BERG’s Timelapse Painting

This 3-D Typography experiment that the interface designers at BERG in London came up with is absolutely beautiful. I particularly like the pixelated style of the text, even though it’s getting a little over used. It just makes it feel like the sci-fi flicks I loved watching growing up in the 1980′s. Adding to it’s appeal is the simple technique that’s used to create the, as I’ll refer to it from now on, “magic transparent floaty text”.

The formula goes a little something like this. iPad + 3D to 2D image slices + persistance of vision = magic transparent floaty text. A simple movie, slice by slice frame by frame, is played on the screen of the iPad in front of a camera with it’s shutter open. And the result is a brand new take on the whole light writing phenomenon of the past year. But that’s only the first part of the process. They then repeat those steps over and over again until they get close to 3,000 frames which then makes up a shot in the video you’ll see below.

It’s total manual work too. Just a guy, holding an iPad, and moving it in front of the camera. But I wonder what type of effects could be achieved if you combine this with a high tech motion control rig. Or dare I say it…stereo cameras. Gasp!

Think about that as you watch the video below. Some really cool stuff.

P.S. On a site centric note, if anyone of my readers are in fact STILL reading this blog that is, I’m currently in the long stop and go process of redesigning this site. Once I finally sit down and just bang it out, this blog shall live again in a shiny new form. So if you are still reading this, one…thank you. And two, your patience will be rewarded.

Stay tuned!

ProFORMA

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Check out this amazing piece of software coming out of Cambridge, that turns your little old web cam into a surprisingly accurate 3D scanner. It’s called ProFORMA for short, or Probabilistic Feature-based On-line Rapid Model Acquisition for long, and it works by generating a point cloud through a Delaunay tetrahedralization process. Which means it uses 2D XY vertices to generate 3D polygonal triangles, forming the mesh of the object you’re scanning. Man that sounded smart, but in truth I just Googled it and found this paper, ha.

The Delaunay tetrahedralization from Delaunay triangulated surfaces

Given a surface mesh F in R 3 with vertex set S and consisting of Delaunay triangles, we want to construct the Delaunay tetrahedralization of S.We present an algorithm which constructs the Delaunay tetrahedralization of S given a bounded degree spanning subgraph T of F. It accelerates the incremental Delaunay triangulation construction by exploiting the connectivity of the points on the surface. If the expected size of the Delaunay triangulation is linear, we prove that our algorithm runs in O(n log* n) expected time, speeding up the standard randomized incremental Delaunay triangulation algorithm, which is O(nlog n) expected time in this case.We discuss how to find a bounded degree spanning subgraph T from surface mesh F and give a linear time algorithm which obtains a spanning subgraph from any triangulated surface with genus g with maximum degree at most 12g for g>0 or three for g=0.

Amazing Software Turns Cheap Webcam Into Instant 3D Scanner

It works by generating a 3D point cloud from the image coming through the camera and then uses some clever math to both ignore the occasional occlusion of the model by a hand and to work out where the surfaces are. Then things go over my head, involving a process called Delaunay tetrahedralisation to turn the 2D surfaces into a 3D model.

foundry buys spi’s katana

This is wonderful news for fellow Compositors out there.

The Foundry has officially acquired Sony Pictures Imageworks’ in-house lighting/compositing system, Katana! Why is this so big? Well not only will Nuke in the very near future feature a complete 3D lighting package, completely bypassing traditional pipelines of 3D software lighting and giving control straight over to comp. But it’s also yet another sign that the VFX industry is moving towards…wait for it…STANDARDS!

Crazy I know, but this means more job opportunities for freelancers out there. And it also means that there might actually be a day when VFX Compositors doesn’t have to be in an expert in at least 3 seperate software packages all at once to survive. Which I for one, am GREATLY looking forward to.

LINK: Foundry Acquires Katana from SPI for Nuke

Sony Pictures Imageworks, (SPI) developed Katana as their primary internal 3d lighting and compositing package. SPI has been using it constantly since Spiderman 3 and on almost every picture since then. It is a very solid and comprehensive package “it is a pretty fully featured suite of tools that handles almost all the backend of our pipeline – everything after the animation is done and any processes are simulated- really Katana takes over from there” explained Rob Bredow CTO of SPI. “It gets everything ready for the renderer and then does all the compositing”.

On the lighting side the package, while not writing shaders, does allow nodal based manipulation of the shaders and speaks to third party renderers such as Pixar’s Renderman and Arnold. It started life as a 3D lighting package some five to six years ago, it takes assets (geometry) “assigns materials, textures, – gets the lighting rigs set up – it is the primary 3D lighting interface that all of our lighting people use” Bredow explains. The system is node based, like Nuke but covering lighting in addition to compositing.

Nuke’s taking over the world, and I can’t wait!

auto-photoshop

This video was shown at Siggraph Asia 2009 and frankly…blew my mind.

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The program is called Sketch2Photo, and the name pretty much says exactly what it’s designed to do. The gist is you draw a sketch on a computer connected to the net, label those line drawings (i.e. a person=person), and then the program goes onto the web and finds candidate pictures that match the contours your draw. The next step uses some pretty slick auto-rotoscoping techniques to then match the composition you drew and, VUALA!

Too good to be true? Well watch the video below to decide for yourself.

I really hope that it’s everything it promises to be and more, because I could think of a few uses for VFX artists out there that’s for sure!

LINK: Sketch2Photo: Internet Image Montage (PDF Paper)

LINK: Amazing Program Turns Sketches Into Photo Montages

PhotoSketch allows users to create photomontages from basic stick-figure sketches – you don’t even have to have any kind of artistic talent to convey your idea. As explained in the video below, the tool takes a simple sketch of the desired montage elements and pulls photographs that correspond to them from Google, Flickr and Yahoo.

The program then decides from a variety of matching results which ones work together the best and merges each disparate image element into a cohesive whole. It even matches them to the scene with the correct color tones and adds shadows as needed. The whole process takes about 15 minutes.

debevec at TED

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LINK: Paul Debevec animates a photo-real digital face

At TEDxUSC, computer graphics trailblazer Paul Debevec explains the scene-stealing technology behind Digital Emily, a digitally constructed human face so realistic it stands up to multiple takes.

Nuke 5.2v1

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Alright everyone, get an email ready for your IT department because Nuke 5.2v1 has been released!

New features include…

  • Metadata – “No idea what to use this for, but I’m sure something cool”
  • Precomp Node
  • DiskCache Node
  • Tile Node – “CamQuake is itching for an update now!”
  • Monitor Output
  • Dockable Progress Panels
  • Input Processes and Viewer Processes
  • Frame Ranges
  • Panalog, RedLog, ViperLog, and REDSpace LUTs
  • REDCODE (.r3d) Files - “FINALLY!!!!!!”
  • Python Panels
  • Python Callbacks – “VERY COOL”
  • Stereo FrameCycler – “Glasses not included”
  • 3D

LINK: Nuke 5.2v1 Release Notes

siggraph preview video

We’re back! We had a great time, met a ton of great people, and even ran into a few old friends from back at SCAD!

I took a ton of pictures that I’m going to be uploading soon, and I’m also putting together a video that I took on the floor of the convention! Expect that just a little later in the week, but until that is all polished I uploaded a little preview video that I took over at the ARENA Motion Capture booth to tide you over.

Enjoy!

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RIP Toxik (2005-2009)

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Oh, Toxik. I hardly knew thee. You had such promise in the beginning, being one of the first compositing systems to adopt an OpenEXR work flow. But you just never seemed to find your place in a world dominated by the ghost of our late friend Shake, and the rising young star that is Nuke.

The years went on, and you slowly faded away into the background. Never getting the widespread adoption that you and your developers so craved. The why’s and how’s aren’t important anymore. But I think it’s safe to say we all saw the end coming.

And then we got the news this morning, that Autodesk has pulled your plug. It’s a shame to see you go, but I think it was just your time. So goodbye Toxik. I’m certain that you’ve gone to a better place and that we’ll see bits and pieces of your source code scattered like ashes  across the VFX world.

Toxik is survived by Inferno, Combustion, and Flame. I hope your brothers don’t suffer the same fate as you. But only time will tell.

At least you’ve been put out of your suffering.

LINK: Autodesk stops development and sale of Toxik

Development efforts for Autodesk® Toxik™ compositing software have been transferred to Autodesk® Maya® 3D modeling, animation, visual effects, and rendering software.  Autodesk Toxik is no longer available for purchase as a standalone product.

PM on g-force 3d

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Popular Mechanics magazine published an article last Friday on the work done to convert the new movie “G-Force” into stereoscopic 3D. It goes on to talk about the techniques involved in taking a traditionally shot 2D movie and creating the left eye parallax digitally. By which I can’t say too much about, but just trust me…it was MUCH harder than this article makes it out to be.

There was a lot of time spent on this film’s 3D conversion. And because it was done so well, you’ll never know.

Read more below!

LINK: How Effects Wizards Transformed G-Force From 2D to 3D

First, artists scanned the 2D plate photography into the computer, then rotoscoped—or traced—all the elements of the scene. “We’re effectively defining the edges of all the objects that are in the photography,” Engle explains. Next comes match-moving, where artists create a virtual representation of the set during photography. “Imagine I’ve photographed a coffee mug on the table,” Engle says. “We’d put into the computer a digital coffee mug, a digital table, and a digital representation of where the camera is.” This allows animators to place the CG guinea pigs in the virtual scene and, once satisfied with the movement, place that element on top of the original plate. “Everything will feel like it’s been photographed at the same time,” Engle says.

Next, animators projected the plate, without CG characters, onto the match-move geometry. The original view represented the left eye, and filmmakers took a picture of the plate from the right-eye perspective to synthesize the second view. “Now, I have a picture that represents what we would have seen had there really been a [second] camera on-set in the right-eye position,” Engle says.

But because the left and right eyes are separated by about two and a half inches, they each see a slightly different view, creating something called object occlusion. “The left-eye photograph doesn’t have all the information we need to see from the right eye,” Engle explains. “We’re missing information that was never in the left-eye photograph. So we have to fill in that hole, and there are a series of techniques including optical tracking and painting we use to fill in the holes.” The final step to create the 3D shot is to integrate the CG guinea pigs (which have been rendered in 3D) into the synthesized 3D plate.

hi spore, I’m maya

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‘Spore’ Art Directory Ocean Quigley (awesome name btw) made some waves on his blog when we announced that with the newly released patch 5 for the game, players and 3d artists can actually export out the creature they create in game directly into Maya. This isn’t just a simple .obj either, because the exporter will give you Normal, Diffuse and Specular maps and a fully rigged and weighted character. All ready for animation and rendering in your favorite package of choice.

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No other game has ever allowed you to do this, so I’m really excited to see what people do with this new ability. And yet another thing that I think the VFX world can learn from it’s Gaming cousin. This could be a glimpse at the direction 3D character modeling is heading in the future. Where a creature artist will have a software package that procedurally evolves his character based on what he needs to do to survive and the environment he lives in. A very big idea, and really makes me want to dust off my Galactic Edition copy of the game and give this exporter a go this weekend!

A full tutorial on how to do this is over at Ocean Quigley’s website so just follow the link below!

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cthuloid_01

LINK: How to export Spore creatures to Maya

First, get a creature. I’m using Jomeaga‘s creature “Recruit“, because it’s cool looking and asymmetrical (that’s the other major new feature in Patch 5). Go to paint mode, so you can see what it’ll look like textured, then open up a cheat window by pressing “control-shift-c“.