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Talk to a Movie Digital SFX Expert 262

Thad Beier has been working with computer graphics and film since the late 70s. In 1995 he and three partners founded Hammerhead Productions, a company that specializes in computer-generated special effects. Thad received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences (the Oscar people, not the MPAA) in 1998 for one of his many technical innovations. He's worked on Terminator 2, Angels in the Outfield, The Fast and The Furious, and the upcoming Blue Crush, among other films. He wrote this 1992 Siggraph paper, and now writes all of Hammerhead's software tools and manages the company's mixed bag of SGI and Linux equipment. So ask Thad anything you want about computer-generated special effects. We'll send him 10 of the highest-moderated questions, and post his answers when we get them back.
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Talk to a Movie Digital SFX Expert

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  • by FortKnox ( 169099 ) on Wednesday July 17, 2002 @01:03PM (#3902722) Homepage Journal
    Do you think movies like Final Fantasy become increasingly popular, and eventually SFX characters will overtake human actors??
    • Another interesting question might be will actors of old get new roles. Think of a sequel to Gone With the Wind, for instance, using the 'original' actors.
  • by Anonvmous Coward ( 589068 ) on Wednesday July 17, 2002 @01:04PM (#3902730)
    Every year, 3D packages get more and more sophsticated. Not just in terms of rendering effects, but in their scripting capabilities as well. Do you see a day where the artist will be able to handle the rendering features and the scripting of a 3D prog so well that it'll no longer be necessary to have a dedicated programmer on board?

    Is there a particular type of problem that will always need a programmer?
  • Answer honestly. (Score:5, Interesting)

    by tcd004 ( 134130 ) on Wednesday July 17, 2002 @01:05PM (#3902743) Homepage
    What is one movie that uses CGI that you wish had never been made because it gives your craft a bad name?

    Thanks!

    READ THIS! [lostbrain.com]

    tcd004
  • by Anonymous Coward
    Since special effects are so expensive, why not go back to having plots?
  • How long? (Score:2, Interesting)

    How long do you think it'll take for the types of animation you see in movies today be render-able in realtime? I can't wait till some seriously realistic video games... or porn flicks appear. :)
  • ...do you ever get sick of hearing the sounds you created being used over and over again in lame techno/trance songs?

    Case in point: The concussion bomb in Episode 2, which has been showing up in a bunch of crappy songs lately...

    - A.P.
  • by program21 ( 469995 ) on Wednesday July 17, 2002 @01:07PM (#3902765) Homepage Journal
    About what percentange of effects and the like in the average movie is there? And how do you think this will be 5 or 10 years from now?
  • Realistic Water (Score:4, Interesting)

    by 4of12 ( 97621 ) on Wednesday July 17, 2002 @01:08PM (#3902766) Homepage Journal

    How much progress are you and others making on realistic depictions of water (waves, splashing) at different scales?

    (I still remember the clumsy ship in a bathtub effects from the 1970s!)

    Even in recent productions like The Perfect Storm, I haven't been "convinced" sufficiently that it's a real wave.

    • Re:Realistic Water (Score:3, Insightful)

      by nEoN nOoDlE ( 27594 )
      I think if you haven't been convinced, then you'll never be convinced. Special effects are often used when it would be impossible/very difficult to actually film. You probably weren't convinced of the waves in Perfect Storm because you thought to yourself "Nah, that couldn't be shot in real life, it must be CG." I for one, was totally convinced of the CG water in Titanic because I didn't automatically have to disbelieve that they actually shot a regular ocean. I find this problem a lot when people are criticizing CG heavy films such as Star Wars. Everyone says the CG wasn't convincing enough and, true, some shots weren't, but when I was watching the segement where the clones come in and start fighting the battle droid army, I was completely convinced that most of the foreground clones were real, as well as the ground they were standing on and only the background and haze was digital (because it would be impossible for them to get that many clones and huge battle droid stations don't exist), but I found out that pretty much the whole shot was completely CG, and that amazed me. I think CG has gotten to the point where the only way someone can distinguish it from reality is because reality isn't accessible enough when you can just recreate it in the computer.
      • I think if you haven't been convinced, then you'll never be convinced. Special effects are often used when it would be impossible/very difficult to actually film. You probably weren't convinced of the waves in Perfect Storm because you thought to yourself "Nah, that couldn't be shot in real life, it must be CG."

        But of course, not all CG is the same. Some movies have excellent CG (Star Wars, Lord of the Rings, with the exception of a few shots in the cave troll scene), while others have terrible CG (like the Mummy Returns). Certain types of objects are easy to render (rock, metal, plastics), while others are still notoriously difficult (flesh, fluids).

    • The scenes where they're flying towards New York have absolutely stunning water. It's not all that close up, but it was the best thing in the movie.
    • The Perfect Storm was some time ago, in visual effects terms. You might want to check out the digital water in Orange County and see if you like that.

  • Shaders (Score:5, Interesting)

    by f00Dave ( 251755 ) on Wednesday July 17, 2002 @01:08PM (#3902772) Homepage
    How much overlap is there between the programable graphics processing units (AKA "shaders") found on modern game platforms and the software/hardware used in the special effects industry? Would programming skills for one translate to the other?

    BTW, I realize that special effects are half artistry, half mathematics and half sweaty work: kudos from a 'GL hacker... ;-)
    • Re:Shaders (Score:2, Funny)

      by tetuth ( 590388 )
      BTW, I realize that special effects are half artistry, half mathematics and half sweaty work

      Yes, with mathematics being extra important, which is why it totals to three halves. :P
    • Shaders as they will soon be commonly used in games are designed for making stuff look better than the Lambertian model. Shaders as they are used in visual effects and animation are designed for flexibility.

      The biggest limitation on what you in the visual effects and animation businesses is smart and talented people. People cost more than hardware and more than software. Anything which can more effectively use "people time" is much better than anything which can more effectively use CPU cycles.

      Therefore, in a perfect world (which doesn't always happen when you have tight deadlines and tight budgets), shaders are written in such a way that artists use their time the best. So, for example, you don't require that texture person to paint "colour" on that dinosaur, you let them paint "mud" or "wound". It's the same difference between logical markup and physical markup.

      In the games world, I suspect that this level flexibility isn't quite so important as effective utilisation of the graphics hardware.

      This, in conjunction with Blinn's Law, is one reason why games shaders and visual effects/animation shaders won't converge for a long time yet, though they will overlap.

  • by jackDuhRipper ( 67743 ) on Wednesday July 17, 2002 @01:09PM (#3902783) Homepage
    Greetings -

    How much of the code you've written and/or worked with over the years trickled down to mainstream users in meaningful ways, and in what timeframe should we/you expect this to occur?

    i.e. How quickly does the software and hardware tools of your trade today become part of the arsenal of either home digital fx enthusiasts, hobbyists or "small film" makers tomorrow?
    • I find this question interesting as well. Lots of updates that we've seen to Lightwave, MAX, and Maya are a result of movie studios creating software to solve a particular problem.

      As a matter of fact, a studio recently announced that they're productizing a compositing package they developed called 'Nuke'. I think 'Messiah' was the result of a similar effort.

      I'm really curious what he has to say about this.
  • by seldolivaw ( 179178 ) <me&seldo,com> on Wednesday July 17, 2002 @01:10PM (#3902786) Homepage
    With modern FX, it's fair to say that anything that can be imagined can be produced on screen. However, that hasn't been the case until recently: if you had the option of re-making one movie of your choice (science fiction or otherwise) in which the imagination of the film-maker was clearly hampered by the technology available at the time, which would it be?
  • Role reversial (Score:2, Interesting)

    by Anonymous Coward
    Currently, movies are made overwhelmingly by being filmed by film crews. Computer-generated special effects are just used to add to what cannot be filmed. Do you ever see the day coming when movies are instead overwhelmingly made by computer SFX crews, with minor parts being done by film crews?
  • Cost (Score:5, Interesting)

    by Fembot ( 442827 ) on Wednesday July 17, 2002 @01:11PM (#3902800)
    When films are labled as "100$ Million on special effects" where does most of that money go? On rendering hardware or what?
  • by JoshuaDFranklin ( 147726 ) <joshuadfranklin.NOSPAM@ya h o o .com> on Wednesday July 17, 2002 @01:11PM (#3902805) Homepage
    Why did you work on Angels in the Outfield?

    Seriously though, do you do any sort of screening or advice on use of effects, or just follow whatever the customer ordered? Surely you don't want your name plastered on effects that were an embarrasment.

  • by Lev13than ( 581686 ) on Wednesday July 17, 2002 @01:13PM (#3902811) Homepage
    How many years do you think the introduction of Jar Jar Binks has set back the quest to gain legitimacy for your industry?
  • by Mr Guy ( 547690 ) on Wednesday July 17, 2002 @01:13PM (#3902812) Journal
    In many movies, people walk away from them saying, "Man, they FORCED that CG."
    How much discretion do you have in saying, "You guys should really do that with makeup effects."
    In a corrollary, are you more in the CG-Should-Be-Impossible-To-Spot or the CG-Should-Be-The-End-All-Of-Effects camp?
  • Directors approach? (Score:5, Interesting)

    by FurryFeet ( 562847 ) <joudanxNO@SPAMyahoo.com> on Wednesday July 17, 2002 @01:13PM (#3902813)
    I'm guessing you get to work pretty closely to directors. If so, can you tell us what is their approach to the new tools technology has given them? Are they still "thinking celluloid" made cheaper by rendering it digitally, or do they really seek to break the mold and make shots that were previously impossible?
  • by josepha48 ( 13953 ) on Wednesday July 17, 2002 @01:13PM (#3902820) Journal
    What is the best way to get into the computer generated special effects industry? Is it who you know or what you know? If it is what you know what should one know? (Programming, graphics tools, etc...).
    • Pixar has a nice FAQ for people interested in jobs in CG animation.

      http://www.pixar.com/companyinfo/jobs/faq.html

      Included is a list of schools with good graphics and animations programs:

      http://www.pixar.com/companyinfo/jobs/schools.ht ml

      Texas A&M has a really good visualization that's kind of half way between the tech side and the art side. UNC (my alma mater) is really good for computer graphics, but they're more into interactive graphics as opposed to animation.
    • What is the best way to get into the computer generated special effects industry?
      Blackmail. Definately blackmail.
  • Let's talk jobs (Score:3, Interesting)

    by allagash ( 139838 ) on Wednesday July 17, 2002 @01:16PM (#3902849) Homepage
    What would you suggest to a C/C++ programmer who's insterested in the SFX industry? I assume you need to know OpenGL, linear algebra, Unix, maybe Renderman. What else is suggested -- demo programs, networking at SIGGRAPH, database work?

    Also, what's the state of the SFX industry? I know it went through a shakeout a few years ago.

    thanks.
  • by Anonvmous Coward ( 589068 ) on Wednesday July 17, 2002 @01:17PM (#3902850)
    When somebody has intimate knowledge about how a movie is made, it gets really hard to make their eyes jump out of their head.

    For example, there's a scene in the Director's Cut of Robocop where Alex Murphy is just about to be shot in the head by the lead bad dude. The camera is pointing right at Alex's face, then swings around behind him. As soon as the camera is behind him the bad guy fires a gun, the back of Alex's head explodes and you can see a hole clean through it. This whole scene was one smooth camera movement, no edits.

    I was *stunned* to find out that Alex was a puppet. They were able to make a puppet that totally convinced me that Peter Weller was sitting in front of this guy about to get his head blown off. I could not believe that they were able to do one that convincing.

    I'm curious, what movies have had that affect on you? "OMG! I had no idea that was an effect!"
  • by seldolivaw ( 179178 ) <me&seldo,com> on Wednesday July 17, 2002 @01:17PM (#3902852) Homepage
    This might be construed as off-topic, since it's not about technical aspects of CG, it's about the artistic side of CG. But hear me out:

    Although recently a lot of the big names in science fiction and fantasy are finally making it onto the screen in a plausible way (e.g. Tolkein) there are still plenty of great books out there that haven't even been optioned. If you could turn any science-fiction/fantasy book or series into a movie, which would it be?

    [My personal choice: the Foundation saga by Asimov. So huge! Such a great plot! So eminently filmable! Somebody make this movie, dammit! :-)]
    • David Brin's "Startide Rising", then the following bootks in the series, in order. (I'd skipped the one the preceeded Startide Rising).

      Space Opera, Space Battles, deep characters (both human and non-), excellent storyline, great drama.
  • What's the effect or CGI animation that makes you cringe the most when you see it used, or overused?
  • by ceswiedler ( 165311 ) <chris@swiedler.org> on Wednesday July 17, 2002 @01:18PM (#3902861)
    At one point, as a film student, I was interested in computer animation as a way for a single person or small group to produce a film, without the expense of locations, casting, cameras, etc. I thought that soon, as hardware and software improved, it would be possible for me to create a film on my own computer at home.

    But my experience in animation in college taught me that increasing hardware capacity doesn't reduce the time it takes to produce a film or demo reel; it simply increases the quality of the final output. I imagine that the modelling, animation, and rendering of the scenes in Tron took as much human time as comparable scenes in Fellowship of the Ring. It's possible to render Tron-quality CG in realtime on a modern PC, but nobody wants to watch it.

    My question is this: do you think it will ever be possible to produce a full-length CG film in about a man-year or less, with effects which are reasonbly "modern" for the time? Will the technology curve eventually flatten out, once we get to a certain point where the human eye can't really tell the difference? Or is it implausible to think that a single person or small group could provide all of the artistic input (scriptwriting, directing, modelling, animation, acting, etc) to produce a full film, even ignoring all technological constraints?
    • You hit the nail on the head... Current CG tools make very inefficient use of artist time. It's hard to put together an animated short (of decent quality) on any kind of constrained schedule.

      I estimate that 70% of labor time on my recent NASA animations (maasdigital.com) was devoted to mindless tedium like queueing up renders, splitting scenes into different elements for compositing, shuttling video files through different editing systems, etc. The actual creative work got lost in the noise.

      But solutions are coming. Maas Digital is working on much better tools; just watch us =).

      [/shameless plug]...
  • by NeMon'ess ( 160583 ) <{flinxmid} {at} {yahoo.com}> on Wednesday July 17, 2002 @01:19PM (#3902876) Homepage Journal
    What is the approximate resolution of film per square inch or centimeter? What resolutions are effects rendered in and how has that changed since Willow or T2?
  • CG only vs. CG + LA (Score:3, Interesting)

    by Rui del-Negro ( 531098 ) on Wednesday July 17, 2002 @01:22PM (#3902898) Homepage
    As a complement to Mr Guy's question (above):

    Do you prefer the freedom allowed by CG-only scenes or the challenge of mixing CG and live action in the same scene (regardless of whether it looks realistic or "in-your-face" CG)?

    RMN
    ~~~
  • by wowbagger ( 69688 ) on Wednesday July 17, 2002 @01:22PM (#3902901) Homepage Journal
    On the "Shrek" DVD, they have some honest-to-goodness bloopers (rather than the contrived bloopers on the Pixar films). Most of these stem from rendering goofs (such as the "ChiaPet Donkey" sequence, or the "Exploded face" renders).

    Now, obviously the days of photo-realistic rendering at realtime speeds are long off (since the more CPU you have, the higher you define "photo-realistic"), but for the normal preview work, how close to real-time are we? For example, are we looking at 10 to one (ten seconds to render one second of preview), or what?
  • Who makes the decision about where CGI ends, and reality begins? What factors come into play when making this decision? How do you expect to see this line in the sand evolve over the next ten years? I'm sure different movies approach these matters each in their own fashion. Are there any generalizations you would make? Care to share some fun industry anectodes?
  • Being someone who uses computer technology to benefit an industry that in many ways is actively working to stifle that same technology, do you feel you have some standing to show people with power in the movie industry that technology isn't something to be afraid of?

    I don't think I'm going out on a limb by saying someone like Jack Valenti probably has more respect for you than he has for your typical Slashdot geek. :)
  • by gosand ( 234100 ) on Wednesday July 17, 2002 @01:33PM (#3903004)
    How far ahead are you of what is out in theatres now? By the time they are released, movies are always behind the technology, simply because they take time to produce (and the technology moves so fast). Movies like Shrek and Monsters Inc, which really pushed the capabilities, were in production for years. I am sure T2 took a lot of time as well.

    What is going to wow us when it comes out? How much further ahead are the things that you are working on now?

  • Killing the Classics (Score:5, Interesting)

    by Skyshadow ( 508 ) on Wednesday July 17, 2002 @01:35PM (#3903020) Homepage
    Several directors have recently released "special editions" of their classic movies which subtly change the films by using computers effects to either clean up the old effects or (far worse) alter the original film.

    The problem that I have with this is twofold: First, these "special editions" seem to be the ones that show up on TV and on video rental shelves, so that they and not the original become the pervasive copy.

    Second, I can foresee a day when older movies are edited in this fashion so they can be remarketed to audiences with more "modern" attitudes (think similar to Speilburg taking the guns out of the hands of the pursuing authorities in the ET rerelease).

    Do you believe that, as a creative professional, you have any sort of ethical duty to resist these sorts of changes? Is there a line to be drawn between merely cleaning up the original effects and replacing them entirely (as in the Star Wars special edition), or between effects-patchup and all-out content alteration (aka, the wussification of Han Solo by having Greedo shoot first)? Do you feel that old films should be left alone, or do you consider them more as ongoing acts of creation?

    • Mod this one up. It is a VERY legitimate concern.

      Lucas, I want the ORIGINAL star wars on DVD. Not your crappy "special edition" or a 3rd "ultra special edition" where everything is CG.

    • God damnit. Why did you have to bring that up? I always manage to go blind and deaf for a moment during that scene.

      I don't really mind the new release of the classic trillogy. I really liked EPII. EPI is looking better to me as more context surfaces.

      But the Greedo thing really pisses me off. Comeon, a bounty hunter that shoots worse than Stormtroopers? Han just sits there and lets Greedo get the first shot? What a load.

      -Peter
    • See: colorization of BW classics.
      Read: Remake, by Connie Willis.
  • Do you think that these days, with digital technology being more affordable for more people in the industry, that special effects are being used too much, and are being used as a substitute for other cinematic elements?
  • by Anonymous Coward on Wednesday July 17, 2002 @01:41PM (#3903055)
    As someone who makes his living off of movie sales, you must hate to see a movie you've spent months working is released online before it even hits the theatres. Every time someone downloads a movie rather than paying for it, that's money right out of your pocket.

    On the other hand, you're also a programmer and linux user, and must surely be aware of the danger posed by over-broad intellectual property protection laws. It's possble that the same laws that ensure your livelyhood will end up making it harder and more expensive for you to do your job.

    In your unique position, you must have a better insight into piracy than the average slashdot reader, or average policy maker. How do you handle this dilemma?

  • Movie sound (Score:5, Interesting)

    by z4ce ( 67861 ) on Wednesday July 17, 2002 @01:41PM (#3903059)
    I was wondering if you could give a brief overview of special effects in sound. What is the best for the movie experience? SDDS, DTS, DDSEX, Dolby Digital, Dolby Stereo? Does it really help to go to a theater that is THX certified?

    Thanks,

    Ian
  • question for thad (Score:5, Interesting)

    by Jucius Maximus ( 229128 ) on Wednesday July 17, 2002 @01:44PM (#3903070) Journal
    Thad: When designing tools for making 3D scenes or characters, how much does real world physics play into what is generated? Do you use fluid mechanical models to generate the flow of water over a waterfall or the movement of a large tree affected by a mass of air? Do you use vibro aoustical and biomechanical models to determine they way a CG mechanised character will walk?

    In essence, how much do you take real physics into account when designing something a CG item to emulate a 'real' item on screen? What is the balance between physical limits and creative freedoms?

  • It seems as though artists can pretty much do just about anything with CGI these days. The technology is pretty ubiquitous, and it seems the only barrier now is simply artistic talent and ability. It almost seems as though CG is 'good enough' for most applications. I've also noticed over the past few years that Siggraph conferences are getting smaller - does this represent a slowdown in the rate of technological innovation?
  • Not Possible? (Score:2, Interesting)

    Is there anything, an effect or otherwise that you don't see being possibly to recreate digitally. If so then what and why does this effect pose particular problems.
  • SPX vs. Story (Score:2, Interesting)

    by unicron ( 20286 )
    One thing that always gets me is that it seems more and more people are more willing to tolerate bad acting and plot than they are bad special effects. People will often whine more about an awful looking space attack sequence, for example, than they do countless bad performances in the same movie.

    Do you think that your section of movie-making has become more of a backbone than it should be, and furthermore, do you feel that you should be held to the same standards and levels of criticism that acting and story are held to? If you choose to recognize your craft as art, I would say you're in for a much harder ride than if you choose to look at it as a science.

  • Given you're in the thick of things...

    Should I buy SGI stock?

  • Education (Score:2, Interesting)

    by gonemad ( 593743 )
    What is your perspective on college education in the area of SFX? I have been looking to do my MA/MFA in a program that would allow for film/video and 3d to be together in a major but so far all is segregated...or do you think that independent learning is best? Looking for good recommendations before investing $.
  • by Anonymous Coward

    I heard a rumor that you dropped your "crusade"
    against Pixar's software patent on deep-shadow
    technology?

    The rumor implied you were "bought-out"?
    Care to comment/share your thoughts on software
    patents in the VFX industry?

  • by ByTor-2112 ( 313205 ) on Wednesday July 17, 2002 @02:10PM (#3903293)
    How do you feel CG is effecting films? These days many films opt for fake sets and sequences while the stunt men who worked so very hard in the 80's go begging for work. I always find it very easy to spot the CG textures and colors (can't you guys pick a color palette that actually occurrs in the real world?), and find myself increasingly disappointed by CG even as it "advances" every year. Do directors and producers give you the opportunity to offer input about the overall quality of a CG scene -- whether or not it will be convincing?
  • I've got two... (Score:5, Interesting)

    by brogdon ( 65526 ) on Wednesday July 17, 2002 @02:25PM (#3903408) Homepage
    This is probably the most obvious question asked so far, but...

    1) Is there a particular shot or effect in a film you've worked on of which you're the most proud? Does one in particular stand out to you as the best you can do (or could do with the equipment of the time)?

    2) Have any of the techniques you personally created (and there must be at least a few after three decades in such an innovation-intensive field) been picked up by others and adopted as standard techniques by the other effect houses? Maybe you were the first person to use a shoe as an off-in-the-distance star-fighter, or you invented the blue screen, something of that nature?
  • CGI alternatives (Score:5, Interesting)

    by Strange Ranger ( 454494 ) on Wednesday July 17, 2002 @02:31PM (#3903458)

    Do you think CGI can too often be seen as a "suppressor" of other art forms? The specific example in my head right now is Old Puppet Yoda vs. New CGI Yoda, we haven't seen (AFAIK) any major puppeteering work in cinema in a long time. Other possibly "suppressed" art forms might be makeup art, the art of the stunt man, set construction, backdrop painting, cinematograghy, heck even acting could be listed here. Will CGI be escorting some or all of these art forms down the same path as Silent Films, blacksmithing, and totem-pole carving?

    Do you ever want to say "Hey this would be a lot better if it were done with [not CGI] instead"?
  • Hi-

    I have always wanted to work in your field, yet, as ironic as this is about to sound, I turned down an offer from ILM because I could not afford to live in Silicon Valley being married with one child. Apartments (crappy ones by the way) are 3 times as much as the house payments I currently make and apparently you have to send your kid to private school there. It simply was not doable. Most of the ILMers I spoke to lived with 3 or 4 other ILMers in order to afford the living expense.

    If I read your website correctly, you are located in Los Angeles. I am interested to know how you feel about this situation. All of these facilities seem to be in California, where the cost of living prohibits many excellent programmers from working there simply because they have to support a family (not a bad thing). Is it possible that such a facility as yours could exist in a less costly location, or is the vicinity to the film industry too importiant to overlook in this way?

    Thanks, loved TFATF by the way!
    Troy
    • by gruntvald ( 22203 )
      though still high, the rents & housing costs in LA are about 1/3 to 1/2 that of Silicon Valley. I believe the bulk of the digital effects companies are in or near Pasadena, and you can rent somewhat affordably in that whole corridor, or if you don't mind the commute, further north.
  • by SkyLeach ( 188871 ) on Wednesday July 17, 2002 @03:00PM (#3903683) Homepage
    As a person who has, in the past, written some small amount of graphics filters and post-rendering effects I know that I personally have leaned heavily on open source projects (i.e. Gimp, GtK) and more-or-less open standards (like OpenGL) to learn most of my graphics programming (monkey see monkey do style).

    In a field such as yours the latest and greatest rendering techniques, fractal algorithms, filter effects and post-render effects appear to be the only thing setting you and your company ahead of others in the field.

    In light of this, and the apparent probability that you learned many of your programming techniques from those who came before you, what is your view of Open Source? Do you show your techniques to others and allow them to learn from them or do you consider them closely guarded IP?
  • by Fluid Donkey ( 97587 ) on Wednesday July 17, 2002 @03:04PM (#3903718)
    I ask this s a long time "fan" of SGI. Given their recent history. What do you see as their future. Can they stay competetive in the high end graphics stations with cheaper Linux solutions popping up? Or do you think they would be better off focusing on their x86 based server stuff? Or something all together different?
  • The dark side of CG (Score:4, Interesting)

    by Ashtangi ( 583372 ) on Wednesday July 17, 2002 @03:06PM (#3903734)
    Given the power of the media, and Television in particular, to, as Noam Chomsky puts it "manufacture consent", do you see any sinister side to the ultimate perfection of CG? Given that media conglomerates do not act in the interest of their audience, and that the CG field will be getting better and better while the technology gets cheaper and cheaper, can you envision a day when we the public will not be able to differentiate from animated fiction and filmed reality? Right now things are pretty easy to differentiate, but what will the situation be in 10 or 20 years? Is there concern in the industry over this potential?
  • A little background:

    Being fortunate enough to live in Grass Valley, CA, I frequently stumble across neat video-related projects and companies. In that vein, one of my classes recently had a guest speaker from a company that specializes in video I/O (I don't remember the name of the company, but they've historically specialized in conversion boxes). He was specifically talking about a product which is just coming out of developement now; an add-on card for Mac which did rendering and handled I/O between a dual-channel SCSI storage unit and a professional VTR. The product was Mac only, and the reason he gave was Quicktime, which he described as being kind of like a low-level multimedia API which was quite simple to write hardware drivers for. This brings me to my question(s):

    How would you describe the present and future of Linux with regards to video I/O? Is there anything in Linux which is analagous to the Quicktime framework (in any stage of developement) in the sense that it would encourage developement of such hardware for Linux? I'm assuming you use Linux for rendering, do you also use it for I/O, and why or why not?

  • by ToLu the Happy Furby ( 63586 ) on Wednesday July 17, 2002 @04:37PM (#3904461)
    I'd be interested to your response to this comment by John Carmack [slashdot.org] to the effect that "production frames will be rendered on PC graphics cards before the end of next year. It will be for TV first, but it will show up in film eventually."

    Do you agree with John that the next year or so will see hardware cards with the power and flexibility (and software tools) necessary to replace software rendering farms for many tasks? If so, do you know what companies/tools he's talking about when he says, "I had originally estimated that it would take a few years for the tools to mature to the point that they would actually be used in production work, but some companies have done some very smart things..."? If not, why not, and when (if ever) do you think hardware will be ready to take over?
    • With all due respect to John Carmack, I have to wonder what basis he has to make these remarks.

      To be fair, "rendering" encompasses a lot of jobs across the industry. For example, there's a whole subfield of the CGI industry colloquially known as "flying logos", which may be a good candidate for hardware rendering in the medium term. However, certainly anything which has to be combined with a live plate will not have its final render done in special-purpose graphics hardware any time soon.

      First, even before the end of next year, PC graphics cards will not have the level of filtering required for even a simple CGI element.

      Secondly, rendering isn't as big a cost of the production pipeline as most people think, compared with modelling, animation, physical simulation, lighting and compositing. This is especially true when you consider that renders don't require human interaction, so can happen at night.

      Thirdly, consider Blinn's Law. For the uninitiated, it's the converse of Moore's Law. Hardware may double in power every N months, but audience expectation rises just as fast. You will have to upgrade, and it's cheaper and easier to upgrade software than hardware, both for the developers and users of the products.

      The thing that annoyed me the most, though, is this comment:

      There will always be some market for the finest possible rendering, using ray tracing, global illumination, etc in a software renderer.

      The fact is that the overwhelming majority of CGI effects elements today use neither ray tracing nor global illumination. Even in those rare circumstances when they do, it's often used in combination with traditional scanline renderers. One setup, for example, is to let the scanline renderer call out to a ray tracer to handle secondary rays. Another is to render the same geometry using a scanline renderer and using a ray tracer then composite the results.

  • I was wondering if you have any special tools/ideas/techs that you will be using you your new film "Blue Crush". I know it is about surfing and women, two of my favorite things in the world. Have computer graphics finally come to the point where you can render say, Pipeline on a 20 foot day, and be tricked into thinking it was real. Rendering a pitching monster over a reef and not looking fake is going to be one serious effect.

    Thanks,

  • Have you released any of your software under the GPL, and do you plan to do so?
  • by Effugas ( 2378 ) on Wednesday July 17, 2002 @05:45PM (#3904940) Homepage
    Point-based rendering has shown some amazing results -- QSplat [stanford.edu], for example, provides results in realtime that are flat out unimaginable out of traditional engines. Even higher quality output is coming out of the Surface splatting [graphics.ethz.ch] hackers.

    Image based systems also seem to be yielding results -- Gondry's Star Guitar video, which showed scenes from a window of a train synchronized to music, was undeniably compelling and could simply not have been done with traditional 3D approaches. Schodel and Essa's work with Video Sprites [gatech.edu] are also quite impressive.

    I don't mean to provide a litany of unusual rendering techniques for you to ponder. I bring them up because polygonal approaches have clearly yielded some incredible results, and I'm interested to know whether you think point-based and/or image-based strategies will yield similarly disruptive fruit. Also, I'm curious whether you're aware of any other particularly obscure but powerful methods for scene generation.

    So, in short: What's next for 3D?

    Yours Truly,

    Dan Kaminsky
    DoxPara Research
    http://www.doxpara.com
  • I've been in the graphics field in one way or another for twenty-five years (Siggraph member since 1982), so you know I love GCI and am familiar with its strengths and weaknesses. I also have tremendous respect for traditional film FX, and am sometimes saddened by the present overemphasis on CGI for everything when many types of effects could still benefit from a more traditional approach. So my question -- what are your CGI pet peeves, and why? Unrealistic design choices of shapes/colors/textures? Poor/no use of physics-based motion? The difficulty in compositing a unnaturally-crisp CGI object into an inherently-grainy film background? The insistence of certain studio execs to use CGI for effects that would be better served by other FX technologies? The inevitable tradeoffs of time/money/ quality? Or something else entirely?
  • Every once in a while, I look upon a breathtaking sunset and say to myself, "if that was CG I wouldn't believe it was real."

    Do you ever deliver results that are too real and have the directors reject them?

    P.S. How do such disasters as the fight scenes in Blade II slip through the entire production process?
  • by jdbo ( 35629 ) on Wednesday July 17, 2002 @07:09PM (#3905401)
    While I have been personally disappointed by the quality of "digital" film techniques (seen most recently in Attack of the Clones, and previously in some pure-CG/animated features such as Fantasia 2000), finding it to be a debatable "improvement" at best, I was wondering what the professional consensus is in the field re: the long term future of celluloid film.

    In particular, I'm interested in finding out what the sought-after advantages on the production end are for digital film, vs. making use of more advanced celluloid based film approaches such as Maxivision [maxivisioncinema.com], which I find interesting (but have never seen).

    Thanks!
  • Are there any parts of SFX development that would strongly benefit from dedicated hardware that aren't already being served (be it in the rendering backend or the user tools)?
  • Irix, Linux, OS X? (Score:3, Interesting)

    by marhar ( 66825 ) on Thursday July 18, 2002 @12:09AM (#3906574) Homepage
    How do you decide what runs on Irix
    and what runs on Linux?

    Are you doing anything with OS X?

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