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.
Will SFX Overtake Actors? (Score:4, Troll)
Re:Will SFX Overtake Actors? (Score:3, Interesting)
Re:Will SFX Overtake Actors? (Score:3, Funny)
Re:Will SFX Overtake Actors? (Score:3, Interesting)
One of the "revised" edits was Casablanca [imdb.com] where Isla does not get on the plane.It's definitely a topic to think about, especially with directors' fetish for going back and "fixing" their movies, 20+ years later.
To check out the Critic episodes, go here [nohomers.net]
Re:Will SFX Overtake Actors? (Yes!) (Score:2)
Re:Will SFX Overtake Actors? (Score:2, Interesting)
That's so absurd that its probably blatent flamebait, but I'll answer it because I'm gullible:
There's a big, *big* difference between perfectly modeling the appearance of a human being and generating a believable and interesting range of acting from the model.
Many great performances start out on page with very little direction from the script. Consider the scene in Unforgiven [imdb.com] where Gene Hackman's character beats a gunslinger played by Richard Harris: On paper, it was a severe beating which occurs because Harris's character (English Bob) is seen as a challenge by Hackman's Little Bill, who makes an example out of him.
Now watch the scene. Watch Little Bill's face and body language while he's beating English Bob -- you can see, *taste* his sadism and brutality. Watch Little Bill's face when he's done -- he visably reigns himself in, then looks dazed and almost post-orgasmic.
What made that a great scene was absolutely not the writing, but Hackman's exploration of the sadistic nature of his character. It takes a gifted, experienced actor with a lifetime of experience to generate that sort of performance, not some geek at a computer using a modeling tool.
Re:Will SFX Overtake Actors? (Score:2)
Re:Will SFX Overtake Actors? (Score:2)
Now, for my question to Thad Beier: Want to hire me?
Re:Will SFX Overtake Actors? (Score:2)
Well I know it was a rhetorical question, but I think that the possibility of such a thing makes movie producers salivate. No more paying a "big name" 10 million dollars for a movie. Somebody "owns" the right to the face and image, so the actors are totally replaceable. They could have done a spectacular Tomb Raider with a photorealistic Lara with a perfect figure, perfect skin, etc. used a gymnast and/or a dancer at $100/hour or something for the action motion capture, then used a really talented but ugly no-name actress with a good voice for the voice acting and the face motion capture. It could all be done on a sound stage with CG backrounds. Or say for some other movie we want to use Cathleen Turner, but we want her to look like she did back in Romancing the Stone.
I'm not saying this is a Good Thing or a Bad Thing. Photo-realistic computer generated graphics are just a tool, but a revolutionary one.
Re:Will SFX Overtake Actors? (Score:2)
Re:Will SFX Overtake Actors? (Score:2)
I think most of the audience won't reject a good character just because it is CG. Pierce Brosnan is retiring from the James Bond movies. Big fans of James Bond movies will still go no matter if the next JB is CG or a real person to be named later. Heck, with the proper CG, Jason Alexander could be an action star.
Are 'FX programming' days numbered? (Score:5, Interesting)
Is there a particular type of problem that will always need a programmer?
Re:Are 'FX programming' days numbered? (Score:2)
Re:Are 'FX programming' days numbered? (Score:3, Insightful)
Re:Are 'FX programming' days numbered? (Score:2)
True, but there are also those (who often work in the SFX field) that do whatever it takes to get the shot completed. I'll give you an example:
Once I had a rather short deadline to animate a character for a title sequence for a show that was about to be filmed. Unfortunately, the director had a terrible time expressing to me what it was exactly she wanted me to do. (half of this was the mentality that I'm rotten and evil because I'm male, the other was that we had no time to develop character tests and so on.) We had to have a final render the following evening.
What I did to solve this problem was I dragged her into the studio, set up a camera, and had her 'direct' me so that I'd act out what she wanted the character to do. After a couple of takes, we got one she liked. I took that footage, captured it, and used it in the background while manipulating the character.
I went frame by frame pushing bones around until the end of the sequence. I had a nicely animated character that almost looked mo-capped. The result? The final render was a success.
I don't think many people would have chosen to attack that problem I did. I don't think they'd want to learn how to act or to direct a director. (heh) Heck, I probably could have told her "no, I can't do it in time." and moved on. Instead, I took the tools I had available and created a not-so-ordinary solution. I had no idea if it'd work, but I saw it to the end.
There are people out there who have a similar attitude towards getting shots like these done. It doesn't surprise me at all that they end up in FX. Heck, I'm working myself that way within the next year.
Answer honestly. (Score:5, Interesting)
Thanks!
READ THIS! [lostbrain.com]
tcd004
Re:Answer honestly. (Score:3, Interesting)
On the flip side, what is one film that you would consider as the paradigm for computer generated effects?
Re:Answer honestly. (Score:2)
--
Evan
I would like to ask (Score:2, Insightful)
Back to having plots (Score:2)
How long? (Score:2, Interesting)
Re:How long? (Score:2)
I don't think it's realism you're after.
So... (Score:2)
Case in point: The concussion bomb in Episode 2, which has been showing up in a bunch of crappy songs lately...
- A.P.
How much of the SFX are CG? (Score:3, Interesting)
Realistic Water (Score:4, Interesting)
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)
Re:Realistic Water (Score:2)
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).
Check out AI (Score:2)
Orange County (Score:2)
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)
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)
Yes, with mathematics being extra important, which is why it totals to three halves.
There's a crucial difference (Score:2)
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.
Trickle down to the mainstream - (Score:5, Interesting)
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?
Re:Trickle down to the mainstream - (Score:2)
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.
Ripe for re-creation? (Score:5, Interesting)
Role reversial (Score:2, Interesting)
Cost (Score:5, Interesting)
My biggest question... (Score:4, Interesting)
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.
Meesa Big Bad Ideeeea (Score:5, Funny)
How discretionary are you? (Score:5, Interesting)
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)
best way to get into the industry? (Score:5, Interesting)
Re:best way to get into the industry? (Score:2, Informative)
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.h
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.
Re:best way to get into the industry? (Score:2, Funny)
Re:best way to get into the industry? (Score:2)
I already know people that do things like that. They are school teacher or web masters. They are not really "IN THE INDUSTRY" they are more like hobbists.
I also know people who went to art schools and that is the obivous part. School is important to get into just about any professional job, and in some cases what school you went to can help you get a job. The question is actually referring to after school. I have a friend who has a masters from an art school in NY (not sure which) and he has done some work that was exhibited in the National Museam of Art in DC (computer generated interactive world). So he already has the school and he already has some experience. The quesition is more of what programs / programming languages should they know to work at places like pixar, industrial light and magic, and hamermerhead productions? Or does it help more of who they know to get in? Once you have the background what can make you actually stand out and shine above someone else and get hired for money???
Let's talk jobs (Score:3, Interesting)
Also, what's the state of the SFX industry? I know it went through a shakeout a few years ago.
thanks.
What movies have impressed you? (Score:5, Interesting)
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!"
Project you'd like to tackle? (Score:5, Interesting)
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!
Startide Rising and the Uplift Saga (Score:2)
Space Opera, Space Battles, deep characters (both human and non-), excellent storyline, great drama.
Re:Project you'd like to tackle? (Score:2)
What's the effect that makes you cringe? (Score:2, Interesting)
Reduction in man-hours for CG? (Score:5, Insightful)
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?
Re:Reduction in man-hours for CG? (Score:2)
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]...
What resolution are the effects in? (Score:5, Interesting)
CG only vs. CG + LA (Score:3, Interesting)
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
~~~
How far from "Real-Time" preview are we? (Score:5, Interesting)
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?
Where is the line in the sand? (Score:2)
Does the MPAA listen to you? (Score:2)
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.
What is in store for us? (Score:3)
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)
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?
Re:Killing the Classics (Score:2)
Lucas, I want the ORIGINAL star wars on DVD. Not your crappy "special edition" or a 3rd "ultra special edition" where everything is CG.
Re:Killing the Classics (Score:2)
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
Re:Killing the Classics (Score:2)
Read: Remake, by Connie Willis.
Special effects to much these days? (Score:2, Interesting)
How do you feel about piracy? (Score:5, Interesting)
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)
Thanks,
Ian
question for thad (Score:5, Interesting)
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?
Is the rate of CG innovation slowing down? (Score:2, Interesting)
Not Possible? (Score:2, Interesting)
SPX vs. Story (Score:2, Interesting)
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.
Lining my pockets... (Score:2)
Given you're in the thick of things...
Should I buy SGI stock?
Education (Score:2, Interesting)
Dropped crusade against Pixar patent? (Score:2, Interesting)
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?
Where do you draw the line (Score:4, Insightful)
I've got two... (Score:5, Interesting)
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)
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"?
Location of your industry importiant? (Score:4, Interesting)
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
LA -v- Silicon Valley (Score:3, Informative)
Intellectual Property (Score:3, Interesting)
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?
What do you see as the future for SGI? (Score:3, Insightful)
The dark side of CG (Score:4, Interesting)
Linux and video (Score:2)
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?
Hardware rendering soon? (Score:3, Insightful)
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?
Re:Hardware rendering soon? (Score:2)
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:
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.
Speaking of movie effects. (Score:2)
Thanks,
Open Source Contributions (Score:2)
Future of Non-Poly/Surface Rendering Systems (Score:4, Interesting)
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
What are your GCI pet peeves? (Score:2, Interesting)
Too Real? (Score:2)
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?
what is your opinion of "digital" film? (Score:3, Interesting)
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!
Hardware acceleration. (Score:2)
Irix, Linux, OS X? (Score:3, Interesting)
and what runs on Linux?
Are you doing anything with OS X?
Re:Fast and the Furious... (Score:2)
Here's a short list:
- There's a CG scene where the camera follows the NO2 to the pistions of the engine.
- There were several shots with really sophisticated camera panning movements. This was done by using a cylindrical array of cameras and then composited in 3D. This created a computer controlled 'panning background' that could be re-animated as often as desired.
- There's a scene in the end where two cars jumped a train crossing, barely missing the train: The train and the cars were filmed at different times and composited. Whoever did the work did an awesome job of having the train reflect on the car to seal the illusion.
There were other effects too. I'm sure that the guys who worked on that movie would smile if they read the part where you said 'there wasnt any kind of effects...'. That means they did their job well.
Re:Fast and the Furious... (Score:2)
There was another movie not that long ago (forgot the name, it didn't last long in the theaters...) that used CG for car stunts. It was so obvious in the trailer I didn't even bother going. Ergh I have the image in my mind but no idea what the title was.
Re:Fast and the Furious... (Score:2)
http://us.imdb.com/Title?0164334 [imdb.com]
Re:Fast and the Furious... (Score:2)
That's the one I was thinking of. Thanks.
Driven looked like a shitty movie, but they did have a scene in it I'd like to see. They used a combination of motion control photography and CG in order to have a car fly through the air in slow motion while the background was moving at normal speed. The idea was to deliver the impression of 'time slowing down when tragedy occurs'.
Filling a movie full of effects is not preferred, but using digital effects in order to convey a mood or enhance the story telling like Driven did is welcome and encouraged.
Re:Fast and the Furious... (Score:2)
Fincher (Score:2)
I am much more of a fan of Robert Zemeckis's use in movies such as Contact (the non-obvious effects bits), where you fly in through a window or where it's used to drive home something important, like the whole run-to-the-medicine-cabinet-suddenly-in-the-mirror bit.
Re:What it takes... (Score:2, Interesting)
get going on Linux?
Re:Education and Background (Score:3, Insightful)