With rapidly evolving advances of ‘real-time’ software and processing power, I wonder how long before digital ‘previs’ becomes just plain ‘vis’.
"Previs is a collaborative process that generates preliminary versions of shots or sequences, predominantly using 3D animation tools and a virtual environment. It enables filmmakers to visually explore creative ideas, plan technical solutions, and communicate a shared vision for efficient production."Brian Pohl, Visual Effects (VFX) artist and Previs Supervisor, says in his blog:
“…Technological integration has gone even further with a new process called virtual production. … the seamless unification between the virtual and the real…. Virtual production goes beyond previs' planning procedures and actually moves them out of preproduction and into principle photography itself’.The technological integration Pohl cites above is in reference to James Cameron’s development of Virtual Production used on the movie Avatar, and is closer to “vis”. Pohl, now with Autodesk's product design team, is a founding member of the Previs Society, a relatively new association of professional cinematic artists based in Los Angeles.
Previs artists are crossing the boundaries of the narrative design fields. In production of film, television, games, live events, architectural and industrial design, digital previs facilitates collaboration, and supports an immersive design process. The cross-pollination of disciplines is at the heart of 5D | Future of Immersive Design Conference and one reason why I joined the Previs Society.
Shared knowledge is key a part of the mission of this group imparted through online discussion and monthly events.
I attended a recent full day event, Previs Annual Forum 2011, held on October 22, featuring informative presentations and stimulating discussion with several top Previs Artists. A number of technology companies participated, demonstrating products as well as hosting lunch and providing chances to mingle during coffee breaks followed by a lively cocktail hour that evening.
Activison Tour
In September, Activision invited the Previs Society for a ‘sneak peek’ of its new state-of-the-art performance capture studio. This opportunity was of special interest to me with regard to 5D, because here is a game company opening their facility to filmmakers. Activision gave us a tour of their large-volume motion-capture space and demonstrated use of their virtual camera system, which I found intriguing.
Activision uses industry-standard infrared camera capture technology with their custom-built wireless virtual camera system. The camera system has a small monitor for viewing a motion-capture performance in a virtual environment, similar to what is typically seen in the ‘making-of-Avatar’ videos.
Flashback
I had seen earlier versions of these types of camera systems before but hadn’t fully grasped the powerful pull of where technology is taking the design process.
In 2008, Chris Edwards, CEO of Third Floor Inc., a company that specializes in previs, was an early adopter of this technology and demonstrated a virtual reality camera made by InterSense, at 5D08 | Future of Immersive Design Conference.
Gamecaster GCS3 Virtual Camera |
Several Previs Artists speaking on a Visual Effects Society panel following a screening of ‘Real Steel’ at Disney Studios demonstrated a more advanced version of the virtual camera system. The presentation touched on processes including motion-capture, image-based capture, photogrammetry, virtual camera and simul-cam. The artists raved about the great success of digital previs as a new hub of efficient production planning, while still staying within the parameters of a studio budget and timeframe. In the end the panelists called it ‘modern filmmaking.’
Previs I had been exposed to in the past consisted primarily of crude animatics with models and characters created in-house by the previs team typically to figure out complicated VFX shots or stunts. It became clear that these newer processes used by the ‘Real Steel’ panel are pushing previs into a virtual world based on real-world parameters, and on a much larger scale than I had seen before. With this new understanding, I revisited Activision and met with Matt Karnes, Director of Motion Capture, and Sylvain Doreau, Cinematics Director, for another look at their ‘technological tour de force’ motion-capture facility, a facility that specializes in the capture of data that can be used to create previs - the key driver in modern filmmaking.
The Studio
Activision’s new facility is located in the heart of ‘mo-cap alley’, an area near Marina del Rey that is home to several VFX and premiere mo-cap facilities including House of Moves (HOM) and Giant Studios. Activision started doing in-house mo-cap 5 years ago, in studio space originally rented from HOM. It has since expanded to become one of the top 5 of its kind in the world.
30' x 60' Mo-Cap large volume performance capture space |
180º Facial performance capture & audio booth |
Actors in reflector-dot suits perform on the mo-cap stage within a preloaded virtual environment provided by the game developer that has been mapped to the mo-cap stage. The actors are able to orient themselves in the virtual world by viewing large screen projection at one end of the space. Simplified props and set pieces in real scale are provided for the cast to interact with, for a more natural performance.
Volume space with a ramp for actor performance |
New camera ‘footage’, transmitted wirelessly to computer, is viewed simultaneously by the DP in the camera ‘viewfinder’ – a 10” hi-definition video screen mounted on the camera –and by production/cast on a large viewing screen at one end of the volume space. All the rigs of a traditional camera set up such as dolly or steady-cam may be employed.
Mo-cap client work desks |
According to Matt Karnes, Activision is transitioning to newer technology where capture of facial and full body performance will be integrated in the volume space. New helmet rigs worn by the actors will consist of 4 to 6 mini HD cameras capturing video at 60 frames per second. The cameras will be mounted directly onto a lightweight helmet along with a microphone to capture the audio and video data. The video data captured by each camera seeks dark contrast dots on the actor’s face that are then reconstructed as positional point cloud data, much like a traditional passive marker mo-cap system. The positional point cloud data can be reapplied to any facial rig that accepts this type of data.
Cross-pollination of technology in media design
Game developers, such as Activision, applying film technology to the creation of games are an example of the cross-pollination of technology in the field of media design. At the same time, filmmakers are taking technology from the game world, specifically real-time rendering software, and are developing virtual production.
The Modern Art Department
New technology, real-time rendering power, and better 3D modeling software simultaneously enables immersive design visualization within the Art Department. By designing a virtual world for the story to reside, the Art Department provides a hub for collaboration in which to occur, that can be fed into by all other departments, thus providing Previs Artists a world “on the front end” of production, within which to operate and facilitate.
Alex McDowell, Production Designer and 5D Co-founder states:
Digital assets normally created by Visual Effects artists on the ‘back end’ are now more and more created on the ‘front end.’ Previs Artists can pull digital design elements from all departments including - Art, Costumes, Cinematography and Visual Effects – and assemble these same elements into a production ‘pipeline’ and use them to pre-visualize shots for early editorial feedback.
Previs acts as bridge from pre-production to production to post-production. It can prevent the movie from being “made three times.” Previs in effect, also creates a prototype that can be tested before the film is made, a new tool in planning, that for all production departments, can result in a dramatic savings of time, effort and cost.
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