Monday,
March 5, 2001
Pixar's Renderman Among Winners of Academy's
73rd Scientific and Technical Awards
March 5, 2001, Beverly Hills, CA -- Pixar's Renderman was among
the winners announced Saturday night as the Academy of Motion
Picture Arts and Sciences awarded the technical Oscars.
According to the Academy, Scientific and Technical Awards are
given for devices, methods, formulas, discoveries or inventions
of special and outstanding value to the arts and sciences of
motion pictures and that also have a proven history of use in
the motion picture industry. Awards may be granted in any of
three classifications: Academy Award of Merit (Oscar statuette),
for basic achievements that have a definite influence upon the
advancement of the industry; Scientific and Engineering Award
(Academy plaque), for those achievements that exhibit a high
level of engineering and are important to the progress of the
industry; and Technical Achievement Award (Academy certificate),
for those accomplishments that contribute to the progress of
the industry.
A complete list of Academy Awards for Scientific and Technical
achievement for the year 2000 follows:
Academy Award of Merit (Oscar Statuette):
Rob Cook, Loren Carpenter and Ed Catmull for their
significant advancements to the field of motion picture rendering
as exemplified in Pixar's "Renderman." Their broad professional
influence in the industry has inspired and continues to inspire
and contribute to the advancement of computer-generated imagery
for motion pictures.
Scientific and Engineering Awards (Academy Plaques):
To Alvah J. Miller and Paul Johnson of Lynx Robotics
for the electronic and software design of the Lynx C-50 Camera
Motor System. This camera motor, operated with programmable
microprocessors, achieves an unprecedented range of precisely
controlled speeds in stand-alone cameras or when sychronized
to motion-control systems.
Al Mayer, Sr. and Al Mayer, Jr., for the mechanical
design, Iain Neil for the optical design and Brian
Dang for the electronic design of the Panavision Millennium
XL Camera System. This camera brings the full uncompromised
performance of larger heavy-duty cameras to the lightest weight
category with ruggedness and advanced features previously expected
only in specialized or effects cameras.
AKAI Digital for the design and development of the DD8plus
digital audio dubber specifically designed for the motion picture
industry.
Fairlight for the design and development of the DaD digital
audio dubber specifically designed for the motion picture industry.
Advanced Digital Systems Group (ADSG) for the design
and development of the Sony DADR 5000 digital audio dubber specifically
designed for the motion picture industry.
Timeline, Incorporated for the design and development
of the MMR 8 digital audio dubber specifically designed for
the motion picture industry.
The Academy says the above four digital audio dubbers have afforded
the post-production community a faster, more cost-effective
means of playing back hundreds of digital audio tracks for pre-mixing
or final mixing in creating motion picture sound tracks. They
also offer individual track slipping in multiple track configurations,
random access recall, and both destructive and non-destructive
editing capabilities, eliminating the requirement for razor
blade conforming.
Joe Wary, Gerald Painter and Colin F. Mossman
for the design and development of the Deluxe Laboratories Multi
Roller Film Transport System. This release print system at Deluxe
Laboratories utilizes a revolutionary design allowing for higher
print volumes, reduced space requirements for loop racks and
elevators, and safer operation.
Technical Achievement Awards (Academy Certificates):
Vic Armstrong for the refinement and application to the
film industry of the Fan Descender for accurately and safely
arresting the descent of stunt persons in high freefalls. Considered
a standard of the industry, the Fan Descender provides a means
for significantly increasing the safety of very high stunt falls.
The system permits falls to be made under controlled deceleration
and with a highly predictable stopping point without limitation
of camera angles.
Bill Tondreau of Kuper Systems, Alvah J. Miller
and Paul Johnson of Lynx Robotics, and David Stump
of Visual Effects Rental Services for the conception, design
and development of data capture systems that enable superior
accuracy, efficiency and economy in the creation of composite
imagery. These systems digitally record live action camera and
axis data with practically no impact on the live action production
process, allowing compositing for visual effects to become faster
and more cost-effective.
Leonard Pincus, Ashot Nalbandyan, George Johnson, Thomas
Kong and David Pringle for the design and development
of the Softsun low pressure xenon long-arc light sources, their
power supplies and fixtures. With the ability to dim these very
high-powered lights at essentially constant Kelvin temperature
and without flicker, these units produce a bright and even light
source for general set lighting. The availability of very high
wattage units allows production to extend the hours of work
past the time when the crew would otherwise have "lost the light."
Glenn M. Berggren for the concept, Horst Linge
for research and development, and Wolfgang Reinecke for
the optical design of the ISCO Ultra-Star Plus lenses for motion
picture projection. The unique optical design of the Ultra-Star
Plus projection lenses achieves unprecedented edge-to-edge uniformity
of illumination, combined with a significant increase in screen
brightness, thus providing a substantial improvement in the
cinema viewing experience.
Udo Schauss, Hildegard Ebbesmeier and Karl Lenhardt
for the optical design, and Ralf Linn and Norbert
Brinker for the mechanical design of the Schneider Super
Cinelux lenses for motion picture projection. These projection
lenses provide a significant improvement in the quality of the
cinema viewing experience.
Philip Greenstreet of Rosco Laboratories for the concept
and development of the Roscolight Day/Night Backdrop. This unique
photographic scenic backing allows a smooth transition from
day to night views with a single backing. The Roscolight backings
provide an important new creative tool to filmmakers, saving
time, money and stage space.
Venkat Krishnamurthy for the creation of the Paraform
Software for 3D Digital Form Development. This system streamlines
the creation of 3D computer graphics models by allowing artists
to convert the data from automatically scanned physical models
into a user-specified configuration of patches well suited for
use in computer applications.
George Borshukov, Kim Libreri and Dan Piponi for
the development of a system for image-based rendering allowing
choreographed camera movements through computer graphic reconstructed
sets. This component of the Manex Visual Effects Virtual Cinematography
System provides theatrical-quality virtual settings.
John P. Pytlak for the development of the Laboratory
Aim Density (LAD) system. The LAD system has become the standard
method used by film laboratories and digital film recording
facilities for the efficient and uniform control of color and
exposure in camera negatives, interpositives and duplicate negatives.
***
SIGGRAPH 2001 Registration Opens
Los Angeles, CA -- Online registration for attendance and housing
is now open for August's SIGGRAPH 2001, the animation and visual
effects industry convention that takes place this year in Los
Angeles.
To make reservations and to find out about programs and events
at the show, go to www.siggraph.org/s2001.
A record number of 54 courses is offered for SIGGRAPH 2001,
including for the first time some that begin at 10 a.m. on Sunday
(August 12).
SIGGRAPH 2001 is also providing wireless ethernet links in limited
areas of the Los Angeles Convention Center. If you want to use
the wireless links, bring your wireless PC card (802.11b) and
register your interest at www.siggraph.org/s2001/techsurvey.
To contact show management, call or write: SIGGRAPH 2001 Conference
Management 401 North Michigan Avenue Chicago, Illinois 60611
USA. Phone: +1.312.321.6830, Fax: +1.312.321.6876.
***
Animated Short Series "Figures of Speech"
Ready for PBS
Animators
Bob Sabiston and Tommy Pallotta have completed "Figures
of Speech," a series of digitally animated interviews that
focus on how human gesture, facial expression and body movements
combine to communicate personality.
Created for public television, "Figures of Speech,"
will be broadcast as individual shorts and as a 30-minute
compilation program. Also, a new web site launched by the Independent
Television Service (ITVS) at www.itvs.org/figuresofspeech
offers QuickTime previews of several of the spots.
Bringing together animation as a visual art with verité style
documentary, these playful spots capture the spirit of everyday
people across America. The dynamic animation captures the spirit
of those people who were randomly interviewed by emphasizing
their unique facial impressions and vocal intonations. The animation
process used software invented by Sabiston which allows artists
to paint over the digital footage using a technique called interpolated
rotoscoping. Individual brushstrokes are stretched smoothly
across a range of frames, giving the animation a unique look.
Sabiston and Pallotta recently collaborated on Richard Linklater's
A Waking Life, which garnered critical acclaim
at the 2001 Sundance Film Festival.
The animation team included painters, illustrators, comic artists,
muralists, musicians, designers, 3D modelers and traditionally
trained animators. Their style consists of various re-imagined
scenes drawn into cartoon style, a technique that is unlike
that of other animation.
"Traditional animation is locked into a particular 'character
design' forcing the artist to conform to a predetermined style,"
Sabiston explains.
|
About
the Producers
Originally
from Houston, Texas, Tommy Pallotta moved to Austin
and graduated with a degree in Philosophy. Since his first
feature film, The High Road, Pallotta has worked exclusively
in video and digital formats, producing the award-winning
shorts Roadhead and Snack and Drink. He collaborated with
Sabiston and director Richard Linklater on the acclaimed
feature film Waking Life, which premiered at the Sundance
Film Festival in 2001. Pallotta is co-founder with Linklater
of the Conduit Digital Festival.
Bob Sabiston studied at MIT Media Laboratory, receiving
a bachelor of science and a masters degree in computer
graphics research. Both visual arts and computer programming
figure prominently in his short films including God's
Little Monkey, Roadhead and Snack and Drink. His films
have appeared in numerous festivals and have received
several awards, including Austria's 1996 Prix Ars Electronica
Golden Nica for God's Little Monkey. Sabiston collaborated
with Pallotta and director Richard Linklater on the acclaimed
feature film Waking Life, which premiered at the Sundance
Film Festival in 2001.
A media arts curator and television producer since 1978,
Executive Producer Neil Sieling has kept a constant
focus on building crucial links between artists from many
disciplines and larger audiences through cinemas, museums
and television. He has most recently been the Executive
Producer of Alive-TV (formerly Alive From Off Center),
the experimental arts/television showcase on PBS. He is
currently working as a consultant for several organizations
in the areas of designing larger media delivery systems
and creating new production prototypes. Sieling recently
helped launch WorldLink TV, a new public channel in the
United States on the DBS platform with an accompanying
Web-based supersite.
|
Tuesday,
March 6, 2001
Cinesite
Produces 134 Shots for Drew Carey Show
Los Angeles, CA, March 6, 2001 -- Cinesite, Inc., recently brought
cutting-edge visual effects technology to an unusual arena:
television situation comedy. The effects house worked on 134
shots for two important February sweeps episodes of the popular
ABC comedy series The Drew Carey Show.
Visual Effects Supervisor Jeff Okun and Cinesite Producer Mike
Sullo oversaw the project for the comedy series creators' Drew
Carey and Bruce Helford. The shots were composites of a variety
of elements including 35 mm film and videotape.
"We had very little time to pull off some sophisticated tricks,"
says Okun, "but I knew they could impart a sense of wonder to
the material. Anybody can knock out shots, but you need that
sense of wonder to make it work."
The first episode that incorporated Cinesite visual effects
aired Wednesday, February 7, and featured Drew Carey in a coma.
In the opening of the show, he dreams he's flying over the city
of Cleveland. Later, in his own imaginary version of heaven,
he steps through a door into a famous football game and breaks
up a John Elway pass that sends his beloved Cleveland Browns
to the Super Bowl. Back in his heavenly living room, a giant
needle begins chasing him around the set. It is reflecting what
is happening in reality, where a doctor is injecting him to
rouse him from the coma. Carey's imaginary heaven is "peeled"
off the screen in chunks and he finds himself in a star field
with comedian Ben Stein. There he must decide whether to live,
or die and go to heaven.
These sequences required green screen work on the set at Warner
Bros., and a trip to Cleveland for background plates. When the
elements arrived at Cinesite, they were in a variety of formats.
The film material was scanned into digital files using the Philips
Spirit DataCine. When necessary, video elements were converted
to 24 frames per second for digital compositing.
"The Spirit was crucial because we needed depth and resolution
in order to manipulate colors and contrast for matching the
elements," says Sullo. "For the shots of Drew that were composited
with the football footage, we had to take the resolution down
a little to match the archival video footage."
The "reality tearing away" sequence required some design work
to determine a visual approach that worked within the scene.
Ken Sjogren and Renee Chamblin were the digital artists rendering
images with Flame software on this and other sequences. Tim
Zils was the composite supervisor.
The February 14 episode of The Drew Carey Show also included
Cinesite's state-of-the-art effects. In this episode, Carey
and other heaven-bound humans rise up in recliner-like clouds,
while a stream of new babies head down towards earth in the
other half of the frame. These shots feature as many as 10 layers
and the backgrounds required a good deal of tweaking to get
the right depth and motion. At 24 frames per second, the sequences
ended up being about 6,000 frames. All the sequences were converted
back to 30 frames per second in digital video format for editing
and eventual broadcast.
"We were working at much lower resolution than usual," says
Sullo, "and that allowed us to render images much faster, which
was important because we were working on a very tight television
schedule."
"There is a level of chaos in the television realm," says Okun,
who is noted for feature film effects. "They're editing right
up to the last minute with 60 or 70 shots per episode and these
shows must have set some kind of record for effects shots in
a half-hour sitcom. But, we were able to maintain fluidity and
roll with the changes and that was crucial to the success of
this project."
Produced by Mohawk Productions in association with Warner Bros.
Television, The Drew Carey Show airs Wednesday' from 9-9:30pm
PT/ET and is executive produced by Bruce Helford, Drew Carey,
Robert Borden (episodes 1-13), Holly Hester (episodes 14-26)
and Deborah Oppenheimer, and created by Drew Carey and Bruce
Helford.
Cinesite is a Kodak subsidiary and part of the company's Entertainment
Imaging division. With facilities in Hollywood and London, Cinesite
provides a wide range of visual and physical effects, digital
film mastering, digital film restoration and preservation services.
The Cinesite website is www.cinesite.com.
Wednesday,
March 7, 2001
Microsoft,
Nintendo and Sony Execs at E3 Panel
Los Angeles, CA, March 7, 2001 -- If it's happening in video
games, it's a pretty fair bet it's going to be discussed during
a keynote panel that includes the top executives of Nintendo,
Microsoft and Sony Computer Entertainment at the E3Expo in May.
Panelists Robert J. Bach, senior vice president, games division
and chief Xbox officer (CXO), Microsoft Corp., Peter T. Main,
executive vice president, sales and marketing, Nintendo of America
Inc., and Kazuo Hirai, president and chief operating officer,
Sony Computer Entertainment America Inc., will discuss the current
state and future of video games.
Their keynote panel is scheduled for 9 a.m. Thursday, May 17
in West Hall room 515 of the Los Angeles Convention Center.
Access is available to registered show attendees and media on
a first-come, first-served basis. Open only to industry professionals,
E3Expo 2001 exhibits will run May 17-19, with conferences and
workshops scheduled for May 16-18.
General registration for E3Expo 2001 is available online at
www.e3expo.com or by calling (877) 216-6263.
Thursday,
March 8, 2001
"Disney's
Teamo Supremo" to Premiere This Fall on ABC
Burbank, CA, March 8, 2001 -- A new series from Walt Disney
Television Animation, "Disney's Teamo Supremo," premieres this
Fall as part of "Disney's One Saturday Morning" lineup on the
ABC Television Network.
 |
 |
The
announcement was made today by Barry Blumberg, executive vice
president, Walt Disney Television Animation, and Jonathan Barzilay,
senior vice president and general manager, ABC Children's Programming.
"Teamo Supremo" follows the adventures of a quirky triumvirate
of superheroes: Captain Crandall, Rope Girl and Skate Lad, a
group sworn to protect their state from the forces of evil ...
and still finish all of their homework. "With its unique visual
look and non-stop action, adventure and comedy, 'Teamo Supremo'
is a must-see for kids and animation fans alike," said Blumberg.
Executive Producer Phil Walsh was most recently co-producer
and story editor on the popular "Disney's Recess." Walsh broke
into comedy writing by penning "letters to the editor" for National
Lampoon magazine before finding his niche in television as a
writer for Fox's "The Late Show," "The Arsenio Hall Show" and
ABC's "Into the Night." A graduate of Williams College, Walsh
made his foray into children's programming as a writer on the
initial 65 episodes of the award-winning "Beakman's World."
Walsh and "Teamo" Director Joe Horne have based their "retro-futuristic"
series on the bright, colorful themes of the mid-1960s, the
comic book style of the live-action "Batman and Green Hornet"
television series and the architectural concepts popularized
at the 1964 World's Fair.
An honors graduate of the School of Visual Arts (New York) and
the Walt Disney Animation Internship Program, Horne has created,
directed and/or produced a vast array of animated properties,
including MTV's first-ever animated serial, "The Adventures
of Stevie & Zoya"; MTV's "The Specialists" (for "Liquid Television");
"Famile Esperanto" for MTV Europe; the Spanish Language cartoon
series, "El Hombre" for "PeeWee's Playhouse"; Walt Disney Television
Animation's "Jungle Cubs" and "Timon and Pumbaa"; and Universal/Harvey's
"Baby Huey." He has also collaborated on music videos for various
artists including Peter Gabriel and The Beastie Boys. He has
a long legacy of expertise in both character design and storyboarding
for numerous animation studios.
Spencer Breslin ("Disney's The Kid") voices the featured role
of "Teamo Supremo" leader "Crandall"/"Captain Crandall," an
enthusiastic blend of ultra-intelligence, cunning instincts
and unbound heart. Alana Ubach provides the voices of the remaining
two-thirds of the gang: "Hector"/"Skate Lad," a Han Solo-esque
rogue with X-treme skateboard talents; and "Brenda"/"Rope Girl,"
a uniquely balanced kid with unparalleled jump rope-wielding
capabilities.
The main cast includes the "Fernwood Tonight" team of Martin
Mull and Fred Willard as the supportive "Governor Kevin" and
the gadget-inventing "Paulsen," respectively, as well as Julia
Sweeney, Brian Doyle Murray, Rachel Crane, Sydney Walsh and
Jeff Glen Bennett. To date, celebrity guest voices have filled
the vast majority of villainous roles, including Mark Hamill,
Tim Curry, Ed Asner, Jim Belushi, Wendie Malick, Michael McKean,
Michael J. Pollard and Joe Flaherty. Several episodes remain
to be cast of the initial 13-episode order.
***
3D Scanning Produces Game Characters with
Real Faces in SCE's "The Getaway"
London, U.K., March 8, 2001 -- Computer games have become the
vehicle for bringing realistic 3D graphics to the masses. This
Christmas, Sony Computer Entertainment Europe (SCEE) plans to
show just how far this technology has come with The Getaway,
a new PlayStation2 action game.
Taking advantage of the graphics power of the PlayStation2 combined
with live actors, motion-capture technology, and a unique 3D
scanning system by Eyetronics Inc. (Leuven, Belgium), Sony developers
have created perhaps the most realistic game to date.
"We wanted to create a world so real that players will feel
like they're in a movie, from the constantly changing scenery
to the emotions the characters will bring," says Gavin Moore,
SCEE senior animator. "With a movie, for instance, you like
some characters and you hate others. We wanted to get that kind
of emotion from the player. And in order to do that, everything
must be as realistic as is imaginably possible."
According to Moore, the production resembles that of Guy Ritchie's
popular cult film Lock, Stock and Two Smoking Barrels.
Developers have created "a living, breathing London" in which
players interactively wander around the underbelly of the city.
Developers recreated more than 31 square miles of London by
taking digital photographs of every building, then modeling
them and creating the textures for the game.
Within this scenery, players have the option to be a former
professional bank-robber who is pulled back into a life of crime
to save his son from a mob boss, or an embittered police detective
who has an old score to settle. Players will be able to interactively
explore the city on foot or by car, entering and exiting buildings.
The player can steal a car and get into a high-speed chase with
police through the city. If anything is damaged during the chase,
the game's evolving environmental structure will show that area
cordoned off for repair the next time the player passes by.
Perhaps the most important aspect of the realism is the characters
themselves, whether in the starring role or just a bystander
on the street. The character list is complete with pedestrians,
drivers and work crews minding their own business as the main
characters battle each other. The characters' faces and actions
appear as in real life, complete with blinking, breathing and
emotional expressions.
"You have to have the proper realism to fully project emotions,"
says Moore. "I want the player to be able to see the expression
on that character's face and to empathize with him. You can't
do this by hand. You could never be that accurate."
SCEE developers achieved that accuracy by digitally recreating
real actors and their clothing. The Eyetronics ShapeSnatcher
Suite 3.0 system allowed SCEE to digitally recreate the actors'
faces, and real-time motion capture put the finishing touches
on the characters' movements.
The first step in the character development process was to scan
the live actors' faces and costumes using the Eyetronics system.
ShapeSnatcher uses a specially etched slide containing a grid
that is projected on an actor's face with a standard high-resolution
slide projector. The grid lines are used to calculate the 3D
structure of the head. A standard digital camera is used to
photograph different angles of the actor's head.
SCEE developers then look at the images in relation to the calibration
to ensure that there are no holes or distortions. Images are
then stitched together in Eyetronics' ShapeMatcher program to
complete the realistic 3D model of the actor's face.
"With a normal scanner the file comes out as a huge polygonal
model that is basically useless for game rendering," Moore says.
"Eyetronics' mapping tools allow the creation of a cylindrical
texture map that reduces the polygon count without losing any
of the integrity of the file.''
Once the 3D images are completed in the Eyetronics system, they
are imported into SCEE's in-house animation program, which contains
a model of a generic human head.
"We morph that base head into the shape of the Eyetronics scanned
head, so that at the end of the day it gives us the actor's
authentic face with the correct polygon count," says Moore.
"All of our characters use the same animation system called
Talking Heads, but they all look different because of the Eyetronics
scans of the actors and their costumes."
Character files are then transferred to Alias|Wavefront's Maya
3D animation software for final rendering. Actors' motions are
captured with an Ascension motion tracker and brought into Kaydara
Filmbox, a software program that integrates the motion data
with the 3D characters for real-time display.
SCEE developers were able to use the Eyetronics system to scan
three or four people and all of their clothing in one day. Characters
were completed in Maya and ready to be integrated into the motion-capture
process and dropped into the game.
"The perfect thing for us is that we can set this [the Eyetronics
system] up anywhere for anyone we like," says Moore. "We don't
have to buy an expensive scanning system that creates files
that are too big and have too many holes. This system creates
the texture map and applies it to the file automatically. It
eliminates a lot of the hassle that used to come with character
development in the past."