Computer Graphics World 2010-04
Computer Graphics World 2010-04
Awe-Inspiring
DreamWorks heats
up stereo 3D in How
to Train Your Dragon
12
26 Features
COVER STORY
Training Exercise
20
12 DreamWorks creates seven unique dragons, all with different shapes
and animation rigs, as well as a CG cast of Viking characters, for the T
32
2
3D stereoscopic feature How to Train Your Dragon.
By Barbara Robertson
2 Atattendance,
a time when most industry trade shows are exhibiting a decline in
the annual Game Developers Conference has exceeded Lab Report
expectations with a record 18,000-plus visitors last month. This success
can be attributed to the gaming market’s ability to adapt to new
demands from emerging genres, particularly the mobile, social, and
26Acommercially
look at how Autodesk Labs explores new technologies that may be
relevant to customers.
By Karen Moltenbrey
casual gaming sectors.
Spotlight Brick by Brick
4Mudbox,
Products Autodesk’s 2011 versions of 3ds Max, Softimage, Maya,
MotionBuilder, and FBX; HumanIK 4.5; Kynapse 7. The Foundry’s 32 Ansolelyarchitect agrees to a unique undertaking—building a full-scale house
out of LEGOs—and uses digital tools to plan and design the structure.
Nuke 6.0, NukeX 6.0. Wacom’s Cintiq 21UX. News Graphics card By Karen Moltenbrey
growth exceeds expectations. PC gaming hardware forecast. User
Focus Tooth Fairy visual effects are movie magic.
Portfolio SEE IT IN • Navigating datacentric workflows.
• VFX for the small screen designed
36Unleashed: The Art of Naughty Dog. x to impress.
• Director Neil Jordan on Ondine.
Back Products • The sound of HBO’s The Pacific.
ON THE COVER
Enhanced Content The young Viking Hiccup, atop the friendly dragon
Get more from CGW. We have enhanced our magazine Toothless, battles the mother of all dragons and the
content with related stories and videos online at www.cgw.com. source of bane for the humans and dragons alike in
Just click on the cover of the issue (found on the left side of the DreamWorks’ new CG animated feature How to Train
Web page), and you will find links to these online extras. Your Dragon. See pg. 12.
April 2010 1
Editor’sNote
E D I TO R I A L
S
Karen moltenbrey
an Francisco became the central hub for gaming last month as the Moscone Convention Center Chief Editor
karen@cgw.com • (603) 432-7568
hosted the annual Game Developers Conference (GDC). At one point several years ago, GDC 36 East Nashua Road
seemed to be having a tough time of things, as the San Jose show floor got smaller and the sessions Windham, NH 03087
became fewer. But, with the move to San Francisco a few years back, GDC exhibited a comeback, a re- Contributing Editors
Courtney Howard, Jenny Donelan,
newal of sorts. The panels were extensive, and the topics interesting and relevant. The show floor hosted Audrey Doyle, George Maestri,
far more vendors. This year was no different. Kathleen Maher, Martin McEachern,
Barbara Robertson
At one point, GDC was focused solely on computer games, but more re-
cently the gaming industry has extended its reach into other segments of the WILLIAM R. RITTWAGE
Publisher, President and CEO,
market. Consoles, like their PC counterparts, have been a major focus for COP Communications
developers at the show, especially following the introduction of the sixth-
generation consoles (Dreamcast, GameCube, Xbox, and PlayStation 2). SA L E S
When the current generation of machines was introduced, game develop- Lisa BLACK
Associate Publisher
ment became a more complex process, requiring similar cutting-edge tools National Sales • Education • Recruitment
and techniques as films. Tool vendors were happy to be such an integral lisab@cgw.com • (903) 295-3699
fax: (214) 260-1127
part of game development, and soon they were filling the conference floor
to hawk their wares, while top-level game studios were eager to share their Kelly Ryan
Classifieds and Reprints • Marketing
trials and triumphs. kryan@copcomm.com
Today, gaming stretches far beyond the PC and console to handheld (818) 291-1155
devices, the Web, and cell phones. In fact, this year’s conference was heavily focused on mobile graphics
Editorial Office / LA Sales Office:
and causal games. And that’s hardly surprising. For years, mobile gaming has promised 3D applica- 620 West Elk Avenue, Glendale, CA 91204
tions, though they have been a long time coming. But now, their time has come, thanks to devices such (800) 280-6446
as smart phones. Think about it. The smart phones that are available today are more technologically
advanced than most computers were not that long ago. The most popular, of course, is Apple’s iPhone, P rod u c tio n
KEITH KNOPF
which seems to offer everything a person wants: a built-in camera, an Internet client for e-mail, Web Production Director
Knopf Bay Productions
browsing, Wi-Fi connectivity, and, of course, mobile phone capabilities. Its biggest attraction is its mul- keith@copcomm.com • (818) 291-1158
timedia functionality. While the iPhone is not the only smart phone available, it does have something
that most other devices do not have: apps. Indeed, there appears to be an app for just about anything MICHAEL VIGGIANO
Art Director
and everything. And this has not escaped the notice of mobile game developers. At this year’s GDC Mo- mviggiano@copcomm.com
bile/Handheld mini-conference, games for these devices—from the iPhone to the Blackberry, Android,
Chris Salcido
and more—were at the top of the topic list. As experts there noted, 2010 will continue to see the rise of Account Representative
mobile offerings as phone carriers overcome the obstacles (format issues, distribution problems, and so csalcido@copprints.com • (818) 291-1144
ge 48
CHIEF EDITOR
karen@CGW.com
2 April 2010
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Autodesk Readies Its 2011 Releases
Autodesk has revealed 2011 product versions of its digital for paint layers, vector displacement map extraction, the abil-
entertainment creation software, including Maya, 3ds Max, ity to create higher-quality turntables, and enhanced file trans-
Softimage, Mudbox, and MotionBuilder—all of which offer fer with Maya and Adobe Photoshop.
features for increased production efficiency. The products Offering significantly improved interoperability with Maya
offer new features and enhancements that help accelerate 2011 and 3ds Max 2011, MotionBuilder 2011 now inte-
workflows and improve data interoperability through formats grates more smoothly and reliably into production pipelines.
such as Autodesk FBX, helping artists to maximize their Skinning and blendshape deformations are calculated on the
creativity and optimize their productivity. In addition, Autodesk GPU for improved performance. The in-viewport experience is
has launched new versions of its Kynapse and HumanIK game significantly more interactive, and playback is many times faster,
development middleware, focusing on improved ease of use. further enhancing the software’s capabilities as a real-time virtu-
On the heels of the Maya 2010 makeover last summer, al production system. The new version is priced at $3995.
Maya 2011 features a customizable user interface, enhanced Additionally, Autodesk’s FBX 2011 asset exchange tech-
tools for character animation, including non-destructive live nology helps facilitate higher-fidelity data exchange between
retargeting, high-performance display of large scenes in the Autodesk software and certain third-party applications. The
viewport, new 3D editorial capabilities for pre-visualization open format provides new support for additional third-party
and virtual production workflows, integrated color manage- and proprietary applications. In addition, game developers
ment, asset structures for pipeline connectivity, and improved using Epic Games’ Unreal Engine 3 will be able to import
rotoscoping. Also, Maya 2011 is now available for Snow FBX files directly into the Unreal Editor. Developers can use
Leopard, the 64-bit Mac OS X operating system. Maya 2001 the Python programming language to integrate FBX technol-
is priced at $3495 for a stand-alone license; an upgrade from ogy into pipelines not based on C++. FBX 2011 is offered
Maya 2010 costs $1745. free of charge and can be downloaded at http://usa.autodesk.
3ds Max 2011 sports a new node-based material editor—the com/adsk/servlet/pc/index?siteID=123112&id=6839916.
feature most requested by users—and a high-quality hardware These new products also will be available as part of the
renderer that provides near-production-quality results 10 times Autodesk 2011 Entertainment Creation Suites. The suites,
faster than traditional rendering techniques on common graph- priced at $4995, offer a choice of either Maya 2011 or 3ds
ics cards. It also offers a tightly integrated, full-featured high Max 2011, and include MotionBuilder 2011 real-time char-
dynamic range compositing system (based on Autodesk Toxik acter animation software, as well as Mudbox 2011 digital
technology), as well as enhanced tools and workflows for sculpting and 3D painting software.
creating and texturing models, animating characters, and view- In further news, Autodesk is offering HumanIK 4.5, anima-
ing high-quality images interactively. A 3ds Max 2011 stand- tion middleware for full-body inverse kinematics and retar-
alone license costs $3495; an upgrade from the 2010 version geting that enhances existing animation systems, allowing
of 3ds Max or 3ds Max Design is priced at $1745. characters to interact dynamically and realistically with their
Softimage 2011 introduces new rendering and anima- environments. HumanIK 4.5 improves ease of use with an
tion tools for creating more complex, high-quality characters artist-friendly integration into the Unreal Engine and a Char-
and effects faster. The software offers a novel advanced acterization plug-in for creating and validating characters in
shading architecture and editing environment, an innovative Maya. Pricing is unavailable at this time.
rigging paradigm with support for kinematics in ICE (Inter- Autodesk, meanwhile, upgraded its Kynapse middleware
active Creative Environment), and automated lip synching in to Version 7. An artificial intelligence solution that supports
the Face Robot facial animation tool set. A Softimage 2011 complex dynamic 3D pathfinding, spatial reasoning, team
stand-alone license carries a price tag of $2995; an upgrade coordination, and automatic data generation, Kynapse is
from Softimage 2010 is set at $1495. now easier to use, with new pathdata generation, improved
Mudbox 2011, priced at $745 for a stand-alone license, tuning and profiling, simplified integration and configuration,
delivers new tools for helping to deform and pose models. It as well as off-the-shelf behaviors. Pricing for Kynapse will be
also offers new image adjustment brushes and blend modes announced at a later date.
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The Foundry Launches New Nuke
Leading visual effects software develop- quality of their work. Nuke and NukeX are keyer—especially tuned for tackling reflec-
er, The Foundry, has rolled out the much- fully script compatible, with Nuke capable tions, semi-transparent areas, and hair—is
awaited Nuke and NukeX 6.0, following of viewing and rendering nodes created now a standard feature in Nuke 6.0.
feedback from artists and production using the extended NukeX tool set. NukeX 6.0, meanwhile, extends the range
analysis by an in-house research team. Nuke 6.0 incorporates a new shape of tools usually found in the compositing
Offering VFX users two different Nuke rotoscope and paint tool set based on a environment, adding an integrated 3D
products enables facilities of all sizes to rewritten core curve library and new Roto- camera tracker, automated and manual
implement a Nuke solution to fit a range of Paint node. The release introduces a flex- lens distortion tools, FurnaceCore (The
artist and customer needs. Nuke contin- ible, non-destructive, layer-based paint Foundry’s re-engineered set of the
ues to be an evolving, flexible solution for hierarchy integrated with Nuke’s anima- Furnace plug-ins), and a DepthGenerator
a multitude of visual effects tasks, while tion and tracking capabilities, and support plug-in.
NukeX brings previously inaccessible for per-object attributes, such as blending Both Nuke 6.0 and NukeX 6.0 are
tools and workflow options to composit- modes and motion blur. Additionally, The now available for $3500 and $6000,
ing artists, saving time and increasing the Foundry’s Keylight blue/green screen respectively.
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April 2010 11
n n n n CG I•Stereo
da Cowell, pits the brainy Hiccup against his brawny its own.” They all had legs and wings, but one had
dragon-slaying tribe: Hiccup breaks with tradition, spikes that move up and down based on the dragon’s
befriends a dragon, and dubs his dragon friend emotional state, and another puts his wings down
“Toothless.” The tribe is not amused. and crawls. They each walked differently, flew dif-
Simon Otto, head of character animation, began ferently, and spewed different forms of CG fire.
working with Marlet, a design team, modelers, and And, they had different personalities. Unlike the
riggers three and a half years before the film released, dragon in PDI/DreamWorks’ Shrek, these drag-
as part of a small development group that brought the ons are primary characters.
two-dimensional drawings into the 3D world. “The “We tried to hit a tone that was hopefully
April 2010 13
n n n n CG I•Stereo
14 April 2010
n n n n CG I•Stereo
16 April 2010
modo 401® Dracula image by Rick Baker
n n n n CG I•Stereo
18 April 2010
CG I•Stereo n n n n
Light My Fire
“One of the things we hadn’t done before was
to bring in a live-action director of photogra- Animators could control the Vikings’ hair and beards using rigs with built-in dynamic simulations.
phy,” says Ring. “This time we had Roger Dea-
kins as a visual consultant. He came in once trast, richer blacks. We threw away detail to “What I love about this film beyond the vi-
every month or two depending on his sched- concentrate on the characters and pushed the sual design,” Otto says, “is that we’re in it for the
uling and sat in on color grading, too.” live-action feel.” long haul. From beginning to end, it’s a deeply
The eight-time Oscar nominee for best cin- How to Train Your Dragon has a look and touching and charming experience. Of course,
ematography helped the team work interac- feel that’s as different from any of Dream- I’m close to it, but there’s a sequence where
tively to develop the look. “In the past, we did Works’ previous films: Madagascar, Kung Fu there is zero dialog for six minutes and the story
paintings to guide lighting and provide inspi- Panda, Shrek, Over the Hedge, Monsters vs. is told very clearly at that moment. I think the
ration,” Ring says. “We did a lot less of that on Aliens, Shark Tale, Flushed Away. In part, that’s film really hits home in regard to heart, emo-
this show and not at all for many sequences.” due to Deakins’ influence. In part to the de- tion, and charm. It’s very truthful. That’s what I
By using Maya, they could, just as Deak- sign decision to set the caricatured shapes in a like best about the film.” n
ins might do on a live-action set, put a light realistically textured world. But the result is a
outside a window or place a soft bounce card film unlike any other, and one—we expect the Barbara Robertson is an award-winning writer and a
in a scene. “I think it really paid off for a style studio hopes—will lead to yet another success- contributing editor for Computer Graphics World. She can
for the film,” Ring says. “We had more con- ful franchise. be reached at BarbaraRR@comcast.net.
April 2010 19
■ ■ ■ ■ Visual Effects
It has been less than 20 years since the origi- aged Medusa’s multiple snakes, buzzed through Harpie se-
nal Clash of the Titans stormed the box office to become quences, and smoked the Hades effects in 444 shots. Simon
the 11th highest grossing film of 1981. Legendary special Stanley-Clamp supervised a crew at Cinesite who wrestled
effects artist Ray Harryhausen, who co-produced the film, a stinging, six-minute Scorpioch battle to the ground. The
created the stop-motion magic for that feature. Moving Picture Company, piloted by Gary Brozenich, flew
This year, three visual effects studios based in London Pegasus, tackled the kraken, and splashed CG water in 220
wrangled creatures and composed environments to bring shots, many of which are in the end battle. In addition, all
Warner Bros. Pictures’ remake of the 1981 film to the the studios created environments.
screen. Directed by Louis Leterrier, the action-adventure
Framestore: Medusa, Hades, Olympus
“Normally, we do two or three things—a creature or an
environment—and lots of small effects,” says Framestore’s
Webber. “But for this film, we did probably 20 quite
different effects. The main ones were Medusa; Hades,
played by Ralph Fiennes, who turns into smoky stuff;
and the environments.”
At first look, Medusa has a massive snake body, but
her body slithers into a womanly shape, and her head has
snakes for hair. For her face, Framestore used reference
photos of the model Natalia Vodianova. “We had to try
to make the snake body merge seamlessly into a human
The floor was originally a marble map of the earth, but to give body and still feel snake-like,” Webber says. “The 50-foot
the throne room at Olympus more drama, Framestore put the snake starts changing into a human body around the hips.
gods’ feet in the clouds above a photoreal planet below with You see a slight bulge, a hint of stomach muscle, and the
mountains, forests, and a moving sea. scales smooth out. She has metal armor—a kind of metal
fantasy stars Sam Worthington (Perseus), Ralph Fiennes bra with a snake design.”
(Hades), Liam Neeson (Zeus), and a host of CG creatures, Other than snakes in her hair, the mermaid-like Medusa
including the Medusa, Harpies, witches, Pegasus, Scorpi- looks human from the upper half, but her lower body is
ochs, and the kraken. a scaly snake, not a fish. Each individually modeled scale
Nick Davis was the overall visual effects supervisor. moved with procedural animation as her skin moved. “We
Framestore effects artists, supervised by Tim Webber, man- wrote an in-house plug-in for [Autodesk’s] Maya to man-
Im
20 April 2010
Visual Effects ■ ■ ■ ■
Visual effects
studios use CG tools
to create mythic
heavens and hell for
Clash of the Titans
By Barbara Robertson
Medusa’s head transforms from a snake to a beautiful woman with snaky hair, and back again. with tiny statues of humans, fly over a map on
Animators at Framestore controlled the timing of the morph and the individual snakes. the floor and out through a corridor, and then
up into the clouds. We based one establishing
age the scales,” Webber says. “She was quite a a big spout like a fountain, so we used Maya shot of the exterior on a helicopter plate taken
technical challenge. She doesn’t have any dia- fluids, but mostly Houdini. For the spout, we from up in the clouds. Another was complete-
log, but we needed to give her facial expres- used different types of fluid solves and then ly CG—the clouds, the waterfalls, the moun-
sions based on Vodianova, so we had a full-on ran particles through it.” tain, the plants.”
facial animation rig.” Twice during the film, Hades and the Har- For environments, Framestore typically cre-
When Medusa petrifies people, her head pies morph into each other. The first time, the ates geometry and projects textures in Maya
changes from a beautiful woman to a scary Harpies attack soldiers and then fly together using procedural-generation techniques for
snake. “We had two models in 3D, both ani- into a spinning ball. The spinning ball be- natural landscapes. “We also did matte paint-
matable,” Webber says. “They had to morph comes the dark essence that, as it slows down, ings and used basic projections in [The Found-
one to the other, so the model could change, turns into Hades’ cape. The cape opens, and ry’s] Nuke, and built fully CG stuff with tex-
the textures could change, and the skin surface we see Ralph Fiennes, who was a bluescreen tures, lights, shaders, all completely CG,”
parameters could change. They didn’t all change element. Animators manipulated the black Webber says. For rendering, the team used
at the same time.” Hints of the snaky face re- Harpies into the spinning ball; particle simu- Pixar’s RenderMan and, for the fly-through of
mained, for example, when she morphed back lations turned the ball into smoke. the interior, Mental Images’ Mental Ray.
to a human. Animators controlled the timing The second transition starts with Hades. Knowing that shots would take place in the
for the morph and for the snakes. When he flicks his cape forward, the cape interior, Framestore was prepared to build set
“We considered procedural techniques for breaks apart and each part becomes a Harpy. extensions for the throne room and the corridor
the snakes, but ended up doing a lot of hand To make this possible, modelers built the cape leading there. On set, the floor had a marble
animation,” Webber says. “They had very in- with separate panels. Animators moved the map of the earth to illustrate the gods’ power
dividual behavior.” parts away from Hades, and then effects artists over the planet. But later, this didn’t seem oth-
Hades, too, sometimes looks human and ran a cloth simulation that responded to the erworldly enough. “We replaced it with some-
other times a dark essence. He first appears as animation. A 2D morph turned the pieces of thing much bigger,” Webber says, “a photoreal
long streams that flow through a crowd and cape into Harpies. earth with a moving sea, mountains, forests, and
join together to form a spout of black vapor In addition to the creatures, Framestore also floating clouds. The gods walked through the
with fire inside. The spout becomes a tornado created several environments—the witches’ atmosphere. They had clouds at their ankles.”
that sucks soldiers inside and then spins into mountain, set extensions for Medusa that in- After some concern that audiences might
Hades in his human—Ralph Fiennes—form cluded caverns with boiling lava and a temple wonder whether the gods would tread on
wearing a cloak. The cloak’s edges are on fire. on a hillside, the misty landscape around the villages as they walked, the artists decided to
For the dark essence, Framestore effects art- River Styx, but the most notable and biggest make the scene less real. “We made it very
ists used Maya and Side Effects’ Houdini, plus environment is Olympus. “In the opening cloudy to distract people from worrying about
volumetric rendering. “It worked differently shots of the movie, we have a massive fly- those issues,” Webber explains. “The whole
in different shots,” Webber says. “We had thin through of Olympus,” Webber points out. place became a glowing atmospheric place
tendrils, a giant column of smoke, tiny wisps, “We come down through a huge dome filled with swirling clouds. We enhanced the gods’
22 April 2010
S10_CGW.pdf 3/19/10 2:35:38 PM
Los Angeles
C
CM
MY
French Roast © 2009 Fabrice O. Joubert, The Pumpkin Factory; Touch the Invisibles © 2009 Junji Watanabe, PRESTO Japan Science & Technology Agency
The 37th International Conference and Exhibition on Computer Graphics and Interactive Techniques
Art Gallery • Art Papers • Birds of a Feather • Computer Animation Festival • Courses • Emerging Technologies
Exhibition • Exhibitor Tech Talks • Featured Speakers • Game Papers • International Resources • Job Fair • Panels
Posters • Research Challenge • SIGGRAPH Dailies! • Talks • Technical Papers • The Studio
www.siggraph.org/s2010
n n n n Visual Effects
costumes as well, to give them magical glows.” sky was rarely cloudy, the early work paid off. to his ability to go on location early. “We had
The effects artists swirled the clouds with fluid As the crew filmed the action, Sam three months,” he says. “We had to hit the
solvers and created the shapes using Render- Worthington (Perseus) fought, in close-con- ground running, and everything went to the
Man shaders. Compositors placed the gods in tact scenes, with a green-suited stuntman on a wire. So we definitely reaped the benefits of
the mist using The Foundry’s Nuke. pogo stick holding a big block. Using in-house getting out to location early—almost to the
Of all the work, Webber is especially software, Cinesite gave the director a real-time point where we’d pay to go out there ourselves.
pleased with how the crew treated Medusa. overlay of the CG scorpion onto the live-ac- The crew doesn’t like visual effects on set be-
“She was a completely CG character,” he says, tion footage during principal photography. cause we slow them down. They don’t want
“a fascinating mythical character with human For the travel montage, Cinesite inserted to get out of the way so you can do a survey.
expressions. Not many films have done photo- the palanquin-carrying scorpions into foot- So the time invested upfront pays for itself in
real human faces in close-ups, and I think she age shot in the Canary Islands, Ethiopia, and the long run.”
looks incredibly real even though obviously
she’s not. We’re proud of that.”
Cinesite: Scorpiochs
The giant CG scorpions come in 15-, 30-,
40-, and 65-foot sizes and battle the warriors
for close to six minutes. When tamed, they
become methods of transport across the des-
ert, following one another nose-to-tail like
elephants, with as many as six people at a time
riding atop in a palanquin.
For reference, the Cinesite crew filmed four
different scorpion species at a scorpion farm
and brought two large creatures back to the
studio for closer study. “The bigger they are,
the less venomous,” Stanley-Clamp says. “We
watched how they jumped, how fast they
could run, how far they could reach. We got
them to run around and follow things. We
also saw reference online of amazing fights be-
tween scorpions and rats.”
Modelers created the cinematic versions
in Autodesk’s Mudbox, and riggers worked in
Maya. “The scorpions have eight legs, so they
aren’t the typical quadruped, but we’ve done
spiders before,” Stanley-Clamp says. “The
main consideration was the palanquin.” The
riggers constrained the creature’s tail so it
couldn’t push through the palanquin, and
attached reins from the riders inside to the
Scorpioch’s mouth and claws.
(At top) Aaron Sims, character designer for the film, developed the Harpies’ design; animators at The
Leterrier planned to film the battle between Moving Picture Company gave the winged creatures their personalities. (Bottom) For Pegasus, MPC
the giant stinging creatures and the soldiers in artists put CG wings on a real horse and created a digital double.
three areas of Teide National Park (Tenerife,
the Canary Islands), so set builders arrived Wales, adding digital doubles for wide shots MPC: Pegasus, Kraken, Argos
a month early to add broken architecture to and to send people flying through the air if Although VFX supervisor Gary Brozenich
the natural environment. That gave Stanley- flung off the tail of a scorpion. began working on the film 14 months before
Clamp and a crew the opportunity to survey As the giant beasts trod along, Cinesite kicked release, from the time principal photography
the set before the shoot. “We went out a week up dust and dirt using Houdini. “We rendered ended and production started, the crew had
before filming and did a survey and reference the dust as conventional passes and moved it five months to deliver their 220 shots. “We
photos,” he says. “We had measurements and into Shake with as much depth cuing as we did a number of different things through the
a Lidar scan taken the weekend before film- could get,” Stanley-Clamp says. Although the film—CG water and ocean, everything that
ing, and we did rudimentary photogramme- studio’s core compositing tool is Apple’s Shake, was Pegasus-related, the CG Argos environ-
try. I also did HDRI photography every hour compositors also used Nuke on some difficult ment, the kraken, and the Harpies, so the end
on the hour for that week.” and dynamic shots. For tracking, they used pri- sequence was our main work.”
In addition, Stanley-Clamp took shot-specif- marily Science D Vision’s 3D-Equalizer. For Pegasus, The Moving Picture Com-
ic HDRI photographs during filming, but be- Stanley-Clamp credits the crew’s ability to pany added CG wings to footage of a horse
cause the action took place in daylight and the push through their shots so quickly in part shot on location. “Whenever he’s running on
24 April 2010
Visual Effects n n n n
April 2010 25
What is Autodesk Labs? It is a group within Autodesk that is home to innovative,
new technologies and collaborative development. Started approximately three
years ago, Labs explores technology that may be commercially relevant to custom-
ers in design—from architecture and manufacturing to film and games. The goal
of Labs is to take invented technologies and integrate them into early, experimen-
tal prototypes that the Autodesk Labs community can try out, with the goal of
determining whether the technology could be made into a product or a function
within an existing product. Basically, they strive to engage the design community
to determine whether a certain technology has value.
Recently, Brian Mathews, vice president of Autodesk Labs, sat down with CGW Brian Mathews
chief editor Karen Moltenbrey to discuss what this group does and the effects of
that work on designers around the world.
26 April 2010
Trends & Technologies n n n n
When was Labs formed? tion trials over the Web). Each of those examples started out as a tangible
There were a few different incarnations of it, but the current format prototype that evolved with customer feedback. Look at Freewheel: We
started about three and a half years ago. took the idea of allowing people to collaborate using a SaaS model; early
adopters—people who want a competitive advantage through technol-
How many people work in Labs? ogy—helped us grow it into a Web service that gets hundreds of thou-
Approximately 30, but that’s misleading since my core team coordi- sands of hits per year. These users want to know what is coming down
nates projects that leverage technology experts anywhere in the com- the line so they can shape it, form it, even before it may be practical.
pany. The virtual team is much larger and dynamically changes based
on project needs, with people rotating in and out continually.
April 2010 27
n n n n Trends & Technologies
product. At the end of the day, our main goal Labs. A lot of the time these technologies be- tions. A CAD group can design the chair you
is to make a tool that works for our customers. come a feature in existing products. Some of are sitting in, but the technical publications
If we make something valuable for them, how the translators and analysis tools have shown department makes assembly instructions.
can you really lose with that? up in Inventor, Revit, and AutoCAD. Some Now with Inventor Publisher, a manufacturer
have become their own product, like Inventor can take the CAD model and augment it with
How do you deem a technology good LT. Still others we have walked away from for other information and help publish the data in
enough to graduate out of Labs? a number of reasons. For instance, three years an interactive way to its customers on the Web
Each technology is different. Once Labs has ago the picture-based visual product search or even an iPhone.
gotten rid of some of the technology speed concept was interesting but the technology
bumps, and when our engineers say the tech- wasn’t ready, and we withdrew it from the site. What about Twitch?
nology has legs, and when our customers show That is one project we have been working
interest, then product teams often say, ‘Hey, I What are some of the technologies with on for years. We saw the promise a long time
want to own that.’ That’s when we graduate great potential? ago when we did Project Freewheel. When
it and hand it off. Some technologies never Inventor Fusion, which is the idea of re- you look at SaaS applications like Google Mail
make it and are killed either because the proto- envisioning what Inventor looks like if you or others, they are a compromise when com-
type didn’t work as desired, or customers were do history-free modeling. You have direct ma- pared to their desktop equivalents. You can’t
disinterested. Failures are part of the process: nipulation. You can grab your model, like a really do 3D graphics on the Web with current
By getting user feedback early, we can free up hole, and drag it and make it bigger without standards. So we thought about how far we
engineering resources for new projects that having to go into the parametric recipe. It is could push 3D over the Web. Freewheel was a
show more promise. a lot simpler and has a much easier learning zero client; you didn’t have to install anything
Our users also pitch ideas. They usually curve. Unlike other history-free modeling sys- because it was purely HTML. We were able to
While the goal of Autodesk Labs is to graduate a technology, not every one of them finds its way into
want a new feature in a product they already a product. Above are images from Inventor Fusion, a history-free modeling concept.
have. It’s rare that they come up with a brand-
new invention of how to apply technology. tems, with this one you get the best of both do 10 frames per second of full-screen graph-
Our customers usually innovate in their own worlds since it automatically synchronizes a ics on entire cities because we would render
fields, like bridge building or airplane manu- parametric recipe, which is technologically on the server; in doing so, we did some tricks
facturing, so they bring deep domain expertise complicated. Many people said it was impos- with JPEGs and sent them down to a browser
that augments the software development skills sible or very, very difficult. It’s currently not or smart phone, where we found we could do
we have. The advantage of a large community production-perfect, but amazingly close, and some simplified 3D over the Web. We then
is that there are always people who know more that’s why it is in Labs. started doing complex user interfaces. When
than you about something. Another technology was launched at this we saw what we could do, we thought, What
past AU, Inventor Publisher. This is a stand- would CAD look like on the Web? You would
How long does it take to graduate a prod- alone technology preview. We have Inventor want perfect fidelity, zero latency, and high
uct from Labs? (for doing product design) and Design Review performance. Project Twitch came out of that.
We’ve only been around for three and a half (that allows people to review, mark up, and We investigated a lot of technologies in this
years, but if you go to the Labs Web site, there play assembly animations of what the prod- space that just fell a bit short. So while we had
are dozens of technologies that have been built uct looks like), but customers told us they still the concept for a long time, it is only recently
over that period, and there is a page that shows needed an easy-to-use tool that helps them cre- that the technology is ready.
all the technologies that have graduated from ate clear and comprehensive technical instruc- Think of Twitch as a 1000-mile-long VGA
28 April 2010
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32 April 2010
Architecture ■ ■ ■ ■
When Barnaby Gunning was a youngster, he, did not dictate specifics of what he wanted
like so many children, played with LEGOs, in the building, but rather left it up to Gun-
using the small, colorful, plastic bricks to ning. “He wanted us to build a house made of
build a multitude of objects. Who would have LEGOs, not just make a model of a house,”
imagined that, many years later, he would be adds Gunning. “Oftentimes LEGOs are used
playing with LEGOs once again, only this to build a representation of something else.
time using millions of them to construct a So the obvious thing would have been for
life-size, multi-room house—including a him to say, ‘Here is a house I like, make it
kitchen, bath, living room, and bedroom, out of LEGOs please.’ ” He did not do that,
complete with fixtures and furniture, and all much to Gunning’s delight.
made with none other than LEGOs. May’s hands-off approach was ideal for a
Gunning, a principal at Barnaby Gunning number of reasons. “LEGOs are a construc-
Architects in the UK, designed and helped tion toy, and you can’t just scale up some-
build the LEGO house for the BBC television thing,” says Gunning. “And when you start
series James May’s Toy Stories, in which ambi- making something at full scale, the nature of
tious projects are created using popular toys. the full-scale [object] will be determined by
The project, however, was far from child’s the building material, in this case LEGOs.
play, requiring a great deal of digital design We needed to find out what we could do and
work and planning before construction on not do with LEGOs, and then determine
the unique structure could begin. how to put three million bricks together in
Always up for an adventurous project, Gun- less than three months’ time.”
ning received a call several months ago from a
former colleague who told him about the TV
crew’s plans. “As architects, we are interested
in systems and how you can construct build-
ings,” Gunning says of his firm. He spoke to
the series’ producers and was surprised when,
a few months later, he received a phone call
asking him to join the effort.
As if building a house from LEGOs wasn’t
challenging enough, the project was ham-
pered even more so due to the broadcast. “It’s
one thing to build a house in which the time
scale is sort of determined by deliverables,
but with a TV show, the whole thing has to
be juggled around their [filming] schedule,”
Gunning says. From early discussion to air-
date was just three months—not even enough
time to construct a regular house. This home,
however, was far from “regular.”
Because the clock was already ticking for (Left) Architect Barnaby Gunning used
the TV producers, they had ordered the Luxology’s Modo to plan the LEGO house;
LEGOs for the project before Gunning (above) the completed structure at the
building site.
signed on—approximately three million of
them, which equated to a week of produc-
tion at the factory. “They ordered the stan- Design Concepts
dard LEGO bricks online,” says Gunning, When Plum Pictures, the series’ production
“350,000 of this one, 250,000 of that one….” company, had approached Gunning, the
To determine the amounts, the crew built a LEGOs had not yet arrived. To get an idea
toy-scale house (about a foot long and five to of what he would be dealing with and to de-
six inches high), and calculated the number sign the unusual structure, the architect made
of bricks that would be needed if that model a virtual LEGO set within Modo, Luxology’s
were scaled to full size. 3D modeling and sculpting software. “I al-
As to not influence Gunning’s design, ways use computer modeling as a way to test
the small model—a single-story house with out ideas,” says Gunning, whose previous
a roof and terrace—was not shown to the projects include the British Museum Great
architect and his firm. Moreover, when the Court, The Esplanade Theatre Shells in Sin-
designer met with the TV presenter, James gapore, and numerous private houses in the
May, he was pleasantly surprised that the host UK. “I am of the generation of architects who
April 2010 33
n n n n Architecture
started using 3D modeling to show ideas.” Well over three million LEGO bricks were used to build the full-scale house. Some pieces, such as
Throughout his career, Gunning had tried the people figures (top, left), were donated by the public. Other pieces were used for constructing the
exterior and interior (top right).
various software programs prior to standard-
izing on Modo in 2004. “I was excited be- Gunning also used Modo to create basic ning recalls. “We realized then how we could
cause finally there was a 21st century 3D components for the house, each containing get the floors in and a roof on the house. It was
modeling program that didn’t have all this several hundred LEGO pieces. In essence, the more straightforward than we had expected.”
bloated code floating around in the back- LEGO house would comprise thousands of In actual construction, finite-element anal-
ground,” Gunning says. “I can fly around, smaller “houses,” some with windows, some ysis is used to determine the limitations of the
play with the design, change bits and pieces, serving as roof pyramids, and some as hollow building materials. But because LEGO is not a
and the results are immediate.” blocks that would be used for the structural known building material, it would have taken
For this project, as he does for all his archi- beams. With Modo, Gunning was able to ex- upwards of a year to do the proper research
tectural endeavors, Gunning drew concepts by plain how to create prototype components that and analysis. With only three months to get
hand and modeled them in Modo, moving would be tested, and then later, how the ap- the house designed and built, the architects
back and forth between the drawings and the proved components should be assembled and had to come up with an alternate solution.
3D model. “My current dissatisfaction is in the combined to complete the overall structure. Tests on individual bricks provided some of
lack of tight linkage between Modo and the The software also enabled the crew to de- the required information, and large-scale pro-
drafting program we use, [Nemetschek’s] Vec- sign a pleasing outside aesthetic with the totyping helped determine what worked and
torworks. The program is okay, but I feel like I multi-colored bricks. Initially, the group did what did not. “The best way of working out
am using systems from two different millennia Modo renderings with random bricks, which what we could do structurally with the LEGOs
and not getting the most out of it,” he says. was what May had in mind. “It just looked was to test the big components and the beams,
For the LEGO house, Gunning used Modo mad,” Gunning says. “Instead, working with and see what happened.” They began building
to not only get a feel for the design, but to com- the interior designer Christina Fallah, we came beams that could span two meters (about six
municate the concepts easily and efficiently. up with a design that emphasized stripes, giv- to seven feet). This was met with a variety of
Usually that is in the form of presentations to ing it a bold, graphically strong look.” “exciting” experiences, with the early versions
clients, but in this scenario, the use was twofold: collapsing easily.
to generate an overall design and explore the Construction Plans “We played around with this undulating
layout of the house, and to convey the unique According to Gunning, Modo gave the de- wall plan, but when we mocked that up, it was
instructions for assembling the LEGO bricks sign team a feel for the material quality of the a bit too flexible,” Gunning recalls. “One eve-
into blocks, or components. Both required the LEGOs in a large-scale structure well before ning we loaded up a whole section mockup of
ability to quickly duplicate instances of geom- any components were assembled. LEGOs are the building, with over half a ton of material,
etry, and to accomplish that, Gunning’s group quite strong, he says, and when they are pieced until the beams collapsed. There were thousands
wrote a number of Python scripts to generate together, they stay together nicely. (The larger, of LEGOs on the floor,” recalls Gunning. “All
the larger bits and pieces of the house. chunkier LEGOs are less sturdy when joined the LEGOs were fine, so we just picked them
For instance, “creating instructions for build- together.) However, LEGOs can be pulled up and made something else with them.”
ing the roof pyramids could have been time apart by a three-year-old quite easily. “That The trick, though, was to conserve the num-
consuming, but instead we were able to write makes it difficult to use LEGOs for most con- ber of bricks being used while making the
a simple script that created the roof pyramids ventional building projects,” he adds. structure secure. After a month, the group had
quickly from our virtual LEGO set,” Gunning To determine the exact limitations of this redesigned the building using hollowed blocks
explains. “It can get confusing counting bricks novel building material, Gunning contacted that could support James May’s weight as he
on something like that because on each course Neil Thomas and Eva Wates of structural walked around the house. However, the pro-
there is a different amount of bricks, and you engineers Atelier One; they had pointed out, duction company’s insurers would not allow
just can’t say, ‘I am adding two bricks here each “quite surprisingly,” Gunning adds, that while construction to start unless a parallel timber
time.’ You need to know which types of bricks you can pull the bricks apart easily, there were frame was “sleeved” by the hollow segments.
you are adding each time you do so. Know- a number of LEGO plates that have amazing “We then had to redesign the house again to
ing what the logic of the structure was, I could tensile strength. “Neil suggested how we could make it work with the timber columns,” says
generate the whole of the pyramid, and at the build beams with a system of hollow bricks Gunning. “Making the timber coordinate with
same time, the script could tell me how many and joists that played to the compression the LEGO was difficult; the timber column
and what types of bricks were in it.” strength of the bricks and the plates,” Gun- could hit the LEGOs and damage them.”
34 April 2010
Architecture n n n n
Building Blocks 3000 people answered the call to assemble cur, requiring the crew to put the blocks back
The house was designed around the maximum the bricks into components, each of which together again. “And when things didn’t go
space the architects could create within the were about a foot long and half a foot wide, right, you could just take apart a few bricks
limitations of the structural system, which was and eight courses of bricks high, “something and put them together again,” he adds.
seven feet wide—not very big. “We had grand young kids can put together quickly without In the end, the two-story house contained
ambitions of creating a house where you don’t much difficulty,” Gunning says. In a single large windows, a huge staircase, and hinged
feel hemmed in by this kind of dimension. We day, 3000 components were made, “which doors, a working toilet (with basic plumb-
played around with the 3D organization of meant that we had half the house built,” he ing), and a shower. The rooms were furnished,
it in Modo, and came up with a surprisingly adds. The components were small enough to down to the cutlery, plates, and pots and pans
spacious living room, bedroom area, big win- move around, yet were not especially fragile. in the kitchen—all made of LEGOs. Unfor-
dows looking out to the vineyard, a kitchen, Some components were used for the walls, tunately, some of the furniture fell apart when
bath… all the things you need to live in it,” some even with windows in them, while oth- used, but the goal was achieved nevertheless.
says Gunning. ers formed the roof. So, what was the most daunting aspect of this
Throughout the design and construction Modo helped the group relay the com- project? “It was that moment when I realized
phases, the group had to maintain an accurate plex instructions to the public. “You need to that three million LEGOs is a lot of LEGOs,”
count on the number of LEGO bricks being explain to people who have no knowledge Gunning recalls. “The challenge was then get-
used. “We had to make the house as big as pos-
sible with the limited number of LEGOs we
had,” says Gunning. Often this was a delicate about building how to put the components ting them put together in way that you don’t
balancing act. The team had to avoid making together,” he says. “It was important to gener- end up having to do it hundreds of times.”
the walls too thin from a structural point of ate clear, concise instructions, which we did in The house was completed in the given
view, yet not make it too thick because too many Modo. A few times we did not do that, and timeframe, and it took almost two weeks af-
LEGOs would be used in the process. The tim- we had to have them redo the sections three to ter completion before May and the film crew
ber insertion, while difficult to manage, provid- four times until they got them right.” could record the sequence, which included
ed the necessary structural depth while utilizing Realizing they were low on LEGOs, the May spending the night in the LEGO house.
a single-brick layer design for the beams. group asked the public to donate bricks to the While sturdy, the house was not 100 percent
Alas, after the design was completed, the cause, and most of the donated pieces were waterproof. “LEGOs are not ideal for long-
group did a quick calculation and realized that used to augment the original number. Though time construction,” Gunning notes.
at least six months of construction work would not usable for load-bearing construction, many That was certainly the case here. After film-
be needed to assemble the LEGOs. “We would of the tiny bricks that were donated were used ing the segment, the house was demolished,
need a lot of people, and you cannot have that to construct a striking stained-glass window at despite public outcry and a Facebook cam-
on a construction site. It’s way too dangerous,” the top of the stairs. paign to save it, and the bricks were donated
Gunning says. “We had to think about how Unlike at LEGOland, the house bricks to LEGOland for use in fundraising events for
we could create something that was clearly a were not glued together because of the time charity. Still, the project appears to be the larg-
LEGO building and constructible within the crunch. “The real nightmare was someone est LEGO construction to date, one for the
timeframe and still have some magic to it.” breaking things that were already made. Our record books. “I can say that in all my career,
The answer was to use components: beams risk was building the house several times over I have never done anything quite like this, nor
and blocks would form the wall elements and because of broken pieces,” explains Gunning. am I likely to do it again,” Gunning says with
could be made easily by the public and then A dedicated construction team spent about six a chuckle. n
transported to the site, while little “houses” weeks assembling the various components at
would be used to make the large house. the building site and constructing remaining Karen Moltenbrey is the chief editor of Computer
An announcement was made, and nearly components. Indeed, some breakage did oc- Graphics World.
April 2010 35
Unleashed: The Art of Naughty Dog
When you mention the name Naughty Dog, what comes art at the Gnomon School of Visual Effects’ on-campus display their works. Most galleries in Los Angeles focus
to mind is a range of imagery—from the cartoon look of gallery in Los Angeles. The exhibit features approximately on fine art, leaving the entertainment artists with few
Crash Bandicoot and anime look of Jak and Daxter, to 30 pieces, which range from traditional and digital sculp- available venues. “To me, the artists we know who are
the painterly style and graphically detailed look of the ture, to photography, to matte paintings, and more. focused on games and entertainment are among the
widely popular Uncharted and Uncharted 2. The talent “Naughty Dog obviously has been around for many years most talented in the world, and I think many others feel
of the artists behind those highly acclaimed titles is as and has always been a top game studio. The quality and the same way,” says Alvarez. “That is why we decided to
diversified in genre and medium as the aesthetics of the caliber of the work they are doing as a team just gets put this gallery together.”
game art they create. Collectively, they produce amazing higher and higher,” says Gnomon founder Alex Alvarez. Former student Melissa Altobello, now at Naughty Dog,
works admired throughout the computer game industry. “Now we get to see their personal art, who they are as had approached Alvarez about featuring pieces from her
Individually, they are artisans, pursuing their own passion individuals.” The gallery artwork is strictly personal work, colleagues at the school. “I think it is inspiring for the
outside of the work arena with the same intensity and he adds, though many continue to do fantasy art that has a students to see this caliber of artwork that the profes-
creativity they illustrate daily at their desk. fantastical, sci-fi feel and vibe—some more so than others. sionals are doing. It gives them a target and shows them
Now, the public has the opportunity to see the scope Gnomon opened its gallery a few years ago, enabling a why they are at the school,” he says.
of their talent that transcends the video game arena, as number of talented folks—many who lecture and teach at A selection of images from the Naughty Dog group is
a number of these Naughty Dog colleagues display their the school or work on DVDs for The Gnomon Workshop—to presented on these two pages. –Karen Moltenbrey
36 April 2010
OPPOSITE PAGE, CLOCKWISE FROM TOP LEFT
Buggle Takeoff Shaddy Safadi was inspired
for this piece while trekking in Northern Borneo,
where she visited Deer Cave.
The Life Giver An all-digital piece by Genesis
Prado. “I was trying to portray how the nymphs
of the forest give and take life as an example of
a cycle of life. I wanted to portray life as some-
thing to be cherished and not taken for granted.”
Annapurna Base Camp Carlos Gonzalez-
Ochoa’s panorama of the Annapurna South
mountain at sunrise. Photos from the trip were
heavily used as reference for Uncharted 2.
April 2010 37
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38 38 April 2010
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