Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the...

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Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg November 28, 2017 Lecture #24

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Page 1: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Three-Dimensional Computer Animation

Visual Imaging in the Electronic Age

Donald P. GreenbergNovember 28, 2017

Lecture #24

Page 2: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Luxo & Luxo Jr. 1986

Page 3: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Toy Story 1995

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Finding Dory 2016

Page 5: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

3D Animation Pixar

Page 6: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Why do we need an animation production pipeline?• Animated full-length features are huge endeavors

– Up to 5 years from conception to final (2 years in production)– > 500 people involved

• Currently requires big budgets and big organizations– $ 100 M - $150M per movie

• Needs a very organized structure to bring the creative process from conception to final product

Page 7: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

What is the animation production pipeline?• Logical organization of the steps required to produce an animated feature

film

• Every company has its own pipeline

• Every movie changes the pipeline– Requirements are changing– Save money– Increase the quality of the movie

Page 8: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Toy Story 3Building a Single Frame

1 / SKETCHES There are 49,516 of these sketches in the movie’s story reel.

John Lehrer. “How It’s Done,” Wired 18.06. http://www.wired.com/magazine/18-06

Page 9: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Building a Single Frame

2 / COLOR SCRIPTS The goal is to begin to define the style and lighting scheme of the frame (shot).

John Lehrer. “How It’s Done,” Wired 18.06. http://www.wired.com/magazine/18-06

Page 10: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Building a Single Frame

John Lehrer. “How It’s Done,” Wired 18.06. http://www.wired.com/magazine/18-06

3 / PROPS Toys are positioned in the 3-D “dressed set.” The director can fine-tune the camera’s movement to best capture the action.

Page 11: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Building a Single Frame

John Lehrer. “How It’s Done,” Wired 18.06. http://www.wired.com/magazine/18-06

4 / LAST DETAILS The amount of labor spent on each character depends on its prominence in the final shot. Background toys are given simple textures and basic movements.

Page 12: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Building a Single Frame

John Lehrer. “How It’s Done,” Wired 18.06. http://www.wired.com/magazine/18-06

5 / FINALE Surfaces—walls, clothing, faces—are fed through rendering software that simulates light and shadow. An average frame takes more than seven hours of computing time to render. This one required eleven hours.

Page 13: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

The simplified pipeline

Story Art Casting Editorial

Modeling

Layout

ShadingTexturing

Animation Simulation

Lighting Rendering

Rigging

Effects

• Many departments

Backgrounds

Page 14: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Jan Pinkava – Storyboard,

GERI’S GAME (Pencil)

PIXAR At the Museum of Modern Art, Disney Enterprises 2005

Page 15: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

The control mesh for Geri’s head, created by digitizing a full-scale model sculpted out of clay.

Page 16: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Subdivision surfaces

© Pixar/Disney

Page 17: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Story Development

© P

ixar

/Dis

ney

Page 18: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Art Development• Develop the look-and-feel of the movie

– Characters and Sets– Follow it through production– Make the most of the high-level artistic decisions

• Traditional media– Sketches, Pastels, Sculptures

• Process– Start with real world objects– Develop the look: shape, colors, materials– Develop expressions and movements– For characters, sculptures are developed

Page 19: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Bob Pauley – Woody and Buzz, Toy Story (Pencil)

PIXAR At the Museum of Modern Art, Disney Enterprises 2005

Page 20: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Art Development - Characters

© P

ixar

/Dis

ney

Page 21: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Art Development - Environments

© P

ixar

/Dis

ney

Page 22: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Dialogue Recording• Useful for animation reference

© Pixar/Disney

Page 23: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

The Simplified Pipeline

Story Art Casting Editorial

Modeling

Layout

ShadingTexturing Backgrounds

Animation Simulation

Lighting Rendering

Rigging

Effects

• Characters and Sets

Page 24: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Modeling• Defines the shape

• Process– Starts with art data

> Drawings> Sculptures (sometimes scanned)

– Recreate geometry in the modeling environment• Models have to

– Look good – to please the eye– Be functional – to fit in the pipeline– Work when deformed – for animation

Page 25: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Character Modeling

© P

ixar

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ney

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Environment and Prop Modeling

© P

ixar

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ney

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Shading/Texturing

© P

ixar

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ney

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Character Rigging• Prepares a character for animation

– Defines the deformation of the shape> Shape changes when the character moves

– Defines controls for animators• Process

– Start with art data– Work with animation to test the look and controls

Page 29: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Rigging

Page 30: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Computer Skeletal Animation• Moving your hand with Forward Kinematics

– Involves individually rotating each joint in order to get the hand to a specific location

– To move hand, must first rotate whole arm, then rotate lower arm

Page 31: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Computer Skeletal Animation• Moving your hand with Inverse Kinematics

– Position of the hand determines the position of the arm joints

– Because all parts of the arm are connected, if hand moves → arm moves

Page 32: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Backgrounds• Creates sets out of props

• Prepares a stage for acting

© Pixar/Disney

Page 33: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

The Simplified Pipeline

Story Art Casting Editorial

Modeling

Layout

ShadingTexturing Backgrounds

Animation Simulation

Lighting Rendering

Rigging

Effects

• Movement

Page 34: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Layout• Defines the camera

– Starting position– Framing – which objects are seen– Movement

• Defines basic object positions

© Pixar/Disney

Page 35: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Animation• Keyframed animation

– Movement is specified by changing individual controls on characters at various frames

– Used by Pixar and DreamWorks• Motion capture

– Movement is recorded using live actors– Used by Sony Imageworks, Weta

• Very time consuming!– Requires big budgets and long development times

• Today it is the biggest distinction between large studios and smaller ones

Page 36: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Animation

© Pixar/Disney

Page 37: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Simulation• Not possible to animate everything

• Physically-based animation– Movement is computed to simulate physics

• Applications– Humans: hair, cloth, skin– Natural media: water, fire, smoke– Special effects: explosions

Page 38: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Effects• Natural media: Water, Fire, Smoke

• Weather: Snow, Rain, Wind

• Special effects: Explosions, Morphing

• Encompasses modeling, animation and shading

Page 39: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

The Simplified Pipeline

Story Art Casting Editorial

Modeling

Layout

ShadingTexturing

Animation Simulation

Lighting Rendering

Rigging

Effects

• Final images

Backgrounds

Page 40: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Lighting• Defines scene illumination

• Process– Study real world footage– Study material/light interaction

> Simple materials: plastic, woods, etc.> Complex materials: metals> Characters: skin, hair

– Start with art images– Add and change lights to obtain the final picture

Page 41: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Lighting

Darren Brooker. “Essential CG Lighting Techniques,” 2003 .

Page 42: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Lighting

Darren Brooker. “Essential CG Lighting Techniques,” 2003 .

Page 43: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Lighting

ParticulateMatter

Surge andWell Caustics Murk Reflection

Refraction

© P

ixar

/Dis

ney

Page 44: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Rendering• Compute the final images

© Pixar/Disney

Page 45: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Shot Progression

© P

ixar

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Page 46: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Story: 60

Art: 70

Layout: 40

Layout: 40

Anim: 150

TD: 150

GT/FX: 100

Lighting: 120

Editorial: 30

Post: 60

Research/Tools: 170

Renderman: 25

Pixar Approximate Employee Distribution

Creative Production Technology

170

650

195

20111,200 employees

Page 47: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Success depends on a good story!But production is a big risk!

Page 48: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Computer Animation Theater Gross Revenues (U.S.) as of 11/2016

Boxofficemojo.com

Page 49: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Special Effects

There are still many challenging computer graphic research problems in creating special effects

Page 50: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

War for the Planet of the Apes2017

Page 51: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

War for the Planet of the Apes2017

Page 52: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

War for the Planet of the Apes

Page 53: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

War for the Planet of the Apes

Page 54: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

Box Office History Planet of the Apes

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Daily Cumulative Domestic Box Office $’s

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Grand Moff Tarkin Peter Cushing

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Performance Capture Guy Henry

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Grand Moff Tarkin Rogue One 2049

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Uncanny Valley Mori

Page 60: Three-Dimensional Computer Animation · Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg. November 28, 2017. Lecture #24

End