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    projects in digital art pipeline 2007 fabio pellacini 1

    the 3D production pipeline

    projects in digital art pipeline 2007 fabio pellacini 2

    overview

    basic steps to make a 3d animation

    why do we need a production pipeline?

    what is the production pipeline?

    a tour through the various departments at Pixar

    no details, just a general picture

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    projects in digital art pipeline 2007 fabio pellacini 3

    image synthesis steps

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    image synthesis

    geometry

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    image synthesis

    geometry + materials

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    image synthesis

    geometry + materials + lights

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    image synthesis

    geometry + materials + lights = picture

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    image synthesis

    frame the picture using the camera

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    image synthesis

    time to move

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    image synthesis

    movement (rigid objects and camera)

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    image synthesis

    movement + deformation

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    image synthesis

    movement + deformation = animation

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    animation production pipeline

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    why do we need a pipeline?

    animated full-length features are huge endeavors Up to 5 years from conception to final (2 in prod)

    > 500 people involved

    requires big budgets and big organizations $ 100 M per movie often

    need a solid structure to bring the creativeprocess from conception to final

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    what is the production pipeline?

    logical organization of the steps required toproduce an animated feature film

    overlaps with the company organizationalstructure departments, budgets

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    pipeline organization

    every company has its own pipeline

    every movie changes the pipeline requirements are changing

    save money

    increase the quality of the movie

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    organization

    a movie requires a lot of time and people

    how do you keep the project focused? vision

    budget

    execution

    smart people that sign up to the vision

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    key figures

    director

    producerlead technical director

    lead animator

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    key figures: director

    creative lead

    POV: the movie is a creative feast

    responsible for the look and story-telling aspects

    final word on all the artistic decisions

    at Pixar, often the storys author

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    key figures: producer

    executive lead

    POV: the movie is a product

    responsible for the budget aspects

    final word on all monetary decisions

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    key figures: lead TD

    technical lead

    POV: the movie is a project

    responsible for the technical dept.

    final words on the implementation

    turns the director requests in technical solutionsthat match the budget

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    key figures: lead animator

    animation lead

    POV: the movie is a play

    responsible for the animation dept.

    he can be consider to be the lead actor for themovie

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    projects in digital art pipeline 2007 fabio pellacini 23

    pipeline organization

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    the simplified pipeline

    Story Editorial Art Casting

    Modelling

    Layout

    ShadingPainting

    SetDressing

    Animation Simulation

    Lighting Rendering

    Rigging

    Effects

    many departments

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    the simplified pipeline

    Story Editorial Art Casting

    Modelling

    Layout

    ShadingPainting

    SetDressing

    Animation Simulation

    Lighting Rendering

    Rigging

    Effects

    movement

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    the simplified pipeline

    Story Editorial Art Casting

    Modelling

    Layout

    ShadingPainting

    SetDressing

    Animation Simulation

    Lighting Rendering

    Rigging

    Effects

    final images

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    the simplified pipeline

    Story Editorial Art Casting

    Modelling

    Layout

    ShadingPainting

    SetDressing

    Animation Simulation

    Lighting Rendering

    Rigging

    Effects

    vertical hierarchy too

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    the simplified pipeline

    Story Editorial Art Casting

    Modelling

    Layout

    ShadingPainting

    SetDressing

    Animation Simulation

    Lighting Rendering

    Rigging

    Effects

    what was I doing?

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    pipeline stages

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    story development

    everything begins with a story!

    storyboarding

    process first idea

    script and drawings that represent the story

    trial and error process story is told many times and refined over time

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    story development

    Pixar/Disney

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    story development

    Pixar/Disney

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    story pitch

    first time the story is publicly presented

    Pixar/Disney

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    editorial

    the keeper of the flow study the timing of actions in the movie

    manage the editing of the movie prepare the various releases

    similar to a traditional studio but we start with the story before we have video

    Pixar/Disney

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    art development

    develop the look-and-feel of the movie characters and Sets

    follow it through production

    make most of the high-level artistic decisions

    traditional media sketches, pastels, sculptures

    process start with real world objects

    develop look: shape, colors, materials develop expressions and movements

    for characters, sculptures are developed

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    art development - characters

    Pixar/Disney

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    art development - characters

    Pixar/Disney

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    art development - characters

    Pixar/Disney

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    art development - environments

    Pixar/Disney

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    art development - environments

    Pixar/Disney

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    casting

    voices have to match your characters

    Pixar/Disney

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    dialogue recording

    useful for animation reference

    Pixar/Disney

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    modeling

    defines the shape

    process starts with art data

    drawings

    sculptures (sometimes scanned)

    recreate geometry in the modeling environment

    models have to look good to please the eye

    be functional to fit in the pipeline work when deformed for animation

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    character modeling

    Pixar/Disney

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    character modeling

    Pixar/Disney

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    environment and prop modeling

    Pixar/Disney

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    environment and prop modeling

    Pixar/Disney

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    shading

    defines the material properties colors

    light reflectance properties

    textures

    process study of real world objects

    understanding the physics of their appearance

    understand the important appearance aspects e.g. what make fur like fur (and not hair or grass)?

    e.g. what makes metal look old?

    match with overall look of the movie

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    shading

    Pixar/Disney

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    character rigging

    prepares a character for animation defines the deformation of the shape

    shape changes when the character moves

    defines controls for animators

    process start with art data

    work with animation to test the look and controls

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    set dressing

    creates sets out of props

    prepares a stage for acting

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    set dressing

    Pixar/Disney

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    layout

    defines the camera starting position

    framing which objects are seen

    movement

    defines basic object positions starting point for animation

    story boarding used as reference

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    layout

    Pixar/Disney

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    animation

    character movement and expression

    process study realistic motion

    develop a style of motion for the movie

    very similar to acting

    often develop entire new body language fish smiling?

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    animation

    keyframed animation movement is specified by changing individual controls

    on characters at various frames

    similar to 2d animation

    used by Pixar and PDI

    motion capture movement is recorded using live actors

    editing to fix problems used by Sony Imageworks, Weta

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    animation

    very time consuming! requires big budgets and long development times

    today biggest distinction between large studiosand smaller ones

    hard to develop economy of scale

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    animation

    Pixar/Disney

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    animation

    Pixar/Disney

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    simulation

    not possible to animate everything

    physically-based animation movement is computed to simulate physics

    applications humans: hair, cloth, skin

    natural media: water, fire, smoke

    special effects: explosions

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    simulation

    Pixar/Disney

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    effects

    natural media: water, fire, smoke

    weather: snow, rain, wind

    special effects: explosions, morphing

    very specific

    encompasses modeling, animation and shading

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    effects

    Pixar/Disney

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    effects

    Pixar/Disney

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    effects

    Pixar/Disney

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    effects

    Pixar/Disney

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    lighting

    defines scene illumination

    process study real world footage

    study material/light interaction simple materials: plastic, woods, etc.

    complex materials: metals

    characters: skin, hair

    start with art images

    add and change lights to obtain the final picture

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    lighting

    Pixar/Disney

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    lighting

    particulatematter

    surge andwell

    caustics murkreflectionrefraction

    Pixar/Disney

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    lighting

    Pixar/Disney

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    rendering

    compute the final images

    Pixar/Disney

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    interesting dichotomy

    stylized characters, look, movement

    based on physically correct building blocks movement: character animation vs. cloth/hair

    simulation

    shading: colorful surface material vs. subsurfacescattering

    lighting: shadow-less lights vs. global illumination

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    shot progression

    Pixar/Disney

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    shot progression

    Pixar/Disney

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    shot progression

    Pixar/Disney

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    shot progression

    Pixar/Disney

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    acknowledgements

    Pixar Animation Studios permission to use the materials in this presentation

    was kindly provided by Pixar Animation Studios