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	<title>BleepCast / Phil´s Blog &#187; Art</title>
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	<copyright>Copyright &#xA9; 2010 BleepCast / Phil´s Blog http://creativecommons.org/licenses/by-nc-sa/3.0/</copyright>
	<managingEditor>philstrahl@gmail.com (Phil Strahl)</managingEditor>
	<webMaster>philstrahl@gmail.com (Phil Strahl)</webMaster>
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	<ttl>1440</ttl>
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		<title>BleepCast / Phil´s Blog &#187; Art</title>
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	<itunes:subtitle>BleepCast - Level</itunes:subtitle>
	<itunes:summary>The BleepCast is all about chip-music, retro gaming and memories from the good old times when we all were young and begun having no life, instead indulging in shitty games with shitty music, or as we call it: Classics with epic soundtracks. So if you want me to take you back to the past, then you just discovered your favorite podcast!</itunes:summary>
	<itunes:keywords>chiptunes, 8-bit, retro, nintendo, games, c64, fun</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Music" />
	<itunes:category text="Technology">
		<itunes:category text="Podcasting" />
	</itunes:category>
	<itunes:author>Phil Strahl</itunes:author>
	<itunes:owner>
		<itunes:name>Phil Strahl</itunes:name>
		<itunes:email>philstrahl@gmail.com</itunes:email>
	</itunes:owner>
	<itunes:block>no</itunes:block>
	<itunes:explicit>yes</itunes:explicit>
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		<item>
		<title>FMX &#8217;10, Day One</title>
		<link>http://blog.philstrahl.com/2010/05/17/fmx-10-day-1/</link>
		<comments>http://blog.philstrahl.com/2010/05/17/fmx-10-day-1/#comments</comments>
		<pubDate>Mon, 17 May 2010 04:37:40 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[CGI & Rendering]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Lectures]]></category>
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		<category><![CDATA[films]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[Alexey Alexeev]]></category>
		<category><![CDATA[Alice in Wonderland]]></category>
		<category><![CDATA[Andy Lomas]]></category>
		<category><![CDATA[Anne Hathaway]]></category>
		<category><![CDATA[ATI]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[Bruno Nicoletti]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Crispin Glover]]></category>
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		<category><![CDATA[David Schaub]]></category>
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		<category><![CDATA[ILM]]></category>
		<category><![CDATA[Jack Greasly]]></category>
		<category><![CDATA[John Knoll]]></category>
		<category><![CDATA[Johnny Depp]]></category>
		<category><![CDATA[Joseph Olin]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[Ken Ralson]]></category>
		<category><![CDATA[King Kong]]></category>
		<category><![CDATA[Kronos]]></category>
		<category><![CDATA[Log Jam]]></category>
		<category><![CDATA[Lynwen Brennan]]></category>
		<category><![CDATA[Mari]]></category>
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		<category><![CDATA[Mohen Leo]]></category>
		<category><![CDATA[MPC]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[nVidia]]></category>
		<category><![CDATA[Ocula]]></category>
		<category><![CDATA[OpenCL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Passion Pictures]]></category>
		<category><![CDATA[Pete Travers]]></category>
		<category><![CDATA[Peter Jackson]]></category>
		<category><![CDATA[Pixomondo]]></category>
		<category><![CDATA[Rockband]]></category>
		<category><![CDATA[Simon Robinson]]></category>
		<category><![CDATA[Sony Imageworks]]></category>
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		<category><![CDATA[Technicolor]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[The Beatles]]></category>
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		<category><![CDATA[Thilo Kuttner]]></category>
		<category><![CDATA[Tim Burton]]></category>
		<category><![CDATA[Tim Sarnoff]]></category>
		<category><![CDATA[Weta Digital]]></category>
		<category><![CDATA[Zoe Lord]]></category>

		<guid isPermaLink="false">http://blog.philstrahl.com/?p=1370</guid>
		<description><![CDATA[I awoke after a terrible night of too little sleep (tha [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2010/05/2010-05-02-fmx2010-thumb.png" title="FMX 2010 thumb" width="128" height="128"/>I awoke after a terrible night of too little sleep (thank you, insane entertainment-industry sleep-cycle!) and was greeted suspiciously by Mrs. Zheng, the hotel manager, on my way to the hotel&#8217;s breakfast premises where the ongoing conversations ebbed as I entered. Too much eyeliner, I thought. But I had other things on my mind. In fact, I was so excited that I ran a red light on my way to the conference.</p>
<p><span id="more-1370"></span></p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614281710/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/4068/4614281710_8b5cdf7e3b_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614281710/">                                                        Haus der Wirtschaft</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>I was eager to first see <a href="http://www.thefoundry.co.uk" target="_new">The Foundry</a>&#8216;s presentations on <i>Mari</i>, their programming approach and a tech demonstration of the recently acquired Katana, I was so excited about <a href="http://blog.philstrahl.com/2009/05/06/fmx-09-day-one/" target="_new">last year</a> in Sony&#8217;s presentation, but had no exact clue what it really was.</p>
<h3>Paint that dinosaur!</h3>
<p>Once arrived I got me a seat pretty close up front and was ready for their presentations to begin. Jack Greasley, who worked at <a href="http://www.wetafx.co.nz/" target="_new">Weta Digital</a> on <i>King Kong</i> and <i>Avatar</i> and Zoe Lord, Senior Texture Artist on <i>Avatar</i>, presented Foundry&#8217;s upcoming texturing tool <a href="http://www.thefoundry.co.uk/mari" target="_new">Mari</a>.</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614283206/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/4003/4614283206_5ef11e4c4c_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614283206/">                                                        Zoe, Jack, Bruno &#038; Andy</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>Weta needed a decent and perfomant tool because handling the characters of <i>King Kong</i> for Peter Jackson&#8217;s movie was a challenge itself. The monkey was huge and complicated and worked more like a complete set than just a character. And after learning about the tedious process, everyone at Weta knew, that Avatar would become just as exhausting and complicated like Kong &#8212; only multiplied hundreds of times.</p>
<p>The first version of Mari was took 16 months to develop and once it was running, it was constantly in production and used by the artists in production until up the current version. Although Mari is now internally in version five, for its public release Mari will launch as v1.0</p>
<p>Essentially Mari is intended as middleware between sculpting and animation, and effectively completely replacing Photoshop for a texture artist. Since this tool has been developed at Weta Digital for a couple of years now, the workflow in Mari is rather straight forward: You import hundreds of still images that can be manipulated inside the software and applied directly to the model you&#8217;re working on. You can perform 2D operations to your references such as cropping, color correcting but also warping or pinning. The performance is outstanding, the software handles well over a 100 2k-maps in realtime on a multi-million poly model, and here&#8217;s the best part, Mari can read and play back .obj-sequences of an animation so an artist can correct ugly stretching errors in the texture on the fly. this performance allows the artist to load and work on whole sets with moving objects and to create seamless textures across objects more easily. Did I mention that you can, of course, animate your textures when needed?<br />
Mari is also capable of rendering occlusion-passes which can not just be multiplied to the color-maps with blending modes like in Photoshop, you can also use them as masks to paint dirtmaps.</p>
<p>&#8220;We realized that with other tools the artists were much more data wranglers than working creatively, setting up map-channels, importing files and shading networks and so on.&#8221; Mari offers the artist various tools and guides to work effectively and to avoid mistakes such as a protection system for edges or the possibility to use channels as masks.</p>
<p>I wanted to know about the exporting capabilities of the tool, like whether it was possible to export your shading network from Mari straight into Maya&#8217;s hypershade. &#8220;Unfortunately not, you will need to export your maps as separate TIFs, but the SDK is very open so you can have scripts in your pipeline that do that for you.&#8221;</p>
<p>Also displacement maps are currently only previewed in Mari as bump, yet The Foundry works closely with nVidia and ATI to add certain features.</p>
<p>And you&#8217;ll need at least a gig of free video memory to allow Mari to unfurl its glory.</p>
<h3>6.1</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614284360/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3341/4614284360_22b6a9df31_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614284360/">                                                        Simon Robinson</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>Simon Robinson continued with what&#8217;s new and cool with Nuke 6.1, such as the refined camera tracker or &#8220;stuff that&#8217;s not really rocket-science but still needed to be done like moving a camera while looking though it&#8221;; &#8220;GeoSelect&#8221; to select points of a point cloud; the modeler node that less you create geometry between points of a point cloud, which works a bit like in Boujou, but with the advantage of refining the corner over time yourself and have Nuke fix the track cleverly. This seems to be the way to go in terms of scene salvage in steroscopic productions, where you project your paintwork on such geometry in your scene. The WriteGeo node now also lets you export .fbx files, not only load them.</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614294172/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3500/4614294172_bd0961c966_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614294172/">                                                        Nuke 6.1 features</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>Another thing totally interesting is baseline camera correction, which I didn&#8217;t really grasp in the short presentation, but it appeared to let you stitch panoramas together and create 3d-vistas out of them, kinda like photogrammetry.</p>
<p>And in addition to Keylite and Primatte, Nuke will also support the Ultimatte keyer, so Nuke will have all three industry standard keyers available.</p>
<p>Simon also provided an outlook of further Nuke releases, mainly improvements in stereo roto &#038; paint. When asked in what Nuke version this or that will be available he would just answer with a shrewd smile: &#8220;In Nuke 6.<i>n</i>, with <i>n</i> bigger than one.&#8221;</p>
<p>The Foundry is planning to release Nuke 6.2 this summer and expects another release at the end of this year, most likely featuring the first helping of adopted technology from Katana.</p>
<h3>Making it faster!</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4613667677/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/4044/4613667677_73dd6e2218_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4613667677/">                                                        Bruno Nicoletti on RIP</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>This was the title of the following presentation by Bruno Nicoletti, CTO and co-fonder of The Foundry. He stressed that there has always been the problem of any software nothing is ever fast enough and before continuing made a disclaimer: &#8220;It&#8217;s going to be very technical&#8221; before he continues to get to heart of the problem&#8217;s possible solution, the <a href="http://en.wikipedia.org/wiki/Graphics_processing_unit" target="_new">GPU</a>. &#8220;Many people are obsessed about the GPU and we are not taking quite the advantages of it as we could.&#8221;</p>
<p>GPUs are really good at image processing and programming them is easy. But getting peak speed is hard for programming GPUs is different, and there are lots of new and interesting technologies like <a href="http://www.nvidia.com/object/what_is_cuda_new.html" target="_new">CUDA</a> or <a href="http://www.khronos.org/opencl/" target="_new">OpenCL</a>. Simple tasks such as blur and color correction pose no problem, but graining or motion estimation is quite hard to do, even with CUDA it still is complicated.</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614285894/"                                             title="see it at flickr" /><img src="http://farm4.static.flickr.com/3400/4614285894_78e5d28a5b_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614285894/">                                                        Bruno Nicoletti</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>The Foundry codes everything in <a href="http://en.wikipedia.org/wiki/C%2B%2B" target="_new">C++</a> and less <a href="http://www.opengl.org/about/overview/" target="_new">OpenGL</a>. If any OpenGL code is needed (like for Mari) it is handcrafted and different for every application because &#8220;We want the best performance on all devices&#8221; Bruno boasts.</p>
<p>So what are the problems? The first problem is that GPU code isn&#8217;t as fat as it could; then everything has to work exactly the same on all devices. For basic stuff that&#8217;s easy, but producing the exact same results for two completely different code-streams (C++ and CUDA) is hard and almost impossible to manage. Manually optimizing code is a complex specialist task and works differently for every device, makes the code much less legible, is tedious and slows down delivery profoundly. Or what happens when new hardware gets out? Then every bit of code needs to be adjusted to deliver the same results, manually again, which makes the product prone to bugs and, again, the process is painful and expensive.</p>
<p>So the task was to produce code only once, that needed to be clear, fast, legible and easy to port. The Foundry came up with what they call &#8220;<a href="http://www.fxguide.com/article604.html" target="_new">Blink</a>&#8220;: A programmer writes abstract C++ kernels to process images. The code for a certain device can be translated from the original code automatically for various devices such as CPU or GPU, taking the advantages of either. Bruno was showing a demo of this with the Kronos re-timer, running on a GPU via CUDA. &#8220;But this is only the start&#8221;, Foundry want to continue with <a href="http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions" target="_new">SSE</a> and OpenCL and yet more as well, clever processing graphs and run-time code generation.</p>
<p>The upcoming versions of Nuke will also incorporate these changes over time. Since Nuke needs scanlines whereas the GPUs work with tiles these changes will be additions, because &#8220;Nuke will always be processing processing scanlines&#8221; Bruno assured the audience, &#8220;but we will be implementing this into some realtime nodes, so sections of Nuke may be redesigned to work with tiles&#8221;.</p>
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<p>As the demo showed, the GPU is surprisingly faster than the CPU with Kronos, although it is highly dependent on the chip itself. Yet it is possible to mix GPU and CPU calls for an overall higher performance. Since motion estimation already works this way, it can be expected that this will show up sooner or later in the Furnace and Ocula plug-in sets. &#8220;And it is even possible to run it via a host application&#8221;, so I guess that&#8217;s good news for all of you After Effects and/or Final Cut users.</p>
<h3>I Want A Pony!</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4613669321/"                                             title="see it at flickr" /><img src="http://farm5.static.flickr.com/4005/4613669321_9e98680063_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4613669321/">                                                        Andy Lomas on Katana</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>Andy Lomas continued the Foundry session talking about Katana. Since I first heard some squishy descriptions a year ago I wondered what Katana actually is. Now there&#8217;s a press release and a FAQ on it on <a href="http://www.thefoundry.co.uk/blog.aspx#katana" target="_new">The Foundry&#8217;s website</a>.</p>
<p>As we all know, Katana was developed in-house at Sony Pictures Imageworks for the past years as heavy-duty lighting and compositing package. But that was about it. If I had seen <a href="http://www.fxguide.com/article570.html" target="_new">this article</a> on <i>fxguide</i>, I would have already known. I strongly suggest you should read up on it, because I won&#8217;t repeat here in my clumsy words what has already been put to hypertext already.</p>
<p>However, I will quickly sum it up to the lazy among you: Katana is Sony Pictures Imageworks proprietary node-based tool for lighting, compositing and distributing render-jobs. It is asset-based where you can load your assets from your favorite 3d package and manipulate every little detail, when you want to also on a per shot basis. Katana sits on top of the assets, so it&#8217;s totally non-destructive and rule-based when through it overrides are performed.</p>
<p>This allows the artists to start lighting a shot, when the assets are still in production, for example, and to develop a look early on. Thanks to clever versioning it is easily possible to produce a number of suggestions and to get back to the right one easily.</p>
<p>Sony has developed its own format for Katana, one which handles assets as assembled components in a hierarchical structure, e.g. a city is composed of various blocks, which consist of various buildings and each building has a roof and so on. Katana won&#8217;t lode the full scene graph until the artist exposes it. Only what gets expanded in the hierarchy will appear visible in the viewer.</p>
<p>An interesting thing is that Katana is, according to Andy&#8217;s slides, render-agnostic which means you can set up your render passes in Katana and decide there for a renderer such as Arnold or Renderman, you can even easily plug your own renderer into Katana: When your renderer understands the concept of a shader, Katana can work with it. A huge advantage of this is, that you have a consistent interface from lighting to finish, and work in one environment all the time.</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614295268/"                                             title="see it at flickr" /><img src="http://farm5.static.flickr.com/4053/4614295268_67c469882b_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614295268/">                                                        Katana&#8217;s GUI</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>In Katana you can choose what attributes you want to expose and/or modify to the renderer. The full assets with high-res-geometry and textures only get loaded via the renderer, so you only deal with what&#8217;s important and don&#8217;t get lost by a cluttered scene: What Katana can defer, it <em>will</em> defer. Also in Katana you can trace why something is rendered the way it is, like where an asset gets its specular map from and so on. For example, a <i>Ds</i> tag means that the value is the default from a shader, whereas <i>Ls</i> indicated that the value was set locally from a node within Katana, so an artist can always &#8220;debug&#8221; shading and lighting issues.</p>
<p>If you want to get your hands dirty with Katana yourself, you can: There&#8217;s an API for your own company&#8217;s C++ plug-ins and, of course, Python support. The scripting language in Katana itself is CEL which can be used to select certain nodes, e.g. to apply a certain material to all geometry nodes that have a certain name match, certain tags or attribute matches but also by a collections. This allows to override parts that do not exist at the time but will get modified once they are ready. There are a lot of further options to use CEL to override multiple object, like only turning on the specularity of a whole scene &#8212; bang! &#8212; you just made a specularity pass.</p>
<p>Now let&#8217;s have a closer look on the user interface and the workflow with Katana. Andy showed the audience what instantly sold it to me, namely the &#8220;I Want A Pony&#8221; menu option, which creates a pony-shaped node in the graph view. &#8220;This is actually one of the horses of <i>Beowulf</i>, so it&#8217;s technically not a pony. But we use it as a primitive here in Katana. And it might even succeed the <a href="http://www.sjbaker.org/wiki/index.php?title=The_History_of_The_Teapot" target="_new">Utah Teapot</a>&#8221; he added jokingly. The further now one drills down on the asset, the more parameters get passed on to Katana until you arrive at the vertex-level. In theory you could make whole 3d-animations and models in Katana.</p>
<p><object width="520" height="320"><param name="movie" value="http://www.youtube.com/v/ju-GYACunTY&#038;hl=en_US&#038;fs=1&#038;rel=0&#038;color1=0x3a3a3a&#038;color2=0x999999&#038;hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ju-GYACunTY&#038;hl=en_US&#038;fs=1&#038;rel=0&#038;color1=0x3a3a3a&#038;color2=0x999999&#038;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="520" height="320"></embed></object></p>
<p>Compositions look like trees with roots: On the top you load (and/or) group your assets and materials (like branches and leaves), assign nodes that perform certain changes and in the end you have multiple renderers and render-passes (like roots). And the interface is, of course, very customizable and panels can be docked or torn off.</p>
<p>Materials can be stacked together into one stack which has only on input and output connection to the outside to keep the complexity low where it is not needed. Everything can be inherited to child nodes, even transformations, if you want to. So for example making a wet material can be just done by creating a child node that inherits everything from its parent but diffuse and specular values.</p>
<p>The gaffer-node is a &#8220;one-stop-shop-node&#8221;, as Andy put it, to execute a macro and to create lights with the most common attributes already exposed.</p>
<p>Katana composition can be references or, by using the KatanaSdtBake-node, be baked for other artists to use, have live groups in a macro or share real Katana scene graphs (i.e. the compositing-scripts) via a library.</p>
<p>In the end, Andy announced that Katana won&#8217;t probably ever ship as a single product by The Foundry. If it ever will, then probably with its 2D capabilities stripped out of it which will in turn be used in a new Nuke version. Katana features in Nuke will probably show up still in 2010. There is potential in Katana as a re-lighting engine, &#8220;but that&#8217;s quite far down the line at the moment&#8221; Andy concluded.</p>
<h3>35 Years of Slapping your own back</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614289450/"                                             title="see it at flickr" /><img src="http://farm5.static.flickr.com/4044/4614289450_7ebda5a373_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
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	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614289450/">                                                        Lynwen Brennan</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
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<p>Lynwen Brennan&#8217;s lecture on <acronym title="Industrial Light &#038; Magic">ILM</acronym>&#8216;s past 35 years was as mundane as it was boring, but it was no surprise hearing that from the President and General Manager at Industrial Light &#038; Magic. At least her presentation had many pictures in it (in the 70&#8242;s, every guy had an impressive beard), tables and schematics of why ILM is the most successful company there is; that ILM invented digital editing; that John Knoll and his brother came up with Photoshop; that the first shot featuring digital compositing (and not a mere optical one) was in <i>The Abyss</i> &#8212; so it was a nice blend between appearing all corporate and fun facts. Lynwen was reading her hour-long presentation that left no questions open, partly because of the fact that it contained nothing that you wouldn&#8217;t find on Wikipedia. The primary message was that ILM tries to raise the bar, keeps the costs in check and wants to define new standards.</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4613672637/"                                             title="see it at flickr" /><img src="http://farm5.static.flickr.com/4024/4613672637_345ee91bc9_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
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	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4613672637/">                                                        ILM panel discussion</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
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<p>What followed was a panel discussion about the global production at ILM, since ILM has also a studio in Singapore (that&#8217;s where the Clone Wars series gets produced, including the Nintendo DS game, see <a href="http://blog.philstrahl.com/2009/05/10/fmx-09-day-four/" target="_new">last year&#8217;s fmx coverage</a>), and works closely with other post-houses such as Pixomondo.</p>
<p>My lack of journalistic skill now really shows because I didn&#8217;t get the name of the moderator &#8212; my apologies! </p>
<p>The panelists were Dennis Cooper, Lucasfilm&#8217;s Director of Global External Production; Gretchen Libby, executive in charge of external production at ILM; Mohen Leo, ILM&#8217;s Singapore Studio Supervisor and Thilo Kuttner, CEO of Pixomondo whose biggest contribution to the discussion was the fact that he held his microphone like an umbrella all the time and appeared overall subsequently rather faint (see photo below).</p>
<p>The first question asked to the panelists was a basic one: Why global? In ILM&#8217;s opinion it&#8217;s a good way to keep the cost down and to maintain quality by having many options. For Pixomondo (who have offices in Babelsberg, Frankfurt, Munich, Stuttgart, London, Shanghai and most recently Los Angeles<sup class='footnote'><a href='#fn-1370-1' id='fnref-1370-1'>1</a></sup>) being global is not only to leverage the global talent but also a way to keep everybody busy.</p>
<p>Since communication is one of the strongest factors in collaboration it neither ends for Pixomondo nor for ILM at simple email exchange. Thilo strongly proposed also understanding the different mindsets and cultures instead of forcing your own ways upon your collaborators. To ILM it is important that every bit has to be as clear as possible, &#8220;It&#8217;s not only about being clear in what you say, it&#8217;s also considering what the other one hears&#8221;. Mohen further stated that for the artists in Singapore it is important to have direct access to their respective supervisors in the US. &#8220;The better you know a person, the better you know what he or she means when saying something. The simple act of having lunch together can help a great deal in that respect&#8221; Gretchen Libby added.<br />
The diverging mentalities really do put international communication to a test, in Singapore, for example, direct yes or no answers are avoided so different strategies needed to be sought. &#8220;It&#8217;s important to know that when you ask &#8216;Can you do the shots till Monday&#8217; and you get &#8216;We do everything we can to have them on Monday&#8217; it actually means &#8216;No&#8217;.&#8221;<br />
Pixomondo even introduced a command-list to get the most urgent and most important communication dead-right, independently of the culture. &#8220;At ILM we know we are all in a very visual field, so we draw a lot of pictures.&#8221;</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614291358/"                                             title="see it at flickr" /><img src="http://farm5.static.flickr.com/4044/4614291358_958168da4c_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
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	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614291358/">                                                        Thilo Kuttner</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
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<p>To ensure a continuity in production ILM is a big proponent of creative leadership and development of long-term relationships. &#8220;You don&#8217;t produce where it&#8217;s cheapest, you go where you get the best ratio between quality and price.&#8221; In terms of production pipelines Pixomondo orient themselves on ILM, who are really fond of their proprietary stuff, yet they insist that they are open to change.</p>
<p>The process of going global (or not) starts very early on for ILM, when they look through the script. Based on this script they assign different tasks to different studios all over the world, studios with strengths in certain areas, although &#8220;we look for synergies as well.&#8221; And ILM goes &#8220;where we can find capability and punctuality&#8221;, both equally important in any big production.</p>
<p>&#8220;But is working together with other studios not like training your competitors?&#8221; the moderator asked with a wink. But the folks of ILM stayed relaxed. &#8220;Talent and competition are both everywhere [..] we rather look for people who want to work for us&#8221;, to them everything is about building long-term relationships with their partners. &#8220;Also our clients want and need to know where their material is being worked on&#8221;. For Pixomondo working with ILM was also a long-term strategy as Thilo added, &#8220;not least because it&#8217;s an honor to work with ILM.&#8221;</p>
<p>In the VFX business (especially with big players such as ILM) security is a hot topic. The process of evaluating the security standards of a potential partner begins very early on, &#8220;basically with the first phone call&#8221;. They need to fill out a questionnaire on who has access to their premises, to their data, what kind of passwords they use and so on. &#8220;And site visits. Lots and lots.&#8221; The material they get to work on is watermarked, data transfer is password protected and so on.</p>
<p>So what about the future? Thilo concluded that the business will continue to go more global (big surprise), and also ILM only wanted a &#8220;continuation of where we are now&#8221;, perhaps with a 24-hour feedback cycle; an attempt to work with the time-zones instead of against them.</p>
<h3>The usual colors</h3>
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  <a href="http://www.flickr.com/photos/strahl/4613674467/"                                             title="see it at flickr" /><img src="http://farm4.static.flickr.com/3375/4613674467_22deb96ee5_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
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 <a href="http://www.flickr.com/photos/strahl/4613674467/">                                                        Tim Sarnoff</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
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<p>The visitors in the König-Karl-Halle had thinned out a bit for the upcoming lecture by Technicolor&#8217;s Tim Sarnoff on &#8220;Working Across the Globe&#8221;. Maybe I was a bit tired by the previous presentations or the lecture really lacked much structure and in the end there were even less people in the audience. In the end it was just a company presentation of Technicolor with the occasional buzzwords thrown in, mixed with some commonplace information such as &#8220;You remove a certain degree of risk when going global; One has an unlimited talent-base when being global; Being a global company needs work and consciousness&#8221; and from the Technicolor promo video I noted down &#8220;It&#8217;s a business of passion enabled by technology&#8221;. I was glad when it was over.</p>
<p>On the plus side I swapped business cards with a German screen writer who had her degree from the prestigious <a href="http://www.filmakademie.de/?L=1" target="_new">Filmakademie Baden-Württemberg</a> and for lack of job opportunities in Germany (&#8220;I hate German drama!&#8221;) she resigned to writing a novel for the moment. Networking on the fmx was as easy as always.</p>
<h3>Down the rabbit hole</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/4614287982/"                                             title="see it at flickr" /><img src="http://farm5.static.flickr.com/4029/4614287982_3da98b383e_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
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	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/4614287982/">                                                        David Cohen</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
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<p>The last lecture of Tuesday was by Ken Ralson and David Schaub from Sony Pictures Imageworks (SPI) and all about Tim Burton&#8217;s <i>Alice in Wonderland</i> in which they lined out some of the production process. &#8220;First thing we learned was that Tim [Burton] hates storyboards. So we started with gathering a load of reference material with our starting point being the <a href="http://www.imdb.com/title/tt0023753/" target="_new">1922 <i>Alice in Wonderland</i></a> movie. In theory they wanted to establish a style and then shoot which in practice didn&#8217;t really work out, in the end changes needed to be made until the last minute.</p>
<p>For the pre-production they found an artist at the <a href="http://portfolio.cgsociety.org/" target="_new">portfolio section</a> of the CG society<sup class='footnote'><a href='#fn-1370-2' id='fnref-1370-2'>2</a></sup> they liked and gave him a little piece as a test. They liked the result and hired the guy from Germany. &#8220;I bet the CG society will get a lot of new members as soon as this lecture is over&#8221; I thought to myself.<br />
The concept artists painted a lot of designs and suggestions until Tim Burton would eventually say &#8220;This feels right&#8221; and the artist could ponder about what it was that felt right to Tim and develop it.</p>
<p>What SPI did in the beginning was also a test of enlarging Johnny Depp&#8217;s eyes in a shot from Burton&#8217;s great film <i>Ed Wood</i>.  The result was hilarious and &#8220;when we showed it to Tim and Jonny they both cracked up so we knew it would work. [...] and after a while working with it, Johnny&#8217;s real eyes seem always a bit too small.&#8221;</p>
<p>The principal green-screen shoot was incredibly tight so everything needed to be planned and considered in advance. &#8220;It wasn&#8217;t an easy task considering there was so much that needed to be CG, like Crispin Glover whose whole body needed to be replaced, or Alice changing between three different sizes throughout the film&#8221;. All shots with extras or supporting characters were shot separately.</p>
<p>Since the set was, apart from the occasional set pieces, totally green, the team of SPI even installed a pre-vis system on set for Tim Burton to watch. &#8220;He looked at it, then grabbed the monitor and turned it away. Tim preferred looking at the raw greenscreen play-out<sup class='footnote'><a href='#fn-1370-3' id='fnref-1370-3'>3</a></sup> but that&#8217;s okay.&#8221;.</p>
<p>The raw footage from the greenscreen stage they presented looked, truth be told, incredibly silly: Mia Wasikowska running on a green treadmill for her life or riding on a green upper half of the Bandersnatch that was shaken by some grips to a click-track; Johnny Depp standing heroically in a crazy costume with weird makeup; Anne Hathaway in an extravagant costume riding on a green vaulting horse carried by three guys acting all horsey in green; there was Matt Lucas plus stand-in in a green pear-shaped costume with tracking markers all over as the Tweedles; Crispin Glover in green shoulder-pads every quarterback would kill for walking on stilts, trying to act all normal while two guys in green were always walking next to him, ever alert to catch Crispin in case he would trip. Yes, it looks absolutely retarded. If it wasn&#8217;t a multi-million dollar production you would just laugh, then weep and then <a href='http://blog.philstrahl.com/wp-content/uploads/2010/05/2010-05-17-facepalm-hi-res.jpg' class='lightview' title='Facepalm. Hi-Res.'>facepalm</a>.</p>
<p>In order to realize the big head of the Red Queen, the shots with Helena Bonham Carter where were shot in 4k resolution and everything but her head scaled down 50%. In the scene introducing the Red Queen she wipes a drop of jam from one of the frogs&#8217; faces and sticks the finger in her mouth. To realize this interaction her hand needed to be painted out of the plate with her head, a terribly challenging piece of paintwork. And thanks to <a href="http://blog.philstrahl.com/2008/10/23/wired/#more-359" target="_new">my contributions to <i>Ninja Assassin</i></a> I know what I am talking about.<br />
Another demanding paintwork was Stayne&#8217;s hair: All the concept paintings of him showed a knight with big shoulder pads, so for the greenscreen shoot Crispin Glover was put in a green costume with said shoulder pads, yet in the end Tim Burton made up his mind and went for an armor without shoulder pads. Needless to say that the missing hair needed to be painted back into the shots.</p>
<p>Another thing about Stayne was his height. As stated above, Crispin was walking on stilts on the set but capturing his movements on set resulted in an awkward animation and looked much like it looked on set: Like a guy walking on stilts. So the animators resorted to good old manual keyframe animation for Stayne while keeping the essence of the movement on set for him. This reminded me of a quote from Pete Travers on <i>The Making of Dr. Manhattan</i> at <a href="http://blog.philstrahl.com/2009/05/06/fmx-09-day-one/" target="_new">last year&#8217;s fmx</a>: &#8220;If you have developed the best tracking system in the world but it hinders the actors you end up making perfect tracks of bad performances. Which are totally useless&#8221;.</p>
<p>The appearance of the Cheshire Cat was easier in contrast. The animators started out with a very cat-like animation but Tim dialed them down until the cat was almost not moving at all. And to achieve the terribly wide grin, the cat&#8217;s jaws needed to transform as well.</p>
<p>Since the feature was in stereo <sup class='footnote'><a href='#fn-1370-4' id='fnref-1370-4'>4</a></sup> (and what isn&#8217;t nowadays anymore?) but shot with only one camera, the stereo-conversion of the live-action footage was done in post, by rotoscoping and/or projecting the live-action cards on 3d-geometry within the scene.</p>
<p>After this refreshingly interesting and engaging lecture it was also this year the time of <i>Shelly&#8217;s Eye Candy Show</i>.</p>
<h3>Sweets for your eyes</h3>
<p>Also this year Shelly Page from Dreamworks Animation assembled 50 minutes of animations she considered highly worth watching. Some would also get screen during the <a href="http://www.itfs.de/en/" target="_new">International Festival of Animated Film</a> I also attended after the fmx was over, but more on that later.</p>
<p>The screened films this year were:</p>
<ul>
<li><a href="http://www.cartoonsbay.net/en/festival_awards/?c=miglior-colonna-sonora" target="_new"><b>Mobile</b> by Verena Fels</a>, a cute little animation about stuffed animals hanging on a mobile with a funny pacing and rewarding pay-off in the end.</li>
<li><a href="http://www.youtube.com/watch?v=pvLz89D6RUo" target="_new"><b>Stylo</b>, animation by Passion Pictures</a>, the Gorillaz music clip featuring an amusingly smug Bruce Willis and artful integration of cartoon characters in live-action footage. &#8220;<i>Stylo</i> is directed by Jamie Hewlett and produced by Cara Speller for Zombie Flesh Eaters, with live action through HSI Productions in Los Angeles, and animation by Passion Pictures in London&#8221;<sup class='footnote'><a href='#fn-1370-5' id='fnref-1370-5'>5</a></sup></li>
<li><a href="http://www.youtube.com/watch?v=8CKcdKBS4I8" target="_new"><b>Log Jam Series</b> by Alexey Alexeev</a>, the first clip formerly known as <i>KJFG No5</i> <sup class='footnote'><a href='#fn-1370-6' id='fnref-1370-6'>6</a></sup>. This hilarious little animation was also in Shelly&#8217;s reel last year but a producer urged Alexey to make make more, for a series. So he continued with some more, all equally pointless yet entertaining. Be sure to watch them all, they are called <a href="http://www.youtube.com/watch?v=q75bBxQDS2A" target="_new">&#8220;The Rain&#8221;</a>, <a href="http://www.youtube.com/watch?v=npGhlvkWZo0" target="_new">&#8220;The Snake&#8221;</a>, <a href="http://www.youtube.com/watch?v=1ZWf0HdZ3kc" target="_new">&#8220;The Moon&#8221;</a> and <a href="http://www.youtube.com/watch?v=Fh2C4bav2QQ" target="_new">&#8220;The Log&#8221;</a>.</li>
<li><a href="http://vimeo.com/4530033" target="_new"><b>Anchored</b> by Lindsey Olivares</a>, her senior thesis film made at Ringling College of Art and Design after Romans 15:13. I enjoyed the style of flowing watercolors much, although the topic wasn&#8217;t so much my thing.</li>
<li><a href="http://www.youtube.com/watch?v=zRGfjEAiizY&#038;fmt=22" target="_new"><b>Inka Bola</b> by students at Gobelins</a>, an entertaining piece about a spoiled toddler and his guard. The animation is superb (but frankly I don&#8217;t expect anything else from <a href="http://www.gobelins.fr/presentation-gb.htm" target="_new">Gobelins</a>) and the whole piece has the speed and style of a Disney or Dreamworks short. Very enjoyable.</li>
<li><a href="http://www.youtube.com/watch?v=XQcVllWpwGs&#038;fmt=6" target="_new"><b>Evian Babies</b> animation by MPC</a>, a weird trip to the outskirts of the <a href="http://en.wikipedia.org/wiki/Uncanny_valley" target="_new">Uncanny Valley</a>: &#8220;Michael Gracey has directed Evian&#8217;s latest commercial <i>Skating Babies</i> a multi-national campaign bringing together choreographed roller-skating babies and the re-mixed street sound of The Sugar Hill Gang&#8217;s <i>Rapper&#8217;s Delight</i>. Created by the agency BETC Euro RSCG, the spot was produced by Fabrice Brovelli, Head of TV at BETC and Jaques Etienne Stein at Partizan. MPC created fully CG baby bodies and carried out extensive live action head replacement and compositing as well as large scale digital matte paintings to extend the park environment for the TV and online campaigns.&#8221;<sup class='footnote'><a href='#fn-1370-7' id='fnref-1370-7'>7</a></sup></li>
<li><a href="http://www.youtube.com/watch?v=qQIOHJxqAUc&#038;fmt=6" target="_new"><b>5alive Dodo</b> animation by Passion Pictures</a>, a TV commercial with funny character animation of a dodo dancing to <i>I’m Alive</i> by Don Fardon.</li>
<li><a href="http://www.youtube.com/watch?v=6pssqhyS-LE&#038;fmt=6" target="_new"><b>LowLow Cheese</b> animation by MPC</a>, another TV commercial with a photo-real mouse avoiding a crapload of mouse traps. Yes, we&#8217;ve come a long way from <i>Stuart Little</i>.</li>
<li><a href="http://www.youtube.com/watch?v=hSLLxRmR3nY&#038;fmt=22" target="_new"><b>RockBand Beatles intro</b> by Passion Pictures</a>, also this year the RockBand series has yet another stunning intro to worship. In just two and a half minutes the intro tells the story of The Beatles&#8217; success in something I just call &#8220;masterfully art-directed pictures&#8221; (and sound!) and is highly enjoyable to watch. I even found a short <a href="http://www.youtube.com/watch?v=Q9BiSERuxvU" target="_new">behind-the-scenes talk</a> about it on YouTube!</li>
<li><a href="http://vimeo.com/7774480" target="_new"><b>The Little Boy and the Beast</b> by Studio Soi</a>. Oh, I just love that one, it&#8217;s about a boy with a depressed mother and how he deals with the situation. This is not only a tough topic for children, it is also skillfully executed and designed, from the plot to the final playout. It also ran on the children&#8217;s section at the <a href="http://www.itfs.de/en/" target="_new">International Festival of Animated Film</a> and the kids loved it. To me it was the best short on Shelly&#8217;s reel.</li>
<li><a href="http://www.studioaka.co.uk/studioaka_files/movies/7b9eef3e3dba269680535fbc8b8a3004.mov" target="_new"><b>Lost and Found</b> by Studio AKA</a>, a 25-minute short of a boy confronted with the sudden friendship of a penguin. It was nicely done, though there was a lot that bothered me such as the narrator off-screen that not even commented what was going on but only repeated what the pictures showed; the sequence out on the rough sea which lasted waaay too long and the water itself that was too photo-realistic to fit convincingly into the style. It was nice, yes, but about ten minutes too long and nothing spectacular &#8212; sorry.</li>
</ul>
<p>Phew! What a day! You see now why it took me so long to get this from my head to my blog, there was just so much knowledge to chew and digest. I hope you stay tuned for the upcoming reports of the following days. Hopefully not as lengthy, though.
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-1370-1'><a href="http://www.pixomondo.com/web/company/index.htm" target="_new">http://www.pixomondo.com/web/company/index.htm</a> <span class='footnotereverse'><a href='#fnref-1370-1'>&#8617;</a></span></li>
<li id='fn-1370-2'>&#8230;whose president, Joseph Olin, was moderating some fmx-events also this year <span class='footnotereverse'><a href='#fnref-1370-2'>&#8617;</a></span></li>
<li id='fn-1370-3'>&#8230;instead of James Cameron on Avatar. But that&#8217;s a different story. <span class='footnotereverse'><a href='#fnref-1370-3'>&#8617;</a></span></li>
<li id='fn-1370-4'>Again, i&#8217;ll use <i>stereo</i> to refer to stereoscopic images and features whereas for stereo in the audio context I&#8217;ll use <i>stereo sound</i>. <span class='footnotereverse'><a href='#fnref-1370-4'>&#8617;</a></span></li>
<li id='fn-1370-5'>via <a href="http://thinkinganimationbook.blogspot.com/2010/03/gorillaz-stylo-video.html" target="_new">http://thinkinganimationbook.blogspot.com/2010/03/gorillaz-stylo-video.html</a> <span class='footnotereverse'><a href='#fnref-1370-5'>&#8617;</a></span></li>
<li id='fn-1370-6'>There&#8217;s an interesting little anecdote to the title I head from the creator a few days later: After he had finished this little animation and his producer wanted to send it to a festival she wanted to know the title. Alexey said that it had no title. &#8220;Oh come on, make something up&#8221; she urged him. He said &#8220;Alright. How about KJFG?&#8221; &#8212; &#8220;What does that mean?&#8221; she inquired. &#8220;Absolutely nothing&#8221;. &#8220;You can&#8217;t do that, you need to give it a proper title!&#8221; she went on but Alexey had already made up his mind: &#8220;No, I am the creator so I can give it any title I want. And you know what? I&#8217;ll call it KJFG No.5 because I can! Number 5 is good, you know, just like Chanel No. 5.&#8221; <span class='footnotereverse'><a href='#fnref-1370-6'>&#8617;</a></span></li>
<li id='fn-1370-7'>via <a href="http://sputnik7.com/file/5456-mpc-make-babies-skate-for-evian.html" target="_new">http://sputnik7.com/file/5456-mpc-make-babies-skate-for-evian.html</a> <span class='footnotereverse'><a href='#fnref-1370-7'>&#8617;</a></span></li>
</ol>
</div>
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		<title>My First Movie Poster</title>
		<link>http://blog.philstrahl.com/2010/02/02/my-first-movie-poster/</link>
		<comments>http://blog.philstrahl.com/2010/02/02/my-first-movie-poster/#comments</comments>
		<pubDate>Tue, 02 Feb 2010 17:15:59 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[filmmaking]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[MOSKAU]]></category>
		<category><![CDATA[movie]]></category>
		<category><![CDATA[poster]]></category>

		<guid isPermaLink="false">http://blog.philstrahl.com/?p=1228</guid>
		<description><![CDATA[It's been more than eight months now since the student  [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://blog.philstrahl.com/wp-content/uploads/2010/02/2010-02-02-moskau-thumb.png" class="alignleft" title="MOSKAU Thumbnail">It&#8217;s been more than eight months now since the student project MOSKAU (we also have a <a href="http://www.projekt-moskau.com" target="_new">website</a>) I was Head of VFX is finished. But since it was the practical project to my diploma thesis I needed to design a poster for it. So here it is, my first movie poster in cinematic 50 x 70 cm fresh out of InDesign and Photoshop.</p>
<p><span id="more-1228"></span></p>
<p>A click on it takes you to a bigger version at DeviantArt.<br />
<a href="http://gas01ine.deviantart.com/art/MOSKAU-Movie-Poster-152663276"><br />
<center><br />
<img src="http://blog.philstrahl.com/wp-content/uploads/2010/02/2010-02-02-moskau.jpg" title="MOSKAU Movie Poster"><br />
</center><br />
</a></p>
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		<title>Concerning Berlin &#8212; The Book</title>
		<link>http://blog.philstrahl.com/2010/01/23/concerning-berlin-the-book/</link>
		<comments>http://blog.philstrahl.com/2010/01/23/concerning-berlin-the-book/#comments</comments>
		<pubDate>Sat, 23 Jan 2010 00:50:12 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[photography]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[Lulu]]></category>

		<guid isPermaLink="false">http://blog.philstrahl.com/?p=1171</guid>
		<description><![CDATA[You have already read the blog post. You have already s [...]]]></description>
			<content:encoded><![CDATA[<p><a href='http://www.lulu.com/content/lulustudio-photo-book/concerning-berlin/7566966' class='alignleft' alt="Concerning Berlin Book Cover"><img src="http://blog.philstrahl.com/wp-content/uploads/2009/12/2009-12-18-concerning-berlin-thumb.png" class="alignleft"></a>You have already read the <a href="http://blog.philstrahl.com/2009/08/22/concerning-berlin/" target="_new">blog post</a>. You have already seen some photos. Since I spent quite some time waiting for test renderings to finish I picked up a project I had been working on quite a while now. A photo book.</p>
<div class="box">
<b>Update:</b> There&#8217;s now a much more affordable <a href="http://www.lulu.com/content/e-book/concerning-berlin/8243325" target="_new">eBook version</a> available.
</div>
<p><span id="more-1171"></span></p>
<p>You may know my blog post about me visit to Berlin this year. I found it a little demotivating to work with the constraints of the layout of my blog and the web in general, and viewing photographs on a computer screen in a web browser is equally rewarding. So I decided to make a book. A book with many colorful photographs I took in Berlin in the past years, accompanied by some personal notes and stuff.</p>
<p>Since it&#8217;s priced at very juicy 50 Euros I don&#8217;t expect that any of you actually buys it but then I thought &#8220;what the hell&#8221; so if you&#8217;re feeling rich and out of your senses and want to cast a smile on my face then buy one and give it to your friends (or foes).</p>
<p>Thanks for reading! </p>
<p><center><br />
<img src="http://blog.philstrahl.com/wp-content/uploads/2009/12/2009-12-18-concerning-berlin.jpg" title="Concerning Berlin (Photo Book)" width="500" border="0"><br />
</center></p>
<p><center><br />
<a href="http://www.lulu.com/content/lulustudio-photo-book/concerning-berlin/7566966"><img src="http://www.lulu.com/services/buy_now_buttons/images/orange.gif" border="0" alt="Support independent publishing: Buy this book on Lulu."></a><br />
</center></p>
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		<title>Concerning Berlin</title>
		<link>http://blog.philstrahl.com/2009/08/22/concerning-berlin/</link>
		<comments>http://blog.philstrahl.com/2009/08/22/concerning-berlin/#comments</comments>
		<pubDate>Sat, 22 Aug 2009 16:55:42 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Dear Diary]]></category>
		<category><![CDATA[Essay]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[impressions]]></category>

		<guid isPermaLink="false">http://blog.philstrahl.com/?p=1012</guid>
		<description><![CDATA[ Berlin was calling. I had to go. Like the years before [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/strahl/3844807261/" class="alignleft" target="_new" alt="See it on flickr"> <img src="http://blog.philstrahl.com/wp-content/uploads/2009/08/2009-08-22-berlin-thumb.png"></a>Berlin was calling. I had to go. Like the years before. When you&#8217;ve been to Berlin once before (and ain&#8217;t not sick of it already), you just have to return. Every summer this city calls me by a feeling or just by plain Austrian fatigue. Then I book a flight, make no plans and off I go.</p>
<p>This is a short photo-blog-post of my impressions.</p>
<p><span id="more-1012"></span></p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3845606228/" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3433/3845606228_f2163e8849.jpg"></a><br />
</center><br />
Berlin needs to be experienced best through the microscope of everyday experiences. Berlin is detail, it is a patchwork of delicacies woven together by stretching alleys and slowly crumbling houses. Berlin is chipped-off paint on pre-war buildings, covered in stickers and iced with graffiti. They look all the same from afar but become more and more discrete the closer one looks.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3844852135" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3520/3844852135_3c51a4db2e.jpg"></a><br />
</center><br />
But don&#8217;t get lost in the details. Enjoy the sun, enjoy the wind, enjoy the low prices and the smell of coal and smoke in the winter.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3845606692" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2666/3845606692_1ae0163a31.jpg"></a><br />
</center><br />
Berlin is flat. At least in Google Earth it is. Once you roam the sidewalks they are an uneven terrain for the unassuming traveler flipping the flops. Right now one of my feet rests on a loose cobblestone in a shabby little café. Every café is shabby and small but every single one is it in a different way and offers different specialties. And no table is stable enough to keep one&#8217;s drink from spilling.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3845607772" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2459/3845607772_4f23684b84.jpg"></a><br />
</center><br />
The wall is long gone yet every day I wonder where it led through. The former east looks like the former west, the former west looks the same while pretending to look eastern.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3845598092" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2474/3845598092_ba57fae4e3.jpg"></a><br />
</center><br />
Drug dealers do business in subway stations while young mothers talk to their kids in German and English about the colored tiles. A crazy man rambles drunkenly, a bottle slowly rolls towards the platform&#8217;s edge.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3844803181" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2507/3844803181_32b9eb207e.jpg"></a><br />
</center><br />
Spanish, English, French, Turkish and German are the stones in Berlin&#8217;s mosaic of impressions, shimmering like the tops of girls playing soccer in the Görli-Park, a rare event as I have been told. </p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3844843839" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2422/3844843839_55b4182d27.jpg"></a><br />
</center><br />
Everybody smokes. Everybody coughs. Everybody walks their dog. Everybody has a gay friend. Everybody has a tourist friend. Everybody is polyamorous. Everybody meet anybody on the city trains. Nobody looks back.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3844797831" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3527/3844797831_02c5a47253_b.jpg"></a><br />
</center><br />
Everybody speaks English.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3845600880" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2619/3845600880_ba4b284440_b.jpg"></a><br />
</center><br />
Pedestrians are noticed only when they cross the streets in numbers, paying no attention to the color of the Ampelmann streetlights. Only sometimes women are gallantly allowed to pass in front of vehicles so their drivers can catch a good glimpse at the lady&#8217;s ass.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3844784787" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3429/3844784787_5f13412a8d.jpg"></a><br />
</center><br />
The subway stations smell like any subway stations and the night is as dark as the night is anywhere. Yet the train cars smell slightly different and the clouds move slightly faster.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3844818953" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2477/3844818953_365e870a93.jpg"></a><br />
</center><br />
Nobody looks at you when you look odd for everybody looks odd in their own way. Steady currents of people mingle in Kreuzberg an scatter in Mitte. </p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3844819359/" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2429/3844819359_8918ae289e.jpg"></a><br />
</center><br />
Meeting people is easy, getting to know people is incredibly hard.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3845626928" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2616/3845626928_8de313f933.jpg"></a><br />
</center><br />
I leave my mark.</p>
<p><center><br />
<a href="http://www.flickr.com/photos/strahl/3844825667" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm3.static.flickr.com/2511/3844825667_08e6e04858.jpg"></a><br />
</center><br />
I embrace Berlin.</p>
<div class="box">
<center><b>But wait, there&#8217;s more!</b></center><br />
<center>There also is a photo book available now with many many more colorful pictures. Check it out if you&#8217;re interested</center><br />
<center><a href="http://www.lulu.com/commerce/index.php?fBuyContent=7566966"><img src="http://www.lulu.com/services/buy_now_buttons/images/orange.gif" border="0" alt="Support independent publishing: Buy this book on Lulu."></a></center>
</div>
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		<title>FMX 09, Day Four</title>
		<link>http://blog.philstrahl.com/2009/05/10/fmx-09-day-four/</link>
		<comments>http://blog.philstrahl.com/2009/05/10/fmx-09-day-four/#comments</comments>
		<pubDate>Sun, 10 May 2009 16:29:24 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[CGI & Rendering]]></category>
		<category><![CDATA[Lectures]]></category>
		<category><![CDATA[Reports]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[AIAS]]></category>
		<category><![CDATA[anamorph]]></category>
		<category><![CDATA[Andy Lomas]]></category>
		<category><![CDATA[Bridgit Folman Film Gang]]></category>
		<category><![CDATA[cinematics]]></category>
		<category><![CDATA[Clone Wars]]></category>
		<category><![CDATA[Danielle Feinberg]]></category>
		<category><![CDATA[Dennis Muren]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[fmx]]></category>
		<category><![CDATA[fmx/09]]></category>
		<category><![CDATA[Framestre CFC]]></category>
		<category><![CDATA[Fraser McLean]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Gears of War 2]]></category>
		<category><![CDATA[Greg Mitchell]]></category>
		<category><![CDATA[Joseph Olin]]></category>
		<category><![CDATA[layouting]]></category>
		<category><![CDATA[Lucasfilm]]></category>
		<category><![CDATA[Matt Aldrich]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[Michael Faust]]></category>
		<category><![CDATA[motion capturing]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[Ocula]]></category>
		<category><![CDATA[Pick a Prop]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[Pogo]]></category>
		<category><![CDATA[Richard Hilleman]]></category>
		<category><![CDATA[Sharon Calahan]]></category>
		<category><![CDATA[Simon Robinson]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[stereoscopy]]></category>
		<category><![CDATA[The Foundry]]></category>
		<category><![CDATA[The Tale of Derspereaux]]></category>
		<category><![CDATA[Wall-E]]></category>
		<category><![CDATA[Waltz with Bashir]]></category>

		<guid isPermaLink="false">http://promenadeblog.com/?p=793</guid>
		<description><![CDATA[Traditionally the last day of every fmx is the games da [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2009/05/2009-05-11-fmx.jpg">Traditionally the last day of every fmx is the games day and this year I was prepared for it: Yes, I was wearing my Half-Life² t-shirt proudly in any Electronic Arts lecture I could get in. &#8220;They save the best for last&#8221;, as <a href="http://www.interactive.org/" target="_new"><acronym title="Academy Of Interactive Arts &#038; Sciences">AIAS</acronym></a> president Joseph Olin put it in the beginning. Yes, there was a lot to come. As always I just wish I had slept more.</p>
<p><span id="more-793"></span></p>
<h3>Pipelines of War</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3521571639/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3401/3521571639_a42c2a1a06_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3521571639/">                                                        Greg Mitchell </a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>The day started even louder than the fat guy jumping down the stairs above my room at 6:45am: With <i>Gears of War 2</i> (<i>GoW2</i>) and how Epic Games <strike>thought up</strike> streamlined their production pipeline for those. Greg Mitchell a big guy, well presenter and Cinematics Director at Epic worked twelve years in television before he switched gears (pun intended) and went into the game industry. He already worked on the cinematics of the first <i>Gears of War</i> (<i>GoW</i>) but wasn&#8217;t quite 100% happy with the outcome: Not all was motion captured and so sometimes the animation data had to be sped up or slowed down; e.g. a character walks with 70% speed of the captured motion but talks normal, it just looks weird.<br />
So Epic Greg set himself the task of making everything better than in <i>GoW</i>, to stick to a consistent filmic <sup class='footnote'><a href='#fn-793-1' id='fnref-793-1'>1</a></sup> style and look.<br />
In <i>GoW</i> there was no pipeline, everything was done by the game artists more or less parallel to their tasks within the game. It worked, yes, but it could have been much better.</p>
<p>Greg laid out first of what the needed pipeline need to consist of in order to determine the scene scope and the needed assets. In the beginning there are audio plays (&#8220;radio plays&#8221;) and animatics for each scene. While art and level assets are being created the mo-cap recording starts with constant input from set- and level designers (e.g. with blocking diagrams) to give director and actors information about the environment the characters are in. On <i>GoW2</i> Greg worked with real actors instead of having people &#8220;to pull away from their desks&#8221;, made enough rehersals before the capture and played back the edited soundtrack with the voice actors on set. All that led to a much higher and better quality and the production speed improved significantly.</p>
<p>After the recording the layouting process starts where the scene takes shape, gets a pace and the cameras are set. Although one might think that motion-captured data is pretty rigid to work with it is not. To get better angles for over-the-shoulder-shots the characters can change their positions a bit or some parts of the animation can be repeated between the shots, e.g. to use a walking sequence twice in succession to give the impression of a greater distance.</p>
<div class="box">
<img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2009/05/2009-05-10-fraser-thumb.png"> This reminds me of what I&#8217;ve learned from my mentor <a href="http://blog.chuckjones.com/now_hare_this/2009/02/from-lochs-to-lax-a-visitor-from-scotland-explores-the-archives.html" target="_new">Fraser McLean</a> who always told us that we can cheat if it helps the story. He&#8217;s currently working on a book about the history and role of layout in traditional animation vs. computer animation today. Because layouting is the most important step in every production I think you should get it once it&#8217;s out.
</div>
<p>Once the layout gets locked, lighting and effects artists add atmosphere and mood to the scene while the audio department populates the soundtrack with effects and music that is specifically composed for key scenes. You need to bring in the game-designer(s) and producer(s) into the feedback loop as early as possible to keep the revisions to a minimum. Needless to say that there is a constant bugfixing and polishing going on; &#8220;With cinematics you&#8217;re never done. Never. But at one point you just have to say that it&#8217;s finished.&#8221; Greg ended. </p>
<h3>The art behind making a game</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3522382538/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3660/3522382538_fe22b95f6b_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3522382538/">                                                        Matt Aldrich</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>Matt Aldrich, the Art Director of Lucasfilm Animation in Singapore, shot up a big image of the package design of the game he was working on. <i>Star Wars Clone Wars</i> for the Nintendo DS. It is sacrilegious to say that you&#8217;re sick of Star Wars? I just know that I really am. Nevertheless I tried to be as unbiased and open as possible. First off Matt showed excerpts from the design document which was really thorough and had everything plotted out very detailed. The level design was then outlined in <a href="http://sketchup.google.com/" target="_new">Google SketchUp</a> to visualize not only the key areas but also the players progression through a level. After approval of this very rough layout the art process is started: Based on the detail-lacking SketchUp renderings storyboards are drawn from the player&#8217;s perspective int he level and the key moments he or she&#8217;ll experience. This is mainly to point out issues before it is costly in time and hence money to make the necessary changes. So take your storyboards and discuss them with every member of the team. The engineering-guys for example will be interested in the amount of polygons simultaneously on screen, the character designers in how close we see the enemies and so on. </p>
<p>The next step was defining a color arc of the scenes in the level. In the level Matt was showing there was a progression from cold, steel-blue colors in the beginning to hot, orange colors at the level-boss fight scene. While it is possible to spend quite a long time drawing those, it is much faster to find reference images and color correct them in Photoshop or do quick paint overs until the colors are final. The focus also laid on key areas for these pictures because nobody has neither time nor manpower to have detailed concept art and paintings for all areas of a game. Once camera angle and perspective where also laid out and locked, concept paintings could bring in the color from the references and add details. In fact those images where so big, that they also became a source for textures for the game. The concept paintings also showed whether it was for the player easy to progress quickly enough through the level. And again, concept art is there to open the discussion and to make it easier to be specific: &#8220;The pylon on the left should point in the direction of the player&#8217;s goal&#8221; is much better than &#8220;give it a slant and make it look good&#8221;.</p>
<p>At any point it is important to always recall the limitations of the target system. The NDS has very small screens (256&#215;192 pixels), the texture memory is very limited (so the use of vertex lighting was quite important and extensive) and it is a device you can carry around and play in every light situation. So the art department had to focus on good contrasts, very legible silhouettes and a clear level design.</p>
<p>It is incredible what those guys in Singapore did on the DS: The characters for the in-game cinematics have a quite sophisticated animation rig, so they can show facial expressions and talk in lip-sync. I was shocked and awed. But in a good way. Matt went on with how they expanded the Star Wars universe and developed parallel to the TV show for new planets and space ships. But let&#8217;s be honest guys: It looks pretty much like any fantastic sci-fi stuff, like all Orcs and Elves and Goblins look alike throughout the fantasy-genre. So I didn&#8217;t take any more notes in this presentation. I only know that I want to give some <a href="http://www.ndshb.com/" target="_new">DS homebrew stuff</a> a chance.</p>
<h3>Nuke &#8216;em</h3>
<p>I switched rooms and went to the heavily crowded lecture ambiguously titled &#8220;Stereo-3D Film Post Tools and Algorithms which turned out to be a presentation of what&#8217;s hot and steamy and in beta in Nuke 5.2 by at The Foundry. Surprisingly I got a seat in the second row and had a good view on Simon Robinson&#8217;s presentation. In fact it was all about fixing terribly shot stereo <sup class='footnote'><a href='#fn-793-2' id='fnref-793-2'>2</a></sup>. Simon, head of development at The Foundry, really knew what he was talking about and showed all tricks in Nuke rather than just running a PowerPoint <strike>visual hell</strike> presentation.</p>
<p>First of all he outlined how to work in Nuke with stereo imagery. You either can use the JoinView node on top of your tree after reading the different eyes <sup class='footnote'><a href='#fn-793-3' id='fnref-793-3'>3</a></sup> or have them already combined in a single EXR file. I asked Simon afterward which one was faster, but he said that it would depend on where you read your EXRs from, what type of CPU you use etc. So I make a wild guess and say that there&#8217;s practically no difference. Simon went on to tackle specific stereo problems that can occur in live-action shoots. &#8220;If everything was shot right in the first place, none of us would be in this room.&#8221; Well spoken.</p>
<ul>
<li>The <i>O_VerticalAligner</i> node can compensate for incorrect image alignment but obviously can&#8217;t deal if there&#8217;s a shift in parallaxes because of it.</li>
<li><i>O_ColorMatch</i> is another node that helps to match the images of the stereo-cameras together. Color discrepancies often occur when one eye was shot through a mirror in order to get a closer interocular distance <sup class='footnote'><a href='#fn-793-4' id='fnref-793-4'>4</a></sup>. While this node does not a perfect job, it does a rather well job and makes it a lot better.</li>
<li>Nuke can calculate a disparity <sup class='footnote'><a href='#fn-793-5' id='fnref-793-5'>5</a></sup>-map from the two eyes via <i>O_DisparityGenerator</i>. The stringer the color, the stronger the disparity is. Currently this flickered a lot but &#8220;see me in a presentation in a couple of months and this will be much better&#8221;. They&#8217;re always improving.</li>
<li>There&#8217;s also the possibility of setting a convergence point. The advantage is, that it can be done for any pixel in the image, so dragging a convergence point over a moving object can keep the focus on it.</li>
</ul>
<p>At this point Simon switched to the <a href="http://en.wikipedia.org/wiki/Anaglyph_image" target="_new">anaglyph</a> view in Nuke and I got a little upset. When entering, people were given a set of paper-polarization filters that have a distinct gray color <sup class='footnote'><a href='#fn-793-6' id='fnref-793-6'>6</a></sup>. So on the appearance of a blue/red anagylph image on screen about 95% percent of the people I saw around me put on their filters, without even thinking about it. You just won&#8217;t see a 3d image in an blue/red anaglyph-image when wearing pol-filters on your nose. Some folks kept them on for as long as 30 seconds before realizing it. Sheesh! And here comes the kicker: Most of these people did it <i>a second time</i> with the next anaglyph image just a couple of minutes later. Some people just drive me nuts!</p>
<ul>
<li>A clever and time saving idea is the <i>ReConverge</i> node that pushes everything the artists did from one eye to the other, e.g. roto or paint. &#8220;It won&#8217;t match perfectly, still puts you more than half the way through. You only have to tweak it instead of recreate it.&#8221;</li>
<li><i>O_InterocularShifter</i> comes in handy when the interocular separation between the two eyes was shot too wide and you have to fix it. This node calculates a new set of stereo-cameras that are positioned between the original ones. Currently it took Simon&#8217;s notebook about 20 seconds to calculate a frame. &#8220;It&#8217;ll be faster next time&#8221; he promised. Still it is nothing to correct an entire movie with because there will be occluded objects in the right eye and occluded object in the left eye which can&#8217;t be magically thought up by the software, the disparity estimation won&#8217;t work then. So it&#8217;s more a tool of last means rather than a way of remastering your stereo IMAX movie for television. However it can assist CG pipelines.</li>
</ul>
<p>So does stereo just keep making our lives harder? Yes, still some things work better. Like camera tracking because you have way more depth information which in turn results in a much more stable disparity map. from that you can pull a Z-map of your scene and add things like volumetric fog in post-production or correctly pulling the digital lens for some depth-of-field-effects. Another thing that will be coming along is that more and more metadata from the shoot will be used in the compositing process, eventually even autmated. Until now we had the pleasure of running around with clipboards, tape measures and constantly bugged the DOPs. At least I know I had.</p>
<p>What&#8217;s still in development are things like lens-distortions or how to deal with optical effects such as lens flares or blooms in stereo. What I have learned from last year is that you either have them in either both eyes or no eye. Further Simon talked a little about using more than two cameras to get even more information form a live scene, &#8220;The algorithms are there.&#8221;</p>
<p>Essentially this lecture was was a down-to-earth showcasing of The Foundry&#8217;s <a href="http://www.thefoundry.co.uk/pkg_plugins.aspx?ui=39DEE70B-C88F-48F1-9BEC-99A9BAFE2850" target="_new">Ocula Plug-In set</a>. If you want to bug the poor man even some more: Here&#8217;s his address <a href="mailto:sam@thefoundry.com">sam@thefoundry.com</a>.</p>
<h3>Small is Beautiful</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/81c8478959/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3330/3521573961_81c8478959_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/81c8478959/">                                                        Richard Hilleman </a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>After the break gaming veteran Richard Hilleman from Electronic Arts held an inspiring lecture about the evolution in games. We all knew that in the early 1980s pretty much everybody with a computer, programming skills and a good idea could make a game and, eventually a lot of money. Fast forward 25 years: Today there are a handful of big players and about 50 teams (worldwide) that can pull off an AAA high-def game costing 25 million dollars <sup class='footnote'><a href='#fn-793-7' id='fnref-793-7'>7</a></sup>. While all these big studies can&#8217;t afford to take any risks and have to please a very broad audience, the small designer can do whatever she or he wants because the stakes a lot lower. If four people get together, work on a <a href="http://www.aceofmace.com/" target="_new">browser game</a> for a couple of months that did cost them, say $500 in total, and they make a profit of $10,000 that&#8217;s a huge profit margin. Yet $10,000 wouldn&#8217;t probably even cover EA&#8217;s monthly coffee bill.</p>
<p>So how do you make a great product then? It has much to do with yourself:</p>
<ul>
<li>Show passion not only in making the game but also for its content. Richard Hilleman has a passion for Football. So he created the first <i>Madden NHL</i> which was, as we all know, a success.</li>
<li>Be versatile! Nobody&#8217;s going to hire the 8th shader engineer. But if you are a shader engineer who knows how to manage a group of people, about their tasks and see the bigger picture, your chances will improve drastically.</li>
<li>So learn more than your base skill and get technical as well as leadership experience. You&#8217;ll learn much more when you have to lead a team that&#8217;s so big that you can&#8217;t do what&#8217;s missing in the end yourself.</li>
<li>Be curious. Explore. Obtain knowledge. &#8220;Don&#8217;t accept the box they try to put you in&#8221;.</li>
<li>Learn about money and how it works with your product. From start to finish. Internalize it. Understand the economics of your product. There&#8217;s just no way around it.</li>
<li>Learn people. Because &#8220;Everything you learn technically will be gone in 7 to 10 years&#8221;.
<ul>
<li>People are your customers.</li>
<li>People are your team mates.</li>
<li>People are your means of expression.</li>
<li>People are you inspiration.</li>
</ul>
<p>Change people&#8217;s minds. Surprise them. Take them on a journey. Entertain them!</li>
</ul>
<p>You won&#8217;t need a huge target group. The target group for games usually is between 14 and 20 years old and male. They have the time, their parents have the money. But you can&#8217;t experiment much inside that target group. On the other hand there&#8217;s <a href="http://www.pogo.com/home/home.do" target="_new">Pogo</a> where the average person plays for about 20 hours per week. &#8220;Would they consider themselves as gamers? No.&#8221;. This market for casual games is evolving. There still will be the audience for high-def games but don&#8217;t forget the <a href="http://www.amazon.com/Long-Tail-Future-Business-Selling/dp/1401302378" target="_new">long tail</a>. Pogo&#8217;s average customer are 49yr old women, for example.</p>
<p><center>  </center></p>
<blockquote><p>
&#8220;Who do you rather want to be: <a href='http://blog.philstrahl.com/wp-content/uploads/2008/05/20080526_michaelbay.jpg' class='lightview' title='Michael Bay talks about the first Transformers-design'>Michael Bay</a> who gets $250 million to shoot some producer&#8217;s movie or Robert Rodriguez with $5,000 shooting <emph>his</emph> own movie?&#8221;
</p></blockquote>
<h3>The Tale of Framestore</h3>
<p>Andy Lomas of Framestore CFC told the tale of an English post-production house that was famous for its commercials when it set itself the task of creating an animated feature film, namely <i>The Tale of Derspereaux</i>. The most interesting part of it was the way they mimicked the lighting on paintings from the old masters Bruegel, Vermeer but also Bosch; that they had to use mouse-scale cameras for the proper depth-of-field effects, used filmic dollies and technocranes and made the image deliberately imperfect by blocking the view or some jitter here and there, have even more flaring and blooming and so on. Nothing new, in fact. I&#8217;ll cover the cinematography of WALL&middot;E below.<br />
Personally this lecture didn&#8217;t intrigue me much. Yes, Framestore showed that they can pull off making a full CG movie in Europe by themselves but there was nothing striking to me. In my opinion even the look wasn&#8217;t <i>that</i> top notch but still waaay better than that horrible <a href="http://www.imdb.com/title/tt0395947/" target="_new">Back to Gaya</a>.<br />
Andy showed their tools such as asset and production data management and so on. He talked about the shift from an asset based workflow (&#8220;what stuff is needed?&#8221;) to a shot based workshot (&#8220;what&#8217;s the story here?&#8221;). Also Andy stressed the importance of layout and previz (nothing new, huh?) as means of a creative hub, bringing the costs under control and to lock down as much as possible as early as possible. Again, bring in the clients as early as possible in the feedback loop for their involvement is essential. In fact is the final feature nothing more but a very refined version of the layout.<br />
In the end he showed some production tools Framestore had used such as their production asset management tool <i>Shotgun</i> or <i>Pick a Prop</i> that linked the Object ID pass in an EXR to the asset database and displays the name of the prop the pointer is hovering over. This was mainly to ensure a clear communication such as &#8220;What&#8217;s wrong with the shadow of cr_p_wooden_barrel_v54&#8243; as opposed to &#8220;What&#8217;s wrong with the shadow of that brown thing in the background?&#8221;.</p>
<h3>Let there be light</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3522384458/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3545/3522384458_f76a174bd5_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3522384458/">                                                        Danielle Feinberg</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<div class="boxright">
<table>
<tr>
<td><b>Lens</b></td>
<td><b>FOV</b></td>
</tr>
<tr>
<td>35</td>
<td>66°</td>
</tr>
<tr>
<td>40</td>
<td>58°</td>
</tr>
<tr>
<td>50</td>
<td>47°</td>
</tr>
<tr>
<td>60</td>
<td>39°</td>
</tr>
<tr>
<td>75</td>
<td>31°</td>
</tr>
<tr>
<td>100</td>
<td>23°</td>
</tr>
<td>150</td>
<td>15°</td>
</tr>
</table>
</div>
<p>What followed was the lecture most of us were waiting for the whole week (the fmx folks really do save the best for last). Danielle Feinberg, who was one of the Pixar DOPs on <i>Wall&middot;E</i>, explained how and why the feature got its distinctive look. As I already knew from last year&#8217;s Pixar presentation they really like to research extensively and try things out for themselves. And for Wall&middot;E they found that their lighting model and camera code was outdated. Director Andrew Stanton&#8217;s vision was to show the abandoned earth through the lens of an 1970&#8242;s science-fiction-feature camera, with all the distortions and funny stuff going on. To test things out they filmed in the atrium live-scale models of Wall&middot;E and Eve with test patterns all around and a grid on the floor on 70mm stock and with anamorphic lenses. Hey, they even got Dennis Muren to show them the ropes! So according to their tests their camera-code was adjusted. Also, they set themselves the limitations of having only a certain set of lenses (see box). Now Pixar operates a fully functional virtual 70mm camera with anamorphic lenses and all the artifacts that they bring (optical breathing, barrel distortions, lens flares with blue streaks, elliptic highlights and so on). If you don&#8217;t overdo it you get yourself a look.</p>
<p>To develop a look the folks at Pixar also researched extensively and came down to that 1970&#8242;s science-fiction-feature look. Orange, documentary, existing light is used and, just like Sharon Callahan said last year about <i>Ratatouille</i>, don&#8217;t be afraid of the dark i.e. let things go to complete darkness if it is justified. But again, Pixar failed on that. I guess they tend in general to over-light their features in some respect.</p>
<p>For the shading they came up with a new illumination model of energy conservation <sup class='footnote'><a href='#fn-793-8' id='fnref-793-8'>8</a></sup> that essentially comes down to three knobs: reflection, specularity and roughness. Basically the rougher a surface gets the less it reflects and the amount of reflected light is never higher than the light the surface received. The new shaders also are capable of &#8216;hot reflections&#8217; and perform realistic fesnel falloffs themselves in the rendering.</p>
<p>The shading of Eve was much more complicated than anticipated because she is made up so many parts that should fit together seamlessly, yet has circuits and light on the inside and goes through quite a lot of transformations. On the other hand Wall&middot;E&#8217;s eyes were also an important part for his performance so he wouldn&#8217;t look dead (too reflective eyes) or creepy (too little reflecting eyes). He got his final appearance by lighting the aperture blades inside so they would break out visually from the blackness of his eyes.</p>
<p>Because I was more concerned with the technical side of this lecture I don&#8217;t have any notes taken on the other topics that were touched, but I bet there&#8217;s an <a href="http://www.amazon.com/Art-WALL-E-Tim-Hauser/dp/0811862356" target="_new">artbook</a> already out where you see many of the beautiful drawings, silhouette and color studies and so on. Pixar artbooks are either way and obligatory possession and resource, even if you&#8217;re only on the outer rims of the industry. </p>
<p><center>  </center></p>
<h3>Waltz with Michael</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3521574957/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3401/3521574957_92c9c12142_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3521574957/">                                                        Michael Faust</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>The lecture was just called &#8220;Waltz with Bashir&#8221; and the only thing I knew about the film was a 5-second clip I had seen many months ago which made me eager to see it. Unfortunately I missed seeing the film once again. But not this lecture featuring the stunning look the Bridgit Folman Gilm Gang hat achieved. With Adobe <a href="http://www.adobe.com/products/flash/?promoid=BPDEE" target="_new">Flash</a>! Michael explained that it was the first feature film of The Gang, nobody had worked on something that big before. In the course of the pitching they animated a scene using the cut-out technique in Flash by separating body parts and just moving them around until a new keyframe was needed to be drawn. At first the segments were rather large and soon they figured out that it wouldn&#8217;t look good enough. So more and more shapes were broken into their components until a face was nothing more than a flesh-colored blob with dozens of tiny black snippets that the animator used to animate the face.</p>
<p>The backgrounds often came from photo references that had been traced and painted over in Photoshop; some elements were completely thought up and yet they integrated perfectly into the realistic environment. Michael, who worked as an Illustrator and did some backgrounds said that it was hard for him at first to change his style he was used to from his oil painting to something so completely different.</p>
<p>When the animation work on the film could begin, the director already had the film finished, leaving out lots of black holes and studio reinactments of what needed to be animated in the final film. So the layout phase began. It was done mostly traditional and very sketchy with indicators of what needed to be a new keyframe that had to be drawn. The characters and poses were drawn by hand and then in Flash painted over, the backgrounds traced in Photoshop to match the very narrow color palette. Any effects had been done in After Effects such as trails of smoke. Michael brought some animatics for us to view (it still was odd watching him open .swf files of what ended up on real film stock) and they looked pretty much like uncleaned finals, their quality was just outstanding. Like the rest of the film. Because of the tight budget there was no room for motion capturing or painting every frame by hand. So this Flash-based cut-out technique, as tedious as it may seem, was still faster and cheaper than traditional animation.</p>
<p><center>  </center></p>
<h4>What party?</h4>
<p>There it was again: My lack of sleep kicked in hard and so I decided against watching the animations from the SIGGRAPH Asia which I regret bitterly. I went back to the hotel, slept some hours and woke up just in time to visit the closing party. But you know me: I don&#8217;t like parties because there&#8217;s nothing for me to enjoy: People are drunk and pushy, music is too loud to converse properly (also there&#8217;s not much to discuss with drunks) and the only people you meet are party people. So I stood in the hotel and tried to catch up some sleep for the journey home. I failed.</p>
<div class="learned">
<h4>What I have learned today</h4>
<ul>
<li>That layouting is just so ever important. I mean really!</il>
<li>That Epic&#8217;s cinematics tool <i><a href="http://www.unrealtechnology.com/features.php?ref=matinee" target="_new">Matinee</a></i> got a lot of small features added that, in sum, saved a lot of time doing repetitive tasks or not being able to perform proper grouping in the time line.</li>
<li>That a Nintendo DS is technically quite restricted, yet an interesting platform to work with.</li>
<li>That great products are made out of passion for the product as well as for the content. In your face, <a href="http://www.dtp-young.com/young/" target="_new">dtp young</a>!</li>
<li>That the more titles you have in gaming the better. Don&#8217;t only be an artist &#8212; be a lead! (gotta earn those spurs!) </li>
<li>That I really should know how money works. I only know how it vanishes when something like eBay is involved.</li>
<li>That stereo doesn&#8217;t necessarily makes your life in post-production a lot harder. There are some things that work better (e.g. tracking).</li>
<li>That you add image realignments (when working with stereo) at the end of your node tree. The Foundry said so.</li>
<li>That layout should happen parallel to story and design.</li>
<li>That having a set of virtual lenses instead of using whatever you like is much more interesting.</li>
</ul>
</div>
<div class="surprised">
<h4>What surprised me today</h4>
<ul>
<li>That the maximum triangle count on a Nintendo DS is 2046.</il>
<li>That I am really sick of Star Wars.</li>
<li>That I just can&#8217;t find any sense in Pixar tormenting themselves without using render-passes and compositing.</li>
<li>That everything you learn technically will be gone in 7 to 10 years. Do I still know how to rig in 3dsmax? Answer is no. 8 years.</li>
<li>That on my <a href="http://www.imdb.com/name/nm3069566/" target="_new">IMDb page</a> is an unusual amount of <a href="http://en.wikipedia.org/wiki/Hydrocephalus" target="_new">Hydrocephalus</a>-therapy text-ads. Do they want to tell me something?</li>
<li>That The Foundry is really honest about their products (&#8220;Sorry for that, it&#8217;s still in beta. But check again in 6 months!&#8221;).</li>
<li>That all animations of <i>Waltz with Bashir</i> were done in Flash!</li>
<li>That the <i>Waltz with Bashir</i> animators just didn&#8217;t go insane from it.</li>
</ul>
</div>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-793-1'>that word was thrown around a lot in this year&#8217;s fmx. <span class='footnotereverse'><a href='#fnref-793-1'>&#8617;</a></span></li>
<li id='fn-793-2'>again, when I write <i>stereo</i> I mean stereoscopic imagery or, in layman terms, 3d films. When I write <i>stereo sound</i>, I mean <i>stereo sound</i> unless it&#8217;s clear from the context to use <i>stereo</i> only. Got it? Good. <span class='footnotereverse'><a href='#fnref-793-2'>&#8617;</a></span></li>
<li id='fn-793-3'>I&#8217;ll refer to <i>eyes</i> in this context when I mean the images a camera on a stereo-rig was shooting intended for one of the viewer&#8217;s eyes. <span class='footnotereverse'><a href='#fnref-793-3'>&#8617;</a></span></li>
<li id='fn-793-4'>the distance between the two eyes. The further away the stronger the 3d-impression <span class='footnotereverse'><a href='#fnref-793-4'>&#8617;</a></span></li>
<li id='fn-793-5'>Disparity is the difference in location of an object seen by two lenses (eyes or cameras). <span class='footnotereverse'><a href='#fnref-793-5'>&#8617;</a></span></li>
<li id='fn-793-6'>if we say for simplicity&#8217;s sake that gray <i>is</i> a color. <span class='footnotereverse'><a href='#fnref-793-6'>&#8617;</a></span></li>
<li id='fn-793-7'>FYI: a Wii title costs about $5 million, a NDS game ranging from $100,000 to $1 million in development. <span class='footnotereverse'><a href='#fnref-793-7'>&#8617;</a></span></li>
<li id='fn-793-8'>Mental Ray aficionados are familiar with this for years because of the beloved <i>mia_material</i> and the article &#8220;Making Shaders More Physically Plausible&#8221; by Robert R. Lewis was published as early as May 1994! So it&#8217;s far from &#8216;new&#8217;, only to Pixar it is. <span class='footnotereverse'><a href='#fnref-793-8'>&#8617;</a></span></li>
</ol>
</div>
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		<title>FMX 09, Day Three</title>
		<link>http://blog.philstrahl.com/2009/05/08/fmx-09-day-three/</link>
		<comments>http://blog.philstrahl.com/2009/05/08/fmx-09-day-three/#comments</comments>
		<pubDate>Fri, 08 May 2009 07:06:27 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[CGI & Rendering]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Lectures]]></category>
		<category><![CDATA[Random Thoughts]]></category>
		<category><![CDATA[Reports]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[filmmaking]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[ranting]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[application]]></category>
		<category><![CDATA[Benjamin Button]]></category>
		<category><![CDATA[Brad Pitt]]></category>
		<category><![CDATA[Christophe HÃ©ry]]></category>
		<category><![CDATA[David Fincher]]></category>
		<category><![CDATA[Digital Domain]]></category>
		<category><![CDATA[fmx]]></category>
		<category><![CDATA[fmx/09]]></category>
		<category><![CDATA[HDRI]]></category>
		<category><![CDATA[Imagemetrics]]></category>
		<category><![CDATA[Jonathan Litt]]></category>
		<category><![CDATA[Light Stage]]></category>
		<category><![CDATA[LightStage]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[Mudbox]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[Patrick Davenport]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[Prolog]]></category>
		<category><![CDATA[raytracing]]></category>
		<category><![CDATA[RenderMan]]></category>
		<category><![CDATA[Starbucks]]></category>
		<category><![CDATA[Steve Caulkin]]></category>
		<category><![CDATA[Steve Preeg]]></category>

		<guid isPermaLink="false">http://promenadeblog.com/?p=791</guid>
		<description><![CDATA[7:30 am and somebody walks downstairs. Good morning to  [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2009/05/2009-05-11-fmx.jpg">7:30 am and somebody walks downstairs. Good morning to me. My program for today was mostly about tracking and motion capturing and heavy duty compositing. You might have guessed: It was the day of Benjamin Button.</p>
<p><span id="more-791"></span></p>
<p>After enjoying the breakfast a little too long I was rushing down Königsstraße in my car so I would make it to Pixar&#8217;s RenderMan presentation. I already knew what it was going to be considering last year (&#8220;The Über-Sprite&#8221;, the rocket, the fast-rendering motion blur) but Pixar is rather generous in handing out posters and presents and I wanted me to get another teapot for my collection <sup class='footnote'><a href='#fn-791-1' id='fnref-791-1'>1</a></sup>. I was too late, the room bursting with people. Obviously, word had spread that you get presents. People can be so greedy. I asked if I could make a reservation for the afternoon but it was in vain. </p>
<p>There I was standing, lacking a teapot and a clue of what I wanted to see instead. I headed to the biggest hall and ended up in &#8220;PhotoReal Facial Animation&#8221; by Patrick Davenport and Steve Caulkin of Image Metrics. They showed the sample clips I already knew so it was no surprise to me that&#8230; (click &#8220;show&#8221; to view spoiler) [spoiler]&#8230;Emily&#8217;s head was CG.[/spoiler]</p>
<p>You can <a href="http://www.youtube.com/results?search_type=&#038;search_query=imagemetrics&#038;aq=f" target="_new">find the clips</a> also at YouTube if you&#8217;re interested.</p>
<p>The crazy stuff Imagemetrics does is providing face tracking with only the use of a video camera. The tracked regions of the face are then moved on a CG model. Tweak the keyframes and you&#8217;re done. It&#8217;s that easy! Well, it&#8217;s not. Steve Caulkin laid out the long way to their Emily demo which occurred to me as not really time saving: Apart from photographing the actress&#8217;s face for the texture, there also had to make a cast of her teeth but the molded teeth wouldn&#8217;t necessarily fit correctly so you end up taking x-rays to learn how to place the teeth correctly. And that&#8217;s only the beginning.<br />
When scanning the different expressions of the actress the data was anything but coherent so somebody had to clean up all the meshes (about 55) and get the details out: Pores and such can only be done with a bump or displacement map. It would be just too much for the statistics-based tracking algorithm. </p>
<p>Steve Caulkin owes me a venti Caramel Macchiato. His presentation was in-depth and very interesting but, alas, Steve is more a guy you put in front of a C++ compiler than in front of an audience and it was hard to follow his low pace.</p>
<p><center>  </center></p>
<p>So I ended up at Starbucks with an iced caramel macchiato before making another attempt at getting into one of Pixar&#8217;s presentations. I queued up 20 mins and before they opened the doors there was already not much oxygen left. And I felt the urge for another caramel macchiato.</p>
<p>Pixar&#8217;s Carreer Gears was a again a valuable information on how to apply and how to put your reel together for Pixar. Right in the beginning the panelists <sup class='footnote'><a href='#fn-791-2' id='fnref-791-2'>2</a></sup> asked the audience to raise their hands of what position at Pixar they&#8217;re interested in. To sum things up: Two thirds were character animators, many wanted to become story artists and only a few people were interested in the other stuff. And I bet I was the only compositor in the whole room. Here&#8217;s what&#8217;s strange: Last year I was told that Pixar doesn&#8217;t really do compositing which I thought was a joke or they wanted to pull my leg. Today they also didn&#8217;t say anything about job openings or positions in compositing. Very strange. </p>
<p>The panelists talked about their experiences at Pixar and how they got their job and spread the usual tales of people who were hired right off the college. Then they took questions. I must have dozed off somewhere in between but it was mostly asked on the process of applying and what Pixar is looking for. Here&#8217;s the stuff I remember:</p>
<ul>
<li>Don&#8217;t send in a reel when you have nothing to show.</li>
<li>Put your name on everything.</li>
<li>Have the DVD region-code free and tested to play on a standard set-top DVD player (NTSC and PAL both are fine).</li>
<li>Apply for a certain job instead of just applying for the database.</li>
<li>Send every 8 to 12 months an updated reel to show how you progressed.</li>
<li>Don&#8217;t send every week new reels.</li>
<li>Write a decent cover letter. They&#8217;ll read them.</li>
<li>Don&#8217;t forget the all-important shot-breakdown. Preferably even on screen.</li>
<li>Don&#8217;t chase the ostriches on the front lawn (I guess that&#8217;s where I dozed off).</li>
</ul>
<p>Interestingly I gradually lost my interest and my caffeine addiction kicked in hard after an hour so I left for a chili dog and a precious cup of coffee. At Starbucks they either love me or hate me.</p>
<p>For lack of motivation to look for the right screening room for &#8220;Analog Artifacts in CGI&#8221; I went with the crowd to witness &#8220;Skin &#038; Lighting Research&#8221; by Christophe Héry of ILM whom I already know from last year.</p>
<p>Holy moly! In his presentation I saw more formulas than in my whole college education <sup class='footnote'><a href='#fn-791-3' id='fnref-791-3'>3</a></sup> In fact he told nothing new about subdermal distribution and the models on how to calculate them (although I didn&#8217;t understand much of the math). So far, so good. But what If you can&#8217;t afford raytracing because, say, your artists produced more vertices than the final rendering will have pixels (see <i>Pirates of the Caribbean II: Dead Man&#8217;s Chest</i>)? You&#8217;ll have to have an point cloud based approach to dodge memory demanding raytracing. And when you don&#8217;t have raytracing going on RenderMan really does the trick fast and good. </p>
<p><center>  </center></p>
<h3>Cute as a Button</h3>
<p>That lecture served as the perfect introduction to what we all have been waiting for: The Curious Case of Photoreal Head Replacement.</p>
<p>Jonathan Litt had a huge presentation explaining the lighting, rendering and compositing of that huge task. How do you start? They started with a artfully crafted latex-maquette of Brad Pitt&#8217;s face made old, for it had a really realistic appeal in subsurface scattering and served as most valuable reference when comparing renderings of the CG head to it.</p>
<p>The head itself was done in Mudbox (yay!) and in it&#8217;s highest resolution had about 4.5 million polygons. This high level of detail was preserved by using displacement maps, that further were driven by curves so wrinkles would get stronger or weaker depending on the facial expression. The eyes were modeled and textured anatomically correct (I&#8217;ll just throw some expressions at you of what they considered: caruncle, meniscus, conjunctiva, sclera, cornea). As further reference they had a extreme-high-res photograph of Brad Bitt that you could see the micro-wrinkles between his pores. &#8220;That&#8217;s thousand dollar pores!&#8221; Jon joked.</p>
<p>But this perfect model also needed to be lit in perfect coherence to the on-set instruments and light sources. So additionally to the high res long-lat-HDRs that were taken on set, there were extensive survey data on each shot of all the light sources and scene geometry so that the HDRI could be mapped back in Maya onto this surveyed geometry.</p>
<p>The maquette of the head was photographed in LightStage with light from all possible directions (separately). A script then made it possible to color and blend these separate light-passes together based on the information of the on-set HDRIs. Why the hassle? Because the renderings were put next to this near perfect reference and the artists could check on how close they got.</p>
<p>The next obstacle was to choose the right approach on how the HDR sampling should be done, either Inside-Out (I-O) or Outside-In (O-I) from the HDR. The I-O approach is usually used to sample the environment for Global Illumination. You have to fire a lot of rays to cover correctly bright light sources. So you need to find hot spots and treat them as emissions. I-O works well with spheres but with other geometry you get shadow bending <sup class='footnote'><a href='#fn-791-4' id='fnref-791-4'>4</a></sup>. The solution to this problem was to scatter the origin of the emission-positions during rendering (see the paper of Kollig &#038; Keller, 2003).<br />
probably guess that it didn&#8217;t simplify things that the head was moving through the scene.</p>
<p>The solution to all this blocking and head-movement was to reposition the HRDIs on every frame on the position of the body-double&#8217;s head. Because there was enough tracking data of the head moving through the scene the mapped HDRI in Maya was rendered in Nuke to match the position of the head which was much easier than doing it from scratch.</p>
<p>What comes now is really sexy: To single out light sources the direct practicals and instruments visible in the HDR were blocked or painted out in Nuke resulting in an HDR image of the ambient lighting. The missing &#8220;hero lights&#8221; were then positioned as area lights in Maya and given a HDRI texture. This was also very important for the eye-lights.</p>
<p>Still there had to be adjustments made for the eye sockets and eye-lights because on set the lighting was done on the body actors. </p>
<p>I really realized that I want to work at Digital Domain: They value Maya, Mental Ray and, most important Nuke. Adopt me!</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3521568689/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3658/3521568689_abdf8743d3_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3521568689/">                                                        Blogging</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>The last presentation I saw before going to my car for some sleep was by Steve Preeg on the Animation and Performance of Benjamin Button. The big issue was on how to capture the performance of Brad Pit and have it applied to the digital head. And because the show was a $ 150 million Fincher/Pitt movie there was no room for error. If you&#8217;d mess it up, they would mess you up.<br />
To get all the muscles in Brad Pitt&#8217;s face right Preeg thought about CAT scanning him but his manager just told Steve to think of something different. And so he did. Initially Digital Domain got the guys from Mobile who had developed a volumetric capturing system and captured various key poses of Brad Pitts face as basis for the blend shapes in Maya. When everything was tested and worked on they needed to capture the actual performance by Brad for the digital head.<br />
They had him watch the clips from the movie with the body actor so he knew what was going on around the him. During his performance his face was filmed from four different positions, his cues were given brad via in-ear monitoring. In fact, Digital Domain even tried Imagemetrics but the result was too &#8216;dead&#8217; to them, however it helped much in timing the animation which was all done by hand. Thus it was guaranteed to keep the intent of the performance rather than applying it with strange results. &#8220;Sometimes is just a millimeter more or less on one of the eyelids between creepy and cute&#8221;.</p>
<h4>What I have learned today:</h4>
<ul>
<li>That Steve from Imagemetrics probably wouldn&#8217;t pass a Turing test.</li>
<li>That you can capture the facial performance of actors during motion capture by having them wear head-mounted camera-rigs with a light source both pointed at their faces.</li>
<li>That on a Z-buffer approach to subsurface scattering the resolution of the buffers matters a lot (bigger = better).</li>
<li>That on a Z-buffer approach to subsurface scattering you should keep the buffers separate, meaning that nothing that&#8217;s not part of the skin may cast shadows inside the skin.</li>
<li>That on a Z-buffer approach to subsurface scattering won&#8217;t let you have your precious raytracing. So nobody does it anymore.</li>
<li>That you best take texture photographs of skin by having polarization filters on your lights and one (90° out of phase) on your camera. Thus you block out the specular highlights and only get the diffuse light. Still you need to paint out shadows. Use 6 soft lights when you don&#8217;t have the luxury of having a Light Stage.</li>
<li>A big deal in believability in CG skin are oil layer and peach fuzz. If you can&#8217;t nail it down why something doesn&#8217;t feel right then it&#8217;s usually one of those things.</li>
<li>That working on 64 bit machines with 16 gigs of RAM really saved Digital Domain&#8217;s ass in producing Benjamin Button.</li>
<li>That the UV-Space in Nuke (if kept in the EXRs) can save much time for last minute changes on textures.</li>
</ul>
<h4>What surprised me today:</h4>
<ul>
<li>That you can talk passionately about human emotion without showing any.</li>
<li>That Image Metrics also use Eurostile as their house font. Like me. And they&#8217;re not the only ones so I really should think of a new font then&#8230;</li>
<li>That relatively few people who want to work at Pixar are interested in lighting, shading, layouting, rendering, controlling, software engineering or cinematography. They all want to become animators, character designers or, cough, directors.</li>
<li>That I used working with z-buffered renders a lot in the hey-days of the late 90&#8242;s. I feel old.</li>
<li>That not a single CG spotlight was used for the lighting of Benjamin Button.</li>
<li>That Brad Pitt&#8217;s teeth were too white to pass as a 70-year old. For the digital head Steve Preegs teeth-color was used. That&#8217;s why he quit smoking on the show.</li>
<li>That it was the first time that I read &#8216;LOL&#8217; in a presentation. It is 2009 and netspeak finally conquers offline-speech.</li>
</ul>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-791-1'>&#8230;that consists so far of one <i>Ratatouille</i>-themeded teapot. <span class='footnotereverse'><a href='#fnref-791-1'>&#8617;</a></span></li>
<li id='fn-791-2'>I only remember Robin McDonald (she&#8217;s here every year wearing an <i>Incredibles</i> T-shirt) and Danielle Feinberg (DOP of <i>Wall&middot;E</i>). <span class='footnotereverse'><a href='#fnref-791-2'>&#8617;</a></span></li>
<li id='fn-791-3'>Not considering my term at the Graz University of Technology where they showed us how to have the logic (=true/false) programming language &#8216;Prolog&#8217; compute multiplications. Crazy shit! <span class='footnotereverse'><a href='#fnref-791-3'>&#8617;</a></span></li>
<li id='fn-791-4'>It&#8217;s like lighting something with a ball of made single light sources: They all cast overlapping but sharp shadows. <span class='footnotereverse'><a href='#fnref-791-4'>&#8617;</a></span></li>
</ol>
</div>
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		<title>FMX 09, Day Two</title>
		<link>http://blog.philstrahl.com/2009/05/07/fmx-09-day-two/</link>
		<comments>http://blog.philstrahl.com/2009/05/07/fmx-09-day-two/#comments</comments>
		<pubDate>Thu, 07 May 2009 00:46:33 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[CGI & Rendering]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Lectures]]></category>
		<category><![CDATA[Reports]]></category>
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		<category><![CDATA[films]]></category>
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		<category><![CDATA[Dix]]></category>
		<category><![CDATA[Dr Strangelove]]></category>
		<category><![CDATA[DreamWorks]]></category>
		<category><![CDATA[Eric Roth]]></category>
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		<category><![CDATA[Fraser McLean]]></category>
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		<category><![CDATA[Mathieu Alvado]]></category>
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		<guid isPermaLink="false">http://promenadeblog.com/?p=783</guid>
		<description><![CDATA[Another night cut short at 5:30 by people walking downs [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2009/05/2009-05-11-fmx.jpg">Another night cut short at 5:30 by people walking downstairs. Or upstairs. So I already knew I would spend another evening on the floor of my car napping. But until then there was so much to see and learn.</p>
<p><span id="more-783"></span></p>
<p>Along with some peers we came just in time to the Metropol theater where the screening of the stop-motion adaption of Neil Gaiman&#8217;s book <i>Coraline</i> was rolling. In stereo. The film remained quite close to the book and featured some very inspired and inspiring designs (keep your eyes open in the garden scene &#8212; lovely!). In my opinion the film still got a little too American but hey, it&#8217;s a big production after all. The animators did a tremendous job: The cat really moved like a cat and Coraline was most convincingly animated in the top-shot when she creeps into her parents&#8217; empty bed. Further I&#8217;m thinking about buying the soundtrack. So if you consider yourself only a minor Gaiman fan and are not following him on Twitter <sup class='footnote'><a href='#fn-783-1' id='fnref-783-1'>1</a></sup>: Go for it, it doesn&#8217;t hurt your brains.</p>
<p>Back at the convention center Chris Williams of Disney was talking about story telling in his short <i>Glago&#8217;s Guest</i> that I already knew from yesterday. At least that&#8217;s what the schedule said. After seeing the short again Chris showed us the final storyboards first, then what story ideas were thrown away along the way of improving it until it worked. He went on to the designs, the color script and the overall style of the film until he showed it one more time. One thing that still bugged me personally is the action of taking out the garbage because it is such a deep rooted American suburbian tradition that it felt really off in the setting of Siberia in 1924. And the garbage can itself was as American as Uncle Sam on 4th of July reciting the Bill of Rights. I will finish my nitpicking on this one by stating that this lecture didn&#8217;t really deal with story telling that much.</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3521565343/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3644/3521565343_ec761f64ac_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3521565343/">                                                        Richard Edlund </a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>After the lunch break where I enjoyed a chili hot dog, Eric Roth, chairman of the VFX society talked to VFX legend Richard Edlund about his work in the early days of visual effects in movies such as <i>Star Wars</i>, <i>Raiders of the Lost Ark</i> and <i>Poltergeist</i> and also <i>Die Hard</i> and <i>Ghost</i>. Nowadays when everything is so easy and every 16-year old with a computer can make stunning VFX, one forgets that in those old days visual effects were as complicated as they were time consuming. The imploding house in <i>Poltergeist</i> took an artist eight months to rotoscope. Hell! To my regrets this interesting panel passed way too fast.</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3522376722/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3646/3522376722_302c187867_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3522376722/">                                                        Syd Mead</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>Syd Mead, the one and only, held his presentation (the same he gave on the Siggraph Asia before) about his rise from early childhood scribbles to the latest designs. His childhood images already showcased his early fascination with cars. It was incredible to see his futuristic visions of the late 1960&#8242;s and early 1970&#8242;s with car designs that look familiar with today&#8217;s eyes. Syd really knows what he&#8217;s doing and has a story for every of his paintings. In a near photorealistic rendering of his Hypervan he points to a chrome-like disk somewhere on the outskirts of the painting &#8220;This is the security droid in this marina&#8221;. Every painting he showed us had a story and he could talk in detail about every detail. Except for the bathroom design for <i>Blade Runner</i>. &#8220;Do you know what this is? I don&#8217;t either. It just looks like it belongs in this bathroom.&#8221; He has funny explanations for anything, not only in his paintings. &#8220;Do you know what Gouache means? It&#8217;s French for &#8216;bitchy medium&#8217;.&#8221; </p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3522377656/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3543/3522377656_68b782f7d3_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3522377656/">                                                        Habib Zargapour</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>Habib Zargapour was in the unfortunate position to speak after Syd Mead still he pulled it off quite well. From his experience, coming from films to games, he outlined the similarities and differences between designing for games and designing for movies. Still, a lot of principles are alike, yet the biggest uncertainty factor is that you can&#8217;t control the camera, so you have to control the environment and make sure it works from every angle. Further you can&#8217;t work on a shot-by-shot basis.</p>
<p>&#8220;Visual Storytelling in Computer Graphics&#8221; by Harrison Ellenshaw had the charm of one of Fraser McLean&#8217;s seminars: He talked passionately about the principles, underlining them by showing clips of great movies including ancient Disney features. The films that he showed to the audience (<i>Ryan&#8217;s Daughter</i>, <i>Cinderella</i>, <i>Dr. Strangelove or How I Learned to Stop Worrying and Love the Bomb</i>) he commented with such a passion and enthusiasm that you couldn&#8217;t help but feeling it yourself: Wow, movies are the greatest and purest thing mankind has ever produced.</p>
<p>Again, this year Shelly Page from Dreamworks brought the fat of the land (mostly France though) of animation to us in the last hour in her &#8220;Shelly&#8217;s Eye Candy&#8221; presentation. Here&#8217;s a complete list of all the presented films:</p>
<ul>
<li><i><a href="http://www.vimeo.com/groups/11685/videos/3173246" target="_new">Yankee Gal</a></i>, the moments in the life of a WW II pilot in a crashing airplane.</li>
<li><i><a href="http://www.cartoonbrew.com/cgi/french-roast-production-blog.html" target="_new">French Roast</a></i>, very funny, very French animation about an unappealing protagonist. I love those kind! And the coughing clochard!</li>
<li><i><a href="http://motionographer.com/2009/04/02/mathieu-gerard-steel-life/">Steel Life</a></i>, so very abstract and visually strong, like a remake or homage of <i>Koyaanisqatsi</i> would look like. And, no surprise, the music really drives it home. I mean *really*! Composer was Mathieu Alvado.</li>
<li><a href="http://www.tuningblogger.de/2009/01/neuer-audi-s4-8k-werbespot-urban.html" target="_new"><i>Carver</i></a> Audi Commercial by Framestore CFC. As usual visually very strong and makes you wonder before the payoff.</li>
<li><i><a href="http://www.youtube.com/watch?v=Kwke0LNardc" target=_new">Avatar</a></i> Coca Cola Commercial, also Framestore CFC. The connection to the product itself was totally random, I guess somebody just loved the idea of populating the world with avatars.</li>
<li><i><a href="http://www.youtube.com/watch?v=rbNc7GzRSqM" target="_new">Stork</a></i> Monster commercial, another Framestore CFC thingie. Very good idea, very well executed. As always.</li>
<li><i>Flap Flap</i>, German short about two ravens. If you&#8217;re into toilet humour you&#8217;ll laugh. In my opinion: crappy (pun intended). Found no link, sorry!</li>
<li><i><a href="http://www.somethingiscoming.de/" target="_new">They Will Come To Town</a></i>, as seen yesterday. As impressive as yesterday.</li>
<li><i><a href="http://guerrenaive.fr/film" target="_new">Guerre Naïve</a></i>, very French with <a href="http://www.nanoloop.de/" target="_new">nanoloop</a> musics and, yes, F-Zero countdown sounds about a racing boy. Strange. The French try to imitate the Japanese and vice versa <sup class='footnote'><a href='#fn-783-2' id='fnref-783-2'>2</a></sup> in animation. I guess they have a crush on each other &#8212; cute!</li>
<li><i><a href="http://www.youtube.com/watch?v=uOLgEyZA4Nw" target=_new">For Sock&#8217;s Sake</a></i>, a Calarts graduation animation about a lost sock and his family of other clothes trying to find him. A very fresh idea and witty, expressive animation.</li>
<li><i><a href="http://www.youtube.com/watch?v=f6Zqpf0FELM" target="_new">Ex-E.T.</a></i>, about an alien child that&#8217;s just not in sync with his environment. Very good payoff. You&#8217;re gonna like this one (or at least the end).</li>
<li><i><a href="http://blog.autourdeminuit.com/production/dix/" target="_new">Dix</a></i>, about a neurotic&#8217;s torment to overcome his compulsion. Very gory and disturbing at many points. Top notch!</li>
</ul>
<p>Again, I had troubles keeping my eyes open and my mind sharp but I succeeded. Still I had to spend the rest of the evening in my car, sleeping, before paying an fmx party (&#8216;Echtzeitparty&#8217;) event a visit with some of my peers. I really don&#8217;t like going out. Today I got reminded of that fact yet again.</p>
<h4>What I have learned today:</h4>
<ul>
<li>That it is impossible to find a parking garage that&#8217;s more expensive than the one I use.</li>
<li>That creative argument is the best you can ask for. Any idea only gets better when creative people keep chewing on it. </li>
<li>That it often helps to get new ideas by drawing without constantly thinking about what you&#8217;re drawing.</li>
<li>That cuts that don&#8217;t cut into action are very in your face. If you want it that way, then have the audio have the same harsh cuts.</li>
<li>That story is about change.</li>
<li>That you shouldn&#8217;t overdraw your storyboards. Only draw what is necessary to the understanding. Then break that down into the least amount of images possible.</li>
<li>That chroma keying on a chemical basis is like sumo wrestling: You have this huge opponent and you just want him out of the ring.</li>
<li>That production wise VFX are a tightrope between the producer and the director.</li>
<li>That you should trust your instincts once you get better.</li>
<li>That when you draw people in long robes you don&#8217;t have to worry about drawing their feet.</li>
<li>That you got to have a story behind/in your painting, no matter how unimportant it might seem.</li>
<li>That you get interesting designs when using cliché for you audience to instantly recognize where you are going to take them, then add a new unusual wave to it.</li>
<li>That constraints help good design.</li>
<li>That &#8216;weenies&#8217; in environment design basically are landmarks: They help you navigate the environment.</li>
<li>That in first person shooters you tell a story basically by how you lay it out.</li>
<li>That (in games) &#8220;story means action&#8221; (Habib Zargarpour).</li>
<li>That &#8216;<a href="http://www.amazon.com/Divided-Highways-Building-Interstate-Transforming/dp/0140267719" target="_new">Divided Highways</a>&#8216; is a good book on architecture and, indirectly on level design. So are &#8216;<a href="http://www.amazon.com/Learning-Las-Vegas-Forgotten-Architectural/dp/026272006X" target="_new">Learning from Las Vegas</a>&#8216; and &#8216;<a href="http://www.amazon.com/Carchitecture-When-Car-City-Collide/dp/3764364548" target="_new">Carchitecture</a>&#8216;.</li>
<li>That concept art is what helps people to agree on something &#8212; thus saves money and time in the end.</li>
<li>That television is a sales medium. You want people to get involved so they&#8217;ll  watch the commercials.</li>
<li>That you should tell as much as possible visually.</li>
<li>That &#8220;action is character&#8221;, it is defining the character(s) &#8212; (Harrison Ellenshaw)</li>
<li>That when you move the camera, everything moves. Does your story really wants you to move everything? If not: Keep the cam rigid.</li>
<li>That &#8220;The Curious Case of Benjamin Button&#8221; really is scary stuff for actors, but so was &#8220;Cinderella&#8221;. But&#8230;</li>
<li>&#8230;CGI is just another tool that won&#8217;t replace real actors or real humans operating those tools.</li>
</ul>
<h4>What surprised me today:</h4>
<ul>
<li>That George Lucas is said to be rather introverted. Just like his chin suggests.</li>
<li>That short films by the big studios don&#8217;t make any money. In fact, they only cost the production a lot.</li>
<li>That all the helicopters in <i>Die Hard</i> were added in post. All of them!</li>
<li>That the movie &#8220;Ryan&#8217;s Daughter&#8221; has absolutely great pictures. </li>
</ul>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-783-1'>He tweets very avidly as <i>neilhimself</i> <span class='footnotereverse'><a href='#fnref-783-1'>&#8617;</a></span></li>
<li id='fn-783-2'>See <i><a href="http://www.shortfilmcentral.com/film/644/" target="_new">La maison des petit cubes</a></i> in yesterday&#8217;s post <span class='footnotereverse'><a href='#fnref-783-2'>&#8617;</a></span></li>
</ol>
</div>
]]></content:encoded>
			<wfw:commentRss>http://blog.philstrahl.com/2009/05/07/fmx-09-day-two/feed/</wfw:commentRss>
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		<item>
		<title>FMX 09, Day One</title>
		<link>http://blog.philstrahl.com/2009/05/06/fmx-09-day-one/</link>
		<comments>http://blog.philstrahl.com/2009/05/06/fmx-09-day-one/#comments</comments>
		<pubDate>Wed, 06 May 2009 05:21:34 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[CGI & Rendering]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Computing]]></category>
		<category><![CDATA[Lectures]]></category>
		<category><![CDATA[Reports]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[on set]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[Alex McDowell]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[Arnold (renderer)]]></category>
		<category><![CDATA[Bob Osher]]></category>
		<category><![CDATA[Cloudy with a Chance of Meatballs]]></category>
		<category><![CDATA[Dr Manhattan]]></category>
		<category><![CDATA[Filmakademie Ludwigsburg]]></category>
		<category><![CDATA[fmx]]></category>
		<category><![CDATA[fmx/09]]></category>
		<category><![CDATA[foamcore models]]></category>
		<category><![CDATA[Franz Kafka: Ein Landarzt]]></category>
		<category><![CDATA[Frequency Morphogenesis]]></category>
		<category><![CDATA[Glagos Guest]]></category>
		<category><![CDATA[Hot Seat]]></category>
		<category><![CDATA[I slept with cookie monster]]></category>
		<category><![CDATA[Jan Sjovall]]></category>
		<category><![CDATA[John 'DJ' Desjardin]]></category>
		<category><![CDATA[John Scheele]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[Keith Reynolds Cant Make It Tonight]]></category>
		<category><![CDATA[KJFG No.5]]></category>
		<category><![CDATA[KUDAN]]></category>
		<category><![CDATA[La maison en petits cubes]]></category>
		<category><![CDATA[La Queue de la Souris]]></category>
		<category><![CDATA[Lebensader]]></category>
		<category><![CDATA[Lucasfilm]]></category>
		<category><![CDATA[motion capturing]]></category>
		<category><![CDATA[Oliver Stone]]></category>
		<category><![CDATA[Pete Travers]]></category>
		<category><![CDATA[pre-visualization]]></category>
		<category><![CDATA[Presto]]></category>
		<category><![CDATA[rise FX]]></category>
		<category><![CDATA[Ron Frankel]]></category>
		<category><![CDATA[short films]]></category>
		<category><![CDATA[Skhizein]]></category>
		<category><![CDATA[Somethings Coming]]></category>
		<category><![CDATA[Sony Pictures Imageworks]]></category>
		<category><![CDATA[Starbucks]]></category>
		<category><![CDATA[Thomas Haegele]]></category>
		<category><![CDATA[tracking]]></category>
		<category><![CDATA[Urs]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[Watchmen]]></category>
		<category><![CDATA[World Trade Center]]></category>
		<category><![CDATA[Xavier Nicolas]]></category>

		<guid isPermaLink="false">http://promenadeblog.com/?p=776</guid>
		<description><![CDATA[I woke up early. Too early. My room is located under th [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2009/05/2009-05-11-fmx.jpg">I woke up early. Too early. My room is located under the stairs to the third floor so it&#8217;s needless to say that it&#8217;s noisy. The day started off rather cloudy. But it got better along the way. The last two conventions where as sunny as California in any orange-juice commercial so it was okay this year that the weather took <strike>leak</strike> a break.</p>
<p><span id="more-776"></span></p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3522379878/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3641/3522379878_3c4d32c39f_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3522379878/">                                                        Hotel Hottmann</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>When roaming the Stuttgart streets again it didn&#8217;t feel as nice as last year. It was cold, it was foggy and some drunk junk was shouting profanities and bugging people on the Schloßplatz. A sharp turn took me to Starbucks where a friendly caramel macchiato was waiting for me and where I decided today&#8217;s program amidst men in fancy suits and a flock of girls skipping school.</p>
<p>I was among the first few visitors who showed up at 9:30 to view the introductory selection of short films from the Filmakademie Ludwigsburg featuring <a href="http://www.urs-film.com" target="_new">Urs</a>, <a href="http://www.somethingiscoming.de/" target="_new">Something&#8217;s Coming</a>, <a href="http:/w/www.lebensadern-film.com">Lebensader</a>, a short for the Cartoon Forum and finally the long version of the fmx&#8217;s visual jingle, <a href="http://www.onnimation.de/worx.htm" target="_new">Frequency Morphogenesis</a>. Conference chair Thomas Haegele bade us welcome and without a transition the first presentation started: &#8220;Previsualizing 9/11&#8243; about the previz process of Oliver Stone&#8217;s <i>World Trade Center</i>.</p>
<p>John Scheele and Ron Frankel talked about the long and thorough previz on that film because there was no room for stylization because we all know the disturbing pictures by heart; &#8220;Documentary footage becomes the iconic reference of an event&#8221;. The previz they created was used by all departments throughout the production phase and was like puzzling together what was happening on a grand scale and what the real survivors experienced. &#8220;It was understanding what really happened vs. what the two survivors thought they saw&#8221;. </p>
<p>It was not possible to shoot on the real Ground Zero for all the terrible memories the scenes would evoke, so the production needed to pursue a different approach. High resolution HDRI photographs were taken from the surroundings so they could be used to populate the digital recreation of the site. The film was entirely shot in Los Angels, partly on Lebanon Street, the only street that looked somewha Broadway-ish.</p>
<p>The previz was divided into a practical previz for the different departments e.g. what the camera crew needed to know, the set decorators and so on, and into a post-viz meaning where buildings needed to placed correctly after the shoot was done. Ron Frankel re-created a large part of Lower manhattan in XSI up to the details needed for getting the big picture as well as what the survivors saw &#8212; they believed until their rescue that a bomb went off in the garage.</p>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3522378852/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3410/3522378852_6a354d950a_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3522378852/">                                                        My ticket</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>I skipped &#8220;A Global Production Pipeline&#8221; Xavier Nicolas from Lucasfilm Animation for some more java at Starbucks before returning just in time to Sony Imageworks&#8217; &#8220;Animation and VFX&#8221; by Bob Osher from Sony Imageworks. His presentation felt at first like its target audience was potential shareholders and the emphasis on &#8220;Innovation in Support of the Filmmakers&#8221; sounded as cliché as does the slogan &#8220;The Future &#8212; Now!&#8221; <sup class='footnote'><a href='#fn-776-1' id='fnref-776-1'>1</a></sup>. Thing got a little more interesting when the Arnold renderer was briefly touched, although a little too sketchy but what really blew me away was when Bob introduced Sony Imageworks&#8217; inhouse post-production tool <a href="https://weblion.psu.edu/trac/weblion/wiki/PythonAtImageworks" target="new"><i>Katana</i></a> <sup class='footnote'><a href='#fn-776-2' id='fnref-776-2'>2</a></sup> which I understood as an optimization tool that interconnects 3d and compositing back and forth and saves big amounts of time and, effectively, money. In the course of the presentation I saw a the node tree of the wide shot in <i>Watchmen</i> where Dr. Manhattan blows up, well, Manhattan that was also done with <i>Katana</i>. Speaking as a Nuke compositor I have to admit that it made me kinda frisky.</p>
<p>Generally speaking: Sony has a lot of sophisticated in-house tools to help the artists and is very proud of their upcoming feature <i>Cloudy with a Chance of Meatballs</i>. Bob showed us the Jell-O scene and after 30 seconds he won us all for it. Can&#8217;t wait to see it in &#8220;mouthwatering 3D&#8221;.</p>
<p>Now we all were hungry so I got me a nice hot tomato soup with bread for lunch and roamed the stretching shopping boulevard, eager to find some place where I could by a shaver and some eyeliner. </p>
<p>After the break followed a little panel titled &#8220;I Got A Job Abroad&#8230; Now What?&#8221;<br />
hosted by Jan Sjovall and featuring thee more Germans who made it abroad. The room was already full when I arrived so I was cramped into the back and sat rather uncomfortably close to the floor and the informational value of the panel was scarce. Still they dropped a few things to consider when working abroad like that you only realize in comparison how different your own cultural background is.</p>
<p>Over the day I met some folks of rise fx where I spent last summer four months as part of my internship. It was fun chatting a little and so I decided to see their presentation that was part of a broader presentation of the VFX and animation facilities in Berlin-Brandenburg. I already struggled a little with my sleepiness &#8212; four hours definitely are too little.</p>
<h3>Watch &#8216;em</h3>
<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3522380684/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3642/3522380684_062125b27d_m.jpg"                                                                              class="flickr-photo"                                                                                                       alt="see it at flickr" /><br />
          </a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3522380684/">                                                        Haus der Wirtschaft</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>I went up to witness the last minutes of Alex McDowell&#8217;s lecture on the Production Design for <i>Watchmen</i> that was followed by John &#8216;DJ&#8217; Desjardin&#8217;s presentation &#8220;The VFX of Watchmen&#8221;. Those guys are crazy!<br />
I kept fighting against dozing away and luckily I won mostly because &#8220;Making of Dr. Manhattan&#8221; by Pete Travers from Sony Imageworks was very intriguing: From start to finish it took about nine months to develop the character visually as well as technically while keeping the VFX footprint on set as low as possible.</p>
<p>&#8220;If you have developed the best tracking system in the world but it hinders the actors you end up making perfect tracks of bad performances. Which are totally useless.&#8221; Pete said.</p>
<p>The actor playing Dr. Manhattan was wearing a suit covered in blue LEDs and tracking patterns and so he became not only source for video motion capturing but was also a very prominent practical light source on set. The tracking was done by triangulating images from the film camera and two Sony HD video cameras that captured the action from two more angles. The biggest problem in this approach was to sync the shutter phases of both the video cameras and the film camera to make tracking possible.</p>
<p>Another problem was the hue falloff of the LEDs: Close they where cyan, further away their light color became indigo. Hence the actor in the suit needed to be painted out on a frame per frame basis it became a huge amount of paint-work because he was a light source and every frame had to be painted separately instead of having a clean plate. So talk about painting hell.</p>
<p>While most of the people went directly to the Metropol theater to see <i>Watchmen</i> I really needed a break from all the highlevel-VFX and stayed for the &#8220;Animation Show of Shows&#8221;, introduced by Ron Diamond of AWN. I can get <i>Watchmen</i> on bluray at any store but might won&#8217;t be able to see some of this great animated films again. So here&#8217;s the list. I hope I didn&#8217;t mess up with the French titles.</p>
<ul>
<li><i><a href="http://www.balancedthere.com/things/keith_reynolds.php" target="_new">Keith Reynolds Can&#8217;t Make It Tonight</a></i>, a witty stickman Flash animation that shares a lot with <a href="http://xkcd.com" target="_new">xkcd</a> both visually and narratively.</li>
<li><i><a href="http://www.shortfilmcentral.com/film/644/" target="_new">La maison en petits cubes</a></i>, a hand drawn animation that tells the story of an old man rediscovering his past. A Japanese animation that looks totally French.</li>
<li><i><a href="http://www.linksdw.com/kudan/en/trailer_en.html" target="_new">KUDAN</a></i>, a very abstract CGI animation about the relationship of a father to his child. Japanese. Weird. Breathtaking.</li>
<li><i><a href="http://www.viddler.com/explore/milanweb/videos/61/">La Queue de la Souris</a></i>, a short minimalist tale of a mouse trapped by a lion. French. Witty.</li>
<li><i><a href="http://www.awntv.com/playlist/fff-vol13/i-slept-with-cookie-monster-clip" target="_new">I slept with cookie monster</a></i>, an analog animation drawn with pastels that tells the story of the animator that was abused by her lover and how she dealt with it.</li>
<li><i><a href="http://www.yamamura-animation.jp/ef19inakaisha.html" target="_new">Franz Kafka: Ein Landarzt</a></i>, probably one of the weirdest animations I&#8217;ve seen lately. Truly, the Kafka-esque spirit was captured very well in this short film.</li>
<li><i>Glago&#8217;s Guest</i>, Disney&#8217;s computer animated short of Russian guard Glago watching over endless Siberian snowfields.</li>
<li><i><a href="http://www.youtube.com/watch?v=ZkK4ehm0x3w" target="_new">Hot Seat</a></i>, The Office meets children&#8217;s cartoons. Funny yet true.</li>
<li><i><a href="http://www.pixar.com/shorts/presto/index.html" target="_new">Presto</a></i>, a Pixar short I won&#8217;t get into because all of you know it already.</li>
<li><i><a href="http://www.youtube.com/watch?v=fhGDc1FhXsE&#038;feature=related" target="_new">Skhizein</a></i>, my favorite today. The story of a man who is always 91cm besides himself.</li>
<li><i><a href="http://www.youtube.com/watch?v=nm_OeHi7sSo" target="_new">KJFG No.5</a></i>, a very short animation where you&#8217;ll go &#8220;wtf?&#8221; at first. It is about a band jamming together that gets disturbed by a hunter. Great ending!</li>
</ul>
<p>That was my day. </p>
<h4>What I have learned today</h4>
<ul>
<li>That foamcore models still are a big part of previz as are low-res interactive environments that every department can access.</li>
<li>That it probably was a bad idea to jokingly refer to my new styling as &#8220;racoony&#8221; once &#8212; the word spread.</li>
<li>That on very documentary films it is necessary to make sun and moon studies.</li>
<li>That Sony&#8217;s <i>Katana</i> is da shit!</li>
<li>That at Sony they deliberately decided against a house style and that they &#8220;challenge every assumption&#8221;.</li>
<li>That Germans only realize how German they are if they work abroad.</li>
<li>That you should start with 3d as early as possible in your previz for any shots that are not static.</li>
<li>That a good way to ensure consistency in applying tracking-dots on an actors face is to make a plastic mask from his face, drill holes accordingly into it and then have him put on the mask: Make the dots through the holes and you&#8217;re done!</li>
<li>That your VFX tricks on set should do anything but hinder the performance.</li>
<li>That the scanning of skin textures should be done when the skin is anything but perfect or else you get the typical too-perfect-to-be-true CG-look.</li>
<li>That eye moisture helps a great deal in the believability of a CG character.</li>
<li>That instead of simulating rimlights in your shader (I consider that a no-no anyway!) you need to take the extra mile of adding peach-fuzz to your digital character. It renders longer, but looks much more convincing.</li>
<li>That I really have to get my sleep cycle straight before attending the fmx.</li>
</ul>
<h4>What surprised me today</h4>
<ul>
<li>That Oliver Stone looks like a chubby Albert Speer. Creepy!</li>
<li>That my geekiness in terms of comic books is way below what&#8217;s common in the industry.</li>
<li>That Zach Snyder draws really good.</li>
<li>That I can sleep rather well on the floor of my car.</li>
</ul>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-776-1'>I&#8217;ve read variations of this one way too often. <span class='footnotereverse'><a href='#fnref-776-1'>&#8617;</a></span></li>
<li id='fn-776-2'>My guess why it&#8217;s called that way: Because it is cutting edge &#8211; haw haw! <span class='footnotereverse'><a href='#fnref-776-2'>&#8617;</a></span></li>
</ol>
</div>
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		<title>The Light of Winter</title>
		<link>http://blog.philstrahl.com/2009/02/15/the-light-of-winter/</link>
		<comments>http://blog.philstrahl.com/2009/02/15/the-light-of-winter/#comments</comments>
		<pubDate>Sun, 15 Feb 2009 11:52:33 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Reports]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[snow]]></category>
		<category><![CDATA[winter]]></category>

		<guid isPermaLink="false">http://promenadeblog.com/?p=692</guid>
		<description><![CDATA[
  
	
 Stereotypic Winter Photo,  originally uploade [...]]]></description>
			<content:encoded><![CDATA[<div class="flickr-box">
  <a href="http://www.flickr.com/photos/strahl/3280372531/"                                             title="see it at flickr" /><img src="http://farm3.static.flickr.com/3522/3280372531_34b607dec2_m.jpg" class="flickr-photo"                                                                                            alt="see it at flickr" /></a><br />
	<span class="flickr-caption"><br />
 <a href="http://www.flickr.com/photos/strahl/3280372531/">Stereotypic Winter Photo</a>, <br /> originally uploaded by <a href="http://www.flickr.com/people/strahl/">Phil Strahl</a>.<br />
 </span>
</div>
<p>Usually I don&#8217;t like the winter. It&#8217;s cold outside, I am cold, I can&#8217;t wear my favorite clothing (hawaii-shirts and flip-flops), I have to dig out the car whenever I want to drive it, then it&#8217;s cold in the car and the snow-clots on my trouser legs melt and run into my socks while driving and then I&#8217;m cold again.<br />
Still, when I think I can&#8217;t take it anymore, it snows again. Heavy flakes tumble in the air before resting on the ground, little by little covering up all the unpleasant details and the dirt, muffle harsh sounds and immerse the open land in innocence and tranquility &#8212; right before my window. In these moments of joy and inner peace I linger at the window, sipping my coffee. And then it strikes me: &#8220;I gotta take some photos!&#8221;</p>
<p><span id="more-692"></span></p>
<p>But this year I refrain from taking the same <a class="thickbox" href="http://images.google.com/images?&#038;q=winter+photo&#038;btnG=Search+Images?KeepThis=true&#038;TB_iframe=true&#038;height=500&#038;width=760">stereotypic winter photos</a> everybody shoots every year (with some exceptions, of course). I wait for a spark of inspiration. Imagination. Whatever. And this year it came in the subsiding dusk of yesterday&#8217;s evening when I got off the Autobahn.</p>
<p><center><br />
<a href="http://flickr.com/photos/strahl/3281193984/" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3276/3281193984_47f7cb395a.jpg"></a><br />
</center></p>
<p>There it was, the cell phone relay station with its two metal halide floodlights turned on. For absolutely no reason it illuminated divinely the surrounding field of pure, inviolate, foot-deep snow. Right between the freeway exit ramp and the autobahn itself was a glowing blue patch of no-man&#8217;s-land. I drove home to get tripod and camera to record this strange sensation, and I even dared to leave my tracks in the untouched snow, but kept a respectful distance when taking pictures.</p>
<p>When I came back home, there was the light from outside illuminating not only more powdery snow right before my window, but also my room from a very low angle. It never occurred to me, that when I would turn off the lights I would be rewarded with another artificial light source creating an odd, yet very interesting atmosphere. Click &#8212; I took another photo.</p>
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          <a href="http://flickr.com/photos/strahl/3281195248" target="_new"><img width="250" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3414/3281195248_015b4c629c.jpg"></a>
      </td>
<td  valign="bottom" align="center">
          <a href="http://flickr.com/photos/strahl/3281195486/" target="_new"><img width="250" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3533/3281195486_2360ba52f0.jpg"></a>
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          <a href="http://flickr.com/photos/strahl/3281194316/" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3603/3281194316_4e75fb28a5.jpg"></a>
      </td>
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<p></center></p>
<p><center><br />
<a href="http://flickr.com/photos/strahl/3281194808/" target="_new"><img width="500" alt="Click to see it at flickr" src="http://farm4.static.flickr.com/3486/3281194808_80212cf338.jpg"></a><br />
</center></p>
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		<title>WALL&#183;E vs. Taxi Driver</title>
		<link>http://blog.philstrahl.com/2008/11/19/wall-e-vs-taxi-driver/</link>
		<comments>http://blog.philstrahl.com/2008/11/19/wall-e-vs-taxi-driver/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 03:11:34 +0000</pubDate>
		<dc:creator>Phil Strahl</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[CGI & Rendering]]></category>
		<category><![CDATA[Reports]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[ranting]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[Brad Pitt]]></category>
		<category><![CDATA[Burn After Reading]]></category>
		<category><![CDATA[cinema]]></category>
		<category><![CDATA[Coen Brothers]]></category>
		<category><![CDATA[commercials]]></category>
		<category><![CDATA[Delicatessen]]></category>
		<category><![CDATA[Francis McDormand]]></category>
		<category><![CDATA[George Clooney]]></category>
		<category><![CDATA[John Malkovich]]></category>
		<category><![CDATA[Lichtblick Kino]]></category>
		<category><![CDATA[Madagascar]]></category>
		<category><![CDATA[Martin Scorsese]]></category>
		<category><![CDATA[movies]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[Robert De Niro]]></category>
		<category><![CDATA[Taxi Driver]]></category>
		<category><![CDATA[Till Schweiger]]></category>
		<category><![CDATA[UCI Colosseum]]></category>
		<category><![CDATA[Wall-E]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://promenadeblog.com/?p=444</guid>
		<description><![CDATA[I have much time on my hands in Berlin now so I've been [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_thumb.png">I have much time on my hands in Berlin now so I&#8217;ve been to the movies. I watched two classics in a charming little theater in the Kastanienallee, <a href="http://www.imdb.com/title/tt0101700/" target="_new"><i>Delicatessen</i></a> and <a href="http://www.imdb.com/title/tt0075314/" target="_new"><i>Taxi Driver</i></a> and two current Hollywood blockbusters in the UCI Colosseum multiplex theater, <a href="http://www.imdb.com/title/tt0910970/" target="_new"><i>WALL&middot;E</i></a> and <a href="http://www.imdb.com/title/tt0887883/" target="_new"><i>Burn After Reading</i></a>. I will not talk so much about the films themselves because that has already been done by people way more proficient than me. No, I will focus on my experiences around and inspired by the movies. With no spoilers, as usual.</p>
<p><span id="more-444"></span></p>
<p><a name="top">&nbsp;</a></p>
<div class="box">
Read the whole story below or jump to a certain flick:</p>
<ul>
<li><a href="#delicatessen"><i>Delicatessen</i></li>
<li><a href="#walle"><i>WALL&middot;E</i></li>
<li><a href="#burn"><i>Burn After Reading</i></li>
<li><a href="#taxi"><i>Taxi Driver</i></li>
</ul>
</div>
<p><a name="delicatessen"></a></p>
<h3>Delicatessen</h3>
<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_delicatessen.jpg"><img class="alignright" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_delicatessen.png"><br />
A French indie from 1991 I remember having seen almost ten years ago. I watched it together with Esther and Martina from my class in the cute little Lichtblick Kino in Prenzlauer Berg after an extended chat and update on everything in the Café St. Oberholz.</p>
<p>The theater is so small and lovely that I feel like describing it a little. The first thing you notice after entering the &#8220;Foyer&#8221; is its smallness. There&#8217;s a counter on the left, a table on the right and a bank covered with a blanked in front of you &#8212; who knows what&#8217;s underneath the blanket. Left of that is also a little door to the narrow screening room and an even narrower stairwell to the cellar, guarded by a street sign saying &#8220;Ende&#8221;.</p>
<p>Once we had persuaded the man behind the counter that all of us indeed were students (despite our expired student IDs) we got our tickets and I felt like buying a pack of TUC crackers for as little as 1 €. Then we went in.</p>
<p>After the blue door you walk past the den with the projector, past a black curtain on strings and descend into the theater, a lengthy room with about ten rows with four seats each. I found out that the second row from the front is the best, in the last row you should watch the movie on your cell phone because of its comparatively big screen. The walls are in a light blue with square-shaped lights in different colors scattered randomly along them. Right before the screen waits an old dusty upright piano to be played on along to a silent movie. Further, as Esther told us, you can hear the phone ringing in the apartment above the theater, or if somebody goes into the kitchen for a snack; still I didn&#8217;t experience any such nuisances when I was there. So all in all it is a charming little cinema with a lot of character and patina.</p>
<p>Then the movie starts. No commercials, no trailers, no nothing &#8212; just the film. That&#8217;s how it should be!</p>
<h4>Rant</h4>
<p><i>Delicatessen</i> is a great piece of very entertaining art until the third act. The setting is placed well and all the characters are set up with so much love and detail, have their motivations and are entwined masterfully <em>until</em> the third act. Then, little by little everything loses substance and motivation and everything falls apart. You can&#8217;t tell who&#8217;s on whose side and the end is as random as the authors may have felt. My guess is that the three (!) of them (two of them directed the film as well) made a bet who would be the first one to finish the script within one night. I bet that any of you who only watches the first two thirds of the movie will produce a better ending than the filmmakers.</p>
<div align="right"><a href="#top"><u><span class="quote">Back to top</span></u></a></div>
<p><a name="walle"></a></p>
<h3>WALL&middot;E</h3>
<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_walle.jpg"><img class="alignright" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_walle.png"><br />
I went to see the film on Tuesday afternoon at 2:40pm so I didn&#8217;t expect many people and in total we were five in a big theater, the three children with their dad sitting right behind me, as usual &#8212; *sigh*. In fact in any show of the small indie Lichtblick Kino there were more people in the audience&#8230;</p>
<p>The first ad was for a xbox 360, the children cheering in my back. That was when I realized that it was going to be a tough time sitting through the children&#8217;s ad-reel but it wasn&#8217;t as bad as anticipated <sup class='footnote'><a href='#fn-444-1' id='fnref-444-1'>1</a></sup>. It is shocking how receptive the little buggers are to commercials! There was a <i>Ben &#038; Jerry&#8217;s</i> 60 second ad for cookie dough and the three children aged about 6 to 12 instantly asked their sorry dad if they could have ice cream after the show. He mumbled something about &#8220;it&#8217;s not the weather for ice cream today&#8221;, hoping the kids would forget about it in 90 minutes.</p>
<p>Another odd thing was the children&#8217;s proficiency with upcoming movies. After about three seconds of a new trailer they shouted in unison &#8220;<i>Madagascar 2!</i>&#8220;, &#8220;<i>Ice Age 3!</i>&#8221; or &#8220;<i>Inkheart!</i>&#8221; and were always right. They giggled along at the intended moments of blunt and uninspired slapstick and non-funny jokes. Hmm. It looks like I am getting too old for this. Or I am just a connoisseur when it comes to quality. And boy, alone from watching the trailer I can tell that I <em>hate</em> <i>Madagascar 2</i> already for its lack of quality and intelligence. But I was waiting in the dark for a Pixar film to start after all and I wouldn&#8217;t be disappointed. Still, there are some very questionable movies coming up.</p>
<p>The tradition of the funny Pixar shorts lives on with <a href="http://www.pixar.com/shorts/presto/index.html" target="_new"><i>Presto</i></a>, that transported the atmosphere of 40&#8242;s and 50&#8242;s Warner Bros cartoons very well in the digital medium. I already felt my money well spent after this one.</p>
<div class="boxright">
<img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2008/05/20080526_fmx08-pin.png">If you want to know some background behind WALL&middot;E, see <a href="http://blog.philstrahl.com/2008-05-09_fmx08-day-three">my report</a> from the <i>fmx/08</i> where I talked to some folks from Pixar.
</div>
<p>There were great little in-joke moments in <i>WALL&middot;E</i> where only I laughed &#8212; I wish I had brought somebody along for sharing laughs about the sound WALL&middot;E makes when being fully charged on solar power (listen below), when he reaches 2000 points at <a href="http://www.corporatedump.com/oldpong.html" target="_new"><i>Pong!</i></a> and at some point later in the movie you see a new-generation version of the same game for a second. And listen to the sound of the little cleaning robot: It&#8217;s an electric shaver. Or compare the stage where the BnL-CEO talks in the video message with <a href="http://www.newslose.com/wp-content/uploads/2007/10/george_bush_press_conference.jpg" target="_new">this one</a>. Creepy. And I bet there is way more to discover &#8212; can&#8217;t wait for the Blu-Ray!</p>
<p><span class="trackname">WALL&middot;E fully charged.</span><br />
<a href="http://philstrahl.com/downloads/audio/mac-startup.mp3">Download audio file (mac-startup.mp3)</a></p>
<h4>Rant</h4>
<p>The movie was quite good but as somebody with close ties to film-making I have some points to resolve: When you are in the audience then <b>turn your fucking cellphone off for Christ&#8217;s sake</b>, even when you&#8217;re nearly alone. Because &#8220;nearly&#8221; does not mean &#8220;completely&#8221;. The dad behind me received three calls during the film and when he was having the third I advised him to turn off the phone or I would do it. That helped.</p>
<p>Further you should <b>stay</b> during the credits because there usually are a lot of people involved in making a movie and walking out on them is as rude as it is ignorant. Plus you miss some very good illustrative animation at the end of Pixar films. And with WALL&middot;E also some funny pixel animations. So stay until the end. On the other hand it&#8217;s your money you throw out of the window&#8230;</p>
<div align="right"><a href="#top"><u><span class="quote">Back to top</span></u></a></div>
<p><a name="burn"></a></p>
<h3>Burn After Reading</h3>
<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_burnafterreading.jpg"><img class="alignright" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_burnafterreading.png">My second film on that Tuesday, again for moderate 4.50 € so I threw in some more cash for some nachos with salsa. One word of advice: If anybody asks you about an extra helping of peperoni just say no otherwise your stomach is screaming &#8220;No! Nooo!&#8221; all the time.</p>
<p>I was prepared for another shitload of commercials and trailers, but I was not prepared to sitting next to two chatterboxes of middle-aged ladies who were gossiping like crazy during the commercials. Fortunately they turned their voices to a whisper when the movie started.</p>
<p>Funny: Again the ad-reel started of with the xbox 360 commercial and one of the ladies asked the other &#8220;So &#8212; what is it good for?&#8221;, the other replied &#8220;It&#8217;s for downloading movies&#8221;. I lol&#8217;d hard on the inside when I heard it and I wonder how the guys and gals who plotted the marketing campaign would react to that.</p>
<p>Another couple of trailers rolled along featuring <a href="http://www.imdb.com/title/tt1187047/" target="_new">Till Schweiger&#8217;s medieval satire</a> twice, probably in the hope of stirring public interest for a mediocre movie by a not-so-good-actor/director.</p>
<p>Then, finally after 25 minutes of trailers, commercials and chinking bottles in the audience the movie started. And it was a good movie and in English it would&#8217;ve been even better. The opening scene is a home run for John Malkovich; Francis McDormand as Linda Litzke has the naïve charm of Marge Gunderson, her role in <ia><a href="http://www.imdb.com/title/tt0116282/" target="_new">Fargo</a></i>, Brad Pitt as dumb fitness trainer is as hilarious as George Clooney&#8217;s slightly paranoid role. All in all it is a very Coen movie with protagonists you pity for their lack of luck, a twisted story that doesn&#8217;t unravel completely (still satisfactory enough) with probably one of the funniest closing dialogues and a catchy tune for the credits. Stay seated. And if you like movies with people in cars stalking after other people in cars then <em>this</em> is <em>your</em> movie!</p>
<h4>Rant</h4>
<p>Nothing much to rant about this movie. But I just came home from it. Maybe I&#8217;ll develop some deep rooted hatred in the next couple of days, who knows?</p>
<div align="right"><a href="#top"><u><span class="quote">Back to top</span></u></a></div>
<p><a name="taxi"></a></p>
<h3>Taxi Driver</h3>
<p><img class="alignleft" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_taxidriver.jpg"><br />
<img class="alignright" src="http://blog.philstrahl.com/wp-content/uploads/2008/11/20081119_taxidriver.png"><br />
It was Monday and it was close to 10pm as I realized that I own the DVD for a couple of years but have never seen this famous Scorsese movie. And when I have the chance to watch it on a big screen <sup class='footnote'><a href='#fn-444-2' id='fnref-444-2'>2</a></sup>  I wouldn&#8217;t miss it for the world. So I abandoned my evening in the Café St. Oberholz and took the M1 to the theater. I bought another pack of TUC crackers and seated myself in the second row, right behind a pierced and very indie girl that sat right in front of me and coughed a little throughout the movie. But it was bearable.<br />
During the movie I always caught myself in trying to analyze it like &#8220;This was the exposition, cleverly done!&#8221; or &#8220;So the water stands for Travis&#8217; intentions to &#8216;wash away the grime&#8217;?&#8221;. It&#8217;s a good movie and it&#8217;s a very atmospheric movie. The New York of the 1970&#8242;s remembered me a little of today&#8217;s Berlin with its charming dirt and worn down sidewalks. But, I have to admit, I didn&#8217;t quite understand the movie and I don&#8217;t think watching it over and over again will be of any help. Maybe some of you can explain it to me very slow in very easy terms.</p>
<h4>Rant</h4>
<p>Like <i>Delicatessen</i> it was a subtitled movie which is always better than a dubbed version, still it becomes a little annoying when there are errors in the translation. For example they translated &#8220;Libra&#8221; as &#8220;Leo&#8221; which is not a typo but totally wrong.</p>
<div align="right"><a href="#top"><u><span class="quote">Back to top</span></u></a></div>
<h3>Are you talking to <em>me</em>?</h3>
<p>My conclusion is that one like me should avoid multiplex theaters because it only gives me stuff to rant about, they sell their snacks for prices that couldn&#8217;t be higher after a nuclear war and the massive amount of commercials they try to stuff into your head. On the plus side you can order the tickets online and choose your seat in advance (apart from <em>any</em> seat that&#8217;s exactly in the middle. They just won&#8217;t allow it. Bastards!) and have a very big screen with very good sound.</p>
<p>The small theater has a big bonus in flair and prices. They usually show only subtitled movies so you can listen to the live recordings which I always prefer to dubbed versions. That was also the reason why I welcomed the DVD so much back in the good old 1990&#8242;s. The audience is usually just as drunk as in the big theater but remains silent throughout the movie and most of them stay also for the credits. On the downside&#8230; well, it&#8217;s small and the sound is good but also a little low in volume. And if you miss a film once, you miss it for good.</p>
<p>A downside on both movie theaters is the low temperature that creeps up your trouser legs and into your sweater after half an hour. But in Berlin you have it like this any place you go &#8212; for me that&#8217;s terrible! The only place warm enough is the bathtub or inside the furnace. When I am back in Austria in two weeks I&#8217;ll heat up my apartment until it feels like Honolulu &#8212; muhahah!</p>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-444-1'>I am very imaginative so there was a <em>lot</em> I anticipated such as children vomiting in my collar and so on. <span class='footnotereverse'><a href='#fnref-444-1'>&#8617;</a></span></li>
<li id='fn-444-2'>at least a little bigger than my 24&#8243; screen <span class='footnotereverse'><a href='#fnref-444-2'>&#8617;</a></span></li>
</ol>
</div>
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