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Packing VFX Heat

Effects Supervisors Talk about The Scenes That Made Them Sweat on Summer Blockbusters

Summer is high season for showcasing effects work, the kinds of stunts that rarely make it onto the radar of critics. This summer is no exception, so Film and Video pans right by the sweaty (and/or grean) leading men to zero in on the teams that did major heavy lifting on the key scenes in VFX-travaganzas.

The Day After Tomorrow creates a devastating picture of a global-warming catastrophe. We look at the techniques used for two shots that set the stage, the five-minute opening sequence and the Tokyo hailstorm. Both shots were created at Hydraulix, a young, innovative studio that believes no artist can have too many machines.

PDI's head of effects Arnauld Lamorlette describes techniques used to wrestle state-of-the-art computer graphics into production-manageable tools for creating fairy-tale human characters and storybook environments in PDI/Dreamworks' Shrek 2.

And for Universal Pictures' The Chronicles if Riddick, Mike Wassel, visual effects supervisor at Rhthm & Hues, reveals how the studio worked with fluid simulations to generate natural, albeit alien, environments.
Big CG at a Small Studio: The Day After Tomorrow
When The Day After Tomorrow, Torque, Terminator 3, and Looney Tunes. "I initially gave them the ice-shelf sequence, but then I kept throwing more and more work their way," Goulekas says. "They ended up with about 109 shots. The ice-shelf sequence is the longest fully digital shot in a film, I think, and it’s beautiful. It’s the first fly-over the icebergs. The ice cracks, a crevasse forms, and a chunk falls off." That starts a chain of events that results in the dramatic climate changes through the rest of the film.
The sequence begins with two minutes – 3800 frames – of entirely CG fly-over of Antarctica, then cuts to images of a base camp covered with snow that was extended to the horizon with CG. The entire sequence ran nearly five minutes. During filming, the on-set base camp was surrounded with blue-screen; a blue-screen tarp on the ground substituted for the crack that would rip through the middle of the camp. "The cloth showed the actors where not to step," says Greg Strause, co-founder of Hydraulx with his brother Colin. Hydraulx used Discreet’s Combustion for rotoscoping and cleaning up tracking marks, and 2d3′s Boujou for tracking.
Hydraulx first built the ice shelf and the crevasse as a foam miniature to match the pre-vis and in-camera shots. The miniature was then scanned with a Polhemus scanner. The resulting point-cloud data was converted into polygonal data with Headus’ CySlice software, then imported into Maya. Because they would render beauty passes in Mental Ray and matte passes in Maya, two programs that calculated displacement maps differently, the modelers put all the physical detail for the ice shelf and the crevasse into the model rather than displacement maps. Animators, however, used simpler geometry when they caused chunks of ice to break off the shelf and fall into the water.
"Because the cut was already locked when we started working, we had the overall timing," Strause says. "If we had used dynamics to make the pieces fall, they would have been different every time and not what the director wanted, so 85 to 90 percent of the animation was done by character animators. They could cheat the speed of gravity."
To create the look of the ice, Hydraulx composited numerous render passes in Discreet’s Inferno. One of the most important of those passes added subsurface scattering. The shading technique is most often associated with creating believable flesh on CG characters; however, the same algorithms can add translucency to any object. "Normal CG rendering made the ice look plastery," says Colin Strause. "The subsurface scattering gave it depth."
For this, the team used a plug-in for Mental Images’ Mental Ray from LightEngine3D called SubScatter. "We worked with the company to get the shader to work on Linux," says Greg Strause.
Other passes included diffuse, specular, a matte pass to isolate snow on the top, and passes for the crack and the grooves. "For every shot, we had to render between 10 and 15 layers in 3D," says Strause. "We bought an entirely new render farm for this movie and even so, it took between two and a half to three hours per frame with 3.2 GHz dual processor Xeons with 6 GB of RAM,"
Creating the crevasse was particularly tricky. "It’s 10 to 15 feet wide, 300 feet deep and curving," says Strause. "When you’re trying to light that, no matter where you put the light, you get it only 20 percent of the way down into the crevasse, which makes the crevasse 80 percent black. Normally, where light hits, there’s where it dies. But we wanted to see all the way down, so we used Mental Ray to bounce the light from one side to another, playing a bouncing game as far down as we could. It looked natural, but it was a fake."
In addition, the team had to add snow to all the ice chunks by adding particle emitters to between 500 and 1000 animated objects. "We had streamers, blowing snow, snow swirling around the crevasse [and] dripping out of cracks on the crevasse walls," says Strause. "There were 80 different scene files with particle sims in them."
To render the particles, Hydraulx used Kolektiv’s Stroika software. "We had one guy babysitting particle renders on five or six interactive machines," says Strause. The team also used Maya fluids to create misty snow on the surface and Inferno’s 3D particle system for more snow. For the sky, Hydraulx created matte paintings in Adobe’s Photoshop using 11-megapixel stills shot with a Canon 1DS camera. For water, they used SyFlex’s cloth-simulation package.
The final shots were composited in either Discreet’s Flame or Inferno. "One of the big things that made Roland [Emmerich] happy is that we could show him the edit of a sequence with all the shots put together with the sound," Strause says. "We could pull out a shot, color-correct it in Inferno in realtime working at film res, uncompressed, and drop it back into the edit. There was no jumping between the Inferno and an edit bay, so he could sit with one artist, look, change, edit, composite and color-correct all at the same time. The artist had the edit for the entire sequence."
This was possible because each Inferno had 2 TB of storage. "Our philosophy is different from other studios," says Strause. "I’d rather have three guys with 50 machines than 20 guys on 20 machines."
In addition to the opening sequence, Hydraulx put its muscle behind three other sequences- a hailstorm in Tokyo, a storm seen from the space station (with The Orphanage and Dreamscape Imagery), and freezing ice inside the library.
The hailstones were hand-modeled chunks about the size of a grapefruit. "We ran a dynamic simulation of eight pieces shattering and bouncing around and then attached the eight pre-made sims to an expression system," Strause says. The hail was put into the scene by animators using lines to represent speed and direction and circles to represent shatter area. "We put random dynamics on 70 to 80 percent of the hailstones, but the hero pieces – the hail hitting a guy on the head- were hand animated," he adds. "Everything was tracked in Boujou, and we built simple geometry to represent objects in the shot. From that point, we would project actual footage onto the geometry from the camera view so when we rendered the transparent 3D ice, it would refract the film footage as if it was there. That was the easy stuff. The hard part was the roto."
For rotoscoping, the crew again used Combustion. "This was a busy city street with a traffic jam," says Strause. "There were cars, people, out-of-focus chain link fences. It was a roto nightmare. It doesn’t look like a hard comp, but it was a tedious pain in the ass. All those pieces of ice on the ground, the actors kicking as they’re running. The set was alive and dynamic in camera. But that’s why it looks like a hailstorm."
For the giant storm cell, the trick was a simple sphere with detailed displacement maps. "The matte painters spent weeks building texture maps that were 8000×8000 pixels and bigger," says Greg Strause. The sphere was rendered using the SubScatter plug-in. "90 percent of the look was from the subsurface shader," says Strause. "It gave it a cloudy look." The renders were output without color; color was added in the Inferno.
Work such as this has turned Goulekas’ head. "I was a big-facility snob," she says. "I’ve done a 180-degree turn."
Reducing Render Time by a Factor of 10: Shrek 2
PDI/DreamWorks’ Shrek was a huge success, earning more than $480 million in box office revenues and winning the first Oscar for Best Animated Feature. Shrek 2 brings back Mike Myers as Shrek, the green ogre, Cameron Diaz as his bride Fiona and Eddie Murphy as Donkey. This time, however, rather than traveling through story-book landscapes, the trio spend most of their time in the land of Far, Far Away. The crew at PDI applied the same types of sophisticated lighting that effects studios use to create photorealistic graphics that blend into live-action films. PDI, however, applied such lighting techniques as global illumination and subsurface scattering to thousands of characters in entirely synthetic environments to soften shadows and create translucent skin for the entire 105 minutes of the film.
"Our breakthrough for global illumination was in determining how to simplify it without losing visual quality," says Arnauld Lamorlette, head of effects. "We couldn’t afford to take 100 hours a frame to render images." Global illumination is achieved by bouncing light rays through an environment to produce a softer, more natural light than is possible with spot lights; however, the calculation time can be enormous when the environments are filled with complex geometry.
The first shortcut was to agree that one bounce would be enough. "Usually, you have lighting bouncing from, say, a window to a wall to the ceiling to the floor, but with every bounce, it loses at least 50 percent of its energy," says Lamorlette. "The quality you’re looking for is already in the first bounce. It contributes 90 percent of the information you want."
The second shortcut was to simplify the calculations for specular lighting, which adds a sheen to surfaces. "Instead of sampling the entire environment to determine the direction of light, we stored one general lighting direction and computed the specular once each for red, blue and green," says Lamorlette. "Even though it is totally physically inaccurate, it’s totally visually acceptable."
Last, the crew developed a technique for ray tracing that uses simplified representations of geometry — an environment made from four million polygons might be represented by 4000. The system automatically detects when the results are inaccurate. "By combining all these shortcuts, we reduced rendering times easily by a factor of 10, sometimes even 100," says Lamorlette, who notes that the techniques are described in a paper that will be presented at SIGGRAPH this year.
Similarly, the crew used a method of simplifying subsurface scattering that was presented in a SIGGRAPH paper last year. To take advantage of these lighting techniques and upgrade its rendering capabilities, the studio improved its rendering tools, including a particle renderer that efficiently creates fire, water and other particle effects. "It’s like impressionism," Lamorlette says, describing a process that sounds like a Georges Seurat painting. "Rather than using pixels or scan lines, we render little dots, and by adding millions and millions of dots, we create a visual image. It’s a very nice way to represent volumes with particles."
The software PDI uses is largely proprietary – the studio has won scientific and technical awards for its fluid simulation software and its muscle-based animation system. However, Maya also plays a role. To create a system that allowed artists to paint 3D foliage rather than using mathematical formulas to grow plants, the crew created a tool based on Maya PaintEffects. And the studio also used Maya’s cloth-simulation engine to animate flowing clothes and long hair, like that on the horse’s mane and tail. For tight clothing and most of the human characters’ hair, PDI used proprietary software. "We created a whole new hair system that allowed us to run hair simulations on crowds of people," Lamorlette says. The software runs on Hewlett-Packard workstations and servers.
"I think the biggest difference between the two films is the sophistication and richness of the characters; they’re more believable now and also the environments are more art directed," says Lamorlette. "Having art-directed tools contributes the artistic results of the whole movie."
Making Fire and Rain: The Chronicles of Riddick
The Chronicles of Riddick could be the most game-like movie of the season, but no game machine can quite yet handle the simulations created by Rhythm & Hues for this science-fiction action-adventure. The film finds the titular antihero exiled in an underground prison on a planet where temperatures range from icy cold to 700 degrees.
The first simulation the studio created was a waterfall inside the prison. "There’s a sequence where the hell hounds are released to cull the population," says Wassel. "One particular old hell hound pushes through the water and stares Vin down eye-to-eye. The waterfall and the dog are completely CG."
Building a synthetic waterfall was no small stunt, but building one that could be pushed aside by a hell hound was particularly challenging. To create the effect, the studio used proprietary software for the fluid simulations and to model and animate the hound. Side Effects’ Houdini helped out with the particles.
The trick to creating the waterfall was starting with an inner core, a "laminar flow sheet," which was a thick piece of undulating geometry that acted like a lens, reflecting and refracting objects seen through it. The movement of this water sheet was driven by the fluid simulation – that is, the fluid sim changed the shape of the sheet from one frame to the next. On top of this undulating geometry, layers of particles, also driven by a fluid simulation, gave the waterfall its texture – the spray and fine mist. Finally, the hell hound, a creature covered with 9000 overlapping scales, pushed its head through the middle of all these simulations. Thus, the waterfall had to interact physically with the creature pushing through it as well as refract the dog, a background live-action set and a miniature set, which took painstaking, step-by-step work on the part of the animators and the technical crew. Having the laminar flow sheet meant that the distortion from the refracted light could happen on the sheet of geometry, though, rather than solely in individual water drops.
When Riddick escapes to the planet’s volcanic surface, he faces a new threat – an enormous storm called the visible thermal front, or VTF. "It’s a massive, hot, gaseous cloud that travels across the surface of the planet once the sun heats the surface and the air around it," says Wassel. "In two shots it kills characters in the film."
Seen from space, the storm was a matte painting animated and distorted with the help of Shake. "Our compositor Jimmy Jewell worked on the shot for eight months to develop a methodology to warp the painted image without having the distortion cause the effect to fall apart," Wassel says. Rhythm & Hues created 75 matte paintings for the film.
In other shots, the VTF is a 3D simulation. "When the storm is human-scale, it’s a fluid simulation that interacts with our 3D geometry on the surface of the planet," Wassel says. It chases Riddick and crashes into a cliff wall almost as if it were a character. The sculpted landscape elements act as collision objects, causing the simulation to change shape as it travels across the planet.
Although Rhythm & Hues created a ridged terrain for the opening of the film – "a topo map designed by a psycho map-maker," says Wassel – the majority of the studio’s work happened during 18 minutes in the center of the film.
"We’ve been doing character animation for a long time," Wassel says. "I think the beautiful work the guys did on landscapes, matte paintings and simulations broadens our horizon in terms of effects animation… and the hell hound is not a friendly character. He’s no Scooby-Doo."

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