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Jude
Law and Haley Joel Osment in A.I. Artificial Intelligence.
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The
whole goal of the exercise was to expose aesthetic choices or opportunities
to Stephen Spielberg. So it was a directors tool not a postproduction
tool. We werent particularly concerned about using that data later
for motion control or for match moving in CG, said Rosenthal.
But he added that while the
system really was not a postproduction process or tool, it was a way
to push postproduction decision making back into production where it
belongs.
Rosenthal reported that ILM
is very interested in using the technique again on other films and perhaps
expanding on the idea. We see it as the first of a whole family
of analogous tools or techniques. In this case, it was used primarily
as a composition tool so that the director could frame the action against
various specific parts of the skyline or against particular parts of
buildings. And he was able to direct very specific performances and
camera moves. But it seems that there may be a related tool in there
that would be more of a DPs tool to make decisions about how CG
lighting in the post effect is going to match the lighting that he is
setting up during production.
Muren added
that, it was sort of a big breakthrough for us and it was helpful
for Spielberg since he didnt have to rely so much on his minds
eye to be able to come up with what it was going to look like, or try
to figure it out later. He could actually see what the background was
going to look like, there on the set. And the actors could look at it
also. We had large screen monitors around so everybody was able to see
it.
But even before Spielberg confronted
the massive bluescreen, he had a pretty good idea what his set was going
to look like thanks to a novel approach to storyboarding. The same artist
that put together the rough composites for the virtual set, also generated
a version of the Rouge City world for the 3D virtual reality video game
Unreal Tournament.
Its a just a regular
shoot-em-up game, but the nice thing about it is it gives you the engine
to make your own mapping so you can make your own world, explained
Muren. The resolution on this stuff is great. It looks gamey,
but the idea that the resolution doesnt hold up and it doesnt
refresh fast enough, thats not true anymore. Its really
great what you can do just on a laptop. We had it working on a Powebook
and on a Compaq laptop. It takes it out of your minds eye and
puts it down there where you can actually look at it, which is really
the way that artist should be able to work.
ILM also added the ability to pick
camera lenses to the Unreal Tournament engine We had
all the lenses that we were used to. And we were able to record the
moves so Stephen actually sat there on the set before we were shooting
and fiddled around with his Powerbook on his lap.
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Haley
Joel Osment (left) and Jude Law in Warner Bros. Pictures’ and
DreamWorks Pictures’ A.I. Artificial Intelligence.
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In
your head you start understanding, oh yeah, two miles over there
I see that building and a quarter of a mile over here I see that building
and its a lot taller than I thought it was going to be. He became
familiar with the relationship between everything, so that a week later,
when [he was] on the real set, he already was comfortable. He had already
done his walkthrough and now he was walking onto his real bluescreen
set, said Muren adding that Spielberg very quickly picked
up on how to move the camera around based on all the Unreal Tournament
keyboard strokes
its obvious he played the game a lot. He
just got right into it.
ILM was also called upon to create
a futuristic New York city submerged under 100 feet of water as well
as CG vehicles called Amphibicopters (kind of a cross between helicopters
and submarines), which take the audience on a aerial/underwater tour
of Manhattan and Coney Island.
To create a convincing New York,
ILM built scale models in a water tank combined with CG buildings.
Background
plates were done with large models that we had built. This was a huge
model
probably about an inch to a foot or so, so some of the buildings
are four or five feet high, said Muren. We did it that way
because we could just get a lot more interactive control because its
all real. We have some great model makers who just know how to make
this stuff look like its been underwater for 200 years, which
is pretty important to the story.
ILM also composited in debris in
the underwater scenes to make the water look realistic.
Part of the challenge for Muren
was trying to match the unique style of cinematography that Kaminski
used on the film.
We put a lot of effort into
getting a strong aesthetic on the film. Janusz Kaminski came up with
a really great look for the movie and we incorporated that into all
of our effects work which was pretty difficult because its not
a standard way of shooting. Its very contemporary, said
Muren. And then carrying that through in the precise computer
graphic world was difficult because computers do everything perfect
and if you dont tell it exactly how screwed up you want it to
be, it wont do it. And a lot of this kind of screws around with
the image to make it much more compelling. It was really hard analyzing
it and trying to figure out what we needed to do to get to the computer
image to look the same way.
Continued
on Page 3
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© 2001 Knowledge Industry Publications, Inc. All rights reserved.