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W O R L DComputer
T H E M A G A Z I N E F O R D I G I T A L C O N T E N T C R E A T I O N A N D P R O D U C T I O N
$4.95 USA $6.50 Canada
April 2006 www.cgw.com®
Commercial BreaksSuper spots from the Super Bowl
Graphics to GoThe state of 3D in mobile games
Making WavesPoseidon’s new simulation technique
Ice Age’s evolutionary breakthroughs in water and fur effects
Freeze Frame
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© 2006 Avid Technology, Inc. All rights reserved. Product, features, specifications, system requirements and availability are subject to change without notice. SOFTIMAGE, Avid and Face Robot are either registered trademarks or trademarks of Avid Technology, Inc. in the United States
and/or other countries. All other trademarks contained herein are the property of their respective owners.
Lifelike facial animation that puts a smile on your face. Create, solve and animate. In days, not weeks.
Come and find out more about the future of facial animation at softimage.com/face_robot
Introducing
Face the Future
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Character building
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Image created by Meats Meier (www.3dartspace.com)
© Copyright 2005 Alias Systems Corp. All rights reserved. Alias, the swirl logo, Maya and MotionBuilder are registered trademarks and the Maya logo is a trademark of Alias Systems Corp. in the United States and/or other countries.
Maya® 7, the latest release of the award-winning 3D software, is packed with innovative new features allowing you to realize your creative vision faster and more easily than ever before.
Capitalizing on Alias MotionBuilder® technology, Maya 7 makes character animation easier and more accurate. Other improvements such as advanced render layering and new modeling, texturing and effects tools help you achieve more with Maya.
To find out how the new and innovative features of Maya are changing the face of 3D, visit www.alias.com/maya7.
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W O R L DComputer
T H E M A G A Z I N E F O R D I G I T A L C O N T E N T C R E A T I O N A N D P R O D U C T I O N
Also see www.cgw.com for computer graphics news,
special surveys and reports, and the online gallery.
w w w . c g w . c o m APRIL 2006 Computer Graphics World | 3
Departments
Editor’s Note 4Computer Graphics World’s new owner, COP Communications, outlines its plans for the magazine.
Spotlight 6
Products
ATI’s FireGL and CrossFire
Softimage’s Face Robot
NaturalMotion’s Endorphin, Euphoria
Boxx’s GoBoxx 1400
News
Dell to Acquire Alienware
Digital Video Viewpoint 8High Dynamic Range Displays
Brightside’s HDR display technology is new and expensive, but it offers a glimpse at what is possible for monitors and displays in the near future.
Portfolio 36E frontier’s image gallery
Products 39
Product news from NAB2006
Backdrop 44Casual Approach
Interview with Jason Kapalka, of PopCap Games, who reveals the secrets of his company’s success in the growing casual games market.
Features
Cover storyThawsome 12CG ANIMATION | Using new tools and
techniques, Blue Sky evolves Ice Age’s
primitive characters and effects.
By Martin McEachern
Top Spots 20BROADCAST | Post facilities use digital
effects to score high in this year’s Ad
Bowl commercial showdown.
By Debra Kaufman
Small Screens Run Deep 28MOBILE GRAPHICS | Getting 3D
mobile content is a waiting game:
developers waiting for handsets,
handset manufacturers waiting for
apps, and end users...well, just waiting.
By Jenny Donelan
Size Matters 31MODELING/SIMULATION | ILM makes
a big splash in Poseidon with a novel
approach to making water and waves.
By Barbara Robertson
On the cover:Blue Sky makes an evolutionary leap
in graphics technology for Ice Age:
The Meltdown. See pg. 12.
12
20
31
28
April 2006 • Volume 29 • Number 4
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KAREN MOLTENBREY : Chief Editor
CONTRIBUTING EDITORS:Jenny Donelan, Audrey Doyle,
Evan Marc Hirsch, George Maestri, Martin McEachern,
Stephen Porter, Barbara Robertson
SUZANNE HEISER: Art Director
DAN RODD: Senior Illustrator
MARI RODRIGUEZ: Production Director
KATH CUNNINGHAM: Production [email protected]
(818) 291-1113
MACHELE GALLOWAY: Ad Traffi c Manager
CHRIS SALCIDO: Account [email protected]
(818) 291-1144
COMPUTER GRAPHICS WORLDEditorial Offi ce:
620 West Elk Avenue
Glendale, CA 91204
(800) 280-6446, x1105
SALES
TIM MATTESON : Publisher/West Coast [email protected]
(310) 836-4064
JEFF VICTOR : Midwest/East Coast [email protected](847) 367-4073
LA Sales Offi ce:
620 West Elk Avenue
Glendale, CA 91204
(800) 280-6446
WILLIAM R. RITTWAGE President and Chief Executive Offi cer
Computer Graphics World Magazine is published
by Computer Graphics World, a
COP Communications company.
Computer Graphics World does not verify any claims or
other information appearing in any of the advertisements
contained in the publication, and cannot take any
responsibility for any losses or other damages incurred
by readers in reliance on such content.
Computer Graphics World cannot be held responsible for
the safekeeping or return of unsolicited articles,
manuscripts, photographs, illustrations or other materials.
Subscriptions: Address all subscription correspondence to
Computer Graphics World, 620 West Elk Avenue, Glendale,
CA 91204. Subscribers may also contact customer service at
(818) 291-1100. For change of address please include the
old and new address information, and if possible, include
an address label from a recent issue. Subscriptions are
available free to qualifi ed individuals within the
United States. Non-qualifi ed 1 year rates: USA $4.95.
Canada & Mexico $6.50. All Airmail Delivery is available for
an additional $75.00 annually.
Postmaster: Send address changes to
Computer Graphics World,
620 West Elk Avenue, Glendale, CA 91204.
4 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
editor
’sno
te
“The reports of my death have been greatly exaggerated…” —Mark Twain
The demise of Computer Graphics World has also been greatly exaggerat-
ed while the magazine has been going through a change of ownership. We
happen to believe that Computer Graphics World is exactly where it should
be—home. For an incredible publication like Computer Graphics World, “home” is
being part of a publishing group that understands the value of its assets and its value
to the ever-growing computer graphics industry.
These are very exciting times for Computer Graphics World, which has been pur-
chased by COP Communications, the publishers of Post magazine. For some time,
COP Communications has been courting PennWell, Computer Graphics World’s long-
time publisher, in an attempt to acquire the graphics industry’s leading publica-
tion. We are very excited to have Computer Graphics World joining the family. We
have assembled an incredible team to bring the enthusiasm and excitement back into
Computer Graphics World.
Having been a part of this market for more than 15 years, I understand that join-
ing with such a well-respected title like Post magazine offers our readers and adver-
tisers content and market reach that is simply not offered through the legacy publish-
ers, which have decided to make publishing much more about
bottom-line numbers and less about the markets they serve.
I believe that it should be all about understanding and pas-
sion—both of which are essential if your editorial focus is on
the professionals of the market, who take immense pride in
what they do, along with the manufacturers, which offer the
razor-edged technology that helps these creative profession-
als perform their magic. Computer Graphics World has the pas-
sion and understanding that both Karen Moltenbrey and I bring
with a team that will continue to celebrate the core of Computer
Graphics World and all that has made it a fi rst-class publication.
We invite you all to join us in our re-energized quest in serving the worlds of enter-
tainment, gaming, industrial design, science, CAD, and simulation, and nurturing the
crossroads of innovation among disciplines. It’s no secret that CAD designers want to
learn about the newest modeling techniques used in the latest blockbuster effects fi lm,
while scientists are interested in the real-time rendering advances coming from the
gaming industry. We intend on celebrating these professionals, and are committed to
extending our coverage of the 3D graphics community. And, we look forward to your
continued support in the years to come.
Sincerely,
Tim Matteson
Publisher
We are
committed to
extending our
coverage of the
3D community
across the varied
disciplines.
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6 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
spotlightG R A P H I C S B O A R D S
F A C I A L A N I M A T I O N
Your resource for products, user applications, news, and market research
PR
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Softimage, a subsidiary of Avid Tech-
nology, has unveiled Face Robot, its
software solution for creating realis-
tic facial animation for high-end fi lm,
postproduction, and game applications.
Designed to enable more lifelike ani-
mation of digital faces in less time than
previously possible, Face Robot aids art-
ists in producing emotive expressions
with natural skin and soft-tissue move-
ments in as few as six steps. The soft-
ware, compatible with popular 3D pro-
grams and work fl ows, provides precise
control over anatomical features such
as the mouth, eyebrows,
and jaw.
The integrated facial
soft-tissue “solver,” mean-
while, offers a corrective
sculpting system and
helps simulate the ways
in which facial tissue
deforms as expressions
are formed. Additional
features include a visual
animation interface, animation retarget-
ing, iterative performance refi nement
utilities, and support for the importa-
tion and exportation of Autodesk 3ds
Max and Maya fi le formats.
Softimage Face Robot current-
ly is shipping in two confi gurations:
Designer and Animator. Face Robot
Designer, priced at $94,995, provides
the tools necessary to prepare, solve,
and animate faces, including those
for defi ning wrinkles, placing tendons,
and fi ne-tuning the mouth. Priced at
$14,995, Face Robot Animator presents
a hybrid environment for keyframe
animation and motion capture, as well
as features a retargeting algorithm and
advanced tuning controls.
Softimage Delivers Face Robot
Extending the company’s workstation graphics line, the
1GB FireGL V7350 and 512MB FireGL V7300 are designed to
be ultra-high-end boards for digital content creation, imag-
ing, and CAD professionals. Both take advantage of an ultra-
threaded parallel processing GPU and ATI’s Avivo video and
display technology. The new graphics cards deliver a large
color palette and increased detail, given their graphics pipe-
line of 10 bits per RGB component and two dual-link con-
nectors in support of high-end displays. Priced at $1999
and $1599, respectively, the FireGL V7350 and V7300
are based on 90-nanometer process technol-
ogy, 512-bit ring bus memory architecture,
and 128-bit precision.
ATI has released its Cross-
Fire Xpress 3200 chipset, devel-
oped from the ground up with multi-GPU gaming in mind.
Engineered with two true x16 PCI Express interfaces, the
CrossFire Xpress 3200 is designed to deliver ease of use, accel-
eration, advanced overclocking capabilities, and stability.
The company also revealed that Hewlett-Packard has
selected the ATI Mobility Radeon X1600 to power the new
HP Compaq nx9420 Notebook PC. The business notebook
also benefi ts from a 17-inch widescreen display and
Intel’s Centrino Core Duo. The Mobility
Radeon X1600, offering multimedia
functionality and power manage-
ment, delivers ATI’s Avivo tech-
nology for refi ned video capture
and playback, and PowerPlay 6.0
tech nology for long battery life.
ATI Expands Its FireGL and CrossFire Products
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 7
W O R K S T A T I O N W O R K S T A T I O N
3 D A N I M A T I O N
PR
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NaturalMotion, Ltd. has unveiled the
latest version of its 3D animation soft-
ware solution, Endorphin 2.6, and a new
run-time technology for next-generation
game development.
Newly updated, the Endorphin 2.6
suite of tools is designed for the creation
of realistic, interactive 3D character ani-
mation in games, fi lms, and broadcast.
Its new network licensing enables mul-
tiple licenses to be shared across a net-
work from a single dongle, whereas new
reference and training material provide
up-to-date information, more-detailed
tutorials, and a number of tips and
tricks. At the same time, NaturalMotion
has enhanced such Endorphin features
as its adaptive behaviors, char-
acter edit mode, and integration
with popular 3D and animation
work fl ows. Endorphin 2.6 is
available now for $9,495.
The company also intro-
duced its Euphoria run-time ani-
mation technology for gameplay
and development on next-genera-
tion platforms. Euphoria utilizes
the company’s Dynamic Motion
Synthesis technology to develop
interactive animations on the fl y. The
solution is based on fast simulations of
game characters’ motor control, mus-
cles, and biomechanics, rather than on
canned data recall.
Shown behind closed doors at the
recent Game Developers Conference,
Euphoria is being implemented in next-
generation game titles and is available
through NaturalMotion’s co-develop-
ment program.
NaturalMotion Upgrades Endorphin, Debuts Euphoria
Dell Inks Agreement to Acquire AlienwareDell has entered into an agreement to acquire Alien-
ware, known for its unique, high-end workstations.
Alien ware’s PC product line for gaming and multimedia
DCC and management will complement Dell’s high-per-
formance workstation offerings. Alienware will operate
as a wholly owned subsidiary to Dell, and will be head-
ed by Alienware’s current management and founders.
Meanwhile, Dell recently unveiled its XPS 600 Rene-
gade, a limited-edition, custom-painted desktop comput-
er. Designed to deliver immersive gaming experiences,
the Renegade benefi ts from the industry’s fi rst dedicated
physics accelerator, the Ageia PhysX processor. The PhysX
processor lends to lifelike gaming environments given its
ability to power real-time dynamic motion and interac-
tion on a large scale. The Renegade system also employs
Nvidia Quad-SLI graphics
and the Intel Pentium 965
Extreme Edition processor
at up to 4.26 GHz.
The XPS 600 Renegade
is offered in limited quan-
tities, priced at $9930 with
Dell’s 30-inch 3007WFP
fl at-panel monitor.
Boxx Launches a New Version of Its GoBoxx Boxx Technologies has unveiled a new edition of its
GoBoxx 1400 mobile workstation sporting AMD’s
Athlon 64 X2 dual-core processors. The GoBoxx 1400,
suited to mobile 2D/3D graphics and animation profes-
sionals, has a 17-inch WSXGA+ (1680x1050 resolution)
GlassView-type Active Matrix display and Nvidia Quadro
graphics with a PCI Express
FX Go 1400 GPU, OpenGL,
and 256MB of video memory.
Rounding out the offering
are two DIMM slots with up
to 2GB of memory, dual HDD
support with RAID 0 and 1,
dual-channel DDR2 memo-
ry, and a built-in 1.3-mega-
pixel digital video camera.
The company additional-
ly debuted the Boxx Apexx 8
workstation targeted at visu-
al effects professionals. The system is designed to han-
dle 2K and 4K fi lm, as well as to deliver real-time func-
tionality when working with very large fi les, through
the use of 16 processing cores.
Pricing for the workstations vary with confi guration.
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view
poin
tV
ideo
Jeff Sauer is a contributing editor of Computer Graphics World and director of the Digital Video Group, an independent research and testing organization for digital media. He can be reached at [email protected].
8 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
By Jeff Sauer
could display the full quality of imagery would be so much better.
Now there is at least one such monitor. Brightside Technologies is a small Western
Canadian company with the fi rst HDR-capable display. Unfortunately for most of us,
Brightside’s high dynamic range display—priced at $49,000—isn’t likely to show up on
our individual desktops very soon. But, the technology is eye-opening and, hopefully, it’s
a glimpse at the future.
Lighting It Up, and Down
On the surface, Brightside’s DR37-P uses a fairly straightforward LCD panel, similar
to any other higher quality 37-inch LCD TV/monitor. But there are a couple of critical
variations: First, Brightside uses a much different backlight; and second, that back-
light doesn’t just turn on and off with the power switch.
LCD monitors typically create brightness by shining a large, defused backlight
through a matrix of liquid crystals. Electric charges cause the liquid crystals to “turn
out” to allow some or all of the light to pass through, thus creating different levels
of brightness and varying shades of gray. The light then passes through red, green,
and blue color fi lters to create different colors. Since the “white” backlight is theoreti-
cally made up of red, green, and blue light blended together, this subtraction method
should yield all possible colors.
Yet, as the saying goes, “in theory, there is no difference between theory and prac-
tice. But in practice....”
Consider the difference between a typical tungsten light bulb and an overhead
offi ce fl uorescent lamp, or even one of the newer fl uorescent bulbs designed for
house lamps. While both are called “white,” most people recognize a difference
and describe the tungsten bulb with words like “warmer” or “softer.” That creates a
pleasant environment, but the actual “white” leans toward red and orange. Formally
The human eye is an incred-
ible instrument. It has the abil-
ity to process a very high range
of colors and even a larger
range of luminance variations.
Indeed, when we hear display
contrast ratios like 500:1, 2000:1, or even
50,000:1, they ultimately pale to the
roughly 1,000,000:1 luminance range of
our eyes. Similarly, the 24-bit color pro-
cessing (or 32-bit, including alpha chan-
nel) that seemed pretty
good a decade ago now
feels unsatisfying in the
quest to produce lifelike
images and video.
And that is just why
a small but growing
number of applications,
some as common as
Adobe Photoshop CS2,
and computer games
are moving toward high
dynamic range imag-
ery (HDRI) and creating
HDRI with as much as
16 bits per color.
Of course, while
the software can pro-
cess more data, you
probably don’t have a
monitor that can show
it. Naturally, “quality
in” begets “quality out,”
and maintaining a high
dynamic range through-
out the creation and
editing processes will
reduce rounding errors
and yield a better image
even on a low dynamic
range monitor.
Still, a monitor that
While costly,
Brightside’s
HDR display
technology
may offer a
glimpse at
the future.
Brightside Tech-
nologies recently
introduced the fi rst
HDR display, its
DR37-P, which uses
a different backlight
compared to typical
LCD monitors. While
the technology is
highly desirable, the
monitor’s price,
$49,000, may prove
to be too steep for
the average user.
High Dynamic Range Displays
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10 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
speaking, tungsten bulbs have a lower
color temperature than white that is
made up of equal parts of red, green, and
blue light. The Cold Cathode Fluorescent
Lamp (CCFL) backlights of traditional
LCD monitors similarly diverge from
“pure white.” And, when red, green, and
blue are subtracted from less than 100
percent white, the result is a mathemati-
cally limited range of possible colors.
Several companies, including
Brightside, have been experimenting
with LED backlights instead of CCFLs
and other fl uorescent lamps. NEC, for
example, now has a 21-inch desktop monitor, the LCD2180, that employs two defused
arrays of red, green, and blue LED as the backlight. The combination of red, green,
and blue LEDs act like the red, green, and blue light guns of old CRT projectors,
blending the primary colors to produce that pure white and, in turn, a wider range of
other colors. NEC reports a range of saturated colors that exceeds Adobe RGB color
by 9 percent and NTSC color by 4 percent.
Similarly, a development partnership between Samsung and Sony has yielded a
small number of products, including Sony’s Qualia 005 (a 46-inch LCD panel) and
Samsung’s LN-S8297DE (a gigantic 82-inch LCD panel). Samsung has also been work-
ing with Texas Instruments’ DLP (Digital
Light Processing) technology to build a
DLP rear-projection TV that uses LEDs
instead of a traditional projection lamp.
Those products all, like NEC’s, use
an array of red, green, and blue LEDs
to create a pure, adjustable white back-
light, and the visible results in each
case are impressive.
Still, the technology ultimately only
improves color accuracy and not neces-
sarily contrast.
The Bright Side of LED
To create a true HDR display, Brightside
exploits another critical characteristic of
LEDs. As solid-state devices, LEDs can
be turned on and off extremely quickly—
within nanoseconds. They can also shine
at reduced power levels to produce a
gray light. Most importantly, Brightside
modulates the LEDs individual on the fl y,
adjusting for each display image and even
Several companies
have been
experimenting with
LED backlights
instead of CCFLs
and other kinds of
fl uorescent lamps.
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Today’s dynamic Digital Media networks typically demand ultrafastnode-to-node interconnections to support a high bandwidth ofdata transfer.That’s why Rorke Data has partnered with Fujitsu.We integrate Rorke’s Galaxy series of high-performance, scalableNAS solutions with a blazing combination of Fujitsu XG series10 Gbit switch infrastructure and Fujitsu’s MAX series 3.5,"15K rpm SAS drives.Cost-effective 10Gb connectivity, the unparallel performance of SASdrives, with Rorke’s service and support – It’s revolutionary disk storage,without the spin.
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Fujitsu MX SAS drives
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Capacity: 2TB to 12TB*Drives: SAS-based over
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Galaxy NAS • The world’s first non-blockingsingle-chip 10Gb Ethernet switches
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Fujitsu XG Series
*Capacity determined by number of enclosures
10Gb NASwith a lotof SAS...
each “fi eld” of 60 fi eld/sec motion video. That fi elds two
important improvements over traditional LCDs.
First, turning the LED backlights off while the liquid crys-
tals are changing state (turning) helps minimize the image
ghosting that remains a negative LCD stereotype with video.
Second, the DR37-P actually looks ahead a handful of video
frames to analyze the picture, then adjusts the LEDs indi-
vidually to accommodate light and dark scenes and light
and dark areas of the scenes. That’s where Brightside really
reaches the full potential of high dynamic range.
As I stated earlier, our eyes can distinguish contrast in the
1,000,000:1 range, but that’s not the whole story. At any given
instant, we are much more limited—in the order of just 100:1.
That’s why you can’t, for example, go to a bright, sunny
beach and expect to immediately see something inside a
dark tote bag. Our pupils need to dilate and adjust to the new
luminance range of the inner tote bag to allow us to discern
objects. Similarly, we can readily differentiate objects in dark
evening shadows (a survival defense mechanism) because
our eyes have adjusted to a different overall luminance.
In order to create a similar range, Brightside uses an
array of 1380 LEDs with mildly defused pixels behind the
1920x1080 LCD matrix. Analyzing a given image allows
the DR37 to adjust each individual LED, thereby exploit-
ing a full LCD contrast ratio in the various sectors of a sin-
gle image. Dark areas can have smartly defi ned shadows
and highlights, while still allowing bright areas to shine
enough to create the painful glow of looking at the sun.
In that way, Brightside has given an LCD panel some-
thing like dilating LEDs that act much like our eyes,
adjusting to the brightness and allowing us to see both
dark and bright environments clearly. And that, leverag-
ing such a high dynamic range, creates a far more lifelike
viewing experience.
Brightside’s technology is still new and quite expen-
sive, but it does offer an attractive glimpse at what is
possible for future displays. Minimally, the work of
Brightness, NEC, Sony, and Samsung has piqued the
interest of LED manufacturers and has yielded some dra-
matic performance increases during the last couple of
years, with more on the horizon. And, that bodes well for
the future of HDR displays.
Brightside’s panel adjusts the bright-ness levels so that dark and bright environ-ments can be seen clearly.
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. . . . CG Animation
12 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
In the 2002 prehistoric
animated adventure Ice Age, a
melancholic mammoth (Manny), a klutzy
sloth (Sid), and a stoic saber-toothed tiger
(Diego) form an uneasy bond to return a
human child to his family. The story of
the mismatched trio venturing across the
frozen tundra warmed the hearts of fi lm-
goers across the globe, making $382 mil-
lion worldwide, earning an Oscar nomi-
nation for best animated feature fi lm, and
setting the stage for the climate-changing
follow-up, Ice Age: The Meltdown. Making
$70.5 million during its opening weekend,
the CG sequel was another mammoth
success for Fox’s Blue Sky Studios, eclips-
ing the original Ice Age’s weekend take
by almost $25 million and becoming the
year’s fi rst box-offi ce bonanza.
As the story opens, the animals are
reveling in the virtual water park that
global warming has made of their once-
frozen habitat, frolicking on water slides
and ignoring the apocalyptic warnings of
Fast Tony, a con-artist turtle voiced by Jay
Leno. But, Manny, Sid, and Diego soon
learn that Fast Tony’s dire
forecast is about to
come true. The tow-
ering glacial cliffs
that loom over
their home,
holding back
the melt-
ing ocean,
are about to burst
and fl ood the valley—and
drown all the creatures in it. Their
only hope is to journey to the other end of
the valley and escape on a primitive ark.
From above and below, their trek is
fraught with perils and predators. A sla-
lom course of bursting geysers, teetering
rock formations, sharp-toothed amphib-
ians attacking through cracks in the ice,
and a fl ock of hungry-eyed vultures, who
break into a Busby Berkeley rendition of
“Food, Glorious Food,” are but a few.
Along the way, they meet two manic
possums, Crash and Eddie, and their “sis-
ter” Ellie, a mammoth who believes she’s
a possum. Still pining for kinship with a
fellow mammoth, Manny fi nds hope in
Ellie, and begins a fumbling courtship.
Meanwhile, Sid’s desire for self-worth is
kindled by a race of miniature sloths who
worship him like a god—until, of course,
they try to sacrifi ce him in a pit of lava. Sid
also peels away Diego’s false bravado and
forces him to confront his fear of swim-
ming. And, fi nally, the beleaguered Scrat
continues his quest for the ever-elusive
acorn in wildly inventive comic interludes.
The simplest one involves a botched pole-
vaulting attempt using a pole that’s a bit too
short to reach the far edge of deep crevice.
You can imagine what happens.
If the stark icescape of the fi rst fi lm
refl ected Blue
Sky’s initial trepidation at
embarking upon a feature fi lm, then the
verdant playgrounds, gushing fl oodwaters,
ultra-realistic fur, and elastic character ani-
mation of the sequel are a sure sign that
those fears have been washed away.
“We’re a lot more confi dent now,” says
lead animator Dave Torres. “But it still
wouldn’t be any fun if we weren’t con-
stantly pushing ourselves technically and
artistically. And on this fi lm, we had huge
hurdles to overcome, specifi cally in the
form of complex water and fur simulation.”
To achieve that, Ice Age: The Meltdown
would not only require the development
of new tools for water and fur simulation,
but for simulating froth and splashes, as
well. Character animators also set a goal of
pushing smear frames, squash and stretch,
follow-through, and overlapping action to
extremes. To do so would require the build-
ing of new meshes and rigs for all the char-
acters to handle the extremes of motion.
Character Evolution
Because only handful of the sequel’s 60-
plus animators had worked on the origi-
nal Ice Age, Blue Sky conducted seminars
at the start of production to establish guide-
By Martin McEachern
Imag
es T
M &
© 2
006
Twen
tiet
h C
entu
ry F
ox.
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 13
CG Animation. . . .
ThawsomeFox/Blue Sky bring a
f lood of innovation to
Ice Age: The Meltdown
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14 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
. . . . CG Animation
lines for the animation of each char-
acter, giving examples of expressions
and showing what director Carlos
Saldanha did or did not want. The ani-
mators also created internal Web pages
geared to each character, and spent a
day of team building at the Bronx Zoo,
studying tigers and elephants.
Led by lead modeler Mike Defeo,
artists discarded the NURBS meshes
used for the fi rst fi lm and resurfaced
all the characters using subdivision
surfaces in Autodesk’s Maya. “Except
for the eyes and teeth, all the charac-
ters were a single-surface sub-D mesh,”
says Torres. “All the problems we had
on the fi rst Ice Age, with tears and
seams around T-junctions and the convergence of [fi ve or more] sur-
faces, were gone.” Aesthetically, the characters retained their origi-
nal design, except for Diego, whose eyes are now more cat-like.
Working primarily in Maya, riggers outfi tted each of the main
characters with more than 800 controls. These included for-
ward kinematic/inverse kinematic (FK/IK) handles, Maya blend
shapes, Maya Set Driven Keys, corrective blend shapes, and sim-
ple deformers such as lattices for fl attening out a piece of geom-
etry, creating impacts, or adding a hint of squash and stretch to
the beaks of Fast Tony or the vultures. Instead of using Maya’s
Sculpt Deformers for the dynamic animation of wobbling bel-
lies, jostling fat, or bulging muscle, Blue Sky uses a proprietary
tool called Follow Through. While not a fully dynamic solution,
Follow Through is a joint-based system that uses the “gross”
motion of a piece of geometry to calculate overlapping, follow-
through, or other secondary motions that would be tedious for
an animator to keyframe.
Follow Through is most
clearly visible on the more
gratuitously cartoony char-
acters such as Scrat, specif-
ically on his cheeks, ears,
belly, and the spline ani-
mation of his tail.
With multiple animators
often working on the same
character for any given shot,
animators used another
tool—called Pose Tool Box—
to access a wide variety of
recorded poses so they could seamlessly blend with one another’s
animations. “Pose Tool Box lets us record hundreds of physical
expressions, such as sad, angry, mad, happy, and so forth,” says
Torres. “When an animator creates a new pose, we can store all or
any part of it, from the face to various parts of the body. Then, we
can use them as “hookups” between shots. For example, when
there’s a cut on action, on the last frame an animator can snap to
a pose from the Pose Tool Box, so that the next animator knows
where to begin his or her animation.”
Cataloging poses became doubly important when character
animators challenged one another to a smear-frame competition.
Trying to outdo one another with squash and stretch, animators
created wildly exaggerated poses that, without the Pose Tool Box,
could have created a consistency nightmare for multiple animators
working on the same character. To create these exaggerations, the
animators manipulated special squash-and-stretch nodes placed
by riggers at the ends of the joints. “We could extend the nodes,
and it would simulate squash and stretch, preserving volume, thin-
ning out the geometry with extension, or fattening it with compres-
sion. We would scale, rotate, and translate the joints, and essen-
tially try to break the rig,” notes Torres. “We intend to push it even
further on our next fi lm,
Horton Hears A Who!”
Choosing a winner of
the smear-frame contest,
Torres points to a scene
in which Crash and Eddie
are logrolling down a
hill. Sucked underneath,
they’re fl attened and
stretched in true Chuck
Jones fashion.
Animators also took
smear frames to extremes
on Sid. In one shot, in
which the sloth exclaims prematurely, “We’re gonna live,” only to
realize otherwise, and says, “We’re gonna die,” Torres says the pro-
cess was pushed to the point where it didn’t look like Sid. “But it
works for the mood,” he says. “So, while we tried to exaggerate as
much as possible, we didn’t want to violate the look of the charac-
Thanks to a new, volumetric fur tool, called Fur Follow Through, the long mane and woolly coat of
Manny and Ellie sport millions of hairs that respond to wind, inertia, and gravity.
For the many still lakes, ponds, and puddles interspersed across the melting
landscape, Blue Sky used Next Limit’s Real Flow and displacement shaders.
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Aeon Flux Image courtesy of Paramount Pictures.
nuKeTM
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- 64 channels of image data that support the OpenEXR™ format.
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NUKE™ is a trademark of Digital Domain, Inc. in the United States and other countries. Digital Domain® is a registered trademark of Digital Domain, Inc. in the United States and other countries. D2Software™ is a trademark of D2 Software, Inc. in the United States and other countries. The names of other companies and products mentioned herein may be the trademarks or service marks, orregistered trademarks or service marks, of their respective owners in the United States and/or other countries.
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16 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
. . . . CG Animation
ters from the previous fi lm or, worse, distort the true personality of
the character.” To that end, animators did not exaggerate heavily
on Diego, whose withdrawn nature demanded a subtler approach.
Ellie’s comic delusions about being a possum also demanded
a highly nuanced performance—one that was broad enough to
capture the humor of her delusion but restrained in a way that
showed those delusions stemmed not from stupidity, but psycho-
logical need. “We didn’t want her to come across as dumb,” states
Torres. “She lost her family when she was young and found a sur-
rogate family in two possums. So we wanted to show she was
brassy, smart, and caring, and that her confusion—much like
that of Tarzan—comes from the way she was raised.” Similarly,
because Manny was the “heart” of the fi lm, animators also
abstained from giving him wide-eyed, cartoonish expressions
that would undercut his emotional weight. To capture the roman-
tic subtext in his interactions with Ellie, animators used eye dart-
ing, stuttering, stammering, and eye-contact avoidance.
Freestyle Animation
Artists built all the sets and props
prior to animation. While layout
artists established most of the block-
ings, the animators did a lot of the
camera work themselves, especially
when their performances exceeded
the scope of a shot. In fact, the ani-
mators had more freedom than ever
before in staging their scenes. Only
a few sequences were prevized,
among them Whack-a-Mole and
Balance. In the latter, all the char-
acters fi nd themselves on top of a
rock that’s teetering precariously on
a bunch of other rocks stacked one
on top of the other in the middle of a giant canyon. “The cho-
reography of the characters was extremely intricate and inter-
connected,” says Torres. “Previzing it was a huge collaboration
among animators, previz, layout, and modeling.”
Meanwhile, in Whack-a-Mole, Diego and Sid are twisted into
knots while trying to snatch Crash and Eddie, who keep popping
in and out of holes in the ground. “Previz artists put placeholders
for where the holes would be, judging how far they had to be apart
so that Sid and Diego could reach from one to the next without
being too far from Crash and Eddie,” says Torres. Using this rough
choreography, modelers modeled the ground plane with the holes
in the correct position, and layout artists created the appropriate
camera movements, all of which was then sent to animation.
Refurbished Fur
Thanks to a new, fully voxelized, volumetric fur tool, all the
animals in Ice Age: The Meltdown sport a new coat of fur, each
bearing millions of hairs that respond to wind, gravity, inertia,
and turbulence. In the fi rst fi lm, Blue Sky employed image cards
bearing the image of one to three hair strands. Though alpha
maps and transparency gave them a sense of dimension, their
motion, even in windstorms, was caused by a jiggling of the
cards and appeared somewhat stiff. In contrast, the new fur sys-
tem procedurally draws millions of B splines on each character.
Each point on the spline carries information about its position in
space, along with color, length, density, transparency, and other
attributes. From these millions of hairs, a couple thousand are
selected to be rig hairs, which are attached to the animator’s char-
acter rig in Maya and drive the animation of the other hairs.
To simulate motion dynamics on these “rig hairs,” technical
director Adam Burr wrote a tool called Fur Follow Through, which
adapts the Follow Through tool for fur animation. Using the tool,
the animators could adjust the hair’s drag, inertia, cycle, and settle
time, as well as assign force vectors for wind, gravity, turbulence,
and other environmental infl uences. “You can see the breezes
running through the hair now. And, when characters move for-
ward, the hair is drawn backward,”
explains Torres. In addition, Fur
Follow Through can recognize
when the fur is partially immersed
in water, automatically selecting its
Underwater Follow Through so that
it appears to fl ow with the current.
However, the fur is still not fully
interactive. If, for example, a char-
acter puts its hand to its chest, the
fur would penetrate the hand rather
than compress under it.
Indeed, because the animators
could only see the rig hairs during
animation, their biggest gripe during
production was fur intersection. To
resolve that problem, the team fed all the Maya animation into its
Grinder system, which translated it into scripts for CGI Studio, its
proprietary raytracer. When the rendering was complete, it was the
job of the technical animators to scrutinize each frame for fur pen-
etrations and then notify the character animators. “Often, they’d
Possums Crash and Eddie were squashed and stretched to extremes
using Blue Sky’s proprietary Follow Through tool.
When Sid’s “rig hairs” intersect with a water body, the
hairs automatically assume their wet look, refl ecting
changes in density as they absorb water.
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 17
CG Animation. . . .
see the fur go right through the hand, and we’d have to go back and
alter the animation to bring the hand out of the fur,” says Torres.
With millions of hairs to process and only four months to ren-
der the entire fi lm, Blue Sky moved to a 64-bit architecture for
Ice Age: The Meltdown, upgrading its renderfarm to 1000 2.4 GHz
processors, increasing its storage capacity to 40TB, and installing
new Angstrom workstations running dual 2.4 GHz processors and
Nvidia-based graphics cards. Under the new system, the average
render time per frame was 13 hours. “We used a primitive form
of the new hair for the humans in the fi rst Ice Age,” says effects
lead Eric Mauer. “However, since CGI Studio is a raytracer, which
means all the geometry has to be in the scene
at render time, our RAM footprint for the voxel
bodies was really prohibitive. Each scene had
to be represented in less than 1GB. Through our
new architecture and advancements to the fur-
voxel rendering made by researcher Maurice
Van Swaaij, our RAM footprint for Ice Age: The
Meltdown was 6GB.” In addition, Van Swaaij
also made advancements to CGI Studio that
enhanced the motion-blur effect on the fur.
For creating matted, bedraggled hair,
the process was twofold. When artists pro-
cedurally modeled the fur, they also mod-
eled its wet look, establishing the frequency
with which the hairs would clump and
the changes in density as it absorbs water.
Then, during animation, when the rig hairs
intersected with a water body, the hair rig
accessed the wet or dry fur description, and
morphed between the two.
“Intersections between water and fur are
always a challenge,” says effects lead Kirk Gar-
fi eld. “Because fur and water are both trans-
parent bodies, you have to boolean one out of
the other any time they’re touching. So, within
our pipeline, we came up with templates to
easily boolean out the fur that was in any other
transparent bodies, such as bubbles.”
Digital Deluge
Blue Sky relied on four primary tools for
water simulation: Next Limit’s Real Flow for
creating the crashing, folding waves of the
dam burst; a proprietary tool developed by
researcher Simon Brown called Wave Synth
for the intense, choppy waters that fl ood the
valley after the burst in the third act; a cus-
tomized rig employing Maya Particles for
creating splashes; and a proprietary Froth
tool developed by Rhett Caulier for saturat-
ing characters in a foamy spray.
Once the dam bursts and the main wave passes, the deluge of
fl oodwaters fl owing through the entire set and through which the
characters must swim is the work of Wave Synth. Falling under
the class of spectrum-based techniques, Wave Synth’s fundamen-
tal building block is called a Gerstner wave, which resembles a
sine wave and has been used for a long time in oceanography.
Using such variables as wave height and speed, and simple equa-
tions for calculating how waves move in deep water, Wave Synth
sums together many waves.
While the same technique has been used for such fi lms as
Titanic, Wave Synth differs by not compressing the calculation of
Artists remodeled all the
characters, including the
acorn-obsessed Scrat, using
subdivision surfaces before
rigging them with Maya IK
controls. Then, with Blue
Sky’s proprietary Follow
Through tool, the team
added secondary anima-
tion, and with the Fur Fol-
low Through tool, animated
the hair.
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18 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
. . . . CG Animation
thousands of waves using Fast Fourier transform, which tends to
compromise the “peakiness” of the waves. Instead, Wave Synth
builds a wave spectrum, choosing only the best waves to add
together, rather than summing thousands of inferior ones. Simply
stated: It’s quality over quantity. “You can add hundreds of waves,
but if you choose bad ones, with the wrong wave heights, lengths,
and speeds, it won’t look realistic,” says Brown. “So, the spec-
trum defi nes the type and amount of waves that will be used to
achieve the most realistic simulation.”
Wave Synth’s ability to regulate a wave’s level of detail with the
proximity of the camera is one of its greatest advantages. It can
produce complex choppy waves close to the camera, but as the
waves recede into the horizon, it will only calculate what is neces-
sary. However, since Wave Synth is tailored for fast-fl owing waves
that swell and crest violently but do not fold over on themselves, it
was not used for the dam burst. For the calmer waters of the many
ponds and still lakes visible at the opening of the fi lm, the artists
used simple displacement shaders, bump maps, and noise patterns.
For any light disturbances of those waters, they used Real Flow.
Because the characters are constantly thrashing about in
water—especially when Wave Synth was used during the deluge
in the third act—the effects animators led the character animators
by providing an animated NURBS patch showing the troughs and
crests of the waterline, so they could choreograph their charac-
ter animation with it in Maya. On the other hand, when the water
simulation was done in Real Flow, effects animators received the
character animation fi rst, and then ran the simulation to match it.
For splashing and spraying water, the artists used a patch-
based Splash rig employing Maya particles. “The rig would
allow us to pose a NURBS patch representing the water sur-
face, emit particles off it, then turn on dynamics and let grav-
ity take over,” explains Garfi eld. “We could put splashes every-
where without breaking the budget. Sometimes, we’d use our
own in-house mesher to fatten the droplets; in other cases, we
would just render it as spray.” While effects artists could make
the splash particles interact with the separately simulated water
surface, they found that it was rarely necessary.
To envelop characters in froth and foam when they’re close
to a large body of water, researcher Rhett Caulier developed a
proprietary froth simulator that worked with Wave Synth. Using
a point-cloud system to represent the water surface, the charac-
ters, and the environments, the tool calculated the intersections
between the geometry, and then procedurally generated the
froth particles that aerated off the water surface, clouding over
the characters. Constrained to the water surface, the froth parti-
cles became part of the main visual cue indicating the direction
and the speed of the current, and used a laminar fl ow-collision
model to swirl around objects in their path. “It’s a collection of
scripts and C++ code that runs entirely within our proprietary
system. So, only after all the data from Maya was fed into our
Grinder could we apply froth to it,” says Caulier.
Effects Animation
Having abandoned texture maps on Robots, Blue Sky continues
to use a proprietary procedural method for texturing, which lay-
ers materials made of various noise functions (see “Mech Believe,”
March 2005, pg. 22). To create the gauntlet of bursting geysers
that the characters must cross, artists used CGI Studio’s Smog tool,
which simulates smoke, steam, clouds, and other aerosols by defi n-
ing an isosurface within which light is scattered and absorbed.
Finally, for Ellie’s dream-like fl ashback to the loss of her
family, artists created the snow in the scene using Maya par-
ticles, instancing them with larger spheres or ice chunks when
the snowfall thickens. To create the footprints in the snow, the
effects team used Z depth maps taken from an orthographic
camera to produce a set of displacement maps in Apple’s Shake.
Many former Disney artists who Blue Sky Studios hired after the
closing of the Orlando studio painted the beautiful deep vistas
of the tundra and backdrops for the valley scenes. Finally, art-
ists generated the grass in the valley using the new fur tool, ani-
mating the millions of blades with Fur Follow Through.
For Blue Sky Studios, Ice Age: The Meltdown entered theatres
leaving a fl ood of innovation in its wake. In fact, the studio is
currently preparing sketches on Wave Synth, the froth simula-
tor, and its splash rig for this year’s SIGGRAPH. Torres empha-
sizes the importance of making each fi lm a learning experi-
ence—an opportunity to grow technically and artistically.
“Everything we do, we learn from,” Torres says. “With each
fi lm, we search for better ways of working, better tools, and are
constantly developing things to help out work fl ow, not only to
make us faster, but to make our jobs easier.”
Martin McEachern, a contributing editor for Computer Graphics
World, can be reached at [email protected].
Blue Sky’s CGI Studio raytraced the entire fi lm in only four months,
including the millions of hairs and complex water refl ections.
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. . . . Broadcast
20 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
TOP SPOTS
Digital effects
turn in a
game-winning
performance in
this year’s Super
Bowl commercial
showdown
By Debra Kaufman
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 21
Broadcast. . . .
The Ad Bowl, which takes place during Super Bowl Sunday, is a highlight
of the year for advertising agencies, commercial production companies,
and all the visual effects, animation, and post houses serving them. The
commercials—supposedly Madison Avenue’s best—are as much of an
attraction as the game itself, and this year was no exception.
The 2006 super spots appeared to be a notch up from last year, when
cautiousness prevailed, squelching creative, riskier opportunities. As
expected, humor continued to reign supreme, as did commercials featur-
ing animals, particularly those involving Budweiser’s iconic Clydesdales.
The draws, as well as the duds, were the culmination of the hard-
est work in the shortest time, as agencies, pro-
duction companies, and VFX profes-
sionals raced toward a fi xed deadline,
usually with just days to spare. Aside
from being expensive in terms of
work and time, the spots were also
costly in terms of dollars—with an
average price tag of $2.5 million for
30 seconds of airtime. The cost to air
a commercial far exceeded the cost to
create one, even though some of the
special effects-heavy ads reportedly
cost upward of $1 million to make.
With so much at stake, some advertisers
took a chance with an unusual or risky presentation, while others
played it safe with a variation of their tried-and-true formula from
previous years. And then there were those that just plain missed
the mark. The revolving refrigerator—a clever sight gag in which a
“hidden” refrigerator to some luckless Bud drinkers ends up being a
magic refrigerator to the tenants on the opposite side of the wall—
was the all-round MVP this year. Anheuser-Busch also scored a big
hit with “American Dream,” featuring the little horse that could, and
“Superfan,” in which a sheep becomes a memorable streaker. FedEx
also came out on top with a commercial that put cavemen in a cave
offi ce, replete with a troglodyte boss.
The ever-popular Kermit the frog was another hit, as the fuzzy pup-
pet kayaks, climbs, and fi nally reaches his destination—the Ford Escape
Hybrid—all with a song on his puppet lips. Gorgeous cinematography
took a bow with the Cadillac Escalade commercial, with visuals that drew
attention and almost made you forget that there really wasn’t a story.
Here is a closer look at some of this year’s top spots.
“SPORTS HEAVEN”MOBILE ESPN
Agency: Arnold Worldwide
Director: Jake Scott
Production company: RSA
Visual effects: Brickyard VFX
Mobile ESPN makes the entire world “sports heaven,” the
theme of this successful spot. A young executive walks through
the city, so focused on his new Mobile ESPN phone that he
doesn’t notice the superstar athletes everywhere around him:
a group of motocross racers speed out of a parking garage; a
Chicago Cub steals a base across an intersection; a pro bowler
sends the ball rolling down a driveway for a strike.
Brickyard VFX handled all the effects, and touched every
shot with CG imagery and/or compositing. According to
executive producer Jay Lichtman, who is based in the effects
house’s Santa Monica, California, offi ce, Brickyard VFX
started the job with concept boards. “There were no shoot-
ing boards,” he says. “Director Jay Scott was brilliant. He and
his production company went on location and created a live-
action animatic that was very closely timed, and we followed
that. He framed everything the way he wanted. It did change,
but it was a good starting point.”
During fi lming, Brickyard VFX Geoff McAuliffe and Robert
Sethi supervised, collect-
ing camera and lighting
data, refl ection images, and
reference stills. The ele-
ments changed organically
throughout production—up
to three days before deliv-
ery. “There was an intersec-
tion shot with a one-down
marker, which covered
up a lot of the foreground,”
Lichtman recounts. “It cov-
ered up too much action so
the crew removed it, and
we replaced it with two CG
Formula One cars, one CG
NASCAR car, and 18 to 20
CG motorbikes.”
The CG elements were created in Brickyard VFX’s Santa
Monica facility, while most of the tracking, rotoscoping, and
compositing were done in Boston, where Kirsten Andersen
served as that location’s executive producer on the project.
For the replacement shot described above, says Lichtman,
P POTS
Nearly every shot in the live-action spot
for Mobile ESPN was digitally touched
in some way, including this one, with the
original shown above and the fi nal below.
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22 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
. . . . Broadcast
the group also had to re-create the world behind the one-down
marker, which required a CG road and buildings.
In another last-minute change,
one player on the Florida Marlins
baseball team was traded to the
Chicago Cubs during production.
“We had to digitally change his
uniform,” Lichtman recalls. In
addition, the marathon shot was
entirely digital, as well. “There
was no ‘marathon button’ on
the computer,” he notes wryly.
Instead, the Brick yard VFX crew
brought in their running clothes
and, one by one, hopped on a
treadmill and were fi lmed against
a greenscreen.
Meanwhile, the in-house pro-
grammer built a script that allowed
him to take the runners and place
them on sprites, which read the
distance that each person’s stride
would carry them down the road
for a realistic animation.
On PCs running Linux, the team
performed all the tracking for the
spot with 2d3’s Boujou, and all the
modeling and animation within
Autodesk’s Maya 7.0. The artists
also used Adobe’s Photoshop for
the textures and painting, Adobe’s
After Effects for rough 3D compos-
ites, and both Pixar’s RenderMan
and Mental Images’ Mental Ray for
rendering. Final compositing was
done on Autodesk’s Discreet Flame
Version 9.2.6.
“It’s a very busy spot, full of ele-
ments,” says Lichtman. “We had to
prioritize [the work], but we also
had to make everything perfect.
The rule we had was that it had to
pass the ‘pause’ test—if someone
paused the image on their DVR, it
would still look great.”
Lichtman continues: “To make
that happen, we needed to have
the very best communication
between the departments and the
artists and the client. We needed
them to understand the post pro-
cess—and they did.”
“SUPERFAN”BUDWEISER
Agency: DDB Chicago
Director: John O’Hagen
Production company: Digital Domain
Visual effects: Digital Domain
Budweiser’s Clydesdales are a familiar touchstone during the
Super Bowl broadcast, and this year’s offering was particu-
larly good. “Superfan” was one of this year’s most memorable
spots, with a whimsical twist as the iconic horses played ball on
opposing sides of a pasture gridiron.
The spot opens on a wide shot of a golden fi eld with snowy
mountains in the distance. The two teams of Budweiser
Clydesdales approach the line of scrimmage in slow motion,
as the fans on the sidelines—goats, antelope, buffalo, foxes,
wolves, and sheep—wait in anticipation of the play. As the
tension builds for the play to begin, a freshly shorn sheep
sprints out onto the fi eld. It’s a streaker, notes one of two
cowboys watching the game. As the fans cheer, the sheep
runs between the horses and then stands on its hind legs, as
a shot of a fox strategically covers the animal’s exposed body
parts for a G rating.
Visual effects supervisor Jonny Hicks notes that the director
asked the VFX team to be involved in the planning stage of the
commercial, since the spot would require so many new, chal-
lenging actions. “We saw the boards of the sheep standing on
its hind legs, waving its front hooves in the air, and shaking its
booty,” recalls Hicks. “We had four weeks from concept to the
fi nished piece.”
Of that production time, one week was spent shooting on loca-
tion at Lone Pine, a small town nestled in a valley between two
mountain ranges, where several animal wranglers looked after
the real bears, wolves, sheep, and other animals, which were
fi lmed individually against greenscreen. The main shoot involved
Fans from the animal kingdom were composited into this live-
action shot as they watched the Bud horses play football.
Last-minute changes were made to
the spot, such as altering a baseball
player’s uniform (fi rst image set).
Also, compositing work on the
second and third set of images
added water and the Heisman
Trophy to the respective shots.
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 23
the Clydesdales and the hero sheep, while the B shoot—accom-
plished using three cameras to get shots from different angles—
captured all the animals that would make up the crowd scene. The
greenscreen was L-shaped, so the crew could get front-on and side
shots of the animals at the same time. To keep the lighting correct,
the greenscreen setup was regularly moved throughout the day to
keep the sun on the animals’ right side.
But the real challenge was getting the sheep to dance. This
was done by three animal handlers wearing green Lycra suits;
they manipulated the sheep’s forelegs for the waving motion and
hips, to keep its legs on the ground and
create a gyrating movement. “There
was quite a lot of trial and error,” says
Hicks. “Once the director saw the
range of motion he could get with the
sheep, we went through a series of
moves and gesticulations so he could
have more choices in the edit.” (The
ASPCA was on hand to make sure the
sheep were treated well.)
“All the magic happened with a lot
of hard work in the Flame,” says Hicks.
There was a huge amount of cleanup
and [image] removal: for instance,
painting the animal wranglers’ hands
off the sheep and painting sheep tex-
tures back in, painting out the skewer
of meat used to get the bear to run, and
removing the collars that many of the
animals wore.
One of the challenges was that, due
to the enormity of the job, the group
had to start shooting the animals
before the crew shot the background
plates the animals would be set into.
The director and his cinematographer
scouted locations carefully, while the
VFX team took notes of where the back-
ground plate would eventually be shot.
That work, in addition to good green-
screen shots, minimized the challenges the artists faced with the
Flame composite.
Another challenge was designing the lineup of the crowd.
“The considerations were visual,” explains Hicks. “We wanted
to give a shape to the crowd, with a center point. The bison was
the imposing center point, and we also got depth with charac-
ters situated in front and behind.” Some of the shots, says Hicks,
comprise 50 to 60 layers. “It was a good, solid composite job that
involved getting every bit of it right,” he adds, “and doing it all
within a very short period of time.”
This Budweiser commercial required a number of shoots, including
those with the animals and a series with backgrounds. Flame artists did a tremendous amount of cleanup in the spot,
including painting the sheep’s animal handlers out of this shot.
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. . . . Broadcast
24 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
“GLIDE”NISSAN
Agency: TBWA/Chiat/Day Los Angeles
Director: Jake Banks
Production company: Stardust Studios
Visual effects: Stardust Studios
In a trio of spots for a Nissan Murano campaign, all directed
by bicoastal Stardust Studios’ owner/executive creative director
Jake Banks, the Murano transforms into a manta ray (in “Glide”),
a bird (in “Soar”), and then a paper air-
plane (in “Fly”), all designed to show
how smoothly the vehicle’s Xtronic con-
tinuously variable transmission operates.
“Glide” was the spot that debuted just before Super Bowl XL and
aired during ABC’s Super Bowl halftime show.
For all three spots, Stardust Studios provided the design, live-
action production, animation, editorial, and visual effects. The
facility also previsualized the camera moves (using Autodesk’s
Maya and 3ds Max) for the live-action shoot, building a 3D car in
Maya and moving the cameras to match the car and helicopter per-
spectives. Director of photography Neil Shapiro captured dynamic
shots that matched the storyboard using a camera-car, helicopter,
and locked-down mounts. “We had to shoot the car in a way that
would be in tune with the elements of fl owing, soaring, and
gliding,” explains Banks. “These extremely dynamic camera
moves allowed us to be more free with the animation.”
“The idea was to keep it simple and clean throughout,” Banks
continues. “The big thing we had to fi gure out was how the car
actually transformed into the manta ray. Do the doors fl ip out
and form wings? We went through dozens of ideas about how
to do it. We wanted it to be stylized, with its own feel and look,
and not seem as if it were transforming into a robot.”
The two-day shoot took place on the tarmac at a local airport
in San Bernardino, California. After the edit was locked and
the crew pulled selects of what worked best, the team tried to
mimic the previs. Six artists did roto and cleanup on the car at
the same time as lead animator/visual effects supervisor Shane
Zucker animated the manta ray with rough-rotoscoped footage.
The 3D manta ray was modeled in 3ds Max and animated in
Maya. But before that was done, the group conducted research
using books, videos, and other sources. “A manta ray’s motions are
similar to those of a bat—very fl uid,” says Banks. “We stylized the
manta rays a bit so they weren’t entirely realistic in their appear-
ance, and then rendered them out two different way—with a cell-
shader render and then a shader render—and mixed them together.
The cell shader gave the image an outline, so mixing the two gave
the model more of a graphic quality, more illustrative.”
The artists also incorporated additional layers of bub-
bles, some water, refl ections, and shadows, all a mixture of
Adobe After Effects and Maya.
Cleanup work for the car, which
had refl ections of the camera-car,
was done in Autodesk’s Discreet
Combustion. Lighting is always
tricky when shooting a car,
because the sun is always moving
and the car itself is a giant refl ec-
tive surface. So, the team shot the
scene with the shadow side of the
car to avoid bright hot spots.
“The live-action footage was
very desaturated, so we had to
pump color into it,” Banks says.
“We blew up the car a little bit,
but also had to make sure that we
stayed true to its real color, which was blue. The manta ray was
also blue, to match it to the color of the car.”
According to Banks, one of the challenges in using CG was stay-
ing true to the spot’s overall design. “The key was to keep it clean
and simple, and not add too much,” he explains.
“THE WAVE”BUDWEISER
Agency: DDB Chicago
Director: Paul Middleditch
Production company: HSI
Visual effects: Method Studios
In this spot, the stadium “wave” becomes a way for thou-
sands of people with placards to create an eye-catching
feat: to open a bottle of Budweiser, tilt it so the stream of
beer goes halfway around the stadium of 97,000 virtual
fans to fi ll a glass with the beer, and then drink it down.
After the shooting boards came in, says Method Studios’
producer Kim Wildenburg, the team went through a care-
ful previsualization stage, done by Pixel Liberation Front,
to determine how the spot would cut together and, just as
In the Nissan Murano commercial “Glide,” digital art-
ists crafted stylized 3D manta rays using 3ds Max and
Maya (above), whose fl uid motion matched the
movements of the vehicle (left).
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 25
important, that the produc-
tion company, agency, and
VFX studio were all on the
same page.
The two-day shoot took
place at the LA Coliseum
with 300 extras, who would
form the foreground, aug-
mented by thousands of
Massive Software characters
situated in the back rows of
the stadium. Wildenburg,
along with Method Studios’
CG director Laurent Ledru,
attended the shoot, which included eight helicopter plates. For
the shot that pans across the entire stadium, the crew moved the
300 extras en masse around the sta-
dium to get nine separate shots.
“The fi rst test was to build the sta-
dium and place the Massive agents
so they lined up with all the plates,”
says 3D VFX artist James LeBloch,
who handled the Massive Software
shots. To solve the problem of placing
90,000 virtual characters within the
rows and aisles, Method Studios’ soft-
ware developer, Andrew Bell, wrote a
script to export placement of the char-
acters from Autodesk’s Maya (used for
modeling) into Massive. “Ultimately,
what we did was model the stadium
as NURBS geometry, and then the
script gave James some controls that
allowed him to defi ne a region on the
model and say how many rows and
seats were in that region,” explains
Bell. “Then the script would iterate
those specifi cations and come up with
a Massive setup that matched.”
All the placards were also CG, ren-
dered in Maya, and the same place-
ment created for Massive was used to
generate the CG cards and put them
in their proper location. The football
teams are also Massive agents, says
LeBloch, who notes the players were
similar agents with adjusted textures and football uniforms. CG
lights matched the lighting in the background plates.
“There was a lot of ‘to-ing and fro-ing’ in the fi rst stage,”
says Wildenburg. “CG would give us the basic pieces and ani-
mation, and we’d comp it with the live-action plates and send
it to the agency and director to make sure we got the timing
correct. Then it was sent back to the artists, who’d get into tex-
turing, lighting, and rendering.”
The cards were animated in Maya but used a plug-in writ-
ten by Bell, a custom instancer that created a particle system to
represent the cards and then create geometry on the fl y. “The
instancer that we wrote exists as a single object inside Maya, but
it’s generating 90,000 individual pieces of geometry for every
card,” explains Bell. “All the cards were animating indepen-
dently, but were treated as one object, which minimized the time
used.” Another tool created by Bell allowed gray-scale values to
express timing, to control when the placards fl ipped over.
“What was nice about that was that I could turn the tool over to
a less technical artist, and that person could experiment with cho-
reography just by painting a texture in Photoshop,” explains Bell.
“He could see in nearly real time how that would modify his ani-
mation. It allowed us to open up the well-understood 2D toolbox to
CG artists built this digital sta-
dium and fi lled it with Massive
agents. They also made and
placed digital placards in the
stadium to achieve the unique
Bud wave, shown here.
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26 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
Multimedia Campaign Culminates in Super Bowl Spot
“FLIP TO MEXICO”FRONTIER AIRLINES
Agency: Grey Worldwide
CG elements: Cell FX
Editing: WildChild
Graphics: Wildstyle
Frontier Airlines’ “Send Flip to Mexico” campaign reached its anticipated conclusion
during Super Bowl Sunday, when audiences found out whether Flip the dolphin got his
wish to be sent to warmer climates or, as the creature had threatened in the fi rst spot,
“Ultimatum,” if it would quit the business. The blitz of 12 30-second and 60-second TV
and Internet commercials was supported by a Flip Web site (www.fl iptomexico.com),
an online petition, leafl et campaigns, billboards, and even a roving Flipmobile.
Viewers were already familiar with the Frontier animal mascots, all of them created by
Cell FX in New York. According to Grey Worldwide vice president/creative Shawn M. Couzens,
WildChild, along with its sister company, Wildstyle, has been working with the agency on the
Frontier account since 2003. “We consider them a creative partner,” says Couzens.
The “Send Flip to Mexico” campaign attempted to blur the line between reality
and fantasy. The talking dolphin was pure
fantasy, but the campaign built around
him included extremely realistic newsroom
and documentary-style fi lm footage as
“newscasters” covered the ongoing drama
of Flip’s imminent departure—either to
Mexico or to the animal mascot unemploy-
ment line. The realistic news-style graphics
were all created in-house by Wildstyle.
“Though the CG Flip was used in the
campaign, the one for the Super Bowl
actually had the least amount of com-
puter graphics,” reports WildChild edi-
tor Neil Miller. “It was more live action,
which was unusual for the campaign in
general.” When the project arrived at WildChild, voice-over artist Joe Barone, at Bar1,
had already laid down the audio track. Miller then put together a cut based on the
track, “faking” the animation by using some older animation sequences done by Cell
FX’s John Bauman.
In the spots, Flip and the other animal mascots are always 2D. “We found that if
they were 3D, they look a little scary, a little creepy when they come off the plane,” says
Miller. As Bauman worked on the animations, he fed them to Miller as QuickTime fi les,
and Miller replaced the “stand-in” animation with the fi nished segments.
One challenge was fi nding new facial expressions and physical actions for Flip.
“We gave Flip some new reactions and motions,” says Miller. “We created a new
physical vocabulary of new facial expressions, something that’s subtle but ones he
hadn’t done before.” The spot was fi nished in Autodesk’s Discreet Flame. “The big-
gest challenge is that any time we fi nish a spot, our standards go up,” says Miller.
“We’re always pushing ourselves to get the most out of it.” —Debra Kaufman
control time.” An additional function of the custom
instancer was to create appropriate, individual tex-
tural information, which enabled the team to use
one shader for all the cards. Texture placement was
generated procedurally using the NURBS stadium
as a reference.
Meanwhile, compositing was done on the
Autodesk Discreet Inferno system, with Mark
Felt serving as the lead 2D VFX artist. The spot
was rendered in Mental Images’ Mental Ray,
with the exception of the Massive rendering,
which was done in SiTex Graphics’ Air using
several PCs running Windows XP repurposed
to form a Linux renderfarm.
“We’re always in the position of coming up with
solutions on the fl y,” says LeBloch. “And we’re
pretty good at it, but that was ongoing all through
this commercial. It was defi nitely one of the most
challenging projects we’ve worked on.”
The Winners and the Losers
Not all the spots at Super Bowl 2006 were win-
ners. In fact, there were a few memorable bombs.
Hands down, the Ad Bowl critics gave a unani-
mous raspberry to “GoDaddy” (a young, shapely
woman tends to have a clothing malfunction)—a
commercial Ad Week’s Barbara Lippert called “a
$5 million vanity project.” All in all, “GoDaddy”
was a tired idea in a tired performance. Even so,
some college marketing students gave it a provi-
sional thumbs-up for grabbing attention.
That was not the only questionable commer-
cial. You’re either a fan or you’re not of the weird
king in the BK spot, and the fast-food giant’s Busby
Berkeley routine with the Whopperettes left more
than one Super Bowl party cold; although, some
thought the vegetable showgirls in the commercial
were amusing. The idea of a big 1940s-style musical
piece, complete with showgirls, must have sounded
like a good idea on paper, but in reality, it just didn’t
play as it was intended.
In all, Super Bowl 2006 set a rather indifferent
benchmark for the annual ad fest. Although the
commercials were, as a group, a better lot than
its tame counterparts in 2005, we can only blame
for so long Janet Jackson’s show for dimming
innovation and edgy ideas. It’s time to take a risk;
that’s what Super Bowl Sunday is all about.
Debra Kaufman is a freelance writer in the
entertainment industry. She can be reached at
The multimedia “Flip to Mexico”
campaign blended digital
elements into news-style fi lm
footage to achieve a look that
melded fantasy and reality.
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The Leader in Clustered Storage
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small screen
s
By Jenny Donelan
Rich 3D game content
is starting to flow on
mobile phones
f
. . . . Mobile Graphics
run deep
28 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
or several years, the business of
mobile gaming has been a game in
its own right—a waiting game.
In particular, when it comes
to 3D content on handsets, “everybody
has been waiting for everybody else,”
says Michael Schade, CEO of mobile 3D
game developer Fishlabs Entertainment.
Developers have been waiting for hand-
sets powerful enough to support their
applications, while handset manufactur-
ers have been waiting for enough appli-
cations to justify upgrading the handsets
that can handle them. Both parties have
been waiting to see which APIs will reign
supreme, and carriers have been strug-
gling with issues like bandwidth, com-
patibility, and customer interest.
“There hasn’t been critical mass,” says
Schade. “That’s why everybody is waiting.”
The only parties not waiting for 3D
mobile gaming to take off are the end
users themselves, the great majority of
whom seem content to shuffl e through
solitaire games at the bus stop, unaware
that developers are burning the midnight
oil to create richer, more complex content
for them. When that content does arrive,
however—and it is starting to—users
will notice, say experts and vendors alike.
The situation is somewhat analogous to
2D and 3D games on PCs—people weren’t
clamoring for 3D applications, but what
they saw, they liked, and weren’t ever
going back to 2D.
What’s not in question is that users are
playing, or at least willing to play, some kind
of game on their mobile phones. In a recent
survey conducted by Sprint, the carrier
determined that more than half of US wire-
less phone customers use mobile phones for
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 29
Mobile Graphics. . . .
something other than talking, and one-third
of respondents said they at least wanted to
play games on their phones (the survey
included users of voice-only phones that
don’t allow downloads like games).
The global story is even more impres-
sive. According to Robert Tercek, chair-
man of the GDC Mobile conference,
nearly 200 million people worldwide
have downloaded games to their mobile
phones thus far. “This makes the mobile
gaming audience the biggest gaming
audience on any platform, even bigger
than the Game Boy crowd,” he notes.
“These numbers dwarf those of console
game players, which hover around 50
million. And mobile gaming is growing
by 50 percent or more each year.”
Indeed, new mobile titles, most
of them 2D, are announced every
month, so the market is lively. Recent
examples include Prince of Persia:
The Two Thrones and King Kong: The
Offi cial Mobile Game of the Movie from
Gameloft, iWin’s Mah Jong Quest, and a
Dilbert game scheduled to ship this fall
from Namco Networks.
But the 3D aspect is what’s hot. “2006
is all about 3D games,” says Sanette Chao,
public relations manager for Gameloft.
And though not everyone has the phones
to handle the 3D content, there cer-
tainly are a lot of those phones out there:
approximately 100 million 3D-enabled
Java-based handsets worldwide, accord-
ing to Fishlabs’ estimate.
However, it would be a mistake to
view games as the killer app for mobile
phones. Last year, ringtone downloads
exceeded those of games. And accord-
ing to a recent report from analyst fi rm
In-Stat, US consumers have expressed
greater long-term interest in mobile
music service, meaning downloadable
fi les or digital radio, than in gaming.
But of course, they haven’t seen the rich
gaming content of the future, either.
A Mobile Market
There are other changes afoot in mobile
gaming besides the push to 3D. Game
goliath Electronic Arts announced late
last year that it was going to buy Jamdat,
a major mobile game developer whose
titles include Tetris, Bejeweled, Collapse!,
NBA 2006, and many others. Such a move
obviously indicates a strong interest from
the PC and console side of the market. It
also indicates a willingness to try new
approaches.
“[EA’s] acquisition of Jamdat, a mas-
ter at the mobile space, clearly shows
that EA understands the need for a dif-
ferent approach in order to be a success-
ful mobile games publisher—the console-
game business models don’t apply in the
mobile space,” says Paul Beardow, chief
technology offi cer of mobile game pub-
lisher Superscape. “Some have tried to take
the console experience to the mobile space.
Most have failed because the way [mobile]
games are played is very different—gener-
ally, they are arcade-style, fi ve minutes of
fun rather than hours of intense play.”
Another big change for companies
involved in US mobile game develop-
ment involves the relative positions of the
market. The US has always trailed Japan,
Korea, and even Europe when it comes to
state-of-the-art mobile applications and
handsets. But that may be changing as
the US market itself grows and evolves.
According to a recent report from UK-based
analyst fi rm Screen Digest, “Japan and
Korea, once regarded as the powerhouses
of the mobile games industry, have seen
their position eroded. During 2005, the
Western markets of Europe and, in par-
ticular, the US have seen rapid growth—
now accounting for 52 percent of mobile
games revenues.”
Technology-Enabled Evolution
Hurdles for mobile gaming implementa-
tion involve compatibility and reliabil-
ity. The phone you buy from one carrier,
for example, may support that carrier’s
game titles and no others, because some
aspects of content delivery and perfor-
mance are hardwired to the actual phone.
In terms of reliability, long-term play can
be frustrating when you lose a signal,
even if it’s only every now and then.
However, technological advances
that will help overcome these hurdles
are appearing from almost everywhere.
“Today, neither the mobile network nor
the mobile handset presents a signifi -
cant obstacle to 3D mobile gaming,”
says Tercek. “Of course, there are still
hundreds of millions of legacy handsets
in the marketplace today. So, most pub-
lishers of mobile games must address
two segments: the vast number of leg-
acy phones that can only depict a game
in two dimensions, and the growing
number of high-end phones that offer
3D graphics.”
Hardware acceleration and new
processor designs are enabling
those more powerful handsets. One
Prince of Persia: The Two Thrones (above) is
part of an established title, while King Kong:
The Offi cial Mobile Game of the Movie (below)
is tied to a popular movie, making both more
viable mobile titles than most others.
Imag
e cou
rtesy Gam
eloft.
Imag
e cou
rtesy Gam
eloft.
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. . . . Mobile Graphics
approach to the issue of bandwidth is V Cast, a content-deliv-
ery network from Verizon that is powered by the company’s
EV-DO network. Right now V Cast is enabling the majority of
3D mobile gaming in the US. It’s implemented by a so-called
Brew API on V Cast-compatible phones, which Superscape’s
Beardow describes as “probably the best gaming handsets
out there today.”
Superscape’s own Swerve Client, developed in collabora-
tion with chip developer ARM and mobile software company
Sinjisoft, is a software engine that implements the Java Mobile
3D Graphics (M3G) API, formerly known as JSR-184. One ver-
sion of the Swerve Client is for 3D accelerators, and helps reor-
ganize graphical data for optimal performance on different plat-
forms. Beardow says the company is also working on additional
versions that take advantage of new instruction sets and vector
fl oating-point capabilities found in the latest ARM processor for
next-generation handsets.
“These processors, coupled
with 3D acceleration, will take
mobile gaming to a new level of
performance and end-user expe-
rience over the next year or so,”
predicts Beardow.
As far as APIs go, Java and
Brew have percolated to the top
and are now the two leading plat-
forms used to download and run
applications on mobile handsets.
New Titles
All these advances are making
3D gaming a reality. A recent
title in this area is the Java-based
Massive Snowboarding from
Gameloft. The game comes with
eight slopes in four environments,
all rendered in 3D. The quality of
the graphics is superior to what
was available last year at this
time. “[It’s] the ultimate boarding
simulator that’ll make you forget that you’re on your mobile
phone,” the company literature states optimistically. And in
fact, the title does push the envelope in terms of graphics.
Another 3D game, from Fishlabs, is Galaxy on Fire, a
sci-fi adventure that received an award from the German
electronic magazine Airgame for its graphics, atmo-
sphere, play, and so forth. Fishlabs started out develop-
ing the game for Sony Ericsson handsets with HI Corp.’s
3D Mascot Capsule game engine. However, the company
ended up writing its own middleware to optimize the
play and graphics. The game is based on Java, and a Brew
extension version is in the works.
The Casual Connection
Conventional wisdom has it that the primary audience for the
mobile game market are the so-called casual gamers, who fl ip
open their phones to kill a few minutes. The titles that are popu-
lar, notes Beardow, are racing and other sports games, as well as
brands, meaning popular titles (such as Tetris) from other plat-
forms and tie-ins to media events such as movies.
“Brands will be the key at the end of the day,” Beardow says.
“People recognize a big brand...the mobile game doesn’t have to
be the same as the console game, it just has to preserve the cru-
cial elements of the brand and retain its image quality.”
Moreover, most experts don’t believe that there’s anything
other than a niche audience for a complex, long-playing mobile
game. And, the Sprint survey would seem to support the casual
gamer theory. Out of the participants surveyed, 57 percent said
they had played games in the doctor’s offi ce, 52 percent while
commuting, 37 percent while at the airport, and 32 percent
while in the bathroom.
But while agreeing that the casual gamer
connection exists, Fishlabs’ Schade isn’t so sure
that users, console gamers, and others won’t be
attracted to the right game with a bit more depth
to it. Galaxy on Fire, with graphics quality he
describes as close to that of the Sony PlayStation
1 console, has a fairly involved story line but is
still very popular.
“Everybody told us, don’t make such a long,
complicated game, but it worked,” says Schade.
However, he notes that while there is an overarch-
ing, long gameplay, the title also has short action
sequences for those waiting-room situations.
As far as the future of the market is concerned:
“It’ll grow rapidly, though I think there will be
competition for the end
users’ attention with
games vying against
music and TV,” says
Beardow. “But when the
user has fi ve minutes
to kill at the bus stop or
during lunchtime, then
nothing beats tearing
around a track in a fast
car or blowing things up
while venting the frus-
trations of the day.”
Jenny Donelan is a con-
tributing editor for Com-
puter Graphics World.
She can be reached at
With its fast-paced action
amid 3D rendered
environments, Massive
Snowboarding represents
a major step forward
in 3D mobile game
development.
Galaxy on Fire, from Fishlabs, uses high-
end 3D graphics for a longer-than-most
mobile game that also incorporates short
action sequences.
Imag
e cou
rtesy Gam
eloft.
Imag
e cou
rtesy Fishlab
s.
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 31
Modeling/Simulation. . . .
hen director Wolfgang Petersen
wanted to fi lm a 200-foot wave capsizing
an 1100-foot cruise ship for the remake of
the classic 1972 disaster movie Poseidon,
his visual effects supervisor, Boyd Shermis,
contacted Industrial Light & Magic. Petersen
had previously worked with ILM on The
Perfect Storm, which called for a big wave
as well, but for Warner Bros.’ Poseidon, he
wanted something unique.
“Shermis said [Petersen] wanted to
knock over the boat in a graphic way, this
time using waves approaching the boat,”
says Kim Libreri, visual effects supervi-
sor at ILM. “He wanted to build the shot
in a way that hasn’t been built before: He
wanted a dynamic, destructive wave hit-
ting the boat from many angles.” ❯
ILM builds a giant CG model and new
methods for simulating water to help
create the remake of Poseidon
By Barbara Robertson
SIZEMATTERS
W
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32 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
. . . . Modeling/Simulation
The boat’s size meant that the ILM crew couldn’t use a min-
iature boat and real water; they had to create the shot digitally.
“We like to shoot water at quarter scale,” explains Libreri. “It
wasn’t practical when it’s meant to hit an 1100-foot-long object,
so [Shermis] asked if it would be possible to do a digital boat
and digital water.”
This isn’t the fi rst time a visual effects studio has created digi-
tal water or a digital boat. But this time, the amount of water col-
liding with a large object and reacting in complex ways was espe-
cially massive. “We had a giant body of water around the boat,”
says Mohen Leo, associate visual effects supervisor. “Near the
end of the movie, we had to run all the ocean around the ship
through the fl uid simulator to move the water and foam around,
and move all the debris in the water.”
That sequence, during which a 200-foot wave rolls the
Poseidon, was one of three created by ILM, one of several stu-
dios working on the fi lm. (The Moving Picture Company, for
example, handled the water inside the ship.) ILM’s other two
sequences centered on the boat: a long, opening shot in which
the camera rises from underwater to follow actor Josh Lucas jog-
ging around the deck, and nighttime shots of the luxury liner. In
all, it took a crew of 80 visual effects artists at ILM, 12 of whom
were CG supervisors, a year to create the cruise ship, the digital
water, and the three sequences.
S.S. Poseidon
To build the digital ship, modelers worked from concept art and
blueprints provided by the production unit for the required set
pieces; ILM’s art director Wilson Tang refi ned the fi nal ship
design. The Poseidon measures 1106 feet from bow to stern, and
224 feet from hull to funnel. All told, modelers built 181,579 ren-
derable pieces (see “Boat Builders,” pg. 34).
“The triangular face count in the basic ship is 1.3 million
faces,” says Vince Toscano, CG set supervisor. “We used a ref-
erence library system that gave us a 10:1 savings. If we hadn’t,
there would have been 11 million faces.”
When the camera draws close, you can see ashtrays, steam
in the hot tub, cabin interiors, posters on the wall, martini
glasses on tables, cameras, cabling, deck chairs, towels, light
fi xtures, and people walking on the deck—all computer-gener-
ated. “You can even see people watching TV inside their cabins,”
says Libreri. “And at night, with over a thousand CG lights, it
looks like a fl oating Las Vegas.”
Modelers built the ship in Autodesk’s Maya, and set dressers
assembled the luxury liner in ILM’s proprietary Zeno software
system. Meanwhile, painters used Zeno and Adobe’s Photoshop
to create texture—80 percent of the textures were painted, fi ve
percent were photographed, and the rest were procedural.
Toscano decided on a Lego approach to building the Poseidon,
using such modular units as cabins, railings, decks, and interi-
ors that snapped into place. To replicate a bridge interior set that
included a library, a bar, and an exercise room, ILM projected
photographs of that set onto geometry within the digital model.
Inside the cabins, curtains appeared closed and open, set dress-
ers varied the furniture, and CG people walked around. “I could
look at the ship in profi le and never see repetition, even with
200 cabins on the side of the ship,” says Toscano.
The team building the digital sets selected parts from an on-
screen catalog, for example, placing a green cushion on one
style of lounge chair and a red one on another, hanging paint-
ings, and adding light fi xtures. Towels folded in various ways
had pre-set simulations to blow them wildly or slowly. “We
had hot spots where pieces could snap onto each other,” says
The 1106-foot luxury liner and surrounding water are digital,
created at ILM for an opening shot during which the camera
follows actor Josh Lucas as he jogs around the deck.
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Modeling/Simulation. . . .
Toscano. Set-dressing kits varied depending on the shots. Once
the set dressers fi nished snapping pieces onto the modules, they
could use a second kit for parts, such as cabling, that extended
across more than one module.
Artists could view modules on screen in low, medium,
and high resolution, depending on how much of the behe-
moth boat they needed to work with, and could see the entire
ship in proxy mode. Proxy mode approximated the model—a
lounge chair, for example, would look like a bent square with
arms, while a cabin window would be opaque with boxes
inside that represented the interior.
Scene Lighting
Lighters working inside ILM’s proprietary Lux, a lighting mod-
ule within the studio’s Zeno system, could assign materials and
lights to the proxies that the real geometry would use for fi nal
renders; the artists could click on a proxy element and see it in
full resolution. “Even though it’s referencing an archived piece
for rendering, they can still turn it on and see what it looks like,
drape something on it, or put a light on it for rendering,” says
Toscano. “The model lets the artists open up an entire scene.”
In addition to level of detail, the ship builders and texture art-
ists created variations for each piece of geometry that changed
the look. To help with lighting, the basic surface changed
depending on whether the shot was in daylight or at night. In
addition, anticipating the water simulation, modelers optimized
some pieces by capping parts that didn’t need to have water
fl owing inside. And, because the wave smashes the ship, the
set dressers had a special kit fi lled with damaged pieces. “We
took the original models and broke them,” says Toscano. “We
had broken glass, broken chairs, bent arches, metal panels, and
wooden fl oors that broke away and buckled. We stripped the
boat, exposed the understructure, and ripped it up.”
The most intense shot of the ship appears in the beginning
of the fi lm and, at 4300 frames, it’s the biggest shot in the movie.
“It starts out underwater,” Libreri says. “Sun streams through
the ocean surface, and we see this massive structure move.
The camera lifts out of the water and reveals the 1100-foot-long
cruiser. The shot lasts for three minutes.”
Actor Josh Lucas was fi lmed at Sepulveda Dam near Los
Angeles while running in front of a mas-
sive greenscreen. He’s the only live
element in the shot, and a digital
double replaces him half of the time
as the camera follows his jog around
the deck. During the journey, the
camera zooms in close enough to see
ashtrays and bubbles in the hot tub.
“It took a year to get the shot together,”
says Libreri. “We rendered it all with
global illumination using raytrac-
ing in [Mental Images’] Mental Ray. I
don’t think anyone has run global illumination to this level.”
Philippe Rebours set up the materials and the lighting
method, and was CG supervisor for the daytime shot. “The boat
was like a huge creature made of 400 parts,” he says. “It had to
be completely realistic. There were tons of self-refl ections—it’s
made of painted metal. And, it’s so huge that it becomes the
environment itself.”
Lighting conditions included daytime, underwater, and
nighttime scenes. At night, 1000 CG lights illuminated the ship—
cabin lights, deck lamps, and so forth. Rather than have the ray-
tracer determine where the light bounced from all 1000 lights
onboard the ship, Rebours’ team developed a system that, based
on the intensity of the light, automatically defi ned the geometry
illuminated by a particular light. When the boat was underwa-
ter, the lighters could override previously set parameters.
For the daytime shot, the lighters created materials, environ-
ment lights, and a key light that would work with lighting from
the greenscreen shot. “We’d do a prepass to get all the indi-
rect lighting,” says Rebours, “not just the ambient light coming
from the world, but from the ship. For the nighttime shots, we
needed to gather light coming from those thousand lights. They
all needed indirect lighting—especially along the decks.” The
lighters worked with one of 25 model sections at a time. When
they achieved the look they wanted, they’d duplicate it for the
next section and vary it slightly.
Rendering the daytime shot took three days using 300 twin
CPU dual-core 64-bit machines—the equivalent of 1200 proces-
sors. “The whole shot takes 5TB,” says Pat Conran, digital pro-
duction supervisor. “We needed 1.4TB just to store the fl uid sim-
ulation. It’s such a large boat; we had to see massive turbulence
in the water.”
Making Water
To create that turbulence, ILM used its Physbam simulation sys-
tem. “[Shermis] asked us to take CG water and CG water simu-
lations to the next level,” says Leo. “He wanted us to make sure
our water simulations were at a level of detail and realism that
hadn’t been seen before, so we spent a lot of time working with
Ron Fedkiw at Stanford University and his Ph.D. students, and
with Nick Rasmussen in our R&D department.”
ILM had previously used
the Physbam Particle Level
Set (PLS) system for com-
putational fl uid dynamics
described by Fedkiw and
others in many SIGGRAPH
papers. The simulator had
melted liquid chrome in
Terminator 3: Rise of the
Machines, helped a skeletal
pirate drink a glass of wine
in Pirates of the Caribbean:
681 lounge chairs
456 deck chairs
348 tables
45 umbrellas
32 lifeboats
31 life preservers
31 security cameras
44 fi rst-aid boxes
413 signs with directions and warnings
20 newspapers and magazines
73 miscellaneous towels
37 bar glasses (most used glasses: juice glasses)
2 full bars
8 bar stools
ON DECK:
Imag
es ©2006 W
arner B
ros.
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34 | Computer Graphics World APRIL 2006 w w w . c g w . c o m
. . . . Modeling/Simulation
The Curse of the Black Pearl, and poured water off a magical ship
in Harry Potter and the Goblet of Fire (see “A Draconian Test,”
January 2006, pg. 26). Now, the studio needed something that
would create all the key elements of dynamic water—the ocean
surface, splashes, spray, foam, bubbles—from a unifi ed, physi-
cally accurate, high-resolution fl uid simulation. But, ILM had
never used Physbam at a Poseidon scale. “In the past, for some-
thing of this scale, we’d typically fake it by sculpting a shape
and using particle emissions on the crest,” says Libreri.
They faced one problem, however: Physbam had a big
appetite for memory and processors. Simulations are diffi cult
to control, and they’re sequential—that is, they start on frame
one, go to frame two, and so forth to the end. What happens
before dictates what happens next, and that adds up to oceans
of production time. “When you’re simulating a volume, every-
thing scales cubically,” says Conran. “We were scaling by a
thousand; we had to fi nd new methods of working.”
So, the Stanford and ILM teams solved the problem by split-
ting the simulation in a frame into multiple pieces that could
run on different processors; that is, they parallelized the fl uid
solver code. “That gave us fast turnaround,” says Libreri. “The
simulations became scalable, and we got higher detail. We were
able to take two waves, collide them against each other, and
as they interacted, the waves would break and particles would
pour off in a simulated way. It was a real breakthrough. We
started to see things we never thought we would see.”
The key was high resolution. At low resolutions, when the
simulation grid was large, the movement looked like that of a
viscous liquid—more like syrup than water. At high resolutions,
the liquid approximated water, inside and on the surface. And,
when the simulated water became the most turbulent, when it
moved with more force than the high-
resolution grid could handle, it ejected
particles. Conveniently, the solver
spit out those particles in places that
matched those areas in a real ocean
where the surface tension would break: the areas where water
turned into droplets and air into bubbles.
“So, we added gravity and buoyancy to these particles, and
used them to represent spray and bubbles,” says Leo. “By track-
ing where the particles hit the main water surface, we could
defi ne areas for foam particles, which were advected with the
fl uid.” In effect, underwater bubbles followed the churning
water; when spray landed on the waves, it became foam, and
the foam moved with the water surface.
“You automatically get a very good fi rst take of cresting
waves, foam on the surface interacting with the boat, and large
events like a wave crashing down on the boat,” says Conran.
“But, if you have a huge particle splash, there are a lot of dynam-
ics going on that are different from surface foam. The foam is
turbulent. It pulls apart and forms into cellular patterns.” Thus,
Willi Geiger, who helped mastermind the particle-based fi ery
lava for Star Wars: Episode III—Revenge of the Sith (see “Dark
and Stormy Knight,” June 2005, pg. 10), worked on perfecting
the surface foam by feeding the removed particles from the fl uid
simulation into another simulation system in Zeno.
Most of the time, the simulation used “one-way coupling.”
That is, the water moved rigid bodies like fl oating deck chairs,
A proprietary particle system
made it possible for ILM to
hand sculpt and choreograph
a 200-foot wave of water that
moved slowly toward the ship.
BOAT BU ILDERSSome Poseidon Stats:
Size: 1106 feet from bow
to stern; 224 feet
from hull funnel
Cabins: 382 on 6 fl oors,
including 2 lofted
penthouses
Portholes: 876
Cabin interiors: 14 unique
furniture layouts in
220 lower cabins
Swimming pools: 3
Hot tubs: 2
Parts: 181,579 renderable
pieces in the base
ship model; 2117 archived
Mental Ray fi les for the
instantiation of the ship
Texture maps: 11GB of
mip-mapped textures
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w w w . c g w . c o m APRIL 2006 Computer Graphics World | 35
Modeling/Simulation. . . .
but the deck chairs didn’t affect the water’s movement. “We
could have had two-way coupling, but it wasn’t necessary for
the most part,” says Leo. In fact, in some shots, although the
simulator moved the life rafts and debris around, to protect
the director’s framing, the crew treated the boat as a hand-ani-
mated rigid object and splashed water against it.
Physbam couldn’t solve everything, though. The simulation
engine was best at moving water surfaces and objects that dis-
placed water. For white water caused by big splashes, the team
used a new particle system in Zeno. “We upgraded the system
to render more particles than before and to do smooth particle
hydrodynamics,” says Leo.
And for the giant wave, the team started with a hand-sculpted
wave and choreographed the particle system. “You couldn’t sim-
ulate a 200-foot wave that moves slowly and reaches threaten-
ingly for a ship,” explains Leo. “A real wave would break or col-
lapse. But we used the fl uid solver for the interaction around the
boat.” By the end of the fi lm, the crew was using the solver even
for small elements. “It became our Plan A,” says Leo. “It was the
most reliable way to create bow wakes and minor splashes.”
Indeed, the solver worked so well that the crew mimicked
practical methods to control it by setting initial conditions and
velocities and letting it run. They dumped “waves” onto the
ship. They pulled a “plug” to make the water disappear. “In
the early days, sims weren’t at the resolution we needed, so we
had to cheat a lot of things,” says Libreri. “Now we can use all
the same tricks that practical effects technicians use. It gave us
such accurate simulations that when we dumped a million gal-
lons of water into a tank, it wiped out the camera.”
Libreri, who was a visual effects supervisor on The Matrix
trilogy, believes that simulation systems such as ILM’s Physbam
and also the custom system used by Munich-based Scanline
for various projects represent an important evolution in visual
effects. “It’s something I’ve talked about for years,” he says.
“Our industry is evolving from emulation to simulation. We’re
beginning to mathematically model the real world, rather than
cheat and pretend it looks right.”
“It’s not the easiest path,” Libreri adds. “It’s the hardest path.
It’s stressful for the director and the producer, but they stuck by
us. Wolfgang [Petersen] and Boyd [Shermis] really helped us
push the state of the art forward.”
Barbara Robertson is an award-winning journalist and a contrib-
uting editor for Computer Graphics World. She can be reached at
ILM created the fi nal composite (above) by (from top to bottom,
at left): fi rst, previsualizing the animation and camera; second,
simulating the turbulent ocean around the ship; third, render-
ing particles for spray, foam and bubbles; and, last, rendering the
sinking ship using raytracing and global illumination.
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Portfolio
36 | Computer Graphics World APRIL 2006
E Fr
onti
er Im
age
Gal
lery
Clockwise from top left:
Sunwave 2 By Cube
Murcielago By Bunbun
Virtual Look By Mike Campau
Fei-Fei By Studio Blue Moon
E frontier’s Poser and Shade are tools for the professional digital artist. Yet, their intuitive
structure and attractive price make them attractive to novices and newcomers to the world
of 3D art and animation. According to Daryl Wise, product marketing manager for E Frontier,
nearly half of all Poser and Shade users are professional artists, as opposed to hobbyists.
“There are a number of artists who create fantasy art of inventive landscapes and fi g-
ures,” Wise says of the user base. “And, some prefer photorealistic, lifelike renderings, and
stylized art that is more painterly.” Wise notes that he is unaware of any “signature” look
in regard to the images created by Poser and Shade artists, since they tend to use the same
types of tools available in other high-end modeling and rendering software—GI, raytracing,
path tracing, radiosity, and more. Yet, many of the characters that are incorporated into the
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APRIL 2006 Computer Graphics World | 37
fi nal scene can be recognized as popular Poser models, including James, Miki, and Jessi, or
specifi c scenes and props that are available in Shade or the company’s Vue landscape-cre-
ator program. “Our users create art, both 2D and motion, that is virtually indistinguishable
from photos or motion pictures. A few years ago, this was not possible,” he adds.
Featured on these two pages are images created by Poser and Shade artists.
Presently, the company is sponsoring a unique contest challenging participants to correctly
choose the real image (a photo) from among four or fi ve highly realistic digital images
created in Poser, Shade, or another E frontier 3D application. More images and
animations can be found on E frontier’s Web site at www.e-frontier.com/go/
community/galleries. —Karen Moltenbrey
Clockwise from top:
Something to Believe In By David Ho
Dark Star By Laura Haskell
Dead City Colony 77 By Robert Czarny
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5 days of real-world, real-time graphic, interactive twingularityThe only conference and exhibition in the world that twingles everybody in computer graphics and interactive techniques for one deeply intriguing and seriously rewarding week. In Boston, where thousands of interdisciplinary superstars fi nd the products and concepts they need to create opportunities and solve problems. Interact with www.siggraph.org/s2006to discover a selection of registration options that deliver a very attractive return on investment.
The 33rd International Conference and Exhibition on Computer Graphics and Interactive TechniquesConference 30 July - 3 August 2006 Exhibition 1 - 3 August 2006 Boston Convention & Exhibition Center Boston, Massachusetts USA
Tina Blaine (Bean) | Masters of Entertainment Technology, Carnegie Mellon University | Media Interactivist, Carnegie Mellon University Entertainment Technology Center, Pittsburgh, Pennsylvania | 5-year SIGGRAPH attendee
Doug Roble | PhD, The Ohio State University | Creative Director of Software, Digital Domain, Venice, California |1998 Technical Achievement Award, Academy of MotionPicture Arts and Sciences | 14-year SIGGRAPH attendee
IMAGE CREDITS: TouchLIght: An Imaging Touch Screen and Display for Gesture-Based Interaction © 2005 Andy Wilson; Tentacle Tower © 2005 Yoichiro Kawaguchi; Spore 1.1 © 2005 Matt Kenon, SUNY Fredonia; Tina Blaine photo by Charles Palmer; Doug Roble photo by Deborah Shands
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new improved For additional product news and information, visit w w w . c g w . c o m
+
w w w . c g w . c o m APRIL 2005 Computer Graphics World | 39
SOFTWARE
C O M P O S I T I N G
A First Look at Nuke 4.5Win • Mac • Linux • Irix D2 Software, a sub-
sidiary of Digital Domain, demonstrated its Nuke
Version 4.5 at NAB2006. Now shipping, Version
4.5 of the Nuke compositing and effects system
boasts a new image-based keyer (IBK), new
user interface mode, and expanded support for
Open FX. The IBK enables users to adjust color
channels individually, as well as provides tools
for overcoming matte edges and the halo effect.
The latest edition also offers artists the ability
to change 3D elements—through the applica-
tion of multiple independent transforms, shad-
ers, and materials, for instance—directly within
Nuke. Nuke 4.5 costs $4995 for the software
license, and annual maintenance costs $999 per
year. Additional render nodes are offered at a
price of $745 per seat. Version 4.5 is a no-cost
upgrade for customers with current support
contracts. Quarterly lease options, volume dis-
counts, and education pricing also are available.
D2 Software; www.d2software.com
3 D M O D E L S
Have a HeartZygote Media Group has introduced Zygote
Human Heart 3, said to be the only animated
3D heart model available for licensing. Targeted
at graphic designers, animators, and scientists,
the model offers realistic detail gleaned from
MRI and CT data, a reduced polygon count,
and support for such popular 3D applications
as Autodesk’s 3ds Max and Maya, NewTek’s
LightWave, Softimage’s XSI, and Curious
Software’s Shade. Included are two high-reso-
lution exterior texture maps from digital photos
of the human heart and an animation of the
full cardiac cycle with cutaway interior views.
Available for licensing from www.3DScience.
com, Human Heart 3 pricing starts at $1200.
Zygote Media Group; www.zygote.com,
www.3DScience.com
I N T E R A C T I V E M A P S
Traffi c Tool Kit Win • Mac Curious Software, acquired last
year by Vizrt, has released Traffi c Flow for the
design, production, and on-air presentation
of traffi c maps. Traffi c Flow encompasses the
company’s Traffi c Producer and Map Presenter
programs. Traffi c Producer provides users
with a template-driven user interface, drag-
and-drop symbols, and the ability to highlight
roadways. It enables users to search the street
database with street names, house numbers,
intersections, or GPS coordinates, as well as
to produce animation using wizards. The Map
Presenter playback system aids users in build-
ing, or importing from Traffi c Producer, a run-
down of stills or animations. Broadcasters can
change the rundown order, add video clips or
live or recorded telestration, or play through
the full rundown automatically or according to
cues from the presenter. Available now, Curious
Traffi c Flow is priced at roughly $5000, depend-
ing on the exact software confi guration.
Curious Software; www.curious-software.com
V I D E O
VDS UpdateWin Maker of automation and content-
design solutions for the postproduction, broad-
cast, cable television, and Internet markets, VDS
has unveiled Version 7 of its Twister HD soft-
ware program. Twister HD Version 7, the next
generation of the company’s Liberty Paint, pro-
vides broadcasters with paint, work fl ow, and
graphic content-creation tools. Twister HD can
function as a stand-alone application or as a
plug-in to content creation, editing, manage-
ment, and display systems. The software pro-
vides users with a variety of brushes and paint
This month, the editors cast a spotlight on product announcements
made during NAB2006, held at the Las Vegas Convention
Center. The NAB Digital Cinema Summit for profession-
als in entertainment technology, creative and techni-
cal production, and postproduction included a key-
note address by fi lmmaker James Cameron. At the
same time, the NAB Post/Production World Conference
portion of NAB2006 boasted keynote speakers Dylan Tichenor, editor of
Brokeback Mountain, and Hughes Winborne, who won the
2006 Oscar for his work editing Crash. NAB is the
annual electronic media show coordinated by
the National Association of Broadcasters. For
additional information about the association
or its events, visit www.nabshow.com.
Product News from NAB2006
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products
utilities, unlimited lay-
ers, image-processing
and masking tools, and
support for third-party
Photoshop-compatible
plug-ins. New to the
latest version are sup-
port for 3D past image
and mask layers, video
grab to canvas function-
ality, real-time paint show to video in SD or HD, and compatibility with
Chyron, Aprisa, Pinnacle, Avid, ORAD, and Quantel hardware. Now avail-
able, Version 7 is priced at $1500 for the plug-in and $2500 for full stand-
alone software; complete turnkey HD systems begin at $24,000.
VDS; www.videodesignsoftware.com
MTI Film FindingsWin NAB2006 set the stage for the debut of MTI Film’s Control Dailies
2K and Correct DRS (Digital Restoration System) Version 5. The Control
Dailies 2K image and audio-control environment aids users in the delivery
of motion-picture dailies and image transfer, metadata collection, post
synchronization, and output tasks. The new solution sports the Control
Color integrated primary color corrector and built-in Still Store, a utility
that MTI Film co-developed with Silicon Color. Version 5 of the compa-
ny’s Correct DRS fi lm and video restoration and fi nishing software now
provides the ability to record to image fi les (DPX), save and reuse custom
look-up tables (LUTs), and rename and drag and drop clips. Other fea-
tures in Version 5 include a new recording console, three-layer dirt detec-
tion, pan constraints, clip-to-clip rendering, and improved cut detection.
MTI Film; www.mtifi lm.com
Video Authoring for the PSPWin Sony Media Software has updated its Universal Media Disc (UMD)
authoring software suite. UMD Composer 2 is designed to aid fi lm stu-
dios and production houses in the production of UMD Video and UMD
Music titles. Enabling users to format video-based UMD discs, Version 2
includes such enhancements as refi ned distributed encoding for improved
effi ciency and a streamlined setup process. Also new to the software suite
is a stand-alone multiplexer, which enables multiplexing and encoding pro-
cedures to operate on separate
workstations; in this way, UMD
Composer 2 enables concurrent
multiplexing for increased pro-
ductivity and effi ciency. UMD
Composer 2 features documenta-
tion, samples, and tools designed
to provide stream encoding and
multiplexing, playlist composition,
previewing, compiling, image generation, and image checking. Included
in the software suite are the Stream Composer Package, aiding in the pre-
view of the encoded stream fi le and generating a PlayList fi le; the Video
Interactive System, with utilities for testing and validating menus in a PC
environment; and the Image Creator Package, for converting fi les into
UMD disc images and verifying their compliance. Users with a current sup-
port agreement can upgrade to Version 2, now available, free of charge.
Sony Media Software; www.sony.com/mediasoftware
HARDWARE
V I D E O
Northlight 2 DebutsDuring NAB2006, FilmLight demonstrated its Northlight 2 scanner.
Equipped with new sensor technology, optics, and electronics enable, the
upgraded device is able to achieve scanning speeds up to four times faster
than with the previous version. These enhancements allow the system to
input two frames per second at 2K quality and one frame per second at
4K. Also new to Northlight 2 are infrared scanning, archive and restora-
tion features, and support for third-party dust-removal applications.
FilmLight; www.fi lmlight.ltd.uk
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And not having to rely on advertising rev-
enue means that casual game developers
can focus more on the games themselves
without having to build out a sizable sales
staff to sell ad space.
What staff is required?
The combination of a viable sales
model and the growing penetra-
tion of fast ’Net connections that
allow consumers to download an
average-size casual game in its
deluxe form (about 8 to 10MB) has helped
grow this market tremendously. Casual
games are still built by small groups of
developers/artists on modest budgets (three
to eight people, $200K budgets vs. 100 or
more people and $5 million to $10 million
budgets for hard-core games). But the tools
to build the games, the means of getting
those games into consumers’ hands, and
the devices on which those games can be
played all continue to evolve rapidly, keep-
ing the casual games sector vibrant and
innovative in ways that the traditional video
game sector lost or forgot many years ago.
How vibrant is the market?
The casual games sector is a
$500 million to $1.5 billion
industry today, and is expected
to grow to $3 billion to $8
billion in the next few years.
The disparity in these fi gures is due to
some fi rms breaking out certain types of
games, or certain distribution channels
(some casual games are sold at retail, for
example) or platforms (most importantly,
mobile). Figures peg the overall audience
at 100 million people, all playing casual
games on a monthly basis.
Why do you think casual
gaming is an area to watch?
One key reason is the advent of
mobile entertainment. From cell
phones to PDAs and new ‘ultra
mobile PCs,’ consumers are get-
ting more mobile and taking more com-
puting power with them wherever they go,
even if they only carry a cell phone. The
vast majority of tradi-
tional video games don’t
translate well to mobile
devices—the process-
ing power, data storage
capacity, input controls,
and broad appeal of
mobile devices, espe-
cially mobile phones,
make them really well
suited to casual games,
which are fun even in
small time increments
of 5 or 10 minutes. Also,
they don’t require you
to read a manual to play, have basic game
controls that are easily adapted to mobile
handsets, appeal to all ages and both gen-
ders, and much more.
Is there room for creativity
and innovation?
Unlike traditional video games,
with their massive develop-
ment teams, movie and comic-
book tie-ins, and enormous
marketing budgets, casual games must
succeed on their own merit. So casual
game developers must innovate at a very
fundamental, archetypal level—you can
only make so many ‘match three’ type
of games before you’ve exhausted the
subject. Casual game developers are also
in a position to do more experimenta-
tion than traditional game developers
are. It’s a lot easier to shelve a $200,000
project midway through than a $5 mil-
lion project. So we in the casual games
space are always trying new ideas, many
of which never see the light of day. But
those that do work are generally differ-
ent and novel.
Who is the typical casual
game player?
The typical casual gamer is
a 40-something woman. At
PopCap, 72 percent of our
seven million monthly visitors
are female, and fully three-quarters are
over the age of 35. This is refl ective of
the industry as a whole.
What attracts players to
casual games?
The attraction is different for
everyone, of course, but some
of the common themes that
we hear include: great graph-
ics; easy, straightforward controls and
game rules; addictive gameplay; atten-
tion to detail; and the engagement. The
engagement factor behind successful
casual games is the fi ne balance between
challenge and reward—casual game fans
want to jump in and be playing the game
within a minute of purchasing or down-
loading it. But, they want it to remain
fun and challenging for a long time.
Do casual games span
other game genres?
A casual game can really be in
any genre: a puzzle game like
Bejeweled or Tetris, an action
game like Zuma or Pong, or
weird stuff such as rhythm/dancing
games like Dance Dance Revolution or
even The Sims.
Are casual games going 3D?
Visually, the games are becom-
ing more sophisticated, with
megabytes of high-quality, pro-
fessional artwork. Yet, beyond
fl ashy effects, there’s not a
whole lot that 3D can add to a game
like Tetris, Bejeweled, or Solitaire; they’re
just 2D games at heart, and I think a
lot of games will continue to be 2D in
In PopCap’s Insaniquarium for the PC, Pocket PC, and Palm,
players feed the fi sh, fi ght aliens, and solve timed puzzles.
continued from page 44
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the future by their inherent nature. Also,
casual game players have older comput-
ers with substandard video cards, and
for them, 3D isn’t practical.
How long does it take to
develop a casual game?
In theory, they can be done
very quickly—a matter of
months with a small team of
three to fi ve people. In practice,
the dev cycle has been getting longer, for
several reasons. First, the bar for produc-
tion quality has been rising, so you need
to spend more time on art, sound, music,
and so forth.
Is there a key to a
successful casual game?
They need to be addictive and
fun, like any game. But where
a casual game differs from a
traditional console game is
that it is often meant to be relaxing or
soothing instead of energizing or excit-
ing. A lot of casual game players play
games to unwind after a busy day. The
most successful casual games are often
the ones that don’t require too much
concentration.
What are some of your
most successful games?
Bejeweled and Bejeweled 2 are
our fl agship games. They’re
just very simple, elemental
puzzle games. Zuma is
probably our second-biggest hit; it is
more action-oriented than Bejeweled, but
still easy to get started.
What makes some of your
recent titles compelling?
Chuzzle was our big hit from
last year. Like Bejeweled, it’s
a match-three type of game,
where you have to shuffl e rows
of furry critters to get three or more of
them adjacent to one another. The char-
acters are a big part of its appeal; we
worked hard to make the Chuzzles cute
and fun to click on. Also, Feeding Frenzy
2 is our most recent release. It is an
arcade game whereby you control a fi sh
that must navigate an ocean environ-
ment, eating smaller fi sh to grow larger,
while avoiding getting eaten in turn.
What is the longevity
of a casual game?
A hit casual game can be a
solid seller for years. This is
largely due to the fact that
these games can never
be fully mastered; the
game continues to present
increasingly diffi cult decks
or levels.
Is the number
of developers
entering this
space growing?
Developers con-
tinue to enter the
space because it’s
perceived as easy money.
The reality is that because
of the try-before-buy sales model, any
me-too copycats generally don’t suc-
ceed. Developers also continue to enter
the casual games space because they see
the money that’s being made and want a
piece of the pie.
Is the user base growing?
The user base continues to
grow as more people become
aware of casual games and
more people have fast ’Net
connections that make down-
loading a 5 to 10MB game
quick and painless. Also, most peo-
ple’s leisure time continues to become
fragmented; other than while you’re
on vacation, how often does the aver-
age working adult have three hours to
set aside for a session of CounterStrike
or Halo 2? As consumers increasingly
seek short mental breaks while waiting
at the bus stop, airport, doctor’s offi ce,
grocery store, and so forth, casual
games grow in their appeal.
Are there any new trends
in the content?
Along with mobile, one inter-
esting new market is the Xbox
360. While this caters in the-
ory to the hard-core gaming
market, the 360’s Live Arcade feature,
where you can download simple games
for $5 to $10, has been extraordinarily
popular. For the fi rst time it offers con-
sole gamers the chance to buy simpler
games of the sort that PC users have
had access to for years.
What can we expect
in the near future?
There’s a lot more competition
in the market than there used
to be, and that probably means
there will be some consolida-
tion in the fi eld, with some companies
getting acquired or dropping out. Also,
there has been a lot more interest in the
space from bigger media and game com-
panies lately, and they may change the
landscape if they aggressively start buy-
ing or building their own casual game
ventures. Furthermore, Asia is a large
gaming market, and there’s a lot of buzz
around multiplayer or community-based
games, which are prevalent there and
elsewhere. There’s also discussion about
following the Asian lead in basing games’
economics around avatars, subscriptions,
or microtransactions. Nobody has quite
made this work in the West yet, but it’s
probably only a matter of time.
In Bonnie’s Bookstore unique word puzzle game, players
help the main character become a children’s book writer.
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index t
o a
dvert
isers
w w w . c g w . c o m APRIL 2006 Computer Graphics World | 43
@XI Computer www.xicomputer.com 19
ACM Siggraph www.siggraph.org/s2006 38
Alias Systems www.alias.com 2
Blackmagic Design www.blackmagic-deisgn.com 5
BOXX Technologies www.boxxtech.com/apexx4 9
D2 Software www.d2software.coom 15
e-Frontier www.e-frontier.com/go/cgwcontest 10
eovia www.eovia.com C4
Isilon Systems Inc. www.isilon.com 27
Metro Orlando Economic Development www.orlandoedc.com C3
Okino Computer Graphics, Inc. www.okino.com 40
Rorke Data www.rorke.com 11
Softimage Avic www.softimage.com/face_robot C2-1
advertiser phone or web page
The ad index is published as a service. The publisher does not assume any liability for errors or omissions.
index t
o a
dvert
isers
April 2006, Volume 29, Number 4: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly (12 issues) by COP Communications, Inc. Corporate offi ces: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: www.cgw.com. Periodicals postage paid at Glendale, CA, 91205 & additional mailing offi ces. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $55, USA; $75, Canada & Mexico; $115 International airfreight. To order subscriptions, call 847-559-7500.
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dropbackInterview by
Chief Editor Karen Moltenbrey
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Jason Kapalka is chief creative offi cer
of PopCap Games, a casual game
developer for the Web, PC, mobile
phones, and other digital entertain-
ment platforms. Kapalka founded
the company in 2000 along with
Brian Fiete and John Vechey.
When did you get into the
casual gaming space?
Initially, I had been writing for
Computer Gaming World, and
then went to San Francisco
during the dot-com era to join
the Total Entertainment Network (TEN),
which would later become pogo.com. I
was there from 1995 to 2000—the full
boom-to-bust cycle. TEN started out
as a hard-core gaming service featur-
ing subscription titles like Duke Nukem
and Total Annihilation. However, as the
trend for these sorts of games evolved
into offering free play over the Internet,
TEN’s business model changed (several
times) as well.
How did that market change
affect your direction?
I went from producing multi-
player tank games to casual
games such as...Bingo! My fi rst
thought was, how do you make
this not totally boring? The online bingo
games in 1998 were fairly primitive. I
ended up with a design that’s still used
on pogo today...basically slapping a chat
room onto a single-player game. You’re
not directly interacting with other players,
but they still give you a sense of commu-
nity, which is important in online gaming.
Why did you stay in the
casual game space?
Like most of the casual games
people, I started in the hard-
core gaming space, and at
fi rst wasn’t sure about these
seemingly mindless little games. But as
I started working on them, I began to
understand several things...that making
a simple game was actually a lot harder
than making a complex one, and that
making games accessible to everybody
was more challenging and rewarding
than making games for a niche audience
of hard-core gamers.
How have casual games
changed or evolved?
When I fi rst got involved in 1997,
it was a very young fi eld, with
numerous dot-com start-ups
viewing the casual games space
as a source of ad revenue. At PopCap,
we even tried the ‘free games supported
entirely by ad and sponsorship dollars’
approach at the outset, only to watch the
ad-supported model crumble as the dot-
com boom ended. We believed that there
was a lot of opportunity in the area of
more sophisticated, original game concepts
in genres like puzzle games, word games,
and classic arcade-style action games, but
the business model for casual games—unil
then, ad revenue—was looking grim.
How did you respond?
We decided to try the shareware
model fi rst used in the earliest
days of PCs: try the game for
free, and if you like it, send us
money. We refi ned this a bit by
making the deluxe versions of the games
more involved, with additional bells and
whistles, so the consumer could further
justify paying for something that he/she
could essentially get for free.
That model was successful?
This try-before-you-buy model
has been extremely effective, and
is now used by nearly everyone
in the casual games business as
the primary source of revenue.
The genre may be called ‘casual gaming,’ but with a large
user and revenue base, it is serious business
Casual Approach
Casual gaming is big business, and getting bigger all the time, as Web-based developers
like PopCap are now porting their games to other platforms, from cell phones and PDAs to
the Xbox 360’s Live Arcade aspect of the third-generation game console. While the types
of games in this space are expanding, most are still puzzle and card titles. Designed for
people of all ages and gaming experiences, casual games tend to draw more women than
other gaming genres. Most appealing about casual games is they do not require a large
time commitment from players. Also, many are fully downloadable from the Internet, so
their fi le sizes tend to be small, so casual games do not have the breathtaking aesthetics
of compelling PC or console titles. However, that doesn’t mean that the new generation of
casual games is not focused on graphics. For instance, PopCap’s extremely popular Bejew-
eled 2 puzzle game includes some impressive 3D animations that are used primarily as
cut-scenes as the player advances to a higher level of play, while only modest changes have
been made to the graphics in each basic game level.
continued on page 41
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C A L L 8 8 8 . T O P. C I T Y O R V I S I T O R L A N D O E D C . C O M
where companies dream in hypercolor.
Business is busting at the seams for Orlando’s digital
media sector. Home to top-notch studios like Electronic
Arts, specialized higher-ed training programs, and the
world’s largest concentration of simulation developers,
it’s no wonder companies around here are so animated.
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The Powerful, Approachable, Complete 3D Solution experience it at eovia.com
ImaginePassion calls you. Your inner artist responds.Today you discover who you are meant to be.Fearless. You embrace the tools in front of you andtake pleasure in your infi nite potential. The journeyto your success begins with this fi rst step.Take it.
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