Professional Documents
Culture Documents
Dogged
Pursuit
Disney’s R&D develops new
tools and techniques for the
loose brush style in Bolt
10
Features
20 Rethinking Moviemaking
10Animation and visual effects studios, including Disney, DreamWorks, and
others, are using stereoscopic 3D as a new creative tool.
By Barbara Robertson
COVER STORY
32 32 Zero to Hero
Departments 32Aanimated
multinational group overcomes a number of obstacles to create its first
feature film, Dragon Hunters.
By Karen Moltenbrey
E D I TO R I A L
W
Karen moltenbrey
hen I was a child, going to the movies on a Saturday afternoon was Chief Editor
karen@cgw.com • (603) 432-7568
a treat. That’s because films geared to youngsters were few and far 36 East Nashua Road
between. In 1971, for instance, Disney released two family movies: The Windham, NH 03087
Million Dollar Duck and Bedknobs and Broomsticks. In fact, between 1960 and Contributing Editors
Courtney Howard, Jenny Donelan,
1970, the studio rolled out fewer than 10 films for this audience, and not even Audrey Doyle, Evan Marc Hirsch, George Maestri,
half of those were (traditionally) animated features. And back then, Kathleen Maher, Martin McEachern,
Stephen Porter, Barbara Robertson
Disney had a tight grip on the animated film genre, as only a few
2D animated movies from other studios, such as Hanna-Barbera, WILLIAM R. RITTWAGE
Publisher, President and CEO,
made it into theaters. COP Communications
Today, the situation couldn’t be more different. Old-fashioned
theaters with a single screen and single projector have given way to SA L E S
Lisa BLACK
multiplexes, so moviegoers can choose from among 10, 20, or even National Sales Manager
Classifieds • Education • Recruitment
more films at any given time. With all this opportunity, studios, lisab@copcomm.com • (877) CGW-POST [249-7678]
including Disney/Pixar, Sony Pictures Imageworks, PDI/Dream- fax: (214) 260-1127
Works, and others, have churned out animated hit after hit. This
Editorial Office / LA Sales Office:
year alone audiences have been entertained by the lovable robot 620 West Elk Avenue, Glendale, CA 91204
Wall-e, the pampered zoo crew from Madagascar: Escape 2 Africa, the stuffy mar- (800) 280-6446
tial artists of Kung Fu Panda, the Suessian characters from Horton Hears a Who!,
P rod u c tio n
and more. Far more. Kath Cunningham
In 2008 alone, we were treated to nearly the same number of animated theatri- Production Director
kcunningham@cgw.com • (818) 291-1113
cal releases that were available during the decade from 1960 to 1970.
This month, Disney has unleashed its latest film star, Bolt, who stars in a MICHAEL VIGGIANO
Art Director
feature with the same name (see “Back to the Future,” pg. 20). Bolt has a unique mviggiano@copcomm.com
look. It is not exactly the same style as the traditional 2D Disney films from
Chris Salcido
the studio’s second Golden Age. Yet, considering that Byron Howard—whose Account Representative
csalcido@copprints.com • (818) 291-1144
credits include Brother Bear, Lilo & Stitch, and Mulan—co-directed, the influence
becomes clear. However, wielding great influence was John Lasseter, the master-
ful director of Pixar’s Toy Story, A Bug’s Life, Toy Story 2, and Cars. Achieving the
movie’s hybrid look also demanded new CG technology across four distinct areas.
It’s not just the industry giants who are entertaining us. Last month, Sparx
Animation (France, Vietnam) released Igor, a twisted tale about a lovable hunch-
back and his motley group of friends (see the Backdrop, pg. 47). Next month,
Fathom Studios (Atlanta) will debut its magical adventure film Delgo, featuring
Computer Graphics World Magazine
epic battles, bizarre monsters, compelling characters, and stunning environments. is published by Computer Graphics World,
a COP Communications company.
And, finally, the storybook-come-to-life The Tale of Despereaux, Framestore’s solo Computer Graphics World does not verify any claims or
other information appearing in any of the advertisements
entry into the feature-film arena, will debut in theaters this holiday season. contained in the publication, and cannot take any
responsibility for any losses or other damages incurred
Another striking animated feature from France, Dragon Hunters, has made its by readers in reliance on such content.
mark abroad but is still hoping for a US release (see “Zero to Hero,” pg. 32). In Computer Graphics World cannot be held responsible for
the safekeeping or return of unsolicited articles,
this futuristic/medieval world, the characters boast a stylized look and the envi- manuscripts, photographs, illustrations or other materials.
Address all subscription correspondence to: Computer
ronments are truly different. Graphics World, 620 West Elk Ave, Glendale, CA 91204.
Subscriptions are available free to qualified individuals
Audiences indeed have choices, not just among the animated features, but also within the United States. Non-qualified subscription rates:
USA—$72 for 1 year, $98 for 2 years; Canadian
among the live-action movies. So, with so many options, is the market becoming subscriptions —$98 for 1 year and $136 for 2 years;
all other countries—$150 for 1 year and $208 for 2 years.
too diluted with these films? Is an animated movie no longer the “special treat” Digital subscriptions are available for $27 per year.
Subscribers can also contact customer service by calling
it once was? Perhaps. But as long as studios deliver compelling stories augmented (800) 280 6446, opt 2 (publishing), opt 1 (subscriptions) or
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Karen Moltenbrey
CHIEF EDITOR
karen@CGW.com
2 November 2008
August 2008
CGW :808_p 7/18/08 4:46 PM Page 1
Full Throttle.
No Resistance.
B_]^jMWl[l/Get it done.
B_]^jMWl[WdZB_]^jMWl[):Wh[h[]_ij[h[ZjhWZ[cWhaie\D[mJ[a?dY$D[mJ[a?dY$(&&.$7bbh_]^jih[i[hl[Z$ mmm$d[mj[a$Yec
AMD Rolls Out New Brand, Releases Accelerator Pair
AMD recently unveiled a new brand for its professional graph- bilities, and handles the decoding of various
ics accelerators, the ATI FirePro, and then announced two new formats in the GPU, which helps free
professional graphics accelerators—the ATI FirePro V5700 and up the CPU to handle other tasks.
V3700—as the first offerings in that new line. The ATI FirePro V3700, mean-
The ATI FirePro V5700 graphics accelerator, priced at $599, while, establishes a new,
delivers application performance that is well suited for CAD low-entry price for
and DCC professionals. With the new card, users will experi- professional 3D
ence increased performance for shader-intensive applications, graphics. For CAD
as much as two times more than the previous generation, professionals who
according to the company. are migrating from 2D, the
The V5700 also features 512MB of frame-buffer memory and V3700 provides 3D performance and
dual-link DVI and display port connections, while its true 30- application certification at a price of $99. The
bit display engine produces more than one billion colors at graphics accelerator features 256MB of frame-buffer memory,
any given time—empowering designers to see more of their two dual-link DVI connectors, and VGA-mode support on all
data. Unified Video Decoder 2.0 provides full Blu-ray feature display outlets.
support, including dual-stream and picture-in-picture capa- The ATI FirePro V5700 and V3700 are available now.
*See hp.com for pricing on the xw8600 model shown above; reseller price may vary. 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. Kung Fu Panda™ & © 2008 DreamWorks Animation LLC. All Rights Reserved. © Copyright 2008 Hewlett-Packard
Development Company, L.P. The information contained herein is subject to change without notice. Simulated images. Microsoft and Windows are
U.S. registered trademarks of Microsoft Corporation. Windows Vista is either a registered trademark or trademark of Microsoft Corporation in the United States
and/or other countries.
Autodesk Signs Agreement with Avid to Buy Softimage
Acquisition to accelerate Autodesk’s games strategy; complements digital entertainment and visual communications offering
Late last month, Autodesk and Avid Technology signed a “Upon the completion of this acquisition, we will be adding
definitive agreement for Autodesk to acquire substantially all Softimage technology and products to our portfolio, and
the assets of Avid’s Softimage business unit for approximately welcoming one of the most talented teams in the industry to
$35 million (see “Changing Hands,” pg. 8). Autodesk Media and Entertainment. Both will help us acceler-
Softimage—which develops 3D technology for the film, tele- ate the work of our Games Technology Group, as we build the
vision, and games markets—was founded in 1986 by Daniel next-generation of real-time, interactive 3D authoring tools for
Langlois and is headquartered in Montreal, Canada. Its flag- games, film, and television.”
ship product, Softimage XSI, is an extensible 3D animation Gary Greenfield, CEO and chairman of Avid Technology,
software solution used by leading media and entertainment adds: “We are excited about what this transaction means for
companies, including Digital Domain, Ubisoft, Sega, CapCom, customers of Softimage. The Softimage 3D product line has
Animal Logic, and The Mill. Meanwhile, Autodesk Media and performed well in the video games market, a sector where
Entertainment provides animation, visual effects, editing/finish- Autodesk has a track record of success. Autodesk will provide
ing, and color-grading solutions for the 3D market, including a great home for the business.”
entertainment and design industries.
“Softimage has been developing state-of-the-art 3D technol- Softimage Product Integration
ogy for more than 20 years, and its products are recognized as Upon completion of the acquisition, Autodesk states that it
best-of-breed in the entertainment
CGW_Half_HOR:CGW_Half_HOR industry,10:17
9/15/08 ” says AM
MarcPage
Petit, 1 intends to continue developing and selling Softimage’s core
senior vice president, Autodesk Media and Entertainment. product line, while integrating certain Softimage technology
6 November 2008
into future versions of Autodesk solutions and products. Petit comments: “As we have demonstrated since the
According to Autodesk, it plans to acquire and continue acquisition of Alias in 2006, we’re committed to giving our
developing the following Softimage products: customers choices when it comes to their 3D tools. We plan
to maintain and grow the Softimage product line, and through
■ Softimage XSI: Including XSI Essentials, XSI Autodesk FBX, provide better interoperability between Soft-
Advanced, XSI Academic, XSI Mod Tool, and the image products, 3ds Max, and Autodesk Maya. FBX also
XSI software development kit. XSI is production- provides interoperability between Softimage products and our
proven 3D animation software, offering a complete specialized applications such as Autodesk Mudbox, Autodesk
3D modeling, animation, rendering, and develop- MotionBuilder, Autodesk ImageModeler, and Autodesk Stitch-
ment environment for VFX and custom tools. er, as well as numerous third-party applications.”
■ Softimage Face Robot: A complete software solu- Petit concludes: “At Autodesk, we care deeply about 3D
tion for easily rigging and animating 3D faces. Face technology; we know users invest a lot of time and energy
Robot enables studios to create lifelike facial anima- into mastering their favorite 3D product. To all 3D artists out
tion at incredible speeds. there, I want to tell you that we understand your passion for the
■■ Softimage CAT: This advanced character anima- creative tools you use daily, and that with Autodesk, you can
tion system is, ironically, a plug-in for Autodesk 3ds choose your passion.” ■
Max software. It is intended to be integrated into the
3ds Max product line.
■ Softimage Crosswalk: This interoperability solu- More at CGW.com
tion is intended to be integrated with Autodesk’s Go to www.cgw.com for an audio interview with
own interoperability technology.
CGW_Half_HOR:CGW_Half_HOR 6/17/08 12:35 PM Page 1 Autodesk’s Marc Petit and Softimage’s Marc Stevens
concerning this breaking industry news.
NEWS: ACQUISITION
November 2008 7
■ ■ ■ ■ News Analysis
8 November 2008
News Analysis n n n n
form for future upgrades that can better take the process of analyzing the company. Acquis
advantage of hardware advances, including Stevens and Softimage product man-
multiple CPUs and advanced GPUs. ager Bill Roberts realized that the op-
Just this past summer at SIGGRAPH portunities for 3D modeling and the
2008, Softimage introduced ICE (Inter- animation market were well defined
active Creative Environment). ICE is de- but limited. However, the opportu-
signed to meet the demands of production nities within the entire development
managers and artists who need to develop pipeline, especially the game develop-
and manage their own tools. Maya has led ment pipeline, were quite large. Just this past summer, Softimage added ICE, a
in this market, but it, too, is getting a little “We needed an investment to buy transformative open platform, to XSI Version 7.
long in the tooth, and developers complain middleware and game-engine tech- could not pass up that talent.”
about the difficulty of programming in nology,” says Roberts. Avid, at the same Stevens is going to take Softimage into
Maya. Softimage hoped to win over not time, decided it needed to focus on its Autodesk, and he’ll join Autodesk’s execu-
just users, but entire teams with its node- core video and broadcast products, and tive team. Autodesk says it will maintain
based development platform. the wheels were set in motion to find Soft the Softimage XSI product line, along with
Meanwhile, Autodesk acquired French image a home where it could grow. Autodesk’s current stable of 3D content cre-
AI company Kynogon, which the company The rumor mills have been pumping ation tools, including 3ds Max and Maya.
wanted to use to expand its role in the game out theories about where Softimage might Max is increasingly becoming an engine
development pipeline. By around SIG- go. Obviously, given today’s economic cli- for visualization, and Autodesk is strength-
GRAPH 2008, says Marc Stevens, general mate and tight money, a leveraged buyout ening the links to Revit, its architectural
manager of Softimage, he and Petit realized was unlikely. According to Stevens, several product, via the common, open FBX format
they were both heading in the same direc- companies were interested. And within (originally from Kaydara, which was bought
tion. “We had the same vision, and we were the industry, rumors have been flying for by Alias in 2004). In fact, says Petit, the real
opportunity is in interactive 3D storytelling
on all fronts, “including moviemaking, In-
ternet interactive applications, virtual worlds,
and even engineering.”
Making the 3D assets is just a tiny part of
the job. Stevens and Petit want to improve
development tools, expand their middle-
ware products, create game-like interfaces,
and expand the entire 3D market.
Maybe the acquisition of Softimage by
Autodesk isn’t what anyone expected, and
certainly there will be people who do not
want this. But, the ideas and talents that
these two companies can bring together
could blossom into a broad range of new
products and capabilities. For many Soft
Stereoscopy is a hot area right now in terms of entertainment, and Autodesk is addressing this
image employees, there is probably a sense
area in its Maya 2009 product.
of relief now that the waiting is over and
going at it from two different directions,” months, though most of the speculation the big question has been answered. n
says Stevens during the joint phone inter- has been around Apple; Autodesk was
view with Petit. not mentioned much. “This isn’t what we Kathleen Maher is a contributing editor to CGW, a
About nine months ago or so, the Soft thought would happen,” admits Roberts senior analyst at Jon Peddie Research, a Tiburon, CA-
image executive team took stock. They were when asked about the deal. based consultancy specializing in graphics and multime-
doing so as their parent company, Avid, un- Autodesk’s Petit points out that once dia, and editor in chief of JPR’s “TechWatch.” She can be
der new management, was going through he became aware of the opportunity, “we reached at Kathleen@jonpeddie.com.
November 2008
■ ■ ■ ■ Stereoscopy
DreamWorks Animation SKG plans to author all its movies in stereo 3D,
starting with Monsters vs. Aliens, scheduled for release in March 2009.
10 November 2008
Stereoscopy ■ ■ ■ ■
November 2007, when Paramount Pictures However, the slow adoption of digital will unspool during the next three years,
released Beowulf in stereo 3D, the number projectors by movie theaters has slowed but already 1300 theaters show 3D films,
of RealD theaters had grown to 900. Now, the adoption of stereo 3D. That’s about with RealD, the leader in this field, boast-
the chickens and the eggs—that is, the the- to change. On October 1, a consortium ing of deals in place for future installations
aters and the content—are quickly moving of Hollywood Studios—including Disney, that would bring its total to 5000 theaters.
into place for a major revolution. Paramount Pictures, Universal Pictures, Further increasing the potential number of
Digital projection is the key to stereo 3D’s Twentieth Century Fox, and Lions Gate— theaters is Dolby, which entered the picture
theatrical success. The stereo 3D systems, announced their pledge of $1 billion-plus in 2007. Dolby’s stereo 3D systems, which
such as those from RealD, that sit in front to upgrade 20,000 North American movie don’t require special screens but need re-
of the digital projectors control the dual theaters to digital projector systems. usable polarized glasses, have now landed
images (left eye, right eye) with split-sec- “Digital conversion is the major cost,” in 150 US theaters and an additional 350
ond accuracy. This has helped eliminate the says Joe Daley of MarketSaw.blogspot.com, around the world. And, just last month,
headache-producing misalignments of left- a Web site focused on 3D movies. “Once Sony announced a 3D adapter for its 4-
eye/right-eye frames that can result when that’s done, it’s a relatively minor cost for a resolution movie-theater projectors that it
two sprocket-based projectors put images theater to move to 3D.” plans to ship in March 2009.
on screen (see “Supersized,” January 2007). The digital projection installation project The 5000-theater number would be
November 2008 11
n n n n Stereoscopy
12 November 2008
CGW :1108_p 10/29/08 11:18 AM Page 1
Sculptural Movies
“I talk about stereo 3D now as spatial
moviemaking,” says McNally. “The differ-
ence is like comparing painting to sculp- Director Eric Brevig filmed the live-action Journey to the Center of the Earth in stereo 3D. The
ture. We have the potential to conceive July 2008 release into multiplex theater chains earned $100 million at the box office.
the whole storytelling art form as a spatial
art form, especially when we combine CG out worrying about the subjects jumping producer for a stereo 3D feature anima-
with stereoscopic moviemaking.” around. The other extreme is Fly Me to the tion, an independent production made
Close-up shots provide one example Moon. The space of the movie is detached feasible by the promise of 5000 theaters.
of how 3D might differ from traditional from wherever the screen is, almost nothing “If we can design stereo 3D films in which
moviemaking. In the latter, when a director plays at the screen, and almost every char- we hold on to the scenes, we might be able
shoots a star for his or her “close-up,” the acter is within arm’s reach. We’re using both to bring some artistry back into our ADD
character in the film appears closer because techniques and working between [them].” world,” he says. “We may be able to extract
it looks bigger. “It’s part of the illusion you Don Hahn, who was the producer at emotion from films, not just fast cuts and
create when you’re working in a medium Disney for a number of feature anima- fast pacing.”
that doesn’t support distance,” McNally tions, including Beauty and the Beast, The
says. “But, in a 3D movie, it’s possible that Lion King, The Nightmare Before Christmas, Emotional Depth
the close-up could be shot with the framing and The Emperor’s New Groove, is currently In designing the overall look through the
quite wide, and with the character moving the executive producer for Tim Burton’s arc of a film, the stereoscopic teams fre-
closer to us. Is that more powerful, or is it 3D Frankenweenie, scheduled for Decem- quently compare the conceptual use of 3D
distracting? These are questions we’re try- ber 2009. “Directors are entering a whole to that of a sound track. “We constantly
ing to understand.” new space with new rules,” he says. “For play with the depth like a symphony,” Mc-
When stereographers structure a 3D example, you might have a deep set, like a Nally says. “We might start quiet, build
experience, they work within certain lim- big ballroom, but you want the audience to a crescendo, and then fall back so that
its. “We have something we call the stereo to focus downstage or way upstage. So, you depth is something that flows.” The stereo-
budget, or the parallax budget,” Engle says. converge the eyes to different points on the scopic artists consider depth within indi-
“That’s the technical limitation for how far screen. Also, you can play with distance to vidual scenes as well.
away or close something can be before it create a child-like wide-angle perspective or “When filmmakers went for the gim-
becomes uncomfortable [to look at]. So, a more normal adult sense of a room. But, mick of hurtling stuff at the audience, they
the creative aspect is in using that space to I suppose pacing is the biggest difference. pulled the audience out of the film, instead
give the audience the best experience.” When you convert flat animation to 3D, of creating an immersive experience,” Neu-
Within that limitation, a director can there are times when you wish you could man says. “We’re taking a more mature
bring objects out into the audience or use linger and let the eye adjust to a scene. The approach.” For example, in the film Bolt
stereo 3D as a window into which the audi- [stereo 3D] directors have extra time to fol- (see “Back to the Future,” pg. 20). Disney
ence looks deeply. “I’ve often heard James low objects to the z plane and back again.” stretches the environment fully for action
Cameron says he’s keeping the subject of The possibility of such leisurely pacing is scenes, but when the dog Bolt talks with
interest on the screen,” McNally notes. something that Adam Holmes, vice presi- the cat Mittens, and it’s a lighthearted mo-
“He’s shooting live action, and you can un- dent of Wide Band Entertainment, finds ment, the crew tones down the depth.
derstand why you would want to edit with- enticing. Holmes is currently executive The instruments that stereographers
14 November 2008
CGW :1108_p 10/29/08 11:19 AM Page 1
use to move objects toward the audience ly use up the stereo budget. To solve this equating emotional separation to depth.”
or push them far away are the distance problem, Disney and other studios use For example, when directors want the
between the two cameras (one for each multiple sets of cameras—perhaps one for audience to connect with a character,
eye) and the convergent point for the two the foreground, one for midground, and they might place that character on the
images. The choice of camera lens affects one for the background—and dial in the audience’s side of the frame; that is, bring
depth as well. depth to create the internal volume and the character out into the audience a little.
“Let’s say you want to use a long lens, roundness for the character. Then, they When they want the audience to feel de-
maybe a 100mm lens,” Neuman says. composite the layers together. tached from the character, they might push
“That gives you an unsatisfactory result in With that kind of control available, di- the character back.
3D: There is a large separation in depth rectors can choose where to place charac- To do this without changing other char-
between the characters from foreground ters in scenes and how much depth to give acteristics in the scene, Neuman sometimes
to background, but each character looks characters based on the story they’re tell- uses another stereoscopic technique called
like cardboard. To compensate, you can ing. “One metaphor we build on is equat- the floating window: The stereoscopy crew
increase the interocular or interaxial dis- ing the emotional depth of a scene to the puts a black mask on the edges of the im-
tance [between the cameras], which in- depth of the character,” Neuman says. “We ages and then varies the thickness of that
creases the internal volume in the charac- might increase the depth until we get a mask between the two eyes to change the
ters, but the gaps between the characters nice, round, full character for an emotional perceived location of the theater screen.
are also magnified.” And that could quick- beat. A second literal metaphor we use is “We create a virtual screen (a window)
t
w
s
t
New tools from several software companies now help artists OpenEXR community to make it broadly useful. “Over the last
working in 3D. For example, Autodesk’s Lustre speeds the six months, we’ve seen companies starting to adopt, or at least fl
work of colorists who are grading 3D films. The Foundry’s Ocu- support, this format,” Welford says. “Now, within Nuke, for ex- t
lar plug-in for Nuke helps compositors who paint one eye to ample, there’s a left-eye and a right-eye button in a single file.” w
create the second eye in the correct depth. Quantel’s Pablo t
system aids artists matching the colors on the left and right. u
And, Tweak’s RV software gives artists the ability to see images “We have a whole suite of tools that take care of the nuts and
in stereo 3D on standard monitors within RV viewing software. bolts of stereo for the artists,” says Phil McNally, stereoscopic u
The animation and visual effects studios are also creating supervisor at DreamWorks. “If an animator has a scene with a v
3D-specific tools, and those tools provide a glimpse into the character running up a road straight to camera, we would want n
state of the art for stereoscopy. the character to feel distant at the beginning and literally get p
closer to us at the end. We give the artists controls so they can t
dial the stereo as they watch the performance.” Artists can have a
“We’ve had to come up with a whole new workflow,” says Matt a different stereo setting on every keyframe without worrying t
Welford, head of compositing at Weta Digital, where work is about distortions, and without knowing the nuts and bolts.
under way on James Cameron’s Avatar and Steven Spielberg’s “We also have something called the multi-rig,” McNally adds.
Tintin. “We use [Apple’s] Shake and Nuke for compositing, “In CG, it’s easy to have three, four, five stereo rigs all pointing “
which are both node-based. Initially, we made a left tree for the to the same scene in much the way we have multiple lights put- t
left eye and a right tree for the right eye, so we had two trees ting rim lights on one character, for example, but not another. E
per shot rather than one, as in traditional films. To reduce the Unless you’re doing a 3D science project, why not have every- p
number of files and make file management neater for artists, we thing up for manipulation and artistic interpretation?” s
worked on a way to represent stereo images in a single image
file. To do that, we formalized the names of the left and right eye t
within the EXR file format.” “We developed a camera rig that uses a results-driven paradigm. “
Weta called the new format SXR, and worked with the I can define how far out from the screen I want the closest part of d
16 November 2008
Stereoscopy n n n n
But, he also has begun point for the stop-motion animation. “Our
using the floating win- main character, Coraline, is a little girl who
dow more creatively, to lives in a bland, overcast place,” says Brian
temper the balance be- Van’t Hul, VFX supervisor who won an
tween emotional and Oscar for visual effects in King Kong while
stereo depth. he was at Weta Digital. “In that real world,
“Sometimes if we we keep the stereo flat. But when she goes
can just pull out one to the magical land, we increase the depth
corner, we can re- to enhance the move. We’re using stereo
Imageworks turned the CG film Beowulf into a stereo 3D version
using techniques honed on The Polar Express and Monster House. tain the proximity we 3D in an intentionally dramatic fashion.”
want,” Neuman says. Because stop-motion animators shoot
that we can float into the theater, push back “And, we’re experimenting with tilting the their films one frame at a time, in order
into the screen space, or change the orien- window during action sequences to create to create the stereo 3D version, they sim-
tation of the image,” Neuman says. This tension. We’re sculpting a 3D environment ply shoot two stills. “We shoot the left
helps them fix problems—perhaps a frame artistically based on where the eyes are drawn eye with the digital still camera and then
edge that crosses in front of an object ap- and where the action is taking place.” move it over and shoot the right eye,” ex-
pearing in front of the screen. Moving the At Laika, Coraline director Henry Selick plains Van’t Hul. Compositors layer the
frame puts the depth cues back in sync. is using stereo 3D to enhance a main story stereo images into backgrounds moments
the scene to be, how deep into the farthest part of the scene, and point of view. We slide the elements over to create depth and
where I want the convergent point to be,” says Robert Neuman, then fill in the holes that the other eye would see. We’re de-
stereoscopic supervisor at Disney. “Based on those three things, veloping a wide variety of tools that allow us to do that. And
the system sets up the camera positions for us.” then, we have the added challenge of putting elements from
Neuman continues: “We also have a tool to visualize the the virtual world into the plates. And, we’re still investigating
floating window within a 3D scene. We can see exactly where the techniques we’ll need for Tim Burton’s Alice in Wonder-
the floating window lies. So, if I have an over-the-shoulder shot land—imagine Beowulf but with live people in a 3D virtual world
with a character breaking the frame on frame right, I can grab that’s Tim Burton’s vision of Alice in Wonderland.”
that floating window within the camera space and pull it out
until it’s in front of the character.”
To avoid the cardboarding that can happen when the crew Frantic created 200 shots for Journey to the Center of the Earth
uses a telephoto lens, they have tools that tell them the internal using Autodesk’s 3ds Max and Mudbox, Pixologic’s ZBrush,
volume of characters. “If a character has a factor of 1.0, it’s a Nvidia’s Gelato, and several proprietary tools, including the stu-
nice, round character the audience relates to. If it’s .1, or only 10 dio’s water-simulation software. For compositing, particularly to
percent round, that’s a problem, and we might need to use mul- work with stereo, the studio created a series of scripts and plug-
tiple camera rigs,” Neuman explains. “We also have tools that ins for Eyeon’s Digital Fusion 10 that they’ve named Awake. The
allow us to view what it would look like with multiple rigs. All the studio sells the tools it developed to work on Journey and other
tools we developed in-house work within [Autodesk’s] Maya.” films on its FranticFilms.com Web site.
“We wrote a completely new pipeline for Journey,” says Chris
Harvey, co-visual effects supervisor at Frantic with Mike Shand.
“We have a huge suite of tools, from image viewing to dialing “The entire movie was shot in stereo, so we had double plates
the depth within Maya, that we’re constantly refining,” says Rob for everything. We could have decided to work on one eye and
Engle, senior stereographer at Imageworks. “But one area we’re then ask artists to create the second eye, or we could have had
particularly interested in moving forward is the 2D-to-3D conver- scripts generate the second eye. But, we came up with a third
sion. The most relevant example is our work on G-Force.” approach. Our artists worked in stereo all the way from track-
In this film, which is scheduled for July 2009, a specially ing to finishing the shots. We literally worked on the shots with
trained squad of guinea pigs becomes a force for doing good. both eyes at the same time stacked side by side or vertically.
“We’re taking 2D plates, isolating elements that would be at We called it ‘stereo stacking.’ It was a huge timesavings.”
different depths within the plate, and producing the other eye’s –Barbara Robertson
November 2008 17
■ ■ ■ ■ Stereoscopy
18 November 2008
Stereoscopy n n n n
tracks had to match perfectly.” on’s Avatar is ongoing, Matt Welford, com- eron. It remains to be seen at what stage ev-
Similarly, rotoscoped images needed to positing head, is running into some of the eryone jumps onboard, and that may never
match perfectly, even though the original same challenges. “Often, we find that pull- happen. And three, making the decision a
images might not. For example: “The cam- ing a key for the left eye will not work for no-brainer. We’re not there yet. We have a
era views of Brendon Fraser’s hair might be the right because of differences in lighting,” lot of work to do with tools, but what we’re
slightly different,” says Shand. “You might he says. “We have to make sure the quality really missing right now is experience. The
see a curl of hair in the left-eye image but is perfect for both eyes, but the cameras are visual language is still evolving.”
not in the right-eye image. That confuses looking in slightly different areas.” What might we see in the future as
the viewer’s brain and causes what I call That makes the job of painting the im- stereographers such as Engle, McNally,
buzzing. So, the artists had to tweak the ages much more difficult. “Hand painting Neuman, and various directors and visual
images by hand.” on a single view is already difficult,” Wel- effects supervisors continue exploring the
Specular highlights captured by the ford says. “But now, if we have to remove possibilities? Engle offers a few thoughts:
camera were often different for the left and something from a scene and hand-paint the “So far, everyone is using 3D as a repre-
right eyes, as were lens distortions and col- image, we’re painting a very specific depth. sentational experience,” he says. “They’re
ors. “The biggest things that would make If we put something in a slightly different mimicking reality. Why do we need to do
this process easier would be if the camera depth for one eye, we throw the stereo off. that? I think there is a filmmaker out there
systems produced footage that was more We had to toss a lot of the tips and tricks we who will make a revolutionary movie—
identical in color,” Shand says, “and, if we used to use out the win-
could improve the interocular tracking.” dow. However, it’s good to
As do filmmakers working with 3D be doing something new
animation, Frantic’s visual effects crew and different.”
used the distance between the cameras as
a storytelling device for their largely digital Moving Deeper
shots. “If you increase the distance, things Welford is certain that
effectively look small, as if you were a gi- although the studio will
ant,” Harvey says. “If you do the reverse, solve some of the com-
everything feels bigger and more impos- plex problems in the next
ing. So, we constantly shifted interocular few years, creating hybrid
Disney’s 2005 animation Chicken Little was the first stereo 3D
distance and convergence to tell the story. live-action/CG films, such
film shown in 84 theaters newly equipped with RealD projectors.
We did a lot of adjusting—literally sliding as those he’s working on, Experts estimate that in the first-quarter 2009, approximately
the images left or right.” won’t become a push-but- 3000 North American theaters will be stereo 3D-ready.
In doing so, the crew quickly discovered ton process anytime soon.
that making those adjustments on a com- “I think maybe for people working in someone who will really push the technol-
puter screen wasn’t sufficient. “You have to fully CG movies, it will be easier to make ogy. Someone who will break the rules.”
look at these images big,” Harvey says. “To 3D a process, but it will take a long time McNally is looking in that direction, too.
get things to sit properly in stereo, we were for people working with live-action stereo “You don’t expect a painting to be a photo-
moving things at a sub-pixel level.” films to develop automated processes that graph,” he says. “You expect to see the me-
For example, differences in the live-action will be at a standard that’s acceptable for dium. What does it mean when we’re in a
images sometimes caused ghosting. “Ghost- final production.” full three-dimensional spatial delivery of a
ing happens when high-contrast areas close Even so, Imageworks’ Engle believes that story?” That’s what is so exciting. We have
to each other are at different depths,” Har- the choice to make a 3D film will eventual- an undiscovered medium.”
vey says. “It causes buzzing in your eyes, ly become as insignificant as the choice be- But with 5000 3D theaters in the offing
and it’s hard to resolve. If you’re working tween filming in color or black and white. and directors readying new content, it’s a
only in CG, you can move the images onto “We have three hurdles to overcome,” En- medium that’s ready for its close-up. n
a zero plane with no convergence—the left gle says. “One, audience acceptance among
and right images are the same. In live ac- adults as much as kids. Two, filmmaker ac- Barbara Robertson is an award-winning writer and a
tion, what was shot is what was shot.” ceptance—not every filmmaker is as excited contributing editor for Computer Graphics World. She
At Weta Digital, where work on Camer- as Burton, Spielberg, Zemeckis, and Cam- can be reached at BarbaraRR@comcast.net.
November 2008 19
■ ■ ■ ■ CG Animation
20 November 2008
CG Animation ■ ■ ■ ■
November 2008 21
n n n n CG Animation
22 November 2008
CG Animation n n n n
characters as a good foil against painterly use the brushstrokes on silhouettes in CG Brushing Light
backgrounds,” Felix says. models,” Lusinsky explains. “We call it In addition to XGen, Disney’s look de-
Achieving painterly backgrounds with ‘ray painting.’ ” velopment tool kit includes a 3D paint
computer graphics, however, isn’t always The process starts with painters working program and shader expressions, all rolled
easy, and the job of translating Felix’s vision in Adobe Photoshop or Corel Painter to into a powerful system that allows artists to
fell to Lusinsky. “We worked with R&D create and store libraries of brushstrokes. create procedural expressions without hav-
for a year to develop tools and processes to For Bolt, to create the Edward Hopper-like ing to write procedural shaders (see “Fast
achieve the loose brush style in the early backgrounds, they used a dry brush. Forward,” April 2007, and “The Sky’s the
Disney films,” Spencer says. The result: “We’re only interested in the quality Limit,” November 2005).
new technology; so new that Disney has of the edges,” Lusinsky points out. “We “Our Paint3D program for painting
filed for patents on it. want the edges to feel like brushstrokes. If textures is powerful,” Lusinsky says. “You
Lusinsky groups the new technology into we had painted on the geometry, the sides don’t just paint in it; it has an expression
four areas: ray painting, normal mapping, would recede in space. In contrast, our library.” Therefore, artists using the pro-
texture painting, and painterly shadows. brushstrokes never recede in space; they stay gram can easily and quickly move back
on the edges because they can track with and forth between procedural and hand-
Loose Edges the camera and stay flat to the image.” painted textures.
In 1999, Disney animators sent Tarzan, a To make this possible, the studio’s expres- For example: “You can bring different
2D character, swinging through painterly sion-based XGen software grows virtual properties of the geometry into Paint3D,”
3D jungles with the help of new technol- cards—2D planes—on the geometry in the Lusinsky says. “If you pull the normals in
ogy called Deep Canvas (See “Deep Back- scene. For each card, XGen associates partic- as images and paint on those images, they’ll
ground,” July 1999). Background artists ular brushstrokes from the reference library. remap to the geometry, so the geometry
thinks it has a new normal.”
The new “normal mapping” technology
allowed artists working on Bolt to give the
surfaces of the painted geometry a brush-
stroke quality by working with surface
normals—the imaginary lines tangent to
the surface of geometry that renderers use
to calculate specular reflections. “We re-
mapped the normals to brushstrokes so the
surface appears to be made of many brush-
strokes,” Lusinsky explains. “As the specular
light falls across the surface, it gets broken
up and takes on a brushstroke quality.”
Impressionist Painting
Bolt, who believes he really is a superdog, thinks he’s helping Penny escape from the villains, but To further help the artists create painterly
it’s only television fakery. The Bolt look and lighting team based color curves and contrast ranges
backgrounds in Edward Hopper’s style,
for the movie on two film stocks, one for scenes in the TV show and another for the “real world.”
the technical crew devised technology they
painted on 2D plots of 3D scenes. Deep “That gives us a way to get the brush- call “Look A, Look B” for texture painting.
Canvas then applied information about strokes onto a piece of geometry in 3D Lusinsky uses a brick wall to explain how
each brushstroke to positions in 3D space. space,” Lusinsky says. “We never render the new tools worked in practice. First, the
But, Deep Canvas relied on a proprietary the brushstrokes. We render the final artists painted and saved an Impressionistic
renderer, and for Bolt, the crew wanted to model and then send a raytrace. When the layer in which, for example, one brushstroke
use Pixar’s RenderMan. ray hits a brushstroke, it sends information might represent 20 bricks at a time. Then,
“We came up with new ideas and tech- back to the geometry. It says, this is what they painted individual grout lines between
niques that involved raytracing, to put brushstroke I am, and this is how I’m go- the bricks to create and save a more detailed
the brush strokes in 3D space so we can ing to look.” layer. The painters created these two types
November 2008 23
n n n n CG Animation
24 November 2008
n n n n Hardware
Workstations
on the
26 November 2008
Hardware ■ ■ ■ ■
This year, 2008, marks the year Moore’s Workstation Segment—Worldwide Market Share
law gave us the most mobile workstations
60%
ever. They are laptop computers with 17-
inch or greater screens, powerful dual- and
50%
quad-core processors with gigabytes of fast mobile
DDR2 DRAM, powerful GPUs with lots entry
40% midrange
of graphics memory, high-speed and large- high-end
capacity disks with RAID, optical drives ultra high-end
30%
with Blu-ray, every kind of I/O you can
imagine, and more features than you can
20%
find on many desk-bound machines. Those
are the facts. But what does it all mean?
10%
Aside from the sheer pleasure of being
able to take your work with you all the
0
time, what would be the motivation for
having a portable workstation, and how Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2
’04 ’04 ’05 ’05 ’05 ’05 ’06 ’06 ’06 ’06 ’07 ’07 ’07 ’07 ’08 ’08
portable are we talking? What about the
Courtesy Jon Peddie Research
workstation side? Are there compromises?
It seems like there are some incontrovert- reliable operation with an application. Also, the fastest-growing segment.
ible conflicts in the premise. the certified drivers are tuned to the specific The workstation market in terms of unit
applications—a qualification that is not just shipments is about the same size as the en-
What Is A Workstation? a label but really means something. thusiast gamer market, which is an inter-
A workstation is distinguished from an or- One of the distinguishing hardware fea- esting correlation with regard to the user’s
dinary PC by a few critical items. There’s tures of a workstation is its error-correction demand for high performance and a will-
a fairly regular debate about what a work- memory (ECM). However, in the case of ingness to pay for that performance.
station is and what it isn’t. And too many mobile workstations, there is no ECM. Ad-
vendors try to market high-end PCs as a ditionally, a workstation is equipped with a Can I Take It with Me?
workstation in order to get a higher price power supply that contains extra capacity. So, considering all the above information,
for them. Therefore, cooling and noise design is criti- why would a person want a workstation to
Workstations cost more than a typical cal, and more care is put into baffles and be mobile? Collaboration is a big buzzword
PC, and there are good reasons for that. For routing than is found in an ordinary PC. in the industry, and among distributed
one thing, a workstation is often used in a These are some of the most challenging workforces and partners, being able to share
mission-critical situation and, therefore, aspects in building a mobile workstation a design or a problem is critical. But what if
has to work 24/7, 365 days a year with no that, ultimately, limit the system’s abilities. you’re on a campus or in an aircraft manu-
hiccups or glitches. Workstations are used facturing facility? In those situations, being
with high-performance and often expen- Categories able to grab the workstation and scoot off to
sive software, and have to be qualified by Jon Peddie Research (JPR) categorizes the a meeting, or jump on a jitney and go to the
the software vendor. That is done to give workstation market into five classes, or seg- other end of the production line, would be
assurance to the buyer that the machine is ments: entry, midrange, high-end, ultra an enormous advantage. However, working
going to work, and work well. high-end, and mobile. The entry level has on a design while traveling in an airplane,
Generally speaking, a workstation has a no 3D capability, whereas the ultra high- although often mentioned, isn’t a realistic
high-resolution display and high-perfor- end is, as you can imagine, the most pow- application. For one reason, these portable
mance graphics, a large capacity of high- erful machine that can be built with dual workstations are big, and for another, the
speed (high-bandwidth) memory, top-of- graphics boards, dual processors, and zil- design work is so sensitive you’d never want
the-line CPUs, and fast high-capacity disk lions of megabytes of memory. to risk exposing it in public. That tends to
drives. Furthermore, a workstation will have Somewhere in between is the mobile mitigate the argument about battery life.
application-certified drivers that guarantee workstation, which, like the mobile PC, is And for those workstation users who fly in
November 2008 27
n n n n Hardware
28 November 2008
CGW :908_p 8/22/08 2:22 PM Page 1
“Softimage is in an excellent
position to leverage Intel®
multi-core processors.
We have an architecture that
is—at the core—designed to
leverage the power of multi-core.
SOFTIMAGE | XSI* 7 and ICE
deliver the performance and
interactivity that people need for
creating today's 3-D content."
Merten Stroetzel
Director Services,
Softimage
© 2008, Intel Corporation. All rights reserved. Intel and the Intel logo are trademarks of Intel Corporation in the U.S. and other countries. * Other names and brands are the property of their respective
owners. Image courtesy of Softimage Co. and Avid Technology Inc. SOFTIMAGE and XSI are either registered trademarks or trademarks of Avid Technology, Inc. in the United States and/or other countries.
n n n n Hardware
Even though Nvidia currently has the an Intel Core 2 Extreme Quad-Core CPU
“standard” position in these mobile work- and up to 8gb of high-speed DDR3 mem-
stations, that situation could change. Giv- ory. Lenovo also offers optional dual hard
en recent evidence both from SIGGRAPH drives with RAID configurations, and an
and from vendor comments, we can expect optional Blu-ray DVD burner/player,
to see a surge on the part of AMD mobile while HP can provide up to 640gb when
workstation graphics in the coming year. a second drive is added (displacing an opti-
The company has clearly renewed its ef- cal drive).
forts with respect to workstation graphics,
and vendors have taken note. They for Real?
Other issues to consider are the user in- So, are these new monster machines real
HP has added a DreamColor option to its terface and input devices. The mouse and battery-powered workstations? The answer
8730w mobile workstation, which is already trackball still reign supreme (see “Invaluable is a slightly qualified “yes.” Qualified be-
nicely equipped with a Montevina-class Input,” October 2008), but there is also a cause they don’t offer ECM, and they don’t
Intel Core 2 Duo processor and more.
large segment in the DCC world who work have the most powerful GPUs. But, those
additionally, ATI delivers DirectX 10.1 sup- with a tablet, using a pen for input. With are the trade-offs for size, power consump-
port (Nvidia is at DirectX 10.0). The Nvid- that in mind, one supplier, Lenovo, has tion, and cooling, and they are only slight
ia FX3700 is capable of supporting 1gb of cleverly built in a Wacom tablet just below compromises at that. When you think back
video memory, and both HP’s EliteBook the keyboard of the ThinkPad. to just a few years ago, the idea of having
8730w and Lenovo’s ThinkPad W700 use a portable workstation—a real worksta-
CGW_1 FOURTH:CGW_1 FOURTH 10/23/08 5:18 PM Page 1
that GPU; thus, the workstations can be Processors and Memory tion-class machine, not just some high-end
equipped with 1gb of video memory. Workstations, mobile or fixed, are ex- branded PC—was on the verge of absurdity.
pected to have the most It would be like putting a Ferrari inside a
1.
However, in a mobile today. We have it, with gigantic screens and
FaceShop workstation, or any super-high resolution, super-fast multicore
mobile device for that processors, powerful GPUs with a gigabyte
Take any photo and
turn it into a 3D head. matter, power and ther- of fast memory, and special features like Blu-
Use it as a morph with mal management is cru- ray disk drives.
any application that reads
OBJ, like Maya, 3DS Max, cial—super-fast CPUs Having been a workstation builder and
Poser, Lightwave, DAZ and GPUs get super hot, now a workstation user over the past few
Studio, etc.
Available in WIN/MAC and there’s scant space decades, I find it amazing to think about,
$89.99 to put in fans. Also, the let alone imagine it possible a decade ago.
limited space restricts And, that’s not all. Dell unveiled a new
30 November 2008
CGW :808_p 7/16/08 11:45 AM Page 1
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T
l
W
c
32 November 2008
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hey can be found in every soci- However, that seldom happens. Both pre- North American distribution.
ety, con men who take advan- tend to be brave and collect advance pay- Nevertheless, some folks in the US may
tage of others while capitalizing on ments for dragon kills that never occur. recognize the story line and the characters.
their victims’ weaknesses and fears. While opposites in stature and personality, That’s because the property began in 2004
In real life, their deceitful deeds are the two have been longtime friends, hav- as a television series on Cartoon Network.
no laughing matter. But in the ing been raised together in an orphanage. “From the beginning, Dragon Hunters was
world of make-believe, their actions and Often, they are accompanied by their pet conceived as a concept that could be a se-
consequences can be hilarious, and the dragon, Hector, which is more like a pet ries, a video game, a feature film, and so
characters themselves endearing. Such is dog than the large, menacing dragons they forth,” says Caroline Blin, marketing direc-
the case with Gwizdo, a medieval swindler hunt. Then, one day, they meet little Zoe, tor at Futurikon. To that end, Futurikon
who stars in Dragon Hunters, a European a believer in fairy tales and the niece of a recently completed a second season (52
CG feature film. wealthy nobleman frightened by the re- half-hour episodes) of the series and rolled
Dragon Hunters follows the adventures turn of the fiercest dragon of them all, the out a video game for the Nintendo DS to
of Gwizdo and his partner, Lian-Chu, both World Eater. Soon, the fly-by-night dragon coincide with the film debut.
hunters for hire in a futuristic/medieval hunters find themselves on an exciting ad- Even though the concept was imagined
world of floating land masses terrorized by venture: their first actual hunt. as both a feature and a TV series from the
various monsters, also known as dragons. In The underlying story is universal in start, one of the biggest hurdles was getting
this timeless universe, dragon hunting is not nature, a description that also holds true the producers to pony up the necessary
a fairy tale, but a real job involving contracts, for the multinational group of nearly 450 funds for a 3D film infused with a tre-
money, and problems with clients who don’t people behind this film. Mac Guff Ligne mendous amount of effects. “We were like
want to pay. Knights work for free but are in France, Trixter Film in Germany, and Gwizdo and Lian-Chu: two lonely rogues
not always available when needed, thus pro- LuxAnimation in Luxemburg were re- who needed credibility!” jokes Qwak.
viding opportunity for commercial hunters. sponsible for the movie’s creation. French
Small in size, cowardly, and less-than- graphic novelist Arthur Qwak developed Film Production
honorable, Gwizdo is the brains of the the original story and served as co-direc- Blin is quick to point out that the movie—a
operation, negotiating contracts with the tor alongside Guillaume Ivernel, with the prequel to the series, a “how it all began”—is
helpless villagers, while the hulking but French company Futurikon producing. more than a mere extension of the TV shows
kindhearted warrior Lian-Chu provides The movie found eager audiences through- in story, tone, scope, and character develop-
the brawn (it is his task to slay the beasts). out Europe but is still waiting for possible ment. The biggest difference, though, is the
animation itself: The series has a traditional
The two con men-turned heroes face their biggest fear, 2D cel look, while the film is 3D CGI.
literally, in the film as they chase down the fierce Therefore, no assets from the series could
World Eater, whose immense size (450 feet tall) be reused for the film. Yet, the 3D style is
challenged the hunters as well as the artists. atypical of the CG films produced in
the US, with their rounded edges,
glossy imagery, and tighter frames.
November 2008 33
n n n n CG I
34 November 2008
CG I n n n n
aesthetically into the backdrops, the artists along with some raytraced light sources. This also held true for the props.
used realistic textures, acquiring basic ma- Mac Guff’s R&D department created a All the characters were then hand-ani-
terials from photographs and then mixing multilayer system based on various outputs mated in Maya, reflecting a style that ani-
the textures in Photoshop. They used this that enabled the group to generate basic mation supervisor Kyle Balda describes
process to create the clothes, leather goods, layers (occlusion pass, diffuse pass, normal as “somewhere between full and a hybrid
metal objects, skin, and other materials. camera pass, and so forth), as well as the ‘limited’ animation in 3D”—hardly sur-
With Symbor, the artists then built possible mask and shader output needed prising given Qwak’s traditional anima-
complex shaders driven by mathematical by the compositing department—all in a tion background. “There is a lot of sappy
parameters such as facing ratio and dis- single process. “We even rendered a layer pose-to-pose animation, but for the most
tance to the camera. They used these Blinn for each light source, with all the possible part, the style of the animation is driven
shaders for basic surfaces such as leather information (diffuse, spec, shadow) so we more from the personality of the charac-
and metals, some velvet shaders for clothes could refine the lighting color in real time ters,” explains Balda. “For example, Lian-
and horse hair, and subsurface scattering within 2D,” Brach says. Chu hardly moves except for when he is in
for the skin. an action sequence, so his acting is subtle
“We had a lot of subtle shading details Animated Characters compared to Gwizdo, who moves a lot as
on things like Zoe’s clothes or her Uncle After the modelers were finished, the files he talks, but more or less freezes up when
Arnold’s clothes: Both wear garments em- were handed off to the rigging department. it’s time for action.”
broidered with gold and have different vel- Each biped character rig—set up in Maya According to Laurent de la Chapelle,
vet shaders to give them a sense of fineness and managed with InK, the studio’s in- animation director, the team was tasked
and richness,” Brach says. Nevertheless, the house tool—contained approximately 75 with creating a full feature’s worth of ani-
artists used what Brach describes as a “fat joints, with 100 or so controllers. “Because mation in about nine months, and with
S” shader for the hairs instead of a tradi- this is cartoonish animation, everything had 26 animators divided between the Mac
tional hair shader, for a soft look achieved to be squashable, stretchable, bendable,” Guff and Trixter facilities—about half the
with a short render time. says Mathieu Trintzius, character rigger, time and resources as a Hollywood ani-
mated feature.
The groups commonly employed video
reference, which enabled the directors to
communicate the acting/action intentions
for a sequence that was being animated
long distance by Trixter in Munich. “This
was simply a way to communicate the
character’s motivation for a sequence, as
opposed to using a detailed guideline of the
exact poses we wanted,” notes Balda.
The facial setups were based on muscu-
lar movements in the face, rather than the
creation of shapes that reference particular
phonemes or emotional expressions. In this
way, the animators were not limited to the
The characters, including the hulking Lian-Chu and little Zoe, are clearly stylized, yet to fit them
same “F-shape” or the same surprised eye-
into the realistic environments, artists added fine details to the characters’ clothing and props.
brow pose. “It was up to them to sculpt the
Lighting and rendering was done with “but I wouldn’t say that the animation falls poses themselves based on a combination
Mac Guff’s Symbor as well, combined into the cartoonish style; it is more realistic of the anatomy of the character and their
with MGLR, the studio’s rendering en- animation, with the exception of Hector.” own graphic sensibilities,” Balda says.
gine. The light rig was based on ambient Even some of the dragons were rigged Each character model contained several
occlusion, which allowed the group to with the base system, including the World facial controllers on the eyes and mouth,
control the mood of the sequence; some- Eater, although the group devised special giving the animators a good deal of free-
times image-based lighting was used, rigs for creatures that had unique designs. dom in creating facial expressions. This sys-
November 2008 35
n n n n CG I
tem negated any need to use facial poses. a reference of the mouth poses that were enabling the artists to work on the various
No motion capture was used, though some not obvious to a non-English speaker— individual parts in a more convenient way.
characters were influenced by real-life ac- this was particularly helpful for Gwizdo “Basically, we visualized in our asset
tors—Gwizdo (Joe Pesci) and Zoe (Kate and Zoe, who talk very fast and use a lot manager the sub-scenes and the global
Hudson from Almost Famous, and Miran- of slang. scene in the form of a nodal tree, where we
da Cosgrove from School of Rock). could connect, disconnect, and replace at
Another challenge was that, due to the Environmental Issues will any part we wanted,” explains Clarenc.
production schedule, the teams began One unique aspect of the film is the float- “This was a major achievement in flexibil-
animating before the final dialog was re- ing islands. “We had to take into account ity, work division, and efficiency for us.”
corded, limiting them to only animat- the fact that all the animations were made Throughout the film, there is a lot of
ing portions of sequences that were not before the modeling of the high-defini- debris flying around, some of which are
dialog-driven for the first few months. tion sets even began, and that the anima- just rocks, but others are part of destroyed
“Fortunately, there were plenty of action tors worked on low-definition scenes made buildings. To achieve the “floating” effect,
sequences in Dragon Hunters, but not all solely for them,” explains Franck Clarenc, the group devised a particle-based system to
the animators are necessarily differentiated modeling supervisor working on the film’s generate a turbulence field; that, along with
toward action-based animation; some are sets and environments. “As a consequence, a direction-based rotation script, moved the
natural actors who may struggle a bit with all the assets in our pipeline were created “flying” rocks, vegetation, and more.
the concrete and technical nature of physi- according to that low-definition layout, There are also a number of buildings in
cality,” explains Balda. which was divided into arbitrary parts that various states of disarray during different
In addition, casting was still going on were much too heavy when turned into “chapters” of the story. Because of the tight
in the early months of the film, but that high definition.” production schedule, the group had to find
limitation proved beneficial when the crew In the case of the floating village, the a way to optimize the creation of those
moved to the acting sequences: “By that artists created it as a single scene, which, heavy models; in the end, they designed
time, the animators had become familiar according to Clarenc, turned into a huge li- most of the structures using modules that
with every joint and anatomical movement ability when they reached the critical poly- could be reused and, with some modifica-
of the characters,” Balda points out.
Lip synch proved especially challenging,
as the dialog was created in English to at-
tract a widespread international audience,
while the animators were predominantly
French. To make this process go more
smoothly, Balda accompanied the direc-
tors to the voice-recording sessions in Los
Angeles, to offer a native perspective. “For
an animation supervisor, this is an unusual
practice, but now I am convinced that it
should be part of the process,” Balda says.
“Within eight days we recorded all the
character voices, focusing on one charac-
ter at a time, from start to finish, from the
Artists surrounded each set with a sphere mapped with a high-resolution matte-painted sky.
perspective of that specific character. Later,
Most of the reflections are actual blurred reflections; sometimes they are environmental maps.
this proved invaluable when I was work-
ing one-on-one with the animators to help gon mass that made working in real time tions, would allow the group to craft as
them understand where their character was within Maya “a distant memory.” So, the many different buildings as needed.
in his or her respective arc.” group cut the huge data into smaller bits, “We originally thought about using the
Balda also gave the animators a video and with help from the development team, same nodal techniques as we used for the
reference of him lip-synching the final re- automated the gathering of those sub- flying village in our asset manager, but
corded dialog, so the French animators had scenes into a single, massive one, thereby that turned out to be impractical: It was
36 November 2008
CG I n n n n
November 2008 37
■ ■ ■ ■ CG I
A Small World
The exciting and universal story line, the
large personalities of the characters, and
the stunning visuals make Dragon Hunt-
ers a movie for everyone. “This film is an
example of why I am working in the ani-
The team used Mac Guff’s Symbor to generate the characters’ hair and the fur on their cos-
mation business,” says Coldewey. “And it
tumes. For each actor, they had at least three hair systems of varying densities and thicknesses.
is a great example of how Europe works
buildings, and the camera continuously groups of bats and rabbits using a behavior- together. Think about it: The French and
moved through them. based system. In the few occasions where the Germans produce something in Eng-
“The animation was done, and there was there was water, the artists used simple lish for the international market. How
no way we could change the layout, but the transparent and refractive shaders. cool is that?” Technically, the film utilizes
number of buildings was so large that none Mac Guff also developed new tech- the best techniques available, borrow-
of our machines could render the scene,” niques to calculate clouds, reducing the ing from US animation schools, French
explains Clarenc. overall time. This proved invaluable for a artwork, and Japanese image layouts and
The team had to drastically reduce the “cloud sea” sequence—in which the flying atmosphere. Will that be enough to sat-
polygon count; they did so by baking the village is riding the cloud sea and dragons isfy US audiences? “That’s difficult to say,”
high-definition models onto lower-defini- are crossing back and forth—containing says Coldewey. “To get a family feature to
tion models—sometimes as much as 10 a number of camera moves and set inter- US theaters, you need to invest more than
times lighter. This involved both normal actions. Here, the crew redeveloped the we had to make this movie. Yet, I think
and color maps so that no one would be old-school ray-marching technique from there is a big audience in the US asking
able to tell the difference if the objects were the raytracer to get a real volumetric effect, for this type of story.”
far enough from the camera. although it resulted in huge Perhaps so. As Qwak points out, the
However, that was the easy part. After- rendering times (about 20 movie is full of contrasts. The tone
ward, the developers had to find a way to hours a frame). of the characters is cartoony, even
switch from the low-def models to the This technique was also though they’re textured like real
high-def versions, and vice versa, both used for the dragon trails, ones. “We like the contrast
in Maya and in the studio’s proprietary enhanced with a 2D mo- between the adventure/sus-
MGLR rendering software. This enabled tion-blur process. pense, and the sad/funny
the artists to arrange the layout for each The raymarching technique scenes,” he says. Em-
shot and add details where necessary also provided the opaque phasizing this con-
while keeping the “non-important” zones smoke throughout the trast, Qwak describes
as light as possible. film. “We also Dragon Hunters as
“If our developers had not succeeded needed a smoke Tom and Jerry go to
in doing so, the last sequence would have that reacted pre- Sauron’s place (in The
looked simple and empty,” says Clarenc. cisely with the Lord of the Rings
Rings).
environment. “Everything is blended, just as
VFX and More The ray-marching is a it is in real life,” Qwak adds. ■
According to Dessons, the crew used a sig- sphere-based technique whereby
nificant amount of simulation throughout you build your smoke with Karen Moltenbrey is chief editor of Computer
the movie. For instance, the team animated spheres, so we couldn’t get that Graphics World.
38 November 2008
CGW :908_p 9/19/08 10:05 AM Page 1
Poser Pro
Geometry
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Application
Final
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The A,B,Cs of 3D
Autodesk Animation Academy teaches students about 3D, within the
context of other subjects and topics, including environmental awareness
A
utodesk Animation Academy is a program designed to teach of the moon. Also new is the Pollution module, a supplement in-
secondary school students about the company’s Maya, 3ds tended as an introduction to the program.
Max, Mudbox, and MotionBuilder software products in the Previous versions of Animation Academy were available for pur-
classroom. But this doesn’t mean that the curriculum has to focus chase as separate programs with 10 seats of either Maya or 3ds Max
solely on rote tasks. Instead, the Animation Academy expands edu- software. However, for the first time with the 2009 release, the six
cation horizons, introducing students to 3D animation and visual animation curriculum modules included with Animation Academy
effects technology while immersing them in core academic subjects will come with 10 seats each of 3ds Max, Maya, MotionBuilder,
such as science, math, language, and art. and Mudbox. The curriculum is directly tied to the Autodesk prod-
To further pique the interest of this demographic, Autodesk ucts, and is designed so that instructors who aren’t necessarily well
Animation Academy has included a Pollution module as part of versed in 3D can still easily get their students up and running via
the program, whereby students can create their own mini-games the step-by-step instructions.
focused on environmental concerns. “Animation Academy is exciting because it gives students a
But the program is not just fun and games. The Animation chance to further engage with science and technology subjects
Academy curriculum adheres to numerous academic standards, Autodesk has integrated its Pollution module as part of the company’s
Animation Academy curriculum. The goal is to teach students the
including those of the International Technology Education Asso- fundamentals of 3D content creation as they craft mini-games that
ciation and the US STEM standards for science, technology, math, have an environmental focus.
and engineering. The program is the Autodesk Media & Entertain-
ment division’s primary offering for K–12 students. With a focus on while also exposing them to 3D technology at a young age. They’re
the high school level, it introduces students to 3D technology via learning about topics like pollution and the digestive system by
core course subjects. building their own 3D models—exposing them to these subjects
Curriculum modules that will be released with the 2009 ver- in a way that would be impossible in the traditional classroom set-
sion of Autodesk Animation Academy include reconstructing the ting,” says Alice Palmer, Autodesk’s Education marketing manager.
Parthenon, learning the digestive system, studying weather systems “Furthermore, fields where 3D technology is being applied are ex-
with a focus on tornadoes, and experiencing astronomy and phases ploding, so whether these students go on to work in entertainment,
40 November 2008
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CGW :1108_p 10/29/08 11:24 AM Page 1
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Compositing
Simulation Fusion 6
Vue 7 Previews SIGGRAPH attendees were the first to
E-on Software previewed its Vue 7 witness Fusion 6, an upgrade to Eyeon
xStream and Vue 7 Infinite professional Software’s flagship compositing appli-
software solutions for natural 3D envi- and workflow than previous versions. cation. Version 6 offers various new and
ronments. Vue 7 xStream is the latest All Vue tools are now integrated in the enhanced features, including a stereo-
version of E-on’s tool set for creating host application, providing users direct scopic and multi-layer imaging system,
natural environments and rendering access to 3D environment-creation tech stereoscopic views, 3D in stereo view,
them in Autodesk 3ds Max and Maya, nologies, such as EcoSystem Painting. and multi-layer imaging. Fusion 6 is
Softimage XSI, Maxon Cinema 4D, Vue 7 Infinite, a solution for creating, designed to deliver seamless image
and NewTek LightWave. Version
CGW_Half_HOR:CGW_Half_HOR 10/23/087 is 5:17
animating,
PM Page and1 rendering natural 3D quality across multiple platforms, includ-
designed to deliver greater integration environments, is targeted at studios, ing Linux, Windows x64, Windows 32-
44 November 2008
CGW :908_p 10/28/08 5:32 PM Page 1
SA08 20.95x27.94cm Computer Graphics World Ad.ai 10/21/08 2:54:16 PM
NUX bit desktop PCs, and Intel-based Macs. as the ability to run PhysX-accelerated scoping tools, Mocha stand-alone track-
Fusion 6 is available to anyone with a applications faster on their GeForce ing station with 2.5D planar tracking
valid subscription license at no addi- GPU. The entire pack can be download- technology, Monet 2.5D tracking and
tional charge. Others can upgrade to ed for free from Nvidia’s Web site. element replacement tool, and Mokey
Fusion 6 for $695, which also includes Nvidia; www.nvidia.com WIN for tracking, wire and rig removal, keying,
12 months of subscription upgrades. image stabilization, noise reduction, and
Eyeon Software; Allegorithmic ProFX film-grain management.
www.eyeonline.com WIN MAC LINUX Allegorithmic, developer of procedural Imagineer Systems;
texturing tools for real-time 3D content, www.imagineersystems.com WIN MAC LINUX
Middleware released ProFX. ProFX middleware
GeForce Experience Pack enables game developers to profes-
sionally render high-quality proce-
dural textures. It is designed to quickly
HARDWARE
produce small texture files while keep-
ing high visual quality intact. ProFX 2.6 Motion tracking
procedural texture files are small enough Intersense VCam
for use in massively multiplayer online InterSense introduced a new virtual
games (MMOs), virtual communities, production system, the IS-900 VCam
and casual and downloadable games. Virtual Camera Tracking System. Being
Allegorithmic; www.allegorithmic.com WIN referred to as the “InterSense Camera,”
Nvidia debuted its first online GeForce early versions have been used to stream-
Experience Pack, which takes advan- Motion tracking line pre- and postproduction in animated
tage of Nvidia PhysX technology, at Imagineer Systems in LA features and game cinematics. The new
SIGGRAPH. The pack includes: the full During SIGGRAPH, Imagineer Systems system, combining motion-tracking
Warmonger action game, Unreal Tourna- demonstrated Mocha for After Effects, technology with virtual production soft-
ment 3 PhysX Mod Pack boasting three the newest addition to its product port- ware, is designed to help producers of
maps with impressive effects, and sneak folio. A planar tracking tool, Mocha-AE animated and 3D feature films, games,
peeks at the upcoming game Metal was developed specifically for Adobe and videos to increase productivity and
Knight Zero and Nurien social-network- streamline workflow. The IS-900 VCam
ing service based on Unreal Engine 3. integrates InterSense’s MicroTrax 6-
Also offered are demonstrations of DOF motion-tracking sensors into a
Nvidia’s “The Great Kulu,” which show- production camera body with Autodesk
cases the use of PhysX soft bodies in a MotionBuilder functions mapped to the
real game-play environment, and “Fluid,” camera’s interface controls. A three-
which simulates realistic fluid effects with axis analog joystick added to the VCam
a variety of liquids. Nvidia also released enables translation, rotation, and scal-
new WHQL-certified drivers that enable ing of the virtual environment in Motion-
PhysX acceleration for all GeForce 8, 9, After Effects artists and modeled after Builder, helping set up or scout a virtual
and GTX 200 Series GPUs. After install- Imagineer’s Mocha stand-alone tracking shot. Camera buttons deliver zoom,
ing these new drivers, users are said to solution. Imagineer also demonstrated play, record, and jog transfer production
gain higher levels of interactivity, special the latest versions of its other VFX control to the camera operator.
effects, and realism on their PC, as well desktop tools, including: Motor roto- InterSense; www.isense.com
November 2008, Volume 31, Number 11: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly (12 issues) by COP Communica-
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46 November 2008
Jean-Philippe Agati is
general manager of Sparx
Animation, a production
studio founded in 1995 and
Interview with Chief Editor specializing in keyframe
Karen Moltenbrey animation. with facilities in
France and Vietnam.
In the recently released CG feature Igor, a hunchbacked lab assistant from Malaria has big team of six animators and two cameramen.
dreams of becoming a mad scientist and winning the first-place prize at the annual Evil Science The 3D animatic was done in Paris in four
Fair. He finally gets his chance when his cruel master kicks the bucket a week before the big event. months, with all box modeling made in
Igor, with the help of his two experimental creations—Brain, a not-so-bright organ confined to Vietnam. We spent two and a half months
a jar, and Scamper, a cynical rabbit that was once roadkill—embarks on building the most evil revising the animatic prior to layout and
invention of all time: a huge, ferocious monster. Rather than evil, the monster turns out to be Eva, animation. In Vietnam, 50 animators had
a gentle giant who aspires to be an actress. Soon these misfits uncover a truly evil plot that threatens six months to create the animation. We
their world, and they spring into action to save it. went for a three-step process: blocking,
Similarly, with the feature Igor, Sparx Animation got a chance to prove itself in the CG world inter, and final (being mostly facial anima-
with its “huge” animated creation. Unlike with Igor, in this instance mostly everything went tion). At the end of animation, the movie
according to plan, and it was Sparx that succeeded in world dominance. Well, nearly so, if you was brought back to Paris for the lighting
consider how difficult it is for a European-created CG feature to break into US theaters! and final compositing.
Here, Sparx general manager Jean-Philippe Agati provides details about this engaging film.
What challenges surfaced as
How long was Igor in Visual development was carried out a result?
production? in Paris for the first six months. At We have extensive experience shar-
Igor was in production for 22 the same time, we started to enhance our ing work between Vietnam and
months, starting in November Maya pipeline and create all the tools that Paris. Nevertheless, given the ambition
2006, with CG being done in less than 18
months. Postproduction finished mid-
August 2008.
8 November 2008 47
Compared to US-made CG
features, what makes Igor
different?
Everything, and nothing, I guess.
Igor has its own look and story, but like any
other animated movie, it aims to give the
audience a good time. Technically, I don’t
think it differs. The tools and the software
are the same. However, the size of the
budget and the schedule were those of an
independent movie. As its main content-creation tool, Sparx used Autodesk’s Maya running on HP workstations.
What were your biggest complaining about [the hardware]. First Were there rendering
challenges? time in my life…. issues?
Animation is and will always be the For rendering, we used Mental Ray
biggest challenge. How do you make Did you have any particu- for Maya. It was an obvious choice
CG puppets lovable? How will they bring lar character-modeling for both technical and financial reasons.
emotion to the audience? In this regard, I concerns? In the first half of the production, we got
am proud of our work. We did a lot of train- The high complexity of the models support from the Maya team at Autodesk
ing, looking at Pixar’s and DreamWorks’ best and the unique look in 2D were the in using all the Mental Ray efficiencies and
animation moments. We had the director biggest challenges. It turned out that the improving the render time. This was profit-
repeatedly act out the 1450 scenes that are 3D models came out nicely with unique able for both companies, as we each learned
in the movie, and we have some talented personalities, and all in record time. a lot of what was needed to optimize
people that just love acting. rendering. I am proud to say we provided
How did you bring out the some informative data to Autodesk as well.
Did you encounter any emotions?
modeling issues? This all comes from having the What about the
The movie has 120 characters, right acting on great voice record- environments?
65 locations, and 250 props. In ings. We got lucky because Exodus (the Director Tony Leondis went asym-
Malaria, everything is asymmetrical, which production company) picked a great cast. metrical on everything, and with
created quite a modeling challenge. Anima- Who would not want to animate on Steve irregular shapes on top of that. That is what
tion was the main focus of our attention. Buscemi, Molly Shannon, or Eddie Izzard’s Malaria is all about.
Everything we did from the beginning was voices? And then, it is all about the skills of
done with the final animation in mind. At the animators. As for the facial expressions, There was a big battle
the end, we averaged 0.6 second of anima- Sparx has a long history of developing its scene?
tion per animator per day, which is not a lot, own tools for body and facial animation. Yes, and both the crowd and the
but it’s what it takes to get to feature quality. We had to go the extra mile on Igor and choreography of the fight itself
bring these tools to the next level. They’re were tricky. How do you make a big fight
What tools did you use? top secret but allow you to do great things and a big crowd without spending half
We used Maya for modeling, in a highly customizable way. your budget? It’s all in the magic. I love the
rigging, texturing, and animation, phrase: ‘Magic is not perfection.’ Magic we
and Digital Fusion for compositing. Which characters were can afford, perfection is out of reach.
We used some other software for specific the most difficult to
needs, including our own tools for rigging model/animate? So, what’s next?
and data management. For hardware, we Probably Igor. It seems that the hero When do we do the sequel? The
have a partnership with HP, so everything of a movie is always the most difficult to team had such a good time working
at Sparx is HP, from workstations to the animate. Maybe because he is at the center on this movie that this pretty much
renderfarm, and I never heard an artist of all the attention. sums up our feelings right now. ■
48 November 2008
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Images courtesy of Will Burdett at the University of Hertfordshire, PTC, Youngwoong Jang, and Todd Daniele