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Special Sessions Siggraph 2002
Below are notes from the Special
Sessions events I attended at Siggraph 2002. Although the topics
are not elaborated upon in detail they should give you an idea of what
is covered in the Special Sessions program.
Yoda and Beyond: Creating
the Digital Cast of Star Wars Episode II
Panelists: Geoff Campbell, Zoran Kacic-Alesic, Sebastian Marino, James
Tooley and Rob Coleman
Geoff's speech:
It took approximately 6-8 weeks to model Yoda. Comparisons were made
using examples from the original Yoda for lip syncing, facial deformation,
tongue and eye movement. Discussions and observations were made on how
the pupil deformed the eye and surrounding tissue/muscle. Video recordings
from office colleague were also used as reference.
Zoran's speech: (Graphics tool engineer)
Created tools to aid in the artist's work flow. He discussed rigid body
dynamics, specifically, storm trooper dynamics and the destruction of
droids. He explained how various animations were affected by local animation
and the role they played in the dynamic reaction. For example, the animator
would complete a walk sequence and then apply a dynamic simulation on
top of the animation. He also discussed the use of constraints and springs
to allow better control and construction of complex animations.
Sebastian's speech: (Research lead)
Disscussed self collision properties and vertex envelops as it relates
to cloth simulations on characters. Clothing simulation and dynamics
for the characters Dexter, Taun We and Lama Su were also elaborated
upon.
James's speech: (Technical animation director)
Main discussion addressed digital costumes, the installation and design
of animation controls. He explained about the various factors that contributed
to better cloth simulation. Examples included were: mesh resolution
tailoring, stitching, layers, tacking, the use of painted weights to
allow for better control of specific areas. He discussed bugs in earlier
versions of the dynamic software and what effect they had on simulated
animations. The main example pointed out concerned jewelry on different
CG characters. The artist had a hard time getting control of specific
items until the bug was fixed. He showed a blooper reel of animations
illustrating the affects of the bug.
Rob's speech: (Animation director)
Rob talked about getting the script two days before shooting and reading
the part about Yoda's fight scene. He ended up thinking about that scene
for twelve months before starting production on it! He talked about
lighting and different martial arts films used as reference for Yoda's
motions in the fight. One that stood out was Swordsman II.
Spider-Man: Behind the Mask
Panelists: Scott Stokdyk, Ken Hahn, Peter Nofz and Greg Anderson
Scott's speech:
Discussion included the Goblin bombing, Spiderman's home made costume
and the roof top scene, compositing CG with real backgrounds, shot breakdown
and motion control passes. A one-way street was painted to look like
a two-way street. Simple colors were used for objects to aid in the
production of this process. Video clips showing digital altered and
real scenes were shown for comparison. A blooper reel was also shown.
Ken's speech:
Discussed the importance of lighting used in CG when used in conjunction
with real objects. The task of suspending disbelief and different techniques
used to obtain the affect. Digital character setups, face and body scans
were discussed. It took 3 1/2 months to complete the "hero bridge" shot.
Other topics discussed were: the use of fat and tissue layers for Green
Goblin character, blueprints, CAD data and motion reference for the
Goblin's glider, motion capture data and the deformation of the Goblin's
exo-skeleton and cloth layers.
Peter's speech:
Discussed the costumes of Spiderman and the Green Goblin: the color
and lighting, techniques used to match the actual costumes and to simulate
the costumes properties, stitching, assigning UV's, shader development,
single multi-purpose shaders, texture maps, UV map intersections, coordinates
system definitions and battle ravaged costumes. Spiderman's home made
costume addressed the following: cotton sweat suit, cloth shaders and
cloth simulation. Green Goblin's costume addressed the following: Molded
plastic armor, metallic paint and color shifting.
Greg's speech:
Discussed virtual environments, data acquisition, textures; both day
and night, pan and tile textures. Other topics discussed were: the use
of footage from real spiders for reference on constructiong Spiderman's
web, highlight and color, scale and resolution, reflections and caustics.
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Henry F schwetzke
Vice Chair
Research Triangle ACM SIGGRAPH Chapter www.RTPSiggraph.org
www.schwetzke.com
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