Monday, May 10, 2010

Two*7

WRITTEN COMPONENT ENTRY SGU Aliens notes.


Stargate Universe has taken a difficult direction than the previous Stargate series (sg-1 and Atlantis) focusing on a grittier and younger outlook. The first aliens of this new direction took a lot of inspiration from District 9. The vfx company undertaking the effects, Image Engine were given a ‘open brief’ for the design of the creature and they brought in James Stewart (Creature Supervisor, District 9).

What was different for the company was that applied a lot of their film pipeline tools to their pipeline so that the design of the alien was nailed down and the quality went way up – applying film quality work to a tv series. Image Engine’s film pipeline consists of Maya (animation models, lighting in mental ray and 3D light rendering for the creatures). They were able to make use of their talented shader writers who were able to get the most from the system.

Jason Gross (V.E.Supervisor) commented on the filming style; “The things that I love about the series getting grittier is the way we can move our camera around, it seems to me that a lot of the way we can move our camera around, it seems to me that a lot of the way they are shooting is almost a documentary style, really dynamic camera moves in 3D. So I think that opened up the way the compositors played out”.

Two*6


WRITTEN COMPONENT ENTRY Markerless Mocap notes.
Typically motion tracking requires highly visible markers and using the camera to track them. Never the less there is a bracket of inaccuracy which must be accounted for through corrections done by the hand of the animator.
Christian Theoballt (Stanford University) has commented that this inaccuracy adds a lot to the cost of production. He and colleagues at Standford and the Max-Planck Institute Informatik (Germany) claim to have developed software accurate enough to capture the full 3D movement of a person’s body without markers.
Video: http://www.youtube.com/watch?v=dTisU4dibSc&feature =player_embedded
This method begins with the creation of a 3D digital clone (using a laser scanner), 8 cameras capture the actor’s movements. The software compares the relative positions of features on the 8 original images to calculate details such as creases in clothing. Apparently the method is not confused by loose fitting clothing so actors may wear anything. With improvements the technique may be used to capture facial expressions.
Article dated: 29 May 2008

Saturday, May 8, 2010

Two*5


WRITTEN COMPONENT ENTRY G.I.Joe//MPC notes.

MPC worked on the underwater battle sequence at the end of the film. They found it difficult to discover the balance between believability and style.

VFX Supervisor Greg Butler commented, “From the beginning, we knew we were dealing with slightly contradicting goals. The underwater look had to be believable enough for the audience to be kept in the film, but the battle we would be showing could never really be filmed. Given the clearest water that exists in the world’s oceans, half-kilometre visibility is about the maximum that’s possible. But many of our bigger battle shots required on average of one to two kilometre visibility. Because of this, we were constantly manipulating the amount of underwater look effects that were applied to shots. When the action was staged close to camera on wide lenses, the visibility almost reached realistic levels. It’s a common thing in vfx these days. We’re asked to show something never seen before, but in a way that can be called photo-real. So you grab onto what real reference you can and then stretch it as far as you can hoping you don’t break it”.

Two*4

WRITTEN COMPONENT ENTRY Tracking Tools notes.

Summary of 2D Tracking Tools;

Adobe
- After Effects is one of the most-widely used effects solution.

Aivd
- AvidlDS and Nitro vfx tools allow for advanced compositing and tracking. DS Nitris is similar to Photoshop and After Effects. Nitro has powerful motion tracking, keying, compositing and colour correction tools.

Discreet-Advanced Systems
- Includes Flint, Flame, Inferno, Fire and Smoke. All have 2D Tracking. Inferno & Flame have 3D Tracking. Lack multi-point solutions. Lack Maya export.

Discreet – Desktop
- Paint & Effect, Paint offer Illustrator-like solutions. Effect offered compositing capabilities. These 2 programs were merged to create Combustion.

Curious gFx Pro
- Can import, composite, track and stabilise footage.

Digital Fusion
- Was at one point provided with Alias 3D.

Mirage
- Unified software allowing for the development of animated graphics and sfx.

Quantel
- Code-based comprehensive set of 2D tools.

Shake
- Shake is 2D-only. Accepts 3D tracking of complex camera moves and Shake data.
Summary of 3D Tracking Tools;

3D-Equalizer
- Original 3D tracking tool. High-end.

Boujou
- Cant track many things better.

Monet
- 4 point tracker that uses planes in place of points. Developed specifically for Cinesite to track the paintings in Harry Potter and the Prisoner of Azkaban.

REALVIZ MatchMover
- Incorporates both automatic and supervised tracking, without limit in combining both.

ras_track
- Academy Award winning software.

TRACK
- Digital Domain’s award winning software, works with Nuke (compositing software).

The PixelFarm
- PFTrack at the core of the program. Extracts complex 3D and 2D data from footage. Has a number of applets to utilise data.

Maya Live
- Autodesk’s (previously Alias) 3D camera tracking program, widely known for producing accurate z depth solutions.

Two*3


WRITTEN COMPONENT ENTRY Art of Tracking notes.
Tracking is the process of automatically locating a point (or series) frame-to-frame in a sequence, allowing the user to stabilise a shot, track to or solve object or camera movement. The process started as one point tracking which could stabilise a shot or add matching motion to a composite, but today it involves complex 3D camera solutions and extends to optical flow – the technology tracking every pixel.
By understanding the process it is possible to improve solutions and speed up work. This includes the inner algorithm’s that drive the software. There should however be precautions taken when filming so that tracking is not necessary, or a less complicated task. Doug Roble (Technical Academy Award winner) for his TRACK software at Digital Domain; “We go the other way, we measure everything on set, we are really exact. 20% of the shots we solve are easy, 80% are hard. We focus on changing those odds”.
Historical Overview
Prior to digital tracking, most effects shots required the camera to be locked off, it was impossible to track without motion control of the capturing cameras to align to shots in post. Hand tracking has been attempted but the eye isn’t precise enough to capture every movement.
The US Defence Department initially developed the concept of tracking for use in missile guidance systems, the earliest vfx application was in 1985 at NYIT Graphics Lab by Tom Bringham and J.P.Lewis, implementing a FFT-based tracker used for a number of television shows. ILM had an early 2D Tracking software called ‘MM2’, which was used on Hook. The tool was a manual tool which could alter the positions of the keyframes. ILM used this software as a base for their later technology used on Jurrasic Park which was the first 3D Tracking Software – developed by J.P.Lewis and Rob Bogart.
ILM allowed Lewis to publish the algorithm involved, which has also contributed the algorithm to other software packages Shake and Commotion.
Joe Alter developed one of the earliest markerless tracking system which was used for the morph plates on Star Trek The Next Generation.
Discreet first bought tracking software to the wider vfx community via ‘Flame’. Flame was initially ‘Flash’ – written in Melbourne, Aus by Gary Tregaskis. Flame was launched at Siggraph 1992. Flame was first used in feature film work on Super Mario Bros (1992).
“There’s a balance between a perfect track that takes forever and on interactive track that falls off from time to time. We decided to go with interactivity and the real thought went into making it easy to use, making it easy to stop and restart a track because it was never foing to be perfect”.
            - Colin Wrey (first implementation of Quantel’s Auto Lock Follow [ALF])
Action was a general tracking tool which really allowed users to make the most of the technology. In the early days tracking a 30 second shot was a 30 minute batch process with no guaranteed success.
Shake was immediately popular because it offered the ability to work in a higher bit depth than anything else on the market. A very early version of the software was used on the opening shot of Titanic (a deep underwater shot) which had originally been filmed as an 8 bits/channel of colour info but slight tonal gradiations brought massive banding problems. Shake was able to glean a clean artifact-free shot.
In Flame/Fusion Version 5 (1997) you could now track as many points as you want, automatic triangulation stabilisation, corner tracking, perspective tracking.
In 1998 was when tracking began to be acknowledged by industry awards, the Technical and Scientific Academy Award to Gary Tregaskis (primary design) and Dominique Bolsvert, Phillipe Panzini and Andrew LeBlanc for the development and implementation of Flame and Inferno. Douglas R. Roble won the Technical Achievement Award for contributing to tracking technology and design and implementation of the TRACK system. TRACK is an integrated software at Digital Domain which uses computer-vision techniques to extract 2D & 3D information about the camera and the scene. TRACK feeds Digital Domain’s Nuke system with full 3D camera solutions. TRACK shift from 2D to 3D tracking was a reflection of the industry’s shift to 3D.
Luc Robert commented, “The main benefit from match-moving software is a marked increase in productivity. Automatic match-moving is a definitely a huge help in this respect, since on a significant fraction of shots it produces a solution which requires no human interaction at all. Most post-production companies using automatic match-moving have integrated it into their pipeline so that, for virtually no overhead cost, they can benefit from these automatic solutions. Despite this, there will always be shots which automatic match-moving software will not be able to solve. It is crucial for professionals to solve 100% of the shots they want to match-move, and for that, the software has to allow them to control and guide the process if necessary”.
3D Equalizer tech came about in 2000 which was an advanced camera and object match-moving software.
Boujou has allowed for seamless combination of live action and 3D.
2D Tracking
Most modern trackers are based to a luminance of black and white version of the track box. Digital Fusion alone uses colour information automatically, the interface shows the strength of each 3 colour channels and which it has decided to use. Shake allows the ability to use hue or saturation for tracking instead of luminance. Ron Brinkman pointed out that in some cases of multicoloured patterns this can be very useful and effective. Try a hue track if the monochrome version of the image has poor contrast. After Effects uses luminance as the preferred colour channel for the track (there is a switch to control RGB or saturation).
Ideal on-set Tracking Marker
Ensure that the tracking markers are not something which are not going to blow away. Common tracking markers are crosses, triangles or circles. Each software has a different algorithm, therefore prefers one shape to another. AE for example, doesn’t really prefer one shape to another. The question of which marker also relies on what the camera is doing, strictly speaking a circle provides a more robust track point (better for zooms, and focus changes). There is no right or wrong answer – but is dependant on many factors. LED markers were considered but were found were only more effective in low light conditions. LED’s have high contrast but there is the light and glare from the light. Most experts agree that there is little point in running special colour corrections, tracking algorithms generally already have some sort of colour correction built-in.
Dealing With Noise in tracks
A key aspect to tracking is reducing jitter. You can remove jitter by deleting keyframes and allowing an interpolator to fill in the gaps.  A small blur could reduce noise. PFTrack has a very comprehensive noise reduction algorithm called ‘de-noise for noise reduction’. These are specifically designer algorithms that act similar to a median filter but maintain all edge detail. 3D Trackers produce a better track by tracking a video resolution image. 2D cannot.
3D Tracking
Steven D. Katz explained 3D Tracking; “Camer-matching software utilises a subset of projective geometry called epipolar geometry. This branch of mathematics is used to describe the geometric relationship between two optical systems viewing the same subject and can be used to locate points in space. Because a moving camera offers a new view every frame, epipolar geometry works for a single moving camera as well, and each new view is understood as a separate optical system:.
3D Tracking can provide solutions for measuring objects at a distance, projective geometry, camera angle projection. The 3D Tracking program is used to solve the camera position by using 2 camera views. Epipolar geometry is a type of triangulation. Epipolar geometry proposes that the point we are interested is actually constrained to a single line, which limits the search for that point.
Ideal Tracker for 3D Tracking
3D Trackers rarely use colour information. 3D Tracking experts have very strong opinions on the ideal markers, which strongly supports triangular markers. The advantage is that a triangle provides 3 well-spaced, high contrast corners for automatic trackers to pick up. Accurate recording of on-set measurements allow the user to track the room to the camera, so that the artist has a virtual set to move around.
3D Tracking falls into 2 categories;
-       Automatic Trackers
-       Manual Trackers
Automatic point generation is typical to 3D tracking. This allows the software to track highly complex footage, such as tracking water.
Dealing with Lens Distortion
Lens distortion has very little influence on 2D Tracking, but can have a huge influence on the calculation processes involved in 3D tracking. Most 3D camera packages have tools to adjust for lens distortion. Lens distortion only effects the camera solving.
In MatchMover, ld is represented by a mathematical model, whose parameters are computed automatically based on point tracks. If too complex a calibration pattern may be applied. The most powerful 3D packages additionally allow for extra information (or images) to be added.
The future to 3D Tracking will likely ne linked to optical flow technology, where every point is tracked and produces a set of floating point data once combined with 3D tracking. Some 2D features may be applied to calculate a 3D match-move and some may be used to calculate optical overflow. These provide very reliable solutions. 3D tracking is fundamentally about tracking a camera, not necessarily things in the scene.
Ron Brinkman commented that “There’s no doubt in my mind that tracking will continue to evolve in a direction that relies on characterising the entire image as much as possible, as opposed to specific feature-based analysis. Ultimately if your starting point includes information about the camera (derived from 3D analysis) than any additional tracking methods will have their accuracy improved dramatically”.
 
http://www.fxguide.com/article212.html

Two*2

WRITTEN COMPONENT ENTRY Motion Capture notes.

The VES held an event in August 2008 on educating producers, directors and visual effects professionals on the techniques and software used. The panel consisted of 10 professionals from 10 different companies, entitled “Demystifying Motion Capture Techniques”.

Some quick notes (each speaker was given 10 minutes);

Eyetronics (Nick Tesi)
- Inertial-based system. Occlusion was not an issue, since optics are not involved.

Motion Analysis (Dave Blackburn)
- Using mocap for artistic applications.

Henson Studios (Kerry Shea)
- Development of the Waldo > Henson Digital Puppet System – performers performance for puppets.

Vicon/House of Move (Brian Rausch)
- Technology should never get in the way of performance. Discussed Uncharted Territory. Talked about animation and motion capture working together.

Sony Pictures Imageworks (John Meehan)
- Animation-enhanced motion capture for I Am Legend. Stressed the partnership between animation and mocap at Sony, with focus on I Am Legend.

Giant Studios (Kevin Cushing)
- Stressed their ability to do complex motion capture, including retargeting, in real time. Showed examples of the system in practice on The Incredible Hulk and Iron Man. The examples were filmed on set.

Industrial Light and Magic (Mike Sanders)
- Discussed their proprietary iMocap system. Notable point was that they never use motion capture as a 100% solution; but as a starting point for animation. The ILM mocap stage is live all the time so if an animator needs reference for a shot they go down, pull on a suit and perform it themselves. The captured motion is usually ready for the animator when they get back to their desk.

ICT (Paul DeBevec)
- Facial capture. Research resulting in Light Stage technology.

Image Metrics (Patrick Davenport)
- Dedicated to analysis of markerless facial performances. Example of tech involved digital replacement of Marilyn Munroe, in partnership with Double Negative.

http://www.fxguide.com/modules.php?name=News&file=article&sid=496

Two*1

WRITTEN COMPONENT ENTRY The Spine – Landreth notes.


The Spine, exploring style as a story telling technique.
Landreth has been drawn to his unique style because it is something that he doesn’t see very often – using animation to tell emotional or psychological-based stories of people who are otherwise real and amongst us.
The story was personal – came from observing relationships, wondering why people remain in poisonous and destructive relationships. Landreth feels it is psychological-driven and these feed people identities (as stunted as they may appear externally).
Landreth feels that the style must be used sparingly – it’s possible to bring out a new layer of story telling to get the idea without being too literal. Representing something psychological or emotional – then you may tell as story without over-powering/extensive dialogue etc (visual story-telling technique).