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COVER STORY
Getting Unreal
former game developer is using the tricks of his former tradethe Unreal
3to streamline the content creation process for his new project,
24AEngine
Chadam, an online series he hopes will find its way to television.
By John Gaudiosi
24
30
38
Without Bounds
do you get when you mix art with augmented reality? In all
likelihood, one of digital artist Maurice Banayouns unique installations.
30What
By Barbara Robertson
Picture Perfect
By Bob Cramblitt
Departments
Editors Note
Stereo Vision
Stereo is growing up, and growing fast. 3D is invading movie theaters at
an incredible pace, and it is now taking on the home-entertainment arena,
infiltrating video games and television.
Spotlight
4service levels.
Viewpoint
Back Products
By Karen Moltenbrey
SEE IT IN
ON THE COVER
EditorsNote
Stereo Vision
E D I TO R I A L
f you took a good look at the cover of Computer Graphics World, you may have rubbed
your eyes a bit or blinked a few times to make sure your vision was in check. Your
eyes are fine. The reason why the image appears somewhat distorted is because it is
rendered for 3D viewing. Thats right. CGW has printed its very first stereoscopic cover,
and what better time to do so than nowin time for NAB.
During the past year, stereo has taken on a life of its own. At last years NAB, stereo
had become far more than a buzzword; it was the hot topic. The Content Theater
featured a day of stereoscopic topics and offered a look at two
3D projects. This year, the Content Theater has expanded its
stereo focus. Last summer, the SIGGRAPH Computer Animation Festival devoted two days to stereoscopic research,
applications, and entertainment, curated by Rob Engle of
Sony Pictures Imageworks.
As CGW contributing editor Barbara Robertson pointed
out in her feature article Rethinking Moviemaking (November 2008), the proponents of stereo films believe that the move
to stereoscopic 3D is just as profound as the introduction of
sound and color. And indeed, the revolution is well on its way.
A few years ago, stereo was mainly used in theme-park attractions, which used special
equipment to project stereo images. Movie theaters were another story. But once companies like RealD got onboard, stereo took off quicklyand in a big way. As early as 2007,
stereo 3D was still a novelty. Today, we can expect several 3D movies, including Pixars
Up, Fox/Blue Skys Ice Age: Dawn of the Dinosaurs, Imageworks G-Forceand thats before the fall season begins. By the end of the year, the number of 3D screens is expected to
double, just in time for the highly anticipated 3D live-action Avatar. In fact, starting with
Monsters vs. Aliensreleased at the end of last month on an estimated 2000 3D screens
nationwideall DreamWorks Animations films will be authored in stereo 3D.
Stereo 3D is also moving into other media with the same swiftness. It has already
captured the concert crowd. And this past February, television viewers who tuned in to
watch the Super Bowl were treated to a stereo 3D extravaganza. Prior to the game, viewers
were urged to pick up their stereo glasses at local retailers where Pepsi and PepsiCos SoBe
are sold. Just a few hours before kickoff, I ran to the local grocery store to get several pair.
Then, at halftime, we were told to don the glasses. First, we were treated to a Monsters
vs. Aliens trailer in 3D, where the colorful creatures really popped. The stereo continued
with the 60-second commercial Lizard Lake, featuring the very cool SoBe lizards from
last year, only this year they were leaping off the screen. In fact, this months cover image
is from that commercial. (For more about the making of the spot, see Super Sundays
Best, pg. 10.) The stereo event culminated the following evening with a 3D viewing of
the television series Chuck.
With stereo invading theaters at such an aggressive pace, will it soon be knocking at
your own door? The answer is yes. Three-dimensional gaming is already taking hold, as
vendors, such as iZ3D, offer affordable monitors that work with passive polarized glasses
to turn favorite interactive 2D titles into 3D adventures. Among others, Nvidia is getting
into the home stereo game with an HD 3D solution that works with a number of monitors and projectors (see Game-Changing Technology, March 2009).
So are films, games, and television shows more exciting in stereo? Yes. Filmmakers and
others are recognizing that stereo is no longer a gag; its a tool to enhance the storytelling
experience, and they are using stereo for just that purpose. So sit back and enjoy your trips
to the next dimension. n
CHIEF EDITOR
April
2009
August
2008
karen@CGW.com
KAren moltenbrey
Chief editor
COnTRIbuTIng EDITORs
WIllIAm r. rIttWAGe
SA L E S
lIsA blACK
Kelly ryAn
PRODucTIOn
KeItH KnoPF
Production Director
Knopf bay Productions
keith@copcomm.com (818) 291-1158
mICHAel VIGGIAno
Art Director
mviggiano@copcomm.com
CHrIs sAlCIDo
Account representative
LightWave 3D
library of particle effects and flickerless rendering improvements help users communicate design intent using the latest
developments in game and film technology.
3ds Max Design 2010, priced at $3495, is expected to be
released later this spring, while 3ds Max 2010 software for
entertainment professionals, which is priced at $895, is available now.
PRODUCT: DESIGN
April 2009
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By GerGeley Vass
PostProduction
Making Mattes
hen integrating CG and real elements for visual effects, the captured images often need to be segmented
into foreground and background regions in order to
achieve realistic occlusions. This kind of separation of picture areas is usually defined by a matte, or mask image, where
brightness corresponds to the transparency or the opaqueness
of the given layer.
If computer-generated objects are in the foreground, we simply
need to let our render engine produce the masks, which are often
stored as the fourth alpha channel. However, it is a bit more complicated to composite something behind the real elements.
The creation of a proper matte image for photographs, video, or
film is something artists and scientists have been struggling with
since the birth of photography. In fact, compositingthe combination of visual elements from different sourcesis not a digital
concept. Long before digital image processing, or even early video
technology, filmmakers utilized the double-exposure (or multipleexposure) technique. By exposing the film twice, images could be
overlaid on top of each other. If only one part of the frame was
recorded for the first pass, then by using a holdout matte, the film
could be rewound and the blank, unexposed area could be recorded with an inverse mask. If the separate elements were lit properly
and the camera perspective matched, the resulting image would
appear perfectly integrated.
That kind of compositing did not need to be created in-camera, since filmmakers could use optical printers during the postproduction stage. These machines could project film frames onto
another filmstrip while applying different filters, pan and scan, or
masks. Through the use of the multiple-exposure technique, not
A former Maya TD and instructor, Gergely Vass
eventually moved to the Image Science Team of
Autodesk Media and Entertainment. Currently
he is developing advanced postproduction tools
for Colorfront in Hungary, one of Europes leading DI and post facilities. Vass can be reached
at gergely@colorfront.com.
April 2009
Matte Magic
Painted backgrounds, or matte paintings, wereand still are
used extensively to save production costs by negating the need to
build or visit large, distant, or expensive sets. By limiting live action to occur in a well-defined window inside the picture frame,
static mattes could be used. However, when moving objects were
to be masked out, traveling mattes were needed. These give filmmakers more freedom but are harder to accomplish, especially
with traditional chemical and optical techniques.
The most laborious way to create traveling mattes was, and
still is, through rotoscoping, invented in the early 1900s by Max
Fleischer (Fleischer Studios). The original rotoscope was a piece
of equipment that projected prerecorded film frames onto a glass
panel, where an animator could precisely redraw its shape. While
rotoscoping was an effective way to create realistic animated characters, like Disneys Snow White (1937) and Cinderella (1950), it
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Viewpoint
was also a convenient approach to creating precise traveling mattes tracking of planar shapes, and paint functionalityto make this
by tracing the outline of actors or moving objects.
still-laborious task easier and the resulting matte look better. Todays
Rotoscoping is not only a very time-consuming task, but it also popular matte-creation tools, based on keying or skilled animators
requires great animation skills. A poor and inconsistent hand-drawn frame-by-frame tracing, are essentially built upon the principles of
mask is very disturbing to see on screen, as contours may move and the chemical and optical processes developed half a century ago.
flicker. Color keying, or chroma keying, introduced in the 1930s, is
Matte creation still is, however, an actively researched field with
a well-known process for creating traveling mattes of moving actors fascinating new results. Natural image-matting algorithms are deor objects shot in front of a uniform blue or green background. The signed to extract a matte of an object (even a hairy one) in front
holdout matte for the foreground, or the male matte, was chemi- of an arbitrarily textured background. To guide the process, one
cally developed by rerecording the frames on an optical printer using has to provide an initial segmentation of the image: foreground,
filters to block out the tinted background. Similarly, filtering out all background, and unknown regions. This input image, called the
non-blue colors created the female matte. Using these matte im- trimap, does not require significant time to create; sometimes even
ages, the foreground and background layers could be composited a few brushstrokes are sufficient. It is the softwares job to figure
together seamlessly. Alas, the bluescreen technique had several draw- out the transparency value for each pixel in the unknown region.
backs: Actors were not allowed to wear blue clothes or makeup, and
Almost all the current natural-image matting techniques are
even so, there was noticeable color spill on the edges of the matte, in based on the assumption that in each small image window near
particular at semi-transparent regions, such as the hair.
the object boundary, the color of both the foreground and the
An alternative process, developed by the Walt Disney Company, background is smooth. Hard edges on the input image are due to
was the sodium vapor process, whereby the actorwearing any opacity change at the objects boundary. If this statement does not
colorwas filmed in front of a white screen. A strong sodium va- hold, the user has to manually adjust the matte to correct the poor
por lampwhich has a very narrow spectrum not picked up by the areas of the resulting matte. Thus, by computing not only transsensitive layers of standard color filmwas used to light the scene. parency, but also the clean image layersfree from any color
With a custom-made camera recording every frame on two separate spillwe can composite the extracted foreground object onto anfilmstrips simultaneously, a second black-and-white film (sensitive other, perhaps computer-generated, background seamlessly.
to the sodium light) was
then exposed. On this
second film, a neat female
matte was created. At the
time of its use (during
19401960 in movies like
The Birds or Mary Poppins), the sodium vapor
process yielded cleaner
results than bluescreen.
Matte generation with a few brushstrokes (Levin, Lischinski, Weiss: A Closed Form Solution to Natural Image Matting).
April 2009
These new innovations are certainly finding their way into software. However, we have to wait a bit longer for easy and quick,
high-quality matte generation for film-resolution image sequences based on a few brushstrokes. Until then, color keying and advanced tracking solutions may help us out. Having a nice matte
for all our image layers, however, does not guarantee a perfectly
realistic end result. It is the compositors job to deal with the issues
of non-uniform grain structure and video noise, differences in
color, contrast, and exposure, or motion artifacts when merging
images from different sources. Anyone interested in integrating
rendered CG elements into film or video should not only learn
the nuts and bolts of compositing, but also how to pull a perfect
matte effectively. n
Mini Converters
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10
April 2009
BroadcastStereo
CirCus
n n n n
Budweiser
11
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BroadcastStereo
The live-action spot Circus required quite a bit of digital work, and not all of it involved making
the horses do super feats. In the scene above, the inside of the circus tent was shot live (left);
compositors later added the clown and performers to the plate.
ments, stock footage, and lots of paint, relighting, and digital elements. Filmworkers
Club assigned a team of five compositorsHeidi Anderson, Chris Ryan, Rick
Thompson, Jen Paine, and Churchill
who worked not just on Circus, but on a
total of nine Super Bowl spots in-house.
According to Churchill, the most challenging scene was when the Clydesdale
April 2009
n n n n
BroadcastStereo
Lizard Lake, featuring the SoBe lizards, NFL players, and characters from Monsters vs. Aliens, was the second stereo event during
the Super Bowl, following the 3D trailer of Monsters vs. Aliens. The
following evening, an episode of Chuck was shown in stereo, as well.
14
April 2009
Avatar
Coca-Cola
the characters were in the 3D space and where the convergence would be. Some of our phone calls probably sounded
like we were speaking Greek.
Shooting live action and compositing CG characters is already difficult, notes DreamWorks global stereoscopic supervisor Phil Captain 3D McNally. To add the third dimension,
we had to coordinate our stereo settingsthe z axisas much
as we could in advance. We all sat around a table and agreed
between us what the ballpark was wed be working in, so 3ality
could set up its cameras and we and Digital Domain could set
up our virtual cameras and coordinate.
3alitys camera rig provided metadata with camera settings,
zoom information, and the interocular distance (between the
left and right eyes) and point of convergence. For all intents
and purposes, its a motion-control rig, describes Barton. They
provided us with that metadata, and we used it to set up our initial 3D cameras in Track, our in-house tracking system. Based
on that initial data, we fine-tuned the two cameras to lock to the
plate. Then we transferred that data onto a rig that was used by
us and DreamWorks to render out [Autodesk] Maya scene files
of our characters and CG environment.
The first step was to do the scene registration and obtain
the camera data for the shots that DreamWorks would work
CGW :309_p
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eyeon
&RS\ULJKWH\HRQ6RIWZDUH,QF$OOULJKWVDUHUHVHUYHG
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n n n n
BroadcastStereo
on. When you have all these layers shot at different times, we
had to come up with a common scene file, to put everything in
the correct place, says Barton. It had to work for everyone,
and we created a 3D scene that we could all work on for all
the characters. McNally reports that Digital Domain took the
camera data from 3ality and gave it to him. We then put in our
charactersThe Missing Link, Dr. Cockroach, and BOBand
sent it to Digital Domain, he says.
DreamWorks main animator for the movie Monsters vs.
Aliens is David Burgess, and he took on the Lizard Lake shots
as the sole animator, working for a two- to three-week period,
with lots of back and forth with Digital Domain.
Both Barton and McNally note that working with director Arnell isnt a typical experience. Every time wed see a new shot,
there would be 10 more lizards in it, says McNally. Luckily for
us, Digital Domain was in control of the SoBe lizards. We had
five shots that our characters were in, so we had relatively light
work. Digital Domain did the heavy lifting.
In addition to its 20 shots, Digital Domain also created 3D
backgrounds for every shot, which boiled down to rendering
elements for nearly 40 shots total. We continued creating our
3D scenes and comps to make sure all the live-action characters fit in the stage, while we developed what that stage would
16
April 2009
Expansive,
not expensive.
60
45
35
FOV
options
Camera features:
Only
2009 NaturalPoint Inc. All rights reserved. OptiTrack, Arena, Arena Expression, the
Capture Your Vision slogan and all associated logos are the property of NaturalPoint Inc.
Pricing and specifications subject to change.
Enlarged for
coolness factor.
Actual dimensions:
2.75" x 1.78" x .81"
n n n n
BroadcastStereo
In Lizard Lake, the stereo SoBe lizards move and groove, and change
colors, thanks to Digital Domain and assistance from DreamWorks.
Originally developed by Digital Domain, Nuke is now distributed by The Foundry, which has created Occula, a suite of tools
specifically for dealing with 3D imagery. Those tools were
absolutely vital to what we needed to do, says Barton. They
streamlined the process and made 3D accessible on every
desktop with regard to combining left- and right-eye images so
everything in the composite happens to both sides equally and
correctly. We also used them to warp, stretch, and tweak the
live-action plates as necessary to make them stereo-perfect.
The Occula tools were also used to warp the live-action
18
April 2009
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www.aja.com
Keith Collea
Co-writer and Producer, The Gene Generation
I o H D .
B e c a u s e
i t
m a t t e r s .
To find out more about how Keith uses AJA products to enhance
his workflow, check out the full details at www.aja.com/keith
n n n n
BroadcastStereo
Scarecrow
General Electric
Director: Traktor
Agency: BBDO New York
Production company: Traktor,
Venice, CA
CG company: Framestore CFC NY
close eye on how the shots fit together. Its hard for your eyes
to keep up with depth jumps, such as when a shot thats deep
cuts to one thats close, he notes. We smooth out the transitions by adjusting the stereo across the cut. Its invisible to the
viewer but makes it easier to watch.
McNally continues: When you cut a trailer, the pieces are
now rearranged and trimmed tighter than before, so the blending pass becomes much more important. A trailer is more like
an action sequence, so we have to craft the transitions to
keep up with the depth jumps.
McNally also brought on the Danish company Color Code
3D, which provides a technical process to ensure color fidelity
in 3D; the general 3D process often results in less brightness
and muddier colors.
Color Code took the images, put them through the software process, and then checked them with the glasses,
explains McNally. The colors need to be pure. In cinema,
the colors are pretty much how we want them. In the 3D
version, we do a slight color correction to deal with the
tint of the glasses. In that sense, when you go to the 2D
and 3D versions of the movie, you see full color as weve
designed it. The idea is to preserve as much of the color as
20
April 2009
The crew had to composite CG characters into live action, coordinating the stereo settings as much as possible ahead of time. Transitions
from deep shots to closer shots had to be gradual.
we can while gaining as much depth as we can.
It was important to have the trailer look fantastic since, after
all, its a little taste to get viewers interested in the movie. 3D
is now a completely different experience in the movie theater,
where its more controllable than it was in the 1950s, says
McNally. Jeffrey Katzenberg is behind 3D and wants to show
that were behind it. Seeing Monsters vs. Aliens in the theater
will be like being at the Super Bowl rather than seeing it on
TV. Debra Kaufman
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BroadcastStereo
The GE scarecrow, which comprises thousands of wires instead of the traditional straw, was
rigged using Maya nCloth. Hand animation and other subtle motions sold the concept.
April 2009
have the weight and impact of a 170pound guy. We had to spend time to animate those physics back in, to feel that he
was really metal and wire. We didnt want
him to feel like an animated character but
a real-world wire man.
Framestore also built a set in CG and
augmented that with matte paintings for
the hills and sky, using Maya and Adobe
Photoshop, and composited all the elements in Apples Shake before the final
beauty composite. In the final shot, the
gate and cobblestones at the end were live
action, but everything else was CG, Hulin
says. Details that sold the scarecrow included the scarf he wears around his neck
and loose wires wrapped around his waist
and upper arms. Every single shot has
some hand animation, says Jones. It was
a huge animation job.
Butler, meanwhile, did the composite
in Autodesks Flame. The biggest challenge was blending everything together to
create an overall look, he says, We gave
the skies a Maxfield Parrish blue/yellow/
pink lookcool, but not overwhelming.
And, of course, we had to get rid of the
bluescreen dancer in every shot. That was
painstaking and had to be done before we
started the comp.
Jones reports that, despite the massive
amount of work, the job went remarkably
smoothly. This was a good spot to work
on, concludes Jones. Its nice to see a
script with a creative idea you can get your
arms around.
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All the lighting information was captured at the shoot with HDR images. The
team created a still of a spacescape, using
stars, planets, and nebula patched together
in 2D using Apples Shake. We used those
to create our own HDR image, and replaced the original sky, says Mellor. We
used those HDR images of the environment to light the buggy. It was rebuilding
an alternate environment.
Adding to the reality of the spacescape
were some 3D elements, including floating rocks, and planets and rings of Saturn
that rotated. It gave the frame a bit more
life, so space didnt look so static, Mellor
points out.
Creating realistic CG reflections in the
helmets on the spacemen was another challenge. We had to track the helmet movements and render the reflection in the
helmet so it would match up with the environment, explains Mellor. Likewise, the
UFO was created in 3D and rendered in a
similar manner, as a reflection to be placed
in the helmets.
That was quite fun, and was one of the
last things we did, Mellor adds.
Compositor Butler says he had six weeks
to do the entire tricky composite. We had
to clean up the edges of the steel cage and
make sure the spacemen were behind the
CG, he says. We had to make daylight
disappear by cutting mattes for all the rocks
and edges very precisely and replacing it with
a night sky. A bit of lens flare and luminance
from the stars also helped to sell it.
In all, seven animators and seven TDs
worked on the spot.
It was definitely a fun job to do,
concludes Mellor. We had a great bit of
creative involvementand its space and
rockets! n
12/23/08
aZVgcbVhiZgXgZViZ
April 2009
23
April 2009
GamingMultimedia
25
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GamingMultimedia
Former founder of game developer Monolith, Jace Hall is trying to bring game techniques to
the Hollywood stage in an attempt to revolutionize and streamline the production process for
television and online projects.
April 2009
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GamingMultimedia
Artists are using primarily 3ds Max to model and animate the characters, and Max and ZBrush are
the tools of choice for the backgrounds.
April 2009
Some Bumps
Like with any project, the Chadam
crew has encountered its share of bumps
along the road. One of the major limitations was not due to a lack of realism,
contends Hall. Rather, it was the number of sets and the total number of animations being made.
With any 3D animated project, artists
essentially have an infinite amount of resolution in terms of how detailed their animations, textures, and models are going
to be, explains Hall. Part of the genius
of what were trying to do is control the
overarching budget. The trick is figuring
out what you can accomplish with a fixed
budget, and how compelling you can
make that content. Its hard because it is a
subjective scale. For every piece, whether
its the special effects, the models, or the
level of detail in the animation, they can
go on forever.
As of press time, Hall and his team were
still tweaking and learning as they finetuned their creation and the new pipeline.
WBTVG has given the project plenty of
time to gestate in the hope of getting it
right the first time.
An Unreal Editor
Selection of UE3 was an economical move
from the beginning. One of the reasons
Hall chose to buy the UE3 license was
GamingMultimedia
kind of production were doing with Chadam, Hall says, but notes that youll have to
make some changes. In games, youre living
with certain memory constraints concerning
texture sizes and the number of animation
types, and were not, he explains. The artists can load up a scene with huge textures,
knowing thats the only place viewers are going to see, and the PC is not going to have
to render a whole city behind it.
Also, the group can be extremely detailed and specific in its animations; they
know they are just going to use the animation for that scene. You have to run a
balance in a game, Hall adds. However,
theres no question that its a huge advantage moving laterally.
Hall certainly hopes Chadam finds an
online audience, whether broadband or
n n n n
A Virtual Backlot
That does not negate any of the advantages
of HDFilms new system, including the
ability to create a virtual backlot of character models, environments, and animations
that can be fine-tuned and ported to television or video games in the future. The fact
that Chadam was created inside a video
game engine makes the transition to interactive entertainment natural. According to
Hall, all the money that is being spent creating these assets translates almost directly
into a video game production.
You come out ahead of the game producing something like this and dovetailing
into a game, and vice versa, contends Hall.
If you create a game, you can go into the
UE3s Matinee enables the artists to review changes in real time. The group also used the tool for
some keyframing, camera work, lighting, and particles.
wireless, and hopes to bring these characters to both television and video games in
the future, as well. But the ultimate goal
with this project, outside of entertaining
an online audience, is to prove that UE3
can be used for much more than creating
blockbuster games.
Our goal is to set up a way of producing
these kinds of animations that are incredibly cost-effective and offer opportunities
for beginning to intermediate artists to
get involved and produce something thats
great under the supervision of an advanced
artist, explains Hall. Essentially, well have
to share this new CG process in more detail, it will be a while before he can actually articulate this to others. The team is
still learning, not just with Chadam, but
with its second test case. Hall believes that
Chadam will open Hollywoods eyes to
what Unreal can do. And hes happy to be
leading the new wave of CG storytelling
using this game engine technology. n
John Gaudiosi has been covering the video game
business for more than 15 years for outlets such as The
Washington Post, Wired Magazine, Reuters, and AOL
Games. He can be reached at JGaudiosi@aol.com.
April 2009
29
ArtAugmented Reality
30
April 2009
A
f
P
h
c
a
ArtAugmented Reality
hen Paris-based artist Maurice Benayoun created the animated TV series Quarxs with Belgian comic-book artist Francois Schuiten in 1990,
people considered the use of CG animation as new media: The HDresolution series, which starred CG creatures that bent the laws of physics, biology, and optics to explain the worlds imperfections, pre-dated even
ReBoot
ReBoot. In the years since, the award-winning artists exploration into digital
media has bent artistic perceptions beyond the world of animated films as hes moved through
virtual reality, on into augmented reality, and out the other side.
Last year, in January 2008, the European School of Visual Arts (ESI) in Poitiers, France,
organized a 15-year retrospective exhibition of 10 Benayoun installations, including his famous 1995 Tunnel under the Atlantic and the award-winning, cave-based World Skin,
A Photo Safari in the Land of War, as well as the more recent Emotion Vending Machine
co-produced with the ESI in 2006.
With Tunnel, as participants in Pariss Pompidou Centre and Montreals Museum of
Contemporary Art watched images, proprietary software developed by Z-A, the production
studio Benayoun cofounded in 1985, continuously selected new images based on such criteria
as how long participants looked at image areas. Tunnelers met when their images matched.
For World Skin, Benayoun put people wearing 3D glasses inside a VR cave, where they
focused cameras on sliding layers of Bosnian War photos. Each camera click blanked out a
photographed area. Now, for a series of installations called the Mechanics of Emotions, hes
taking snapshots of the worlds emotional state by using data from the Web. For example,
For Still Moving, an installation at the Grand Palais, Benayoun used Internet data and rapid-prototyping tools to sculpt an emotional map of the world. Visitors touching the deflated globe feel vibrations
from unheard music mapped to the emotions by composer Jean-Baptiste Barrire.
Artist Maurice Benayouns design
for a new permanent exhibit inside
Pariss Arc de Triomphe, includes
high-definition displays with
constantly changing images placed
at an oblique angle within the space.
in 2006, his Emotion Vending Machine let people create downloadable cocktails of images
and sounds from emotions captured in real time via the Internet.
In 2007, with help from his longtime collaborator, composer Jean-Baptiste Barrire, Benayoun turned a map of world emotions into a music score that played at the Palazzo Strozzi in
Italy. Last December, he installed Still Moving, a large, interactive sculpture of emotions, in
the main entrance of Pariss Grand Palais.
We caught up with Benayoun in his home/office/studio in Pariss densely populated and
trendy 11th arrondissement where he lives with his wife and young daughter. He designed the
modern structure, which wraps around an airy atrium between buildings, by working with
April 2009
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ArtAugmented Reality
Benayouns red IDWorms, installed during Shanghais eArts Festival in 2008, captured participants
faces and converted them into barcodes that, together, formed an ever-expanding, huge image of
barcodes dynamically extruded at the far edge to produce a constantly growing 3D city skyline.
Paris Plus
Napoleon ordered the Arc de Triomphe
built after his victory over Russian and
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Vue 7
1-58450-530-3 $49.99
Anime Studio
You can find our complete line of graphics and animation titles online
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Course Technology PTR books are also available at Amazon, Barnes & Noble, Borders, and other fine retailers nationwide.
ArtAugmented Reality
People visiting Centropolis, Benayouns installation for Frances year in China, saw a composite
world city painted by 12 viewers looking into custom-designed, augmented-reality binoculars.
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ArtAugmented Reality
Benayoun created a tag cloud of hits on the Internet for the word fear to create an emotional
world map that he projected onto a helium balloon. He titled the exhibition Sfear.
April 2009
The Dump
It is not difficult at all, though, for Benay
oun to talk about an ongoing project that
he calls, The Dump. It is a blog (www.the
dump.net), a collection of his ideas. Hun
dreds of ideas. Everyone can come and take
them and do them if they want, he says.
Mixed Media
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April 2009
Mixed Media
n n n n
Automotive photographer David Burgess used Bunkspeeds HyperShot software to place a CAD
model of the Ford Explorer America concept car in US location shots.
Interactive Photorealism
HyperShots architecture was designed from
the start to take advantage of new technol
ogy and hardware developments. The en
gineers started from a clean slate, aided by
Henrik Wann Jensen, Bunkspeeds chief
scientist, who is known for his photon
mapping algorithms that make it possible
to realistically simulate effects, such as caus
tics, diffuse interreflection, and natural
phenomena, including smoke and fire.
April 2009
39
n n n n
Mixed Media
Burgess used CGI to insert this Maserati GT Lisbon into a photograph of a racetrack.
April 2009
Obstacles
As with any new form of technology,
there are perceived and real obstacles to
widespread adoption. The photography
business is shifting, and like any changing
environment, people will have to adapt,
Teger adds. Traditionally, everything was
outsourced from the manufacturer or the
agency to different entities: the photographer, the CG house, the retoucher. Now,
the photographer can do everything: take
the pictures on location, insert the virtual
object into the scene, and fine-tune lighting, colors, and materials. Rather than a
step-by-step process with many players in
a chain, its one-stop shopping.
Burgess and Lee see parallels between
the current situation with CGI and the obstacles faced by digital photography just six
nyus
school of
continuing and
professional
studies
Information Sessions:
Wed., June 17, 68 p.m. | Wed., July 15, 68 p.m.
Please call for locations and to RSVP.
n n n n
Education
42
April 2009
Education
Animal Research
Setting up this project as it would any reallife production, ACCAD selected a team
based on the students individual expertise.
It was a great project for art and design
students, Palazzi says. A lot of the initial
work occurred during independent studies classes, where the students had the opportunity to incorporate personal research
into the production. In the quarter prior to
the show, the students worked together as a
group, during class hours and beyond.
Under the direction of Berezina-Blackburn, the students sunk their teeth into the
work, starting with research, as many of the
n n n n
Graduate students at Ohio State Universitys ACCAD re-created writer/cartoonist James Thurbers
line drawings using 3D tools, and then animated the imagery as a visual accompaniment during a
special orchestra performance of a suite composed in honor of Thurber.
Animal Development
Although the six movements of the suite
would run approximately 20 minutes, the
group initially planned to complete just
one minute of animation for each movementessentially adding visual paws
and then pause. However, as these artists became engrossed in their work, they
produced more and more CG to where
animation played throughout most of the
musical piece. Some segments at the beginning of each music movement are left
blank, and then the animation starts about
15 to 20 seconds into the movement, describes Berezina-Blackburn.
Albright, along with another student,
storyboarded each of the six segments; later,
each assumed responsibility for three of the
boards and created animatics using Adobes
Photoshop and After Effects, and Apples
Final Cut Pro. Next came the modeling
and rigging, which was done in Autodesks
Maya. The crew then used After Effects for
the final rigging and postprocessing.
The team was already on the production
for nearly two quarters when grad student
April 2009
43
n n n n
Education
Leashed Creativity
As Lioi explains, artistically, the students had
to ask themselves, How would Thurber
have animated his own drawings and illustrations? Then the group had to animate the
art based on Thurbers style, not their own.
This was easier said than done. The group
started with a source that was nontechnical: 2D and, in some cases, 1D drawings
that are cartoony. His is not a subject you
would look at and immediately think you
should do it in 3D, points out Albright.
For us, the challenge was using the tools
we had available that allow us to do many
44
April 2009
Education
n n n n
Extracurricular Activities
When Charles Csuri founded the Computer Graphics Research Group (CGRG)
at Ohio State University (OSU) in the early 1970s, his goal was to realize the
potential of computer animation across a number of disciplines, offering the opportunity for scientists and artists to collaborate on projects. He believed that
both sides (the arts and sciences) needed each other if CG was going to come
into being, explains ACCAD director Maria Palazzi.
CGRG eventually evolved into ACCAD, but the spirit of uniting the disciplines
remains today. And the cooperative nature of the program extends to the outside,
too, as ACCAD offers students a chance to work in a real production environment. And with the Thurber project, it became a perfect opportunity to link current
OSU students with a famed past student: Thurber.
For former OSU student Beth Albright, working on an outside project such as
Thurbers Dogs augmented lessons learned in the classroom. We had several
production-based classes where you are in a class environment working on a
class assignment. But a class like this [independent studies class], where you are
doing a production with others, really does emulate the work environment where
you work alongside others, have deadlines, restrictions, and specifications, must
meet the outside clients needs, and have to find a way to get it all done, she
says. Sometimes you have to give up your personal aesthetic and goals to accomplish the aesthetic and goals of the group and the project as a whole. And
that is not a lesson that is usually taught in the classroom.
Albright notes that for Thurbers Dogs, the team had to complete the work in
10 weeks, teaching them the value of a deadline. You cant not get it done, she
adds. It was going on stage on a certain date.
The project also offered the chance to learn and grow by giving the team a
chance to try different roles and new things.
Iuri Lioi, another student, also found the project experience invaluable. He was
completing a thesis on the process of creating an animation, from design to final
product. I was studying that on my own and writing the thesis, but for the first
time I was able to see and experience the whole process, he adds, analyzing
how big the project was, assigning tasks, coordinating, communicating, organizingthings we never had an opportunity to do in class. We talked about it and
studied it, but there was no chance to put those things into practice.
Lioi says he will take the practical knowledge he gained on Thurbers Dogs
with him when, this summer, he begins his job at DreamWorks, where he interned last summer. Karen Moltenbrey
45
SOFTWARE
Painting
Painter Update
Corel has unveiled Corel Painter 11, the
latest version of its painting and illustration software, which boasts more than
40 new and enhanced features. Painter
11 enables artists to expand their digital
tool set with such advanced painting and
natural media utilities as new pressuresensitive brushes, enhanced drawing
tools, and customizable media. Users
can create and customize brushes and
media variants, as well as tap new artistic
media, hard media brushes, and selection
tools. Improved color management, the
ability to undo brushstrokes and other
effects, enhanced brush performance,
and increased responsiveness round out
Version 11. Now available, Corel Painter
11 is priced at $399 for the full version
and $199 for the upgrade.
WIN
Corel; www.corel.com,
www.painterfactory.com
WIN
MAC
CaD
Certified for Inventor
Okino Computer Graphics is now
shipping software products that have
received Autodesk Inventor 2010 Certifi-
WIN
Plug-in
You to Go in 3D
Big Stage Entertainment has opened its
proprietary 3D facial modeling system
to third parties for integration into video
games, virtual worlds, Web sites, mobile
applications, and kiosk-based systems.
PortableYou enables third parties to offer
a consumer experience that features an
animated, 3D likeness of a user to enhance
everything from entertainment to communications and retail. Customers can create a
sophisticated 3D model of their face in less
than two minutes using one to three photos
from a standard digital camera. The PortableYou system includes APIs, code samples,
methods, and reference libraries.
TurboSquid; www.turbosquid.com
Caligari; www.caligari.com
MoDeling
WIN
ShaDerS
Shady Software
Mental Images revealed that an updated beta version of the Mental Mill Artist
Edition shader creation tool is bundled
with Nvidias FX Composer 2.5. The
Mental Mill Artist Editions intuitive graphical interface enables artists, designers,
and shader developers to create, test,
and maintain shaders with real-time
feedback and without any programming.
This latest version boasts enhanced GUI
navigation, improved preview rendering, new shaders, and user-controlled
compiler and export options. Mental Mill
and Nvidia FX Composer 2.5 can be used
to create shaders for HLSL, Collada FX,
and CgFX in DirectX and OpenGL. Nvidia
FX Composer 2.5, which includes Mental
Mill Artist Edition, is available for download
from www.fxcomposer.com.
WIN
April 2009, Volume 32, Number 4: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly (12 issues) by COP Communications,
Inc. Corporate offices: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: info@copprints.com. Periodicals postage paid at Glendale, CA, 91205 & additional mailing offices. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $72, USA;
$98, Canada & Mexico; $150 International airfreight. To order subscriptions, call 847-559-7310.
2009 CGW by COP Communications, Inc. All rights reserved. No material may be reprinted without permission. Authorization to photocopy items for internal
or personal use, or the internal or personal use of specific clients, is granted by Computer Graphics World, ISSN-0271-4159, provided that the appropriate fee
is paid directly to Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. Prior to photocopying items for educational
classroom use, please contact Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. For further information check
Copyright Clearance Center Inc. online at: www.copyright.com. The COMPUTER GRAPHICS WORLD fee code for users of the Transactional Reporting Services is
0271-4159/96 $1.00 + .35.
POSTMASTER: Send change of address form to Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296.
46
April 2009
Win Ma
Displays
HARDWARE
Virtual Camera
Gamecaster Tools
Craft Camera Tools for GCS3, a software
and hardware bundle developed by Craft
Animations AB and Gamecaster, enables
users to direct real-time virtual camera
controls from within Autodesks 3ds Max
and Maya. Craft Camera Tools for GCS3
enables virtual cinematography, eliminating the need for traditional keyframing of
virtual cameras in 3D animated scenes.
The solution combines Craft Animations
Craft Camera Tools and Gamecasters
patented GCS3 virtual camera control
hardware to deliver a new way of directing animation. Users can direct through
the GCS3 virtual camera controllers
viewfinder, and gain hands-on control
MAC
SpectraView-Enabled Workspaces
N EC Display Solutions of America
has released its 26-inch MultiSync
LC D26 9 0W2-B K-SV and 3 0-inch
LCD3090W-BK-SV widescreen displays,
complete with the SpectraViewII colorcalibration sensor and software. The two
MultiSync LCDs take advantage of SpectraViewII technology to deliver accurate, reliable, and repeatable display calibration and
profiling. The new products are designed
for users in the graphic design, digital
animation, photography, print production,
image analysis, and CAD/CAM industries,
as well as soft-copy clinical viewing in the
medical field. The combined NEC display
and SpectraViewII solution features three
internal 12-bit look-up tables, automated
calibration, multiple calibration sets, calibrated display information and status vali-
32-bit only$399
HighPerformance
Camera Tracking
47
NUX
Graphics boards
Low-profile Graphics
Nvidia has unveiled its Quadro NVS
420, a low-profile professional graphics solution designed to maximize
display real estate with a small formfactor computer. The new release
boasts Nvidia nView display software
and support for up to four 30-inch
48
April 2009
displays at 2560x1600
resolution, with the goal of
increasing users productivity. In addition, the Quadro NVS 420 professional
graphics solution features display gridlines, virtual desktops, and an extended
Windows Taskbar. The Quadro NVS 420
GPU offers a large frame buffer, high
memory bandwidth, and Nvidia Unified
Driver Architecture, ensuring forward
and backward compatibility with Nvidia
software drivers. The Nvidia Quadro NVS
420 GPU is now available and carries a
price tag of $499.
Nvidia; www.nvidia.com
T:8 in
S:7 in
Only in theaters
DreamWorks used the HP xw8600 Workstation in Monsters vs. Aliens. Monsters vs. Aliens & 2009 DreamWorks Animation LLC. All Rights Reserved. Certain
Windows Vista product features require advanced or additional hardware. See http://www.microsoft.com/windowsvista/getready/hardwarereqs.mspx and
http://www.microsoft.com/windowsvista/getready/capable.mspx for details. Windows Vista Upgrade Advisor can help you determine which features of Windows Vista will
run on your computer. To download the tool, visit www.windowsvista.com/upgradeadvisor. Intel, the Intel logo, Xeon, and Xeon Inside are trademarks or registered
trademarks of Intel Corporation in the U.S. and other countries. Copyright 2009 Hewlett-Packard Development Company, L.P. The information contained herein is
subject to change without notice. Simulated images.
T:10.75 in
S:10 in