the number of branches and sub-branches, the height, the silhouette, the age, or other parameters.</p>
<p>The crew planted the jungle using painting techniques to place trees, shrubs, and grass. “It’s similar to [Maya’s] Paint Effects, but we aren’t creating geometry,” Saindon says. “The system is taking pre-existing geometry and placing actual full-res models at correct angles on the ground.”</p>
<p>They also used Massive’s software to grow forests. When artists planted seeds on a terrain, Massive would simulate a forest growing and competing for light and space. Bigger trees grew quickly, smaller plants died, and shade-loving ferns grew around the base of the large trees.</p>
<p><img src="http://www.cgw.com/images/media/PublicationsArticle/1209/Avatar_05.jpg" alt="" width="450" height="231" /></p>
<p><em>Jake Sully (actor Sam Worthington) prepares to inhabit the avatar body resembling a Na’vi, seen forming in the tank behind. The color palette for the film reflects James Cameron’s fascination with the underwater world.</em></p>
<p>“We’d create large areas, and then on a shot-by-shot basis, would sculpt scenes to play well for the camera and the depth of the scene,” Williams explains. “All of our show is done inside Maya, and everything in the jungle is 3D, so when you move the camera around in Maya, you get a real 3D sense.”</p>
<p>To light and render the massive jungle, Weta implemented two techniques: stochastic pruning and spherical harmonics. The stochastic pruning threw away unnecessary geometry on the fly as a plant moved away from camera. “It might take a fern with a million polygons and push it back to a few pixels when it’s in the distance,” Saindon says.</p>
<p>Spherical harmonics, a technique used for real-time rendering in video games, made it possible to light the rain forest. “Basically, we store coefficients for angles,” Saindon says. “We calculate the harmonics for each individual plant, all the lighting angles, and store that on the geometry. That allows us to drop simple lights into the scene and still get proper occlusion from each plant. The plant does its own self-occlusion using its own harmonics, seeing what should be occluding what, and stores the information. That means we can light an entire jungle with one light. We could get complex lighting with a very simple setup. We couldn’t have done the movie without it.”</p>
<p>Even so, the data processing requirements for the show were enormous. In addition to the characters, Weta created volumetric explosions, fireballs, 3D water simulations, and other effects. “Joe [Letteri] set down the hard line,” Williams says. “He told us not to plan on cheating anything.” At one point during postproduction, the studio was generating 110gb of data an hour.</p>
<p>“Jim Cameron’s expectations are extremely high, and he demands a lot,” Rosenbaum says. “The scope of CG movies is getting so large and the time constraints too tight, that people tend to compromise, but Jim doesn’t compromise. He insists on a high standard. When I worked on The Abyss, it took us six months to create 90 seconds with the pseudopod. We went into it with the same question we had on this film: How the hell will we do this? And we had the same mind-set: We’ll put our heads together and figure it out. He’s always one to push a VFX company. And he certainly did it on this one.”</p>
<p><span style="color: #99ccff;">http://www.cgw.com/Publications/CGW/2009/Volume-32-Issue-12-Dec-2009-/CG-In-Another-World.aspx</span></p>
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		<title>James Cameron  Performance Capture re-invented   AVATAR -Interview</title>
		<link>http://www.digitalacting.com/2010/02/08/james-cameron-performance-capture-re-invented-avatar/</link>
		<comments>http://www.digitalacting.com/2010/02/08/james-cameron-performance-capture-re-invented-avatar/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 14:42:04 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>

		<guid isPermaLink="false">http://digitalacting.com/?p=109</guid>
		<description><![CDATA[Astonishing powers leaves nine teens in a bewildering saga of action and sci-fi thrill in I Am Number Four movie Avatar &#8211; on the Cutting Edge The director of Terminator and Titanic explains how movies will be transformed by motion-tracking and 3D technology Three-time Academy Award-winning director James Cameron is a pioneer in the field [...]]]></description>
			<content:encoded><![CDATA[<p>Astonishing powers leaves nine teens in a bewildering saga of action and sci-fi thrill in <a href="http://www.iamnumberfourfans.com/">I Am Number Four<br />
movie</a></p>
<h4>Avatar &#8211; on the Cutting Edge<img class="alignright size-full wp-image-115" style="margin: 10px 20px;" title="3d-cameron-spielberg" src="http://digitalacting.com/wp-content/uploads/2009/10/3d-cameron-spielberg.jpg" alt="3d-cameron-spielberg" width="375" height="258" /></h4>
<h5>The director of Terminator and Titanic explains how movies will be transformed by motion-tracking and 3D technology</h5>
<p><strong><em>Three-time Academy Award-winning director James Cameron is a pioneer in the field of motion capture. In the mid-&#8217;90s he used the nascent technology to create the massive crowd scenes and stunts in his blockbuster Titanic. These days he&#8217;s still at the cutting edge of the technology, but he prefers to call motion capture &#8220;performance capture&#8221; because, as he points out, &#8220;actors don&#8217;t do motion, they do emotion.&#8221;</em></strong></p>
<h6>Cameron is in the midst of his latest film project, Avatar, which is his most technologically innovative film to date. The futuristic movie about an ex-Marine will be released in 2009 simultaneously with a massive, multiplayer, video game based on the film.</h6>
<p><span id="more-109"></span></p>
<p><strong><em>Business Week couldn&#8217;t catch up to Cameron for a sit-down interview, since he&#8217;s busy creating Avatar, but reporter Aili Mc Connon was able to engage the director, via e-mail, in a discussion of how motion-capture technology has spurred innovation in cinema and made filmmaking more cost-effective. The following are excerpts from their virtual conversation:</em></strong></p>
<p><strong><em><br />
</em></strong></p>
<p><strong>What has motion capture meant to the film industry and to your work?</strong></p>
<p>Performance capture (Perfcap) in recent years has enabled such stunning [computer generated] characters as Gollum (in Lord of the Rings parts 2 and 3), &#8220;King Kong,&#8221; and Davy Jones (in Pirates of the Caribbean) to be brought to life. The technology is critical to the realization of my dream project, Avatar.</p>
<p>In fact, Avatar wasn&#8217;t possible when it was first written 11 years ago, and only through pushing the technology to new levels over the past year and a half have we reached the point where the film is finally possible to make.</p>
<p><strong>What innovations have you developed for Avatar?</strong></p>
<p>We have greatly enhanced the size of the performance-capture stage, which we call The Volume, to six times the size previously used. And we have incorporated a real-time virtual camera, which allows me to direct [computer-generated] scenes as I would live-action scenes. I can see my actors performing as their characters, in real-time, and I can move my camera to adjust to their performances.</p>
<p>In addition, we have pioneered facial performance capture, in conjunction with our visual effects partner, Weta Digital. This technique eliminates hours in the makeup chair, and various other discomforts, for the actors. Previously, actors needed to have hundreds of tiny spherical markers glued to their faces, and they couldn&#8217;t touch their own faces throughout the shooting day as a result. With the new system, a lightweight head-rig can be donned minutes before shooting.</p>
<p>We have had great success, and other filmmakers such as Steven Spielberg and Peter Jackson have worked on our virtual stage doing tests for their upcoming films, and given high praise to the system.</p>
<p><strong>Does the rig cover the whole head, including your face? Does it capture fine facial movements?</strong></p>
<p>The rig is a small skull cap, made from a cast of the actor&#8217;s head, so that it fits comfortably while being tight enough to avoid shifting. It acts as a base for a strut which resembles a concert microphone (visualize Madonna in concert), except instead of a mike in front of the face, it has a tiny camera. The key to it is the software, which interprets the movement of the actor&#8217;s face, pupils, and eyelid responses as the image flows in from the video feed of the head-rig camera.</p>
<p><strong><img class="alignleft size-full wp-image-118" style="margin: 20px;" title="avatar" src="http://digitalacting.com/wp-content/uploads/2009/10/avatar.jpg" alt="avatar" width="380" height="224" />In what directions do you see the technology going in the short term?</strong></p>
<p>Improvements to the software and higher computation speeds and storage densities will enable us to have more realistic environments and more refined facial emotions and hand movements. Hand movement, for example, is still at a crude state.</p>
<p>On Avatar, we&#8217;re working on-stage at a reality level equal to an &#8217;80s video game. At the end of the day, after a year and a half of post production, the images seen by audiences will be 100% photo-real, i.e. indistinguishable from photography. But for our day-to-day shooting, the image can be improved a lot.</p>
<p>Another area which needs improvement is the lighting. We need to improve its ability to handle cinematic lighting, the casting of shadows and so on. All of this can be improved as Moore&#8217;s Law raises the speed of processing and as upgrades to the software become available.</p>
<p>In addition, we&#8217;re developing ways for [computer-generated] characters to interact with actors who are being photographed on real, live-action set. We will have real-time stereo (three-dimensional stereoscopic, or 3D) composites of characters, which will be viewed by me in the eyepiece of the camera while I&#8217;m shooting a live-action scene. This will be revolutionary. We&#8217;re not quite there yet, but we hope to have that by August, in time for our live-action shoot in Wellington, New Zealand.</p>
<p><strong>Long term, what do you expect?</strong></p>
<p>I expect that more filmmakers will embrace the technique and apply it to different types of scenarios. For the creation of fantasy and science-fiction characters, Perfcap will largely replace makeup and prosthetics.</p>
<p>Actors need not feel threatened by this change in technology. It doesn&#8217;t replace acting, in fact it&#8217;s designed to empower the acting and directing process, as opposed to the traditional [computer-generated] animation process, which uses only the actor&#8217;s voice, and in which a committee of animators perform the character, operate the camera, and do the lighting.</p>
<p>I believe it will make fantasy filmmaking much more user-friendly for filmmakers, actors, and studios, and ultimately bring down costs. It&#8217;s just now possible to create photo-real human [computer-generated] characters, but it isn&#8217;t cost effective.</p>
<p>Many other fields, from medicine to automotive design, now use similar motion-capture systems (though on a smaller scale). Do you ever run across or dream up non-entertainment applications yourself?</p>
<p>I&#8217;m bore-sighted on the cinematic process. While one can generally imagine all the industrial and science applications, I&#8217;m not interested in developing them. However I can visualize a number of uses for the technique in advanced forms of entertainment, at theme parks and so on.</p>
<p><strong>What role will 3D play in the future of film?</strong></p>
<p>Here&#8217;s what can happen, although it&#8217;s too early to say if it will: 3D can become ubiquitous as digital cinema replaces film. As digital cinema rolls out, stereo follows—and in some cases leads the charge, as we have seen recently with the digital 3D releases of Chicken Little and Monster House forcing the installation of hundreds of new digital projectors.</p>
<h4><img class="size-full wp-image-110 alignright" style="margin: 10px 20px;" title="avatarset2" src="http://digitalacting.com/wp-content/uploads/2009/10/avatarset2.jpg" alt="avatarset2" width="315" height="472" /></h4>
<p>There will eventually be major titles available from all studios at some screens in almost all multiplex cinemas worldwide. I would say the ho</p>
<p>rizon for this is five years. 3D can become a fully accepted way in which audiences view movies. It will become another consumer choice, like premium or regular gas. The premium experience of 3D will be the preferred viewing experience for action, animated, fantasy, and science-fiction films.</p>
<p>3D&#8217;s broad acceptance at theaters will generate enough content that consumer-electronics manufacturers will make home players and monitors available. The technology exists now, but is not readily available as off-the-shelf products. 3D display will become a must for video and computer games.</p>
<p>In 20 years, stereo media may become the preferred method for displaying all information, including news and other broadcast media. The density of information one can place on a small screen becomes much higher if it&#8217;s stacked in three dimensions.</p>
<p>Is there something beyond 3D in film? Could we ever see in cinema the same kind of physical participation we&#8217;re starting to see in video-game consoles like Nintendo&#8217;s</p>
<p>Wii?</p>
<p>Imagine a movie in which the viewer is swept along by a narrative, following the action from place to place, but without the intervention of a camera. You can choose which character to watch in a scene, as if you&#8217;re an invisible witness standing there while a real event plays out. This is still years away, at a level of realism people would consider cinematic, but certainly not decades away.</p>
<p>I can imagine the dense fantasy worlds I like to create for movies having an equal or greater life in a world of interactive play, authored by others, in a partnership. Of course, add massive multiplayer capability to this, and people will never leave their homes.</p>
<p> Astonishing powers leaves nine teens in a bewildering saga of action and sci-fi thrill in <a href="http://www.iamnumberfourfans.com/">I Am Number Four<br />
movie</a> </p>
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		<title>Guillermo Del Toro On Making The Hobbit &#8211;Interview</title>
		<link>http://www.digitalacting.com/2009/11/06/guillermo-del-toro-on-making-the-hobbit-interview/</link>
		<comments>http://www.digitalacting.com/2009/11/06/guillermo-del-toro-on-making-the-hobbit-interview/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 20:23:01 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Matchmove // Performance Capture]]></category>

		<guid isPermaLink="false">http://digitalacting.com/?p=194</guid>
		<description><![CDATA[Eighteen months ago, Guillermo del Toro had a 10-year-plan. His life was mapped out, and it had nothing to do with JRR Tolkien’s lovingly rendered cartography of Middle-earth. “I was calmly laying out the next decade of my life when The Hobbit appeared,” he laughs. “I was preparing all these things and all of a [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Eighteen months ago, Guillermo del Toro had a 10-year-plan. His life was mapped out, and it had nothing to do with JRR Tolkien’s lovingly rendered cartography of Middle-earth. </strong><img class="alignright size-full wp-image-203" style="margin: 20px;" title="406nhobbit-group-the-lord-of-the-rings-posters" src="http://digitalacting.com/wp-content/uploads/2009/11/406nhobbit-group-the-lord-of-the-rings-posters.jpg" alt="406nhobbit-group-the-lord-of-the-rings-posters" width="420" height="428" /></p>
<p>“I was calmly laying out the next decade of my life when The Hobbit appeared,” he laughs. “I was preparing all these things and all of a sudden The Hobbit shows up and takes over my life.”</p>
<p>Make no mistake: The Hobbit is his precious. Del Toro knows more than anyone that this diptych could – should – define his career.<span id="more-194"></span></p>
<p>And so the director has been busy building a world that not only honours JRR Tolkien’s book and Peter Jackson’s Lord Of The Rings trilogy but will emerge assuredly, triumphantly, his own.</p>
<p>Our very own cuddly character, Jamie Graham, snuggled up to Del Toro at his Wellington base of operations, and talked exclusively about the biggest films of next decade.</p>
<p><strong>The Hobbit has taken much longer to design than your other movies…</strong></p>
<p><img class="alignright" style="border: 0pt none; margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-00-420-75.jpg" alt="" width="420" height="259" /></p>
<p>It took almost a year. Which for me is very, very long because normally I take about a third of that time to design movies like Hellboy. And if you actually take into account we have three or four times the number of artists… [chuckles].</p>
<p>We produced hundreds, literally hundreds, of drawings; dozens and dozens of maquettes; dozens of material tests. It’s epic. And we are still going to be designing into production…</p>
<p><strong>How did it work with the writing of the script? Presumably you’ve had as much input as Peter Jackson, Fran Walsh and Philippa Boyens?</strong></p>
<p><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-05-420-75.jpg" alt="" width="420" height="259" /></p>
<p>Many, many months ago we sat down to discuss the structure with 3in by 5in cards and we laid out the two movies.</p>
<p>We were meeting on a daily basis at 9am and we would go at it for hours, into the afternoon. Then in the afternoon I would go to check on design.</p>
<p>Then at one point we split into two teams: I did one pass at things and they did a pass at things; it’s pretty much the way I’m used to co-writing.</p>
<p>But I must say what was great and what made a big difference was the amount of great ideas that I felt were generated in a day – it was staggering.</p>
<p>We could have written three or four versions of The Hobbit [laughs].</p>
<p><strong>You mentioned the structure. Will the book make up the first movie, with the second movie plucked from the appendices and maybe even your imagination? Or will parts of the book be saved for the second movie?</strong></p>
<p><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-04-420-75.jpg" alt="" width="420" height="259" /></p>
<p>We are respecting the structure established by Professor Tolkien because the order of the adventures in The Hobbit is well known to generations and generations of kids. You don’t want to be moving stuff like that.</p>
<p>But we will be integrating Gandalf’s comings and goings because he does disappear in the book quite often.</p>
<p>So, as opposed to the book, we see where he goes and what happens to him</p>
<p><strong>You and Peter are both visionary filmmakers who will fight for those visions. What happens when you clash?</strong></p>
<p><strong><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-16-420-75.jpg" alt="" width="420" height="259" /></strong></p>
<p>So far we haven’t come to such a crossroads. We argue and we win at different stages. But I think Peter has been, so far, the perfect producer.</p>
<p>Two filmmakers have produced me in my life, both named Peter. One was Pedro Almodóvar and one is Peter Jackson.</p>
<p>Both times my experience has been that they are perfect producers because they understand the producer is not a producer/director.</p>
<p>A producer is a producer. If there’s an emergency, if everything goes wrong, then the producer can – and should – have a strong opinion.</p>
<p>But while everything is going well, on time, on budget and is creatively solid, there’s no need for that.</p>
<p><strong><br />
Presumably working with Peter is not that much different to working with Mike Mignola on the Hellboy movies?</strong></p>
<p><strong><br />
</strong></p>
<p>You nailed it. I’d say Mike is as opinionated as if he was another director because essentially he directs on the page. And Mignola, like Pedro and Peter, knows the process – they all know that at some point you’re going to be alone with the beast [laughs].</p>
<p>You’re going to be the guy and you can only trust your own instincts.</p>
<p>You’re not going to be making a phone call from a remote location to ask a question; you’re going to have to make a decision yourself.</p>
<p><strong>So how arduous has it been commuting between LA and Wellington? You’re now in New Zealand full-time, yes?</strong></p>
<p><strong><br />
</strong></p>
<p>Yes. I go to LA very seldom now. It is, however, an incredibly easy commute for me. I’m used to it. I’m used to London-LA and in the same way I’m used to Wellington-LA. I blob out on the plane [laughs] and I have 13 hours all to myself, so it’s a privilege.</p>
<p>I write, or prepare emails, or read, so it’s a really great working day.</p>
<p>And the great advantage between LA and Wellington is that you are essentially in your time zone. You lose a day but you go to sleep in your night in LA and you wake up the next morning in Wellington.</p>
<p><strong>Do you find time to sneak in the odd movie on the plane?</strong></p>
<p><strong><br />
</strong></p>
<p>I do! But I try to watch television mostly because it doesn’t need you to have a big screen!</p>
<p><strong>You love creating your creatures and obviously The Hobbit offers some great opportunities. There’s the dragon Smaug, the spiders of Mirkwood, the Wargs, Beorn the bear-man…</strong></p>
<p><strong><br />
</strong></p>
<p>The way I phrased it to Weta, I said we would keep the DNA in the same gene pool as the Rings trilogy, but that we would generate a different type of character. For example, in the trilogy most of the creatures are brutish or inarticulate.</p>
<p>In The Hobbit, the creatures speak: Smaug has beautiful lines of dialogue; the Great Goblin has beautiful lines of dialogue; many creatures do. So we had to design them with a different approach because you are not just designing things that are scary.</p>
<p>I also wanted some of the monsters in The Hobbit to be majestic.</p>
<p>I wanted the Wargs to have a certain beauty so that you don&#8217;t have a massively clear definition: what is beautiful is good and what is ugly is not. Some of the monsters are absolutely gorgeous.</p>
<p><strong>Smaug won’t be like the dragons in Reign Of Fire, say. Was it a big challenge to communicate his character?</strong></p>
<p><strong><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-13-420-75.jpg" alt="" width="420" height="259" /></strong></p>
<p>I think one of the designs I’m the proudest of is Smaug. Obviously he took the longest.</p>
<p>It’s actually still active: we’re finishing his colour palette and a little bit of the texture. But the bulk of the design took about a year, solid. It’s because of the unique features of the dragon.</p>
<p>Early in production I came up with a very strong idea that would separate Smaug from every other dragon ever made. The problem was implementing that idea. But I think we’ve nailed it.</p>
<p><strong>What was the idea?</strong></p>
<p><strong><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-02-420-75.jpg" alt="" width="420" height="259" /></strong></p>
<p>I cannot tell you what it was because it would be a massive spoiler! But I’m 100 per cent happy with Smaug. If there is such as thing as 110 per cent, then I’m there!</p>
<p><strong>What about the spiders? How faithful are they to Shelob from Return Of The King?</strong></p>
<p>Well, they are the progeny of Shelob, but Shelob was quite a promiscuous girl [laughs]. She mated with many partners. And insects and spiders are incredibly adaptable creatures. There will be spiders… [Laughs]</p>
<p>That sounds like a Paul Thomas Anderson s</p>
<p><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-19-420-75.jpg" alt="" width="420" height="259" /></p>
<p>equel: There Will Be Spiders! But they are visually quite striking and in a different way to Shelob.</p>
<p>I wish I could tell you more but I would be spoiling it again. They are very different. They are more creatures of the shadow, more creatures of the deep forest. They are not earth nesting. They are nesting in the canopies so physically they have adapted to that environment.</p>
<p><strong>Will the sequences involving Smaug and the spiders be genuinely scary?</strong></p>
<p>I think so. I hope so. At least that’s the way we’re approaching it. Every good children’s movie, be it early Miyazaki or Disney, always has a thrilling scene or two. When I read The Hobbit as a kid… Well, you have the moments like when Beorn has the heads of goblins on spikes outside his house [laughs].</p>
<p>Tolkien made no bones about that. There is no way to have a dragon attack a town that’s not scary. It’s the same for the spiders: there is no way of making giant spiders cocooning people so it would be gentle!</p>
<p><strong>Have you been studying real spiders? There are some big ones in New Zealand!</strong></p>
<p>We have been. We have a couple of the guys in the design team who are obsessed with spiders.</p>
<p>They actually do their own little documentaries and features and they go out and capture spiders and they shoot their mouthparts and this and that with macro-lenses.</p>
<p>The main problem with the spider designs is how do you translate the weight into a design so nimble or so long-legged, because a spider has long legs. With Shelob, she was quite low to the ground so she moved like a tank. Our spiders have to feel massive but be very nimble.</p>
<p><strong>Are you OK with the real spiders?</strong></p>
<p><strong><br />
</strong></p>
<p>No. I adore insects, and I’m completely fascinated by spiders… But I am completely and absolutely horrified by them, too [laughs].</p>
<p>It’s something that Peter and I share!</p>
<p><strong>How about the scale of The Hobbit? You’ve done big action sequences in Mimic, the Hellboy movies and Blade II, but you’ve never tackled anything like the climactic Battle of Five Armies…<br />
</strong></p>
<p><strong><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-14-420-75.jpg" alt="" width="420" height="259" /></strong></p>
<p>No – and I think that I’m really quite eager to go and do that. But at the same time there were so many battles in the trilogy. So one of the first things is how do we make the battles or the action in The Hobbit feel different from that?</p>
<p>Because it was fresh when the trilogy came out, to see those enormous valleys or fortresses being invaded by warriors.</p>
<p>But then after the trilogy you had Troy, Narnia, everything. It has become quite common seeing two massive CG armies attacking each other.</p>
<p>So we came up with a good solution, I think. It will make the battles stand out.</p>
<p><strong>Is it going to be more intimate?</strong></p>
<p><strong><br />
</strong></p>
<p>I wish I could spoil it! All I can say is that we have an incredibly good team of people who know we are not making another Rings. We are not trying to make a quadrilogy, or a pentilogy. We’re tying to make two films that flow with those but that stand on their own completely.</p>
<p>We want to avoid stuff that is not part of the DNA, that is not part of the lexicon, but we also don’t want people to feel “We’ve seen this”.</p>
<p>Except where that familiarity is comforting, like Hobbiton or Rivendell – then you want to feel like you’re coming back home to a movie that you love and cherish.</p>
<p><strong>Will you be using the same palette as the trilogy, dark and fertile?</strong></p>
<p><strong><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-03-420-75.jpg" alt="" width="420" height="259" /></strong></p>
<p>I think The Hobbit is a bit more colourful. And a bit more operatic. And whimsical. One of the things the book marks very strongly is the seasons, so we’re using that as the basis of our thought.</p>
<p><strong>Presumably it will also be a bit more magical? Have a stronger fairytale vibe?</strong></p>
<p>It is in many ways just what you enjoy in the book. You enjoy an almost chamber piece, like when the stone trolls talk about cooking the dwarves.</p>
<p><strong><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-17-420-75.jpg" alt="" width="420" height="259" /></strong><br />
It’s such a small piece but at the same time it’s magical and it’s almost a comedy, that you have these enormous creatures talking about cooking these dwarves!</p>
<p><strong>It wouldn’t be a Guillermo del Toro movie unless it possessed a poetic quality, surely?</strong></p>
<p>There is a lot of magic in the film. Peter has the eye of a strong historian, in the sense that the trilogy is incredibly accurate to a world that was created. He’s like an archaeologist who’s digging</p>
<p><strong><img class="alignright" style="margin: 20px;" src="http://mos.totalfilm.com/images/e/exclusive-guillermo-del-toro-interview-18-420-75.jpg" alt="" width="420" height="259" /></strong></p>
<p>something that existed. I think that The Hobbit has a little bit more poetic licence.</p>
<p>It has… How can I say it? It has a little bit more flamboyance.</p>
<p><strong>The Hobbit begins shooting in late spring 2010 and will open in 2011.</strong></p>
<p>http://www.totalfilm.com/features/guillermo-del-toro-on-making-the-hobbit</p>
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		<title>Mincho Marinov&#8217;s Wep Page</title>
		<link>http://www.digitalacting.com/2009/10/28/mincho-marinovs-wep-page/</link>
		<comments>http://www.digitalacting.com/2009/10/28/mincho-marinovs-wep-page/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 09:12:40 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>
		<category><![CDATA[Matchmove Data Intergation]]></category>
		<category><![CDATA[Motion Capture]]></category>

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		<title>Q&amp;A: King of Mo-Cap Andy Serkis on Digital Acting and Gollum&#8217;s Oscar Diss</title>
		<link>http://www.digitalacting.com/2009/10/27/qa-king-of-mo-cap-andy-serkis-on-digital-acting-and-gollums-oscar-diss/</link>
		<comments>http://www.digitalacting.com/2009/10/27/qa-king-of-mo-cap-andy-serkis-on-digital-acting-and-gollums-oscar-diss/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 11:05:50 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>
		<category><![CDATA[Motion Capture]]></category>

		<guid isPermaLink="false">http://digitalacting.com/?p=38</guid>
		<description><![CDATA[Andy Serkis is the reigning master of performance for motion-capture — the recording of an actor&#8217;s every move and facial nuance for use by animators to enliven CG characters. In his acclaimed star turns as the ring-addicted Gollum in the Lord of the Rings trilogy and the noble mega-ape in King Kong, 43-year-old Serkis invested [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Andy Serkis is the reigning master</strong> of performance for motion-capture — the recording of an actor&#8217;s every move and facial nuance for use by animators to enliven CG characters. In his acclaimed star turns as the ring-addicted Gollum in the <em>Lord of the Rings</em> trilogy and the noble mega-ape in <em>King Kong</em>, 43-year-old Serkis invested his digital roles with the power of old-school stagecraft at its best. The London-based actor has also recently ported his skills to the gaming world, appearing in the new PlayStation 3 title <em>Heavenly Sword</em>, which he co-produced. Now that even Angelina Jolie is getting in on the sensors-and-greenscreen action — for Robert Zemeckis&#8217; upcoming take on Beowulf — <em>Wired</em> spoke to Serkis about digital acting, the future of mo-cap, and why Gollum didn&#8217;t score an Oscar.</p>
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<strong>Wired:</strong> What tips would you offer an actor doing motion-capture for the first time?</p>
<p><strong>Serkis:</strong> For digital roles, the actor is manipulating their character like a puppet. It&#8217;s really useful to have time on a monitor to work with the CG model — to play around with your puppet before the actual shoot. It&#8217;s like having a third eye on yourself. Actors have to learn to demand that time.</p>
<p><strong>Wired:</strong> Did your role in <cite>Heavenly Sword</cite> expand over time, as in <cite>The Lord of the Rings?</cite></p>
<div><!-- Change id string '@videoPlayer=' to target specific video --></p>
<div><em>Heavenly Sword</em>: Motion Capture</p>
<div>For more, visit <a href="http://www.digitalacting.com/go.php?http://www.wired.com/video" title="(No click)">wired.com/video</a>.</div>
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<p><strong>Serkis:</strong> I got more and more involved in the character development and the writing. When I took the actors down to New Zealand to rehearse, we sat in a circle and performed the whole game, from beginning to end, as a play for each other. By treating it as theater, we could see how all the characters were inter related, figure out where scenes weren&#8217;t working, and feel the whole arc.</p>
<p><strong>Wired:</strong> Were you already an avid gamer when you took the gig?</p>
<p><strong>Serkis:</strong> No, but <cite>Heavenly Sword</cite> got me much more into it. I&#8217;m not bothered by hack-and-slash games, but what I really enjoy is being taken on a journey to other realities. I have a strong desire to create games from Shakespeare — play as Romeo, play as Juliet. <cite>Macbeth</cite> is an amazing story. Maybe I should be keeping these ideas to myself (laughing). One thing that&#8217;s going to change in the next few years is that scripts for games are going to come more from the dramatic arena. They&#8217;ll be more like film scripts. You can&#8217;t just come up with an idea for a game and stick the drama on top. It all has to be one driving thrust.</p>
<p><strong>Wired:</strong> While you were growing up, you spent a lot of time in the Middle East.</p>
<p><strong>Serkis:</strong> My father&#8217;s Iraqi — he&#8217;s a doctor, retired now. My mum moved me and my older sisters to London when I was a year old, but my father still had a practice in Iraq. I stayed in Baghdad every summer until I was 14. My dad&#8217;s sister is still there, but many of my relatives have managed to get out. People forget that there are still people there who are not radicalized in any particular direction, trying to live normal lives in a very difficult situation.</p>
<p><strong>Wired:</strong> What experiences in your early acting career prepared you to do motion-capture for Gollum and Kong?</p>
<p><strong>Serkis:</strong> My first job when I got my equity card was acting in 14 plays back-to-back. Playing that many roles, you look for ways of differentiating the characters physically, which goes hand in hand with understanding them psychologically. In 1992, I played a homeless kid called Dogboy in a play at the Royal Court Theatre called <cite>Hush</cite>. When his dog is killed, he allows the creature&#8217;s spirit to possess him, and he breaks into this middle-class household to avenge his spirit. I was naked for the entire performance. There was a lot of Dogboy in Gollum.</p>
<p><strong>Wired:</strong> Were you surprised at how much input you ended up having on <cite>The Lord of the Rings</cite>?</p>
<p><strong>Serkis:</strong> It was very much an organic process. I got a call from my agent who said, &#8220;They&#8217;re looking for someone to do a voice for a completely digital character. It&#8217;s going to be three weeks&#8217; work.&#8221; But then I met Peter Jackson, and he said, &#8220;No, we&#8217;re looking for someone to be Gollum on set, because we want real chemistry with the other actors.&#8221; I learned that the only way that I could generate Gollum&#8217;s voice was by fully inhabiting the character.</p>
<p>My first day, I was climbing down the side of a 6,000-foot volcano in a Lycra suit, and the crew was like, &#8220;We thought Gollum was going to be animated. Who the hell is this guy who looks like he just walked out of a fetish shop?&#8221; That was terrifying. But as everything came together — the motion-capture, rotoscoping, animation, voice and breath work — the process became very exciting. Nothing like it had ever really been done before.</p>
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<div><em>Heavenly Sword</em>: Bringing Cinematic Production to Gaming</p>
<div></div>
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<p><strong>Wired:</strong> Have years of cyber-acting changed your approach to stage acting?</p>
<p><strong>Serkis:</strong> It&#8217;s made me more still. My natural bent is to have an overabundance of energy, and motion-capture essentializes your every breath, your every move. Seeing yourself through that mask, you realize how far you can pull back and make the performance even more powerful.</p>
<p><strong>Wired:</strong> What&#8217;s on your wish list as a digital actor?</p>
<p><strong>Serkis:</strong> The environment you&#8217;re working in for performance-capture is very clinical. There&#8217;s no stimulation from sets or costumes; you&#8217;re working in a black box with lots of lights around you. I want to be able to shoot a scene in costume instead of a Lycra suit. We need motion-capture studios that let directors use lighting, back projection and other forms of stimulation to help the actors feel immersed in the world of the film.</p>
<p><strong>Wired:</strong> What projects are you working on now?</p>
<p><strong>Serkis:</strong> I&#8217;m in the early stages of a film called <cite>Freezing Time</cite> about Eadweard Muybridge, the Victorian photographer who was really the forefather of cinema. Digital animators still treat his images like the Bible. He was a very obsessed man. He tried to have a relationship with his wife, but it wasn&#8217;t fully consummated, so she ended up having an affair with this dashing guy called Harry Larkins. Muybridge shot him dead in a fit of jealousy but was acquitted because the murder was considered a crime of passion.</p>
<p>I&#8217;m also working on a movie called <cite>Inkheart</cite> with Brendan Fraser and Helen Mirren based on a book by Cornelia Funke, who is like the German J. K. Rowling. It&#8217;s about an antiquarian bookbinder who has the ability to &#8220;read&#8221; characters out of books. I play a very dark character called Capricorn who is accidentally read out of a book and doesn&#8217;t want to go back in. Then the bookbinder&#8217;s wife falls in. That&#8217;s coming out next year.</p>
<p><strong>Wired:</strong> You got dissed by the Academy because Gollum was considered a collaboration with the animators at Weta Digital. Will a CG character ever win an Oscar?</p>
<p><strong>Serkis:</strong> For <cite>The Elephant Man</cite>, a whole team of prosthetics artists worked on John Hurt&#8217;s character to help him create that performance. Whether or not the Academy can learn to see ones and naughts as a digital form of prosthetics — that is the question.</p>
<p>http://www.wired.com/entertainment/hollywood/magazine/15-10/pl_serkis</p>
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		<title>THE FUTURE OF MOTION CAPTURE</title>
		<link>http://www.digitalacting.com/2009/10/27/the-future-of-motion-capture/</link>
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		<pubDate>Tue, 27 Oct 2009 11:02:15 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>
		<category><![CDATA[Matchmove Data Intergation]]></category>
		<category><![CDATA[Motion Capture]]></category>

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		<description><![CDATA[THE FUTURE OF MOTION CAPTURE Heath Firestone In this article, I&#8217;m getting right at the meat of what technologies are, getting us closer to that goal, and what this really means for the future of not only motion capture filmmaking, which Steve Perlman of Mova (www.mova.com), refers to as volumetric cinematography, but also the impact [...]]]></description>
			<content:encoded><![CDATA[<h3><strong>THE FUTURE OF MOTION CAPTURE</strong><span style="color: #c0c0c0;"><br />
Heath Firestone</span></h3>
<table style="height: 71px;" border="0" cellspacing="0" cellpadding="0" width="14" align="left"></table>
<p style="text-align: left;"><img class="alignleft" style="border: 5px solid black; margin: 5px 10px;" src="http://www.postmagazine.com/Media/PublicationsArticle/House%20of%20Moves.jpg" alt="" width="250" height="177" align="left" />In this article, I&#8217;m getting right at the meat of what technologies are, getting us closer to that goal, and what this really means for the future of not only motion capture filmmaking, which Steve Perlman of Mova (www.mova.com), refers to as volumetric cinematography, but also the impact it will have on live-action films and mixed media films, like James Cameron&#8217;s upcoming Avatar. Mocap is finally coming of age, but the future will be even more exciting.</p>
<p>In the simplest terms, the future of mocap will be a seamlessly integrated motion capture experience where the limitations imposed by current technologies are overcome and the mocap process blends into the background. This will allow us to capture full body and facial motion data, as well as capture the movement and texture of real clothing, skin, props, and environments, while permitting realtime compositing or superimposing with live-action elements.<br />
<span id="more-252"></span><br />
The idea is to create a mocap environment with all of the advantages of traditional filmmaking — with few of the drawbacks and incredible flexibility in post — not available in traditional cinematography. This is an ambitious though daunting order, but it may not be far off.<br />
<strong><br />
NEW WAY OF VIEWING MOCAP</strong></p>
<p>Traditionally, mocap has been viewed as the capture of body and facial motion, translated into animation that drives the motion of 3D characters. While this is still a very big part of mocap, in reality, it goes far beyond character animation. Motion capture often starts with capturing body and facial data, but in many cases, virtual cameras also simultaneously use motion capture to create a perspective and live preview of the actions being performed by the actors. In post production, additional camera motion tracking may be used to set up camera placement and movements. Since each element can be manipulated independently, replacing dialogue, or doing reshoots may only require mocap for one character since the existing mocap for all other characters likely does not need to be changed.</p>
<p><strong>MIXED MEDIA MOCAP</strong></p>
<p>While directors like Robert Zemeckis have embraced mocap for every aspect of their filmmaking environment, others, like James Cameron have used it in conjunction with traditional live-action environments and actors. This creates a whole new set of challenges, but also opens up a lot of new opportunities for interactively combining live-action characters with mocap characters. Glenn Derry, virtual production supervisor on James Cameron&#8217;s Avatar (December 2009) explains that although the movie is being filmed with the stereoscopic Pace Cameron Fusion camera system, and works with live-action characters, 75 percent of the movie is virtual. In order to achieve their filming style, they have had to develop a number of tools that allow them to mix live-action actors with mocap virtual characters, as well as combine traditional sets with virtual environments. For example, if they were filming a scene in which an avatar is interacting with an actor, they might be working on location, but using a motion capture set-up that combines an active optical marker tracking system, with inertial sensors, and camera tracking.</p>
<p>Cameron called on Atlanta- and LA-based Giant Studios (www.giantstudios.com)  for its proprietary, realtime mocap technology. The Avatar stage is in Playa Vista, CA.<br />
Derry describes their shooting workflow as very director-centric, meaning they use a digital camera with a virtual eyepiece, which shows a live view of the combined superimposition of the live-action elements along with the virtual characters, which are being rendered and superimposed in realtime, as well as composited greenscreen elements, whose movements are matched to the camera movements based on realtime camera tracking. In other words, the director sees all of the elements of a shot combined in realtime, for a live preview. In this way, the director chooses his shots during filmmaking, which has the advantage of the actor acting for the camera. This can be helpful since an actor adjusts the size of his movements based on the framing of the camera. It is also necessary to use this approach when combining live-action characters since the view of them is fixed by the position of the camera while filming the live-action sequences.</p>
<p>In many ways, they are already achieving many of the goals of future mocap in that they have broken free from filming in a mocap volume. They have done this by combining multiple technologies, and have also succeeded in realtime preview of the superimposed images, making many aspects of the motion capture, just part of the background process.<br />
what&#8217;s new?</p>
<p>There are several new technologies that promise greater accuracy and resolution. Others offer better realtime preview and data management, while others offer the flexibility to do them anywhere. Some even approach the capture from a completely different perspective, and promise to capture the motion and texture of cloth and skin, while having scalable resolution options.<br />
<strong><br />
HMC</strong></p>
<p>When I visited ImageMovers Digital (www.imagemoversdigital.com) and the set of Robert Zemeckis&#8217;s A Christmas Carol this past April, I got to see all of their new toys, including their new facial motion capture system, the HMC or Helmet Mounted Camera set-up, which they developed with Vicon. The HMC is a system with four small cameras attached to small booms, placed low on the face, just below the view of normal visual perception. These are mounted to a lightweight skullcap helmet. This captures multiple perspective video of black dots marked on the actors&#8217; faces, which allows for individual facial motion tracking data to drive the facial motion of an individual character. This can significantly speed up the post process by requiring fewer cameras to capture body motion and keeps the facial motion data for each character separate. This allows for much more reasonable amounts of data to track, solve and retarget. This also helps with realtime preview since selectively, only the body motion has to be solved. It also is useful for early versions of scene renders since facial animation can be postponed until camera positioning and movement have been determined.</p>
<p>The HMC is not dependent on a capture volume, since the cameras go with the actor  and don&#8217;t require any sort of fixed stage. This could ultimately be used to drive the facial movement of a character interacting on a normal set or location, assuming facial replacement is the only requirement.</p>
<p>The HMC isn&#8217;t the only kid on the block, though. Glenn Derry has been using a single camera facial capture rig they call Headrigs, in Avatar, which predates the HMC. &#8220;It also employs a skullcap helmet, but uses a single camera mounted from the side like a headset microphone,&#8221; he says.</p>
<p>While lacking the multipositional perspective for tracking, as well as the resolution of a four-camera system over a one camera system, it makes up for it with realtime facial motion solving and playback, which Derry explains is what is most important for their application, and provides them with the results they need in their streamlined, realtime workflow.</p>
<p><strong>RESTROSPECTIVE VERTEX TRACKING</strong></p>
<p>Mova&#8217;s Steve Perlman has created a unique approach, using some new and existing technologies, which has some real potential to do things that haven&#8217;t really been done before… at least not like this. The Contour Reality Capture system takes a bit of a step backwards, in that, for now, anyway, it places the actor in a very limited environment, similar to the earliest days of facial mocap where the actor had a very limited range of movements. From there, however, it takes a couple of big steps forward, and assuming they can increase the volume to a reasonable size, it could have a big impact on the mocap industry.</p>
<p>The system uses some tried and true concepts, but uses them in a unique way. Several high resolution black and white cameras set in sync with UV lights flickering 120 times a second to capture the phosphorescent glow of UV makeup applied to skin, and UV dye applied to clothing. These multiple perspective cameras will act as the motion capture sources, but the points that are being tracked haven&#8217;t yet been determined.</p>
<p>Using a technique referred to as Retrospective Vertex Tracking, Mova&#8217;s software uses pattern tracking of the random pattern made by the sponge application of the phosphorescent make-up on the skin. Since the points that are tracked aren&#8217;t determined until post, different resolution solves can be made based on the need for more or less resolution, and greater resolution can be applied on areas of the face that need more tracked points. Because of the way it chooses tracked points, it has potential of having much higher resolution solves that traditional tracking marker systems.</p>
<p>At the same time, a UV image is being captured for motion capture. Several regular color cameras are set directly out of sync with the UV lights, but in sync with 5600K fluorescent bulbs. These effectively capture the texture map images which are projected back onto the 3D mesh, basically translating the video into a 3D video of the person&#8217;s face, adding  some of the subtle details like minor wrinkles and semi transparent skin.<br />
These are things that don&#8217;t register in mocap, but can be seen on video. The result is a 3D mocap, which looks very real. This also works with fabrics and uses no visible markers.</p>
<p><strong>THE FUTURE OF MOCAP VOLUMES</strong></p>
<p>While the ability to capture motion data outside of a mocap volume is critical for some applications, the mocap volumes still have big advantages in terms of accuracy and the ability to view multiple subjects from any angle. This is what still makes them the tool of choice for non-mixed media apps. With this in mind, those who use passive-optical-based mocap volumes are constantly improving and upping the ante with their stages. An example of this is Vicon&#8217;s House of Moves (www.moves.com), which has just completed construction on their new mocap volume.</p>
<p>Their new stage can be configured in 30-x-50-feet for full body capture only, or 30-x-30-feet for full body, plus facial and finger capture. This stage differs from their old stage in that it is all white, with 270 near infrared cameras, which is more comfortable to work in since it is easier on the eyes. More importantly, however, was the design of the volume as a traditional soundstage in that it is sound proofed and designed to capture production grade audio, eliminating the need for most ADR.</p>
<p>The cameras are configured in two separate systems so that finger and facial capture is separate from the body motion capture. This allows Autodesk Motion Builder to be used to drive the animation of a virtual character in realtime. They have streamlined their workflow to timecode sync video, animation and audio, and have integrated custom virtual camera rigs with realtime preview to allow the director a tactile, interactive perspective. Hand-held virtual cameras add to the functionality. In addition, Vicon has integrated greenscreens in their volumes for intermixing live-action characters with motion capture characters.</p>
<p>Imagemovers Digital&#8217;s mocap stage, which was built for A Christmas Carol, also uses near infrared lighting, but had a separate truss system built for wirework so the mocap cameras wouldn&#8217;t be effected by truss movement. Instead of upping the camera count, they relied on 100 cameras, using the HMCs for facial motion capture. Lightstorm Entertainment in conjunction with Giant Studios also relies heavily on mocap volumes, using a 70-x-36-foot volume for performance capture for Avatar, and use a single camera facial capture system they call Headrigs.</p>
<p><strong>JUST THE CAMERA PLEASE</strong></p>
<p>One of the areas of motion capture, which is seeing a rapid increase in demand, has nothing to do with character animation and everything to do with camera placement and movement. This is camera tracking, which has actually been around for a while now, originally used for greenscreen apps so virtual cameras would match the live-action camera movements for compositing live-action characters into 3D environments. Now, however, some of the same systems, like Intersense&#8217;s IS900 studio camera tracking system, are being used by directors like Zemeckis to set up camera angles and movements in post.</p>
<p>When it comes time in the post process to bring in the camera, Zemeckis breaks out his IS900, which he has hooked up to three machines. Then, one at a time, he uses the virtual camera to frame his shots and create camera movement. He moves from one computer to another so he can optimize his time, allowing each 3D artist to tweak the movements while he sets up the next shot. In this way, he knows that the shot he is working with is a perfect take, so he can focus all of his attention on getting the right angle, framing and movement. It is a critical part of his post workflow.</p>
<p>Traditional passive optical mocap stages all use specialized virtual camera rigs that act as a physical representation of a virtual camera with some camera and navigation controls. These feed a viewfinder playing back the virtual camera&#8217;s view. Some directors prefer to set up their shots as they record the motion capture, whereas others prefer to focus on the capture and deal with the camera set-up details in post. Each has its advantages, and represents different directing and workflow styles and preferences.</p>
<p><strong>INERTIAL TRACKING</strong></p>
<p>Inertial tracking is another mocap technique that is seeing greater implementation. Inertial trackers generally work by having accelerometers and gyroscopes in them that detect motion in any direction along any axis. These provide all sorts of useful information. These sensors can be used independently, with inertial trackers placed at joints and other logical locations on a motion capture suit, like those used by Moven. Or they can provide supplemental information when used with optical systems to provide directional information to help with solving tracking points when they have been blocked from view. Intersense uses a combination of acoustic tracking and inertial trackers in their IS900 camera tracking system.</p>
<p>The advantage inertial sensors have over most other motion capture systems is that they can provide 3D movement data for each inertial sensor without having to be observed by outside sources, like cameras in optical systems or acoustic sensors in acoustic systems. They can be used under clothing, and in most shooting environments. The limitation is: they work well for body capture, but have no solution for facial capture and aren&#8217;t practical for finger capture. Used in conjunction with other technologies, however, they have a lot of potential for use in mocap production.<br />
<strong><br />
NEXT-GEN WORKFLOW</strong></p>
<p>In many ways, the techniques used by James Cameron on Avatar, now being employed by Weta Digital for Steven Spielberg and Peter Jackson&#8217;s latest mocap film, Tintin, is a model of what can be expected to come. On Avatar, the approach is to shoot everything in the same way as you would a normal movie. What they have done, however, is mix in the mocap technologies and feed the characters and environments created in 3D, which are driven by the camera tracker and performance mocap, back into the viewfinder in a live environment in realtime.</p>
<p>The director knows what he is shooting and how it will all be composed when completed. In fact, as they are filming the movie, Cameron is cutting the film, so what is sent off to Weta has already been cut to the frame. This director-centric approach gives the director a very tangible view of what he is capturing. What is lost is the freedom that you have in a completely mocap production. In essence, each of these tools had been designed to best suit both the production style of the directors and, more importantly, work within the environment, restrictions, and requirements demanded.</p>
<p><strong>BIGGER, BETTER, FASTER</strong></p>
<p>As it stands, in the world of mocap there is always a tug of war between increased accuracy and realtime performance. The greater the resolution and number of cameras, the more points can be captured with greater the accuracy of the points and the reduced incidents of occlusion. Unfortunately, this comes at the cost of realtime preview. The flexibility of shooting anywhere, especially outside of a soundstage or volume restricts the normal flexibility of 3D motion capture in that it often solves only the mocap from certain perspectives, which is fine when you are mixing with a traditional camera since its perspective is determined at the time of recording.</p>
<p>As processing gets faster and the tools, which combine multiple technologies, are developed, we can expect higher resolution while still providing realtime playback. There will also be a larger number of tools, and a larger pool of talent. The systems will be more flexible, quicker to set up, provide more accurate data, and provide more integrated workflows.</p>
<p><strong>WHAT IT ALL MEANS</strong></p>
<p>As technical as motion capture is, ultimately you will hear the same thing from virtually all camps, &#8220;It&#8217;s all about story.&#8221; The purpose of these technologies is to allow us to create characters and effects that we could not do before, and do it more realistically and efficiently than ever before. They allow us to create and interact with virtual worlds and blend the lines between reality and fantasy. The tools are becoming more flexible, more powerful and are changing the way a lot of films are being made.</p>
<p><em>Heath Firestone is a producer and director for Firestone Studios LLC (www.firestonestudios.com), which specializes in mixed media 3D compositing and camera tracking.</em></p>
<p><span style="color: #99ccff;">http://www.postmagazine.com/ME2/dirmod.asp?sid=&amp;nm=&amp;type=Publishing&amp;mod=Publications::Article&amp;mid=&amp;tier=4&amp;id=EBB3ED7515214734AA0BAA618B57011E</span></p>
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		<title>Tracking hands, Camera &amp; Projection // The thrilling potential of SixthSense technology &#8211;Video</title>
		<link>http://www.digitalacting.com/2009/10/20/tracking-hands-camera-projection-the-thrilling-potential-of-sixthsense-technology-video/</link>
		<comments>http://www.digitalacting.com/2009/10/20/tracking-hands-camera-projection-the-thrilling-potential-of-sixthsense-technology-video/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 11:37:50 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Matchmove // Performance Capture]]></category>

		<guid isPermaLink="false">http://digitalacting.com/?p=218</guid>
		<description><![CDATA[At TEDIndia, Pranav Mistry demos several tools that help the physical world interact with the world of data &#8212; including a deep look at his SixthSense device and a new, paradigm-shifting paper &#8220;laptop.&#8221; In an onstage Q&#38;A, Mistry says he&#8217;ll open-source the software behind SixthSense, to open its possibilities to all. http://www.ted.com/talks/pranav_mistry_the_thrilling_potential_of_sixthsense_technology.html number of view: [...]]]></description>
			<content:encoded><![CDATA[<p><!--copy and paste--><object style="width: 500px; height: 402px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="500" height="402" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="play" value="false" /><param name="loop" value="false" /><param name="wmode" value="transparent" /><param name="flashvars" value="vu=http://video.ted.com/talks/dynamic/PranavMistry_2009I-medium.flv&amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/PranavMistry-2009I.embed_thumbnail.jpg&amp;vw=432&amp;vh=240&amp;ap=0&amp;ti=685&amp;introDuration=16500&amp;adDuration=4000&amp;postAdDuration=2000&amp;adKeys=talk=pranav_mistry_the_thrilling_potential_of_sixthsense_tec;year=2009;theme=design_like_you_give_a_damn;theme=new_on_ted_com;theme=tales_of_invention;theme=the_creative_spark;theme=what_s_next_in_tech;theme=a_taste_of_tedindia;theme=ted_under_30;event=TEDIndia+2009;&amp;preAdTag=tconf.ted/embed;tile=1;sz=512x288;" /><param name="src" value="http://video.ted.com/assets/player/swf/EmbedPlayer.swf" /><param name="bgcolor" value="#ffffff" /><embed style="width: 500px; height: 402px;" type="application/x-shockwave-flash" width="500" height="402" src="http://video.ted.com/assets/player/swf/EmbedPlayer.swf" bgcolor="#ffffff" flashvars="vu=http://video.ted.com/talks/dynamic/PranavMistry_2009I-medium.flv&amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/PranavMistry-2009I.embed_thumbnail.jpg&amp;vw=432&amp;vh=240&amp;ap=0&amp;ti=685&amp;introDuration=16500&amp;adDuration=4000&amp;postAdDuration=2000&amp;adKeys=talk=pranav_mistry_the_thrilling_potential_of_sixthsense_tec;year=2009;theme=design_like_you_give_a_damn;theme=new_on_ted_com;theme=tales_of_invention;theme=the_creative_spark;theme=what_s_next_in_tech;theme=a_taste_of_tedindia;theme=ted_under_30;event=TEDIndia+2009;&amp;preAdTag=tconf.ted/embed;tile=1;sz=512x288;" wmode="transparent" loop="false" play="false"></embed></object><br />
<span id="more-218"></span>At TEDIndia, Pranav Mistry demos several tools that help the physical world interact with the world of data &#8212; including a deep look at his SixthSense device and a new, paradigm-shifting paper &#8220;laptop.&#8221; In an onstage Q&amp;A, Mistry says he&#8217;ll open-source the software behind SixthSense, to open its possibilities to all.</p>
<p>http://www.ted.com/talks/pranav_mistry_the_thrilling_potential_of_sixthsense_technology.html</p>
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		<title>Watchmen //Digital Acting of Dr. Manhattan // Making of &#8211;Video</title>
		<link>http://www.digitalacting.com/2009/10/19/watchmen-digital-acting-of-dr-manhattan-video/</link>
		<comments>http://www.digitalacting.com/2009/10/19/watchmen-digital-acting-of-dr-manhattan-video/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 15:04:02 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
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		<title>How Benjamin Button got his face //Making of &#8211;Video</title>
		<link>http://www.digitalacting.com/2009/10/19/how-benjamin-button-got-his-face/</link>
		<comments>http://www.digitalacting.com/2009/10/19/how-benjamin-button-got-his-face/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 15:02:18 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
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		<title>Pirates of the Caribbean //Digital Acting of Davy Jones //Making of &#8211;Video</title>
		<link>http://www.digitalacting.com/2009/10/19/pirates-of-the-caribbean-digital-acting-of-davy-jones-video/</link>
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		<pubDate>Mon, 19 Oct 2009 15:02:14 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>

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		<title>Looking CG Treasure From Dead Man’s Chest  ILM raises the character animation bar with Pirates of the Caribbean: Dead Man’s Chest, and Bill Desowitz gets an overview from John Knoll and Hal Hickel.</title>
		<link>http://www.digitalacting.com/2009/10/19/looking-cg-treasure-from-dead-man%e2%80%99s-chest-ilm-raises-the-character-animation-bar-with-pirates-of-the-caribbean-dead-man%e2%80%99s-chest-and-bill-desowitz-gets-an-overview-from-john-knoll-a/</link>
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		<pubDate>Mon, 19 Oct 2009 14:12:03 +0000</pubDate>
		<dc:creator>mincho</dc:creator>
				<category><![CDATA[Digital Acting]]></category>
		<category><![CDATA[Matchmove // Performance Capture]]></category>
		<category><![CDATA[Motion Capture]]></category>

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		<description><![CDATA[When undertaking back-to-back sequels to Disney’s surprise blockbuster, Pirates of the Caribbean: The Curse of the Black Pearl, Industrial Light &#38; Magic quickly realized that it neWith the help of the Imocap system, Bill Nighy’s creepy Davy Jones is the next great CG performance after Gollum and King Kong. All images © 2006 Disney Enterprises [...]]]></description>
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<p><span id="intelliTxt">When undertaking back-to-back sequels to Disney’s surprise blockbuster, <em>Pirates of the Caribbean: The Curse of the Black Pearl</em>, Industrial Light &amp; Magic quickly realized that it ne</span><span>With the help of the Imocap system, Bill Nighy’s creepy Davy Jones is the next great CG performance after Gollum and King Kong. All images © 2006 Disney Enterprises Inc and Jerry Bruckheimer, Inc. Photo credit: ILM.</span></p>
<p><span id="more-62"></span><span id="intelliTxt">eded to significantly raise the bar. Not only did the shot count triple from 324 to 979 on this summer’s record-breaking <em>Dead Man’s Chest</em>, but also the CG creatures were more complex and closer to the action. This required several R&amp;D wrinkles and getting the creature pipeline up to speed on the new Zeno platform in San Francisco.As most of you have seen by now, the results of the character animation are very impressive. They’ve already begun talking about the creepy Davy Jones as the next great CG peformance beyond Weta’s <a href="http://www.digitalacting.com/go.php?http://vfxworld.com/?sa=adv&amp;code=1e242f07&amp;atype=articles&amp;id=1968" title="(No click)">Gollum</a> and <a href="http://www.digitalacting.com/go.php?http://vfxworld.com/?sa=adv&amp;code=1e242f07&amp;atype=articles&amp;id=2724" title="(No click)">King Kong</a>. Lord of the Deep and commander of the mysterious Flying Dutchman ghost ship, Jones is a delicious mutation: part human and part squid, with a beard full of wiggly tentacles, and crab-like claws.</span></p>
<p>Unable to rely on traditional MoCap or hand animation, ILM created an innovative new system called Imocap that allowed onset and on location motion capture to elicit the most believable look and performance possible out of actor Bill Nighy.</p>
<p>“The characters required a lot of careful examination of human performances and then trying to combine that with the animation,” explains animation supervisor Hal Hickel. “We knew that there were going to be actors cast to play Davy Jones and his crew, and that those actors would be on set in the plates that we were going to be put those CG characters into and that somehow we had to extract the motion of the performances without having to reshoot later. We didn’t want to bring the mocap stage onto the set. So the R&amp;D and MoCap groups came up with a solution: special [sensor-studded] suits that would be worn by Bill Nighy and other actors playing his crew. We would take reference cameras onto the sets and untethered cameras out on location with lightweight tripods and position them at angles off of what the main taking camera was seeing. This allowed us to track the movements and provided great data from the hero plates with the actors in them, casting their real shadows and making good eye contact with the live actors, and then we were able to extract their motion and apply it to our CG characters and put those characters right on top of the actors. There’s still a lot of animation artistry in there because there’s a lot of interpretation. This is just about getting the skeletal motion of the character; we still did all of the facial animation by hand [in Zeno].”</p>
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<td align="center"><span>A second R&amp;D project at ILM involved creating Davy Jones’ tentacle beard itself. Many tests were done to get the behaviors right.<br />
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<p><span id="intelliTxt"><span id="intelliTxt">But more about Imocap in part two. Suffice it to say, Davy Jones is the most complex and human looking CG character in <em>Dead Man’s Chest</em> — and he’s all-CG. The animators incorporated as much of Nighy’s face as possible. However, the eyes proved to be an interesting test case. “As a backup, [director] Gore [Verbinski] asked us to put some makeup in a T-zone around his eyes and mouth, in case he wanted to do a blend for an extreme close-up,” Hickel continues. “But we never used it. We knew it would be difficult, but we figured we could get there pretty quickly. What was just as difficult was the whole spark of life. There’s always that last percent of realism that’s hardest to capture. The closer you get to the goal of it being real enough that people will stop worrying about it and thinking about it, the more glaring the omissions are. On top of which, there’s the gray area of his performance. The thing about Bill was he wasn’t a stone-faced villain. It was a very mercurial performance — he was constantly changing his expression and delivery. Nobody expected it. Every scene we’d stare at it and study it. I know there are animators that are leery of any technique that takes away some of their authorship. I totally understand that. Pure animation is wonderful. But I also think the collaboration between an animator and a live actor is an exciting thing too. I imagine it’s what makeup artists feel.”Zeno added an additional challenge. ILM came into <em>Dead Man’s Chest</em> with only a small portion of its creature pipeline function intact<em>. <a href="http://www.digitalacting.com/go.php?http://vfxworld.com/?sa=adv&amp;code=1e242f07&amp;atype=articles&amp;id=2547" title="(No click)">War of the Worlds</a></em> and <em><a href="http://www.digitalacting.com/go.php?http://vfxworld.com/?sa=adv&amp;code=1e242f07&amp;atype=articles&amp;id=2569" title="(No click)">The Island</a></em>, the two previous projects done with Zeno, were primarily hard surface works. The creature work on those didn’t need cloth, sim, flesh or hair. A large part of the effort was re-enabling the pipeline, particularly the facial animation.</span></span></p>
<p>Meanwhile, the second R&amp;D project involved the tentacle beard itself. “Our R&amp;D folks worked with James Tooley, our sim guru [creature development supervisor], and Karin Derlich [creature technical director], who came up with behaviors,” Hickel adds. “And we’d do tests and I’d say, ‘This one is too tentacly and this one feels too much like an elephant’s trunk and this one feels too much like a snake.’ We would look at tons of octopus references. After we got it, then those behaviors were added to the solver through what we call ‘Joint Motors,’ so all the tentacles were divided into little joint segments and each segment was essentially a little motor that was directed to move this way or that way. So those joint motor impulses were sent out at the same time the tentacles were receiving force information: I need to swing this way, I need to swing that way… and so it would all happen together.</p>
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<td align="center"><span>The crew of The Flying Dutchmen features a cast of characters with visual references to the ocean and its creatures, including coral, sea sponges, barnacles, mussels, hammerheads and puffer fish.<br />
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<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span><span id="intelliTxt">“Once we added those behaviors to our sim engine, the last thing we needed was something called ‘Sticktion,’ which is a combination of friction and stickiness. The problem was that without Sticktion, the tentacles would just slide onto each other. We really wanted them to be this heap of viscous tubes that would stick to each other and stick to his chest. And the ones at the bottom of the stack would stick there in a big matte. The biggest ones out in front that hang from his chin and moustache-like tentacles could really swing around.” </span></span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">“Imagine a piece of spaghetti sticking to a leather jacket,” suggests visual effects supervisor John Knoll. “That was the effect I wanted to get. R&amp;D added this subtle stickiness to the engine.” </span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">“The great thing,” Hickel continues, “is that as complicated as it was, once Karin came up with basic settings for all of the controls, the sim artists got up and running very quickly. I’m pretty amazed by that, actually, because this was very stressful for me. Back in December, when we really didn’t have this working yet, there was no plan B. We couldn’t animate it by hand and we looked at other sim possibilities, but they didn’t achieve what we had in mind. There are more than 200 shots and 15 minutes of screen time of Davy and we had only one artist who knows how to do this.” </span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">With as many as 50 animators working together on a total of 18 CG characters, there were plenty of technical and artistic challenges. “What makes these characters so complicated is that they are encrusted with sea life and we had to figure out ways to cover them with barnacles and such,” Hickel observes. “We wrote tools that the modelers used where they had a sea life picker, where they could pick a mussel or a barnacle. As our model supervisor, Jeff Campbell, said, it was a little like flower arranging. And they also used ZBrush for displacement textures for the sea life and for the characters themselves and our usual suite of modeling and paint tools.” </span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">The crew of The Flying Dutchmen include Ogilvey, who has a sea sponge head; Palafico, whose head is a red fan coral and very translucent; Koleniko, in which one side of his face is a puffer fish and can puff up with spines; and Knoll’s favorite: a crab-like creature whose head rotates in and out of the shell. </span></p>
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<td align="center"><span>The Kraken’s tentacles modeled in Maya. The creature was keyframe animated with some flesh sim enhancements in Zeno, courtesy of the new creature pipeline.<br />
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<p><span id="intelliTxt"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">Then there’s the Kraken, the mythological squid monster that most are familiar with from <em>20,000 Leagues Under the Sea</em>, which plays a prominent role in <em>Dead Man’s Chest</em> as the instrument of Jones’ destruction. Tentacles were crucial here as well. Modeled in Maya, the Kraken was keyframe animated with some flesh sim enhancements in Zeno, courtesy of the new creature pipeline. They even had to procedurally tweak the suckers on each row of tentacles because they were too clean looking, so they randomly replaced suckers that were more rough and worn looking. </span><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">Utilizing ILM’s new fluid dynamics engine, developed in cooperation with the Stanford University research program, <em>Dead Man’s Chest</em>, like <em><a href="http://www.digitalacting.com/go.php?http://vfxworld.com/?sa=adv&amp;code=1e242f07&amp;atype=articles&amp;id=2879" title="(No click)">Poseidon</a></em>, contains improved CG water, in which nifty algorithms are put through multiple processors. And thanks to Zeno, which has been described as “Maya on steroids,” you can introduce particle controls, Soft Body, Rigid Body controls and other techniques. </span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">“We started out in parallel with <em>Poseidon</em>, but they got into a bit of a crisis and we loaned them my entire water crew,” Knoll admits. “They wrapped in April and I got them back to finish my shots. They really pushed the envelope. The development they did at the end of <em>Poseidon</em> really paid off here. We did a lot of difficult water shots right up to the last day. The crew really knew what nobs to turn to get it to look good. We used CG water around the bases of the tentacles when they’re sloshing back and forth underwater. The Flying Dutchman travels underwater and reaches the surface like a submarine, so those shots were done with CG water as well, and the Dutchman is 380 feet long. We got realistic droplet size and realistic dispersion of particles.” </span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">The scenes on Cannibal Island, where Captain Jack Sparrow (Johnny Depp) narrowly escapes, contain a large number of shots where you see different variations of the same view under different lighting conditions, so Knoll and matte supervisor Susumu Yukuhiro needed to think about a 3D solution. “We saw ads for a product called Vue. It’s designed for organic landscapes and getting realistic renders. We started playing around with it and it became our primary tool for big, exotic landscapes.” </span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">Overall, Knoll believes <em>Dead Man’s Chest</em> takes character animation another step forward at ILM, especially considering Nighy’s performance. “There are not as many shots numerically as on Sith, but it’s [a greater accomplishment] in terms of the amount of shots in the time that we had. <em>Sith</em> had 2,400 shots in about two years and this had 1,000 shots in about five months, but the average shot complexity was higher than on <em><a href="http://www.digitalacting.com/go.php?http://vfxworld.com/?sa=adv&amp;code=1e242f07&amp;atype=articles&amp;id=2497" title="(No click)">Star Wars</a></em>.” </span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><br />
<span style="color: #000000;"><span><strong>Looting CG Treasure From <em>Dead Man’s Chest</em> — Part 2</strong></span><br />
<span>Bill Desowitz concludes our two-part coverage of <em>Pirates of the Caribbean: Dead Man’s Chest</em> with a report on ILM’s innovative Imocap system.</span><br />
<span><strong><em>By Bill Desowitz</em></strong></span><br />
<span><strong>[ Posted on July 17, 2006 ]</strong></span></span></span></span></p>
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<td align="center"><span>ILM’s new Imocap was used to create the CG characters of Davy Jones and his crew in <em>Dead Man’s Chest</em>. All images © 2006 Disney Enterprises Inc and Jerry Bruckheimer Inc. Photo credit: ILM.<br />
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<p align="left"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span><span id="intelliTxt">Tasked by director Gore Verbinski to come up with more complex and authentic-looking CG characters in <em><a href="http://www.digitalacting.com/go.php?http://vfxworld.com/?sa=adv&amp;code=1e242f07&amp;atype=articles&amp;id=2940" title="(No click)">Dead Man’s Chest</a></em>, since Davy Jones and the crew of The Flying Dutchman would be interacting closely with the live actors, Industrial Light &amp; Magic put its R&amp;D team to work on a new incarnation of its proprietary motion capture system, dubbed Imocap. The results of Jones are so impressive, in fact, that people have already begun talking about the sea-encrusted villain with his creepy tentacle beard as the next great CG performance breakthrough. </span></span></span></span></span></p>
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<td align="center"><img src="http://mag.awn.com/issue11.04/11.04images/pirates202_Pirates2-DavyJon.jpg" border="0" alt="" width="206" height="309" /></td>
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<td align="center"><span>Early concept art for Davy Jones.<br />
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<p><span id="intelliTxt"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">“We’ve done a lot of computer vision work here in R&amp;D for the last several years and we were hoping to apply that to motion capture work outside of the MoCap studio some day,” remarks Steve Sullivan, director of R&amp;D at ILM. “<em>Dead Man’s Chest</em> provided an opportunity for [remote MoCap] and a clear case of [requiring] that same quality on set where we needed those actors together in a scene for those hero performances. So we worked with the production team to nail down constraints of what we could get away with and what’s off-limits.” </span></span></span><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">Imocap became a new protocol for measuring the actors and obtaining data during the actual shoot for the creation of skeletal motion in the computer. The software contained added functionality and new ways of tracking data. Special sensor-studded suits for the actors playing CG characters were created, which were more comfortable than typical MoCap outfits, as the actors were required to wear them in a variety of simple and treacherous conditions. “…On set, I wore a gray suit, which had reference points comprised of white bubbles and strips of black-and-white material, so that when they come to interpret your physical performance, they’re better placed to do so,” adds Bill Nighy, who plays Davy Jones. </span></span></span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">According to Sullivan, “the suits needed to be ‘dignified.’ They had to be comfortable and not look ‘stupid.’ There were a few iterations of the material itself, which started out as a cotton blend but ended up being a stretchy, semi formfitting material. And we arrived at a neutral gray to help with our lighting calculations&#8230; and we used some markers and bands to help with the capture process itself. Those needed to be comfortable as well. Cameras were based on location and shooting conditions.” </span></span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">“For shots where we used reference cameras, Kevin Wooley, our Imocap lead, housed some cameras in watertight enclosures and wired them to a computer for storing the images,” explains animation supervisor Hal Hickel. “This was great for the onset stuff. For beaches and jungles, we used untethered cameras with lightweight tripods. They were a little more trouble on the backend because they weren’t synchronized to each other, but both solutions worked well, and will continue to be used on the third <em>Pirates</em> movie [<em>At World’s End</em>].”<br />
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<td align="center"><span>Davy Jones and the crew of The Flying Dutchman interact closely with live actors throughout the film.<br />
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<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span><span id="intelliTxt">Thus, by integrating the MoCap process with the actual shoot — providing the animators with hero plates with the actors in them, casting their real shadows and making good eye contact with the live actors — they were able to create, for instance, a more expressive, nuanced performance out of the maniacal Davy Jones, with the help, of course, of Nighy. </span></span></span></span></span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">“We had new ways for the computer to analyze the images,” Sullivan continues. “The software piggy backed on MARS, the matchmoving [and tracking] solver. It understood what the actors could and couldn’t do. Our process is more holistic than traditional MoCap. We try to capture the whole body at once from different kinds of information, and that allows the flexibility to use many kinds of cameras and to work with partial information sometimes. </span></span></span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">“The product of Imocap comes out as an animated skeleton, just like regular MoCap, and the animators do with that whatever they want, with artists in the middle running the post process. Sometimes they’ll need to cheat the body to get a better composition of the image. But the advantage is that the animators are overriding things and animating for performance reasons rather than just getting the basic physics and timing down. That all comes from the actor.” </span></span></span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">Although ILM is currently developing its own facial performance capture system, Hickel determined this wasn’t the time to introduce yet another R&amp;D component. “We have a lot of confidence in our facial animation, so we decided to do it by hand. The creature pipeline was being moved over to Zeno and most of the faces were different enough from the actors anyway.” </span></span></span></span></p>
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<td align="center"><span>During the actual shoot on beaches and jungles, ILM used untethered cameras with lightweight tripods to measure the actors and obtain data that was then used to create the characters’ skeletal motions in the computer.<br />
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<p><span id="intelliTxt"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">Hickel adds that there’s still a lot of animation artistry at work. “The CG characters weren’t 1:1 proportional copies of the actors, so there’s a lot of reinterpreting their motion and figuring out how to get a good performance out of a guy who’s head is made of coral. We had a little more freedom with some of the background actors because their faces are so different, such as Ogilvy, whose head is basically a giant sea sponge and he has one eye in some weird orifice. Davy Jones is the most complex and human-looking CG character. He’s 100% CG — even his eyes. We knew it would be difficult, but we figured we could get there pretty quickly. What was just as difficult was the whole spark of life. The thing about Bill was he wasn’t a stone-faced villain. It was a very mercurial performance — he was constantly changing his expression and delivery. Nobody expected it. Every scene we’d stare at it and study it.” </span></span></span></span><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000066; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;"><span style="font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000; font-size: x-small;">Concludes visual effects supervisor John Knoll: “For us, it’s taken character animation another step forward with Davy Jones and how nice Bill Nighy’s performance comes through.” </span></span></span></span></span></p>
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