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  • $6.00 USA $8.25 Canada

    www.cgw.com October 2009

    Dark Knight

    Batmans unnerving interactive adventure

    Batmans latest adventure unfolds

    in an unnerving interactive setting

    Dark Knight

  • modo 401 Dracula image by Rick Baker

    20091006_cgw.indd 1 10/6/2009 2:33:06 PM

  • October 2009 1

    ON THE COVER

    SEE IT IN

    The caped crusader tackles his deadliest mission yet in the computer game Batman: Arkham Asylum, where players assume the Dark Knights identity in this interactive experience and learn the deepest, darkest secrets of the villains out to destroy this superhero, pg. 14.

    The Art of compositing: What infl uences these artists.

    The evolution of surround sound. High-defi nition television series. Director Mike Judge on Extract.

    Features

    Dark Matter

    14The beloved superhero Batman takes on a crew of villains and goons in the interactive adventure Batman: Arkham Asylum, which is being lauded as the greatest comic-book game of all time. By Martin McEachern

    Reconstructing Nature

    26 Designers are turning to nature for their latest inspirations, using a process aptly called biomimicry. By Kenneth Wong

    Cloud Computing

    32 Pixar delivers a touching animated short that required artists to create CG clouds and effects that are main characters in the movie. By Barbara Robertson

    The Birds and the Wally Bs

    36 Pixar and why it continues to create animated short fi lms. By Mark StuartStereo Twice Over

    38 Buzz, Woody, and the gang come to life as never before, as Disney/Pixar remakes two of Pixars classic fi lmsToy Story and Toy Story 2in stereoscopic 3D. By Barbara Robertson

    Beauty Supply

    42 Some of the characters in the feature Surrogates project beauty that is only skin deep, thanks to intriguing CG makeovers. The movie also sports other types of visual effects, including a robot factory, battle scenes, a car crash, and more. By Barbara Robertson

    COVER STORY

    Web ExclusivesGo to www.cgw.com for the latest industry news and our online-only stories. Also, be sure to check out the videos and blogs.

    October 2009 Volume 32 Number 10 I n n o v a t i o n s i n v i s u a l c o m p u t i n g f o r t h e g l o b a l D C C c o m m u n i t y

    DepartmentsEditors Note Rerun Relief

    2Along with sun and hot weather, the summer months also tend to bring a lot of television reruns. This year, though, two new series, packed with visual effects, offered viewers a nice treat from the TV show repeats.

    Spotlight

    4 Products Autodesks Mudbox 2010, MotionBuilder 2010, Soft- image 2010. Vicons Boujou 5. Khronoss OpenGL 3.2. Smith Micros Poster 8. Sony Imageworks open-source development program. Maxons Cinema 4D 11.5. IDVs SpeedTree Cinema. Blackmagics DeckLink Studio 2, HDLink Pro DisplayPort, and more. News Q2 brings good news for Nvidia and Intel, and especially AMD. CG market continues to grow. User Focus Polygon makes a big splash in the fi lm Haeundae.

    Back Products

    47 Recent hardware and software releases.

    26

    14

    42

    32

    38

  • October

    CHIEF [email protected]

    EditorsNote

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    2 October 2009

    L ike everyone else nowadays, I have very little free time on my hands. Nevertheless, I try to find an hour or so to watch my favorite television shows. It is what I do during my wind-down timethe precious minutes at the end of what are becoming very long days. Usually there are not enough minutes to catch all my prime-time favorites, but then again, that is what TiVo and DVRs are for.

    In May, when the television season ended and reruns began, I planned to catch up on these shows. But something unexpected occurred: some new series debuted for the summer. I am not talking about Big Brother, the yearly summer reality series that sucks viewers into its vortex for three nights a week. Rather, I am talking about unique programming that made me look forward to an evening indoors. And as a bonus, the shows featured a heavy dose of visual effects.

    My favorite of these shows was NBCs Merlin, an import from the UK where the drama series began last fall. Merlin places a slightly new spin on the famous Arthurian legend, taking viewers to the early days of Camelot, when Arthur was a spirited young man and Merlin was only

    beginning to hone his magic skills. We wanted to produce something that merged the legend with big, family entertainment, says producer Johnny Capps. We didnt want to make a 15th-century version of King Arthur and the Knights of the Round Table.

    Nevertheless, the production was epic in proportion, and the visual effects grand. There are dragons and griffins. Castles and walled cities. Villages and mountain vistas. Magi-cians and witches. Tornadoes and plagues. Good and evil. Think of it as Harry Potter meets Middle Earth, as some have accurately described it. And the key ingredient is the digital magic created at The Mill in London. Often the effects are composited elements, and at times they are 3D. The Camelot castle is an actual castle: the Chateau de Pierre-fonds, a French national monument that has been digitally enhanced for the shows pur-poses with set extensions and so forth. The CG star of the show is a dragon, a remaining vestige of magic before it was banned in the kingdom by Arthurs ruling father. Merlin is often seen speaking to the wise beast, which is chained in a deep, dark cavern. And the dragon speaks to Arthur, thanks to techniques refined at The Mill.

    While the second season of this magical show has begun in the UK, it will arrive in the US much faster this time around, with the second season set to begin in the US this winter.

    Another summer show was Warehouse 13, which debuted on the Sci Fi Channel, and is described as part The X-Files, part Raiders of the Lost Ark, and part Moonlighting. The show, which wrapped recently, follows Secret Service Agents assigned to the governments secret Warehouse 13, a holding area for all things supernatural. Keyframe Digital in On-tario, Canada, created an average of 120 to 150 VFX shots per episode. For one episode, titled Duped, the studio developed a self-illuminated greenscreen to create one of the warehouses historical artifacts, Lewis Carrolls famous magic mirror. Keyframe mainly used 3ds Max for the CGI and Combustion for compositing and 2D effects. Tracking was done in Boujou.

    As I write this editorial, the fall season has just begun. There are some new dramas and new comedies, but none of these are steeped in visual effects. In the past, TV shows that demanded a host of VFX work seemed to disappear quite fast from the prime-time lineup, some far quicker than others. Lets hope that this summers magic moments will lay the groundwork for more VFX work on television. n

  • Maximum Speed. Zero Drag.

    With LightWaves insane speed across the board, not to mention

    its flexibility and ease of use, it has no equal. For WarDevil, it has

    become the core of the project and continues to provide us with solutions where other 3D applications give us dead ends.

    LightWave v9 Get it done.

    LightWave 3D Kelly Myers, VFX Supervisor, The WarDevil Project, Digi-Guys, Ltd

    LightWave and LightWave 3D are registered trademarks of NewTek Inc. NewTek Inc. 2009. All rights reserved. 2008 Digi-Guys. WarDevil is a registered trademark of Digi-Guys Ltd. All rights reserved.

  • 4 October 2009

    Vicon Introduces Boujou 5

    PRODUCT: MATCHMOVING

    Vicon, developer of motion-capture and image-understanding systems, recently released Boujou 5, camera matchmoving software that enables 3D professionals to automatically derive complex camera motion and calibration data from image sequences. The new version gives users greater control over the matchmoving process, particularly through manual tracking tools.

    Boujou 5 uses a new method of solv-ing 3D camera positioning and motion paths from image sequences. This approach accelerates the solve and allows users more manual interaction within complex shots. The software also features an automatic sequential solver that looks at a single frame at a time, enabling the user to intervene at any time, rather than waiting until the

    end of the process. A fully functional Graph Editor lets users manually tweak the camera data and, if necessary, reprocess a shot. They can also lock valid sections of solved data or sections known to be correct, which they can then use to improve other segments of an image sequence.

    Boujou 5 is currently available and sells for $10,000.

    PRODUCTS: MODELINGANIMATION

    At SIGGRAPH, Autodesk revealed a host of its 2010 prod-ucts, including Mudbox, MotionBuilder, and Softimage.

    Mudbox 2010, the latest version of Autodesks digital sculpt-ing and painting application, makes it easier for artists to use Mudbox alongside Adobe Photoshop by importing PSD fi les to be used as paint layers, and with Autodesks Maya, 3ds Max, and Softimage software through FBX support. The prod-uct also features a host of new creative tools and workfl ows (such as new brushes, support for ambient occlusion map baking, and new viewport fi lters), as well as a C++ SDK that enables production teams to customize and integrate Mudbox into pipelines. Mudbox 2010 began shipping in August for $745, with an upgrade price of $375.

    MotionBuilder 2010, Autodesks real-time 3D charac-ter animation software, now offers faster performance with memory optimization of the core engine. The new version boasts productivity-enhancing animation workfl ows, such as better pose control for the rapid reuse of animations, and user-defi ned keying group support for custom rigs, props, cameras, and lights. It also contains expanded physics and character-simulation capabilities. MotionBuilder 2010 began shipping in August for $3995, with upgrade pricing estab-lished at $995.

    Meanwhile, the company also launched its Softimage 2010 3D modeling, animation, rendering, and compositing soft-ware. This latest version features an optimized core architec-ture through GigaCore III, integration of the Softimage Face Robot facial rigging and animation tool set, and an expanded

    and customizable Interactive Creative Environment (ICE) system. The new version also contains improved modeling tools, additional animation and camera functionality, and an updated Autodesk Crosswalk tool set for content transfer.

    Softimage 2010, available now, is priced at $2995 for the Windows version, $3295 for Linux, and $4695 for Soft image Advanced 2010 (Linux and Windows). Upgrade pricing is available, as well.

    Autodesk Rolls Out 2010 Lines

  • October 2009 5

    Khronos Releases OpenGL 3.2

    PRODUCT: MATCHMOVING

    The Khronos Group announced Version 3.2 of the OpenGL 2D and 3D graphics API for PCs and workstations. The third major update in 12 months, the release adds features for enhanced perfor-mance, increased visual quality, acceler-ated geometry processing, and easier portability of Direct3D applications.

    Khronos is also coordinating the evolu-tion of OpenCL for parallel compute, OpenGL ES for mobile 3D graphics, and the new WebGL standard for 3D on the Web.

    The Khronos OpenGL Architecture Review Board (ARB) working group has defi ned GLSL 1.5, an updated version of the OpenGL Shading language, and two profi les within the OpenGL 3.2 specifi cation; as a result, developers can

    use the streamlined Core profi le for new application development or the Compat-ibility profi le, which provides full back-ward compatibility with previous versions of the OpenGL standard for existing and workstation applications.

    OpenGL 3.2, designed for recent GPU silicon, delivers to application developers such benefi ts as increased performance for vertex arrays and fence sync objects to avoid idling while wait-ing for resources shared between the CPU and GPU, or multiple CPU threads; improved pipeline program-mability, including geometry shaders in the OpenGL core; and boosted cube map visual quality and multisampling rendering fl exibility by enabling shaders to directly process texture samples.

    Khronos has defi ned a set of fi ve ARB extensions that enable the latest graph-ics functionality in the newest GPUs to be accessed through OpenGL. These will be absorbed into the core of a future version of OpenGL, when the functional-ity is proven and widely adopted.

    The strategy is to bring revolutionary changes to OpenGL through a rapid sequence of evolutionary updates, and the ARB continues to execute to that plan, says Neil Trevett, president of the Khronos Group and VP at Nvidia. Now we have OpenGL 3.2 that fully exposes state-of-the-art GPU capabilities in a form that meets the needs of new and experienced OpenGL developers.The full specifi cation can be download-ed at http://www.opengl.org/registry.

  • 6 October 2009

    Sony Imageworks Launches Open Source Development Program

    PRODUCT: DEVELOPMENT

    Sony Pictures Imageworks, the visual effects and digital char-acter animation unit of Sony Pictures Digital Productions, announced during SIGGRAPH 2009 the launch of an open source development program.

    Imageworks, having used open source solutions in its production environment for years, aims to contribute back to the open source community by making these technologies available. The company is initially releasing fi ve technolo-gies: OSL, a programmable shading language for rendering; Field3d, a voxel data storage library; Maya Reticule, a Maya plug-in for camera masking; Scala Migration, a database migration tool; and Pystring, Python-like string handling in C++.

    Field3d, an open source library for storing voxel data, provides C++ classes that handle storage in memory, as well as a fi le format based on HDF5 that allows the C++ objects to be written to and read from disk easily. Scala Migration, a library to manage upgrades and rollbacks to database sche-mas, is designed to enable multiple developers working on a

    project with a database back end to design schema modifi ca-tions independently, apply the migrations to their local data-base for debugging, and when complete, check them into a source control system.

    A small, rich language for programmable shading in ad vanced renderers and other applications, Open Shading Language (OSL) as offered by Imageworks includes a complete language specifi cation, a compiler from OSL to an intermedi-ate assembly-like byte code, an interpreter that executes OSL shaders on collections of points in a SIMD manner, and an extensive standard shader function library. Pystring is a collec-tion of C++ functions, whereas spReticleLoc is a Maya C++ plug-in plus MEL code that creates a reticule for a camera and enables various camera reference masks to be displayed when looking through the camera, such as fi lmback, projec-tion gate, and pan and scan attributes.

    Imageworks also launched a Web site, http://opensource.imageworks.com, to keep the developer community updated on its open source projects.

    PRODUCT: CHARACTER MODELINGANIMATION

    Smith Micro Software Productivity and Graphics Group released Poser 8, the next generation of the 3D fi gure design and animation solution. Poser 8 enables hobbyists, artists, and graphic professionals to create and digitally shape humans, animals, and entire scenes in 3D.

    In Poser 8, artists can work with avatars and all types of 3D characters that prolif-erate in advertising, video games, televi-sion, and full-length feature fi lms. The software acts as a virtual stage, offering eight new, ready-to-pose, fully-textured humans of different ethnicities and body types, thus giving artists a starting point in designing their characters. The new Poser content library provides more than 2.5GB of human and animal fi gures accompanied by a range of accesso-ries, including hair, clothing, sets, and real-world props and elements, such as lights and cameras, to produce complete scenes.

    With Poser 8, both new users and hobbyists can create entire, professional-quality scenes in minutes that utilize automatically generated walking, running, or danc-ing sequences, and lifelike speaking capabilities. Once created, users can post their animations to YouTube or any of their favorite social network-ing sites.

    The new, streamlined inter-face maximizes screen real estate and provides an intui-tive workfl ow, plus a new search-enabled library helps artists easily browse and organize their content. Professional-quality tools and features are included, as well, such as a dependent parameter editor that lets users teach objects in a scene to inter-act with each other, simplifying complex body movement. Other features include

    cross-body morph brushes to smoothly sculpt a fi gure across every body part, new photorealistic rendering to more accurately reproduce light and shad-ows, and improved character rigging for better character bending.

    Pricing for Poser 8 is just under $250; upgrade pricing is just under $130.

    Smith Micro Positions Poser 8

  • October 2009 7

    PRODUCT: MODELINGANIMATION

    Maxon Computer has made available Cinema 4D Release 11.5, a comprehensive upgrade to its 3D modeling, painting, animation, and rendering software. Loaded with new features, the new version provides improved workfl ow and productivity, enabling professionals to create high-quality stills and anima-tions quicker and easier.

    R11.5 features a substantially re-tooled and accelerated render engine, an all-new Picture Viewer, enhanced interop-erability with leading compositing applications, and a major upgrade to its MoGraph module, which features an integrated Dynamics Engine and a host of new additions. Also, the soft-ware provides full support for the latest operating systems from Apple and Microsoft, including Mac OS X Snow Leop-ard and Windows 7, respectively.

    Maxon revamped the render engine in R11.5 to take advantage of multi-core processors, enabling artists to render imagery more rapidly and effi ciently, and utilize new features, such as render instancing and bucket rendering. Render-intensive tasks, such as sub-polygon displacement,

    also have been signifi cantly accelerated. The new Picture Viewer offers a vast set of creative tools for reviewing and editing images and animations, saving artists valuable time. Added features include a render history with the ability to compare renderings, image fi ltering and adjustments, post fi lter effects, and improved layer management. The RAM player also enables users to play back animations with sound, providing the ability to troubleshoot animations while the job is rendering.

    An upgraded version of the MoGraph motion graphics module sporting more functionality is also available. New features in MoGraph 2 include: MoDynamics, an optimized physics simulation package with which hundreds of objects can easily be made to collide or be affected by such forces as gravity or friction; PolyFX for providing quick and easy explo-sion effects; and MoSpline for cloning existing splines and animating them with forces and effectors.

    The price tag for Cinema 4D Core begins at $995, with upgrade pricing available.

    Maxon Unveils Cinema 4D Release 11.5

  • 8 October 2009

    NEWS: GRAPHICS CHIPS

    AMD Soars in Q2 2009Jon Peddie Research (JPR) announced estimated graphics shipments and supplier market share for the second calen-dar quarter of this year, resulting in the best quarter-to-quarter change in nine years. This spelled good news for Nvidia and Intel, but the results were especially great for AMD.

    Graphics chips (GPUs and IGPs) are the leading indicator of the PC market. The GPUs go into a system before it becomes a PC and gets into the hands of the customer. After the channel stopped ordering GPUs and depleted inventory in anticipation of a long, drawn-out worldwide recession in Q3 and Q4 2008, expectations were hopeful, if not high, that Q1 2009 would change for the better. In fact, Q1 showed improvement, but it was less than expected or hoped for. Instead, Q2 was a very good quarter for vendorscounter to normal seasonalitybut then these are hardly normal times. Its clear that the channel is gearing up for what it thinks is going to be a robust back-to-school season, claims JPR.

    Traditionally, Q1 to Q2 sales decline due to summer vaca-tions and preparation for the fall. This year, preparation seems to have gotten off to an early start.

    Total MarketYear to year, things were great. Shipments jumped up to 98.3 million units, up 31.3 percent from last quarter, and most every-one fared well.

    Things probably arent going to get back to the normal seasonality until Q3 or Q4 of this year, and we wont hit the levels of 2008 until 2010. However, people still need to buy things. Old computers will fail, new employees will be hired and need machines, and, of course, software upgrades, such as Windows 7, will be coming along.

    We are still predicting an upturn in the PC market in the third and fourth quarters, and, in particular, for the graphics market

    (which serves not just PCs, but aerospace and automotive, industrial systems, medical systems, kiosks, and point of sales). We are optimistic because these are seasonally the best quar-ters, points out JPR. Some contributing factors include:

    In Q4, there will be two new operating systems: Apples Snow Leopard and Windows 7, which will help stimu-late new purchases in the holiday season.

    ATI and Nvidia will be introducing new 40nm designs with higher performance, GPU-compute, and surpris-ingly aggressive prices.

    The worst is over for inventories that have been run down, and the channel is now restocking for back to school and the holiday madness.

    And yes, there is pent-up demand. Lastly, we still believe there will be an impact from the

    stimulus programs worldwide.

    The latest edition of Jon Peddie's Market Watch is avail-able now in both electronic and hard copy editions from www.jonpeddie.com.

    VendorAMDIntelNvidiaMatroxSisVIA/S3Total

    ThisQuarter

    18.1350.3028.740.060.400.67

    98.30

    MarketShare

    18.4%51.2%29.2%

    0.1%0.4%0.7%100%

    LastQuarter

    12.8137.2023.26

    0.070.700.84

    74.88

    MarketShare

    17.1%49.7%

    31.12%0.1%0.9%1.0%100%

    Total Graphics Chip Market for Q2 2009

    PRODUCT: MODELING

    Interactive Data Visualization Offers SpeedTree Cinema Interactive Data Visualization (IDV) recently introduced SpeedTree Cinema, the companys newest product in its line of digital foliage-creation software.

    SpeedTree Cinema includes a modeling tool that delivers a unique combination of procedural and handcrafted options. Controls for a number of tree param-eters are offered in an intuitive interface,

    and individual branches and roots may be drawn and edited in the application. Additionally, thousands of leaf and bark textures, and a large and growing list of species are available in the SpeedTree Cinema model library, including palms, broadleaves, cacti, pines, shrubs, and fl owers.

    Once created, users can then export

    the SpeedTree Cinema models as a mesh in a variety of popular formats.

    An annual site license for IDVs Speed-Tree Cinemawhich includes unlimited use in any number of productions for an entire yearis priced at $39,995. A production licensefor use of the prod-uct in a single production for an unlimited time periodcosts $14,995.

  • New DeckLink HD Extreme has Dual Link 4:4:4/4:2:2 SDI, HDMI and analog connections in SD, HD and 2K!

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  • 10 October 2009

    NEWS: BUSINESS

    CG Market to Continue Growth RateThe CG industry has enjoyed almost nonstop growth since it was established in the late 1970s. Today, computer graph-ics hardware and software (not count-ing services, maintenance, and other aspects) are worth $68 billionthats a mind-boggling average growth rate of 16.5 percent for 28 years.

    Despite the recession, or maybe because of it, the market for all types of applications and hardware used in the computer graphics industry is growing at a prodigious rate and offers opportunities in many segments as companies invest today for the consumers of tomorrow.

    Hardware will continue to get better, and more units will be sold, predicts analysts at Job Peddie Research, and due to the benefi ts of Moores Law, prices will be stable. This empowers the industry and contributes to the democra-tization of all segments, allowing people who were shut out in the past to partici-pate, and that, in addition to bringing great new developments, increases the overall market.

    As a result of the expansion of the market, more people will be buying CG software programs, and we will see the development of traditional segments, such as CAD/CAM, expand as new

    design approaches in auto-motive, aerospace, and archi-tecture are brought forth. Visualization, a market that has been almost dormant for the past few years, is poised now for great expansion

    Software for making movies, computer games, high-style products, and simulations of products and activities too expensive or too dangerous to test in reality will exploit the amazing realism and real-time capabilities of todays and tomorrows CG software.

    The demand for program-mers, artists, scientists, and designers who can use and exploit these new programs and their associated hardware accelerators will not subside. The economic recession has caused a slowdown, but its going to look like a small bump in the road by 2013.

    We are seeing new opportunities growing out of more mainstream appli-cations for the Web and consumer applica tions. The Web is growing as a distribution medium for graphics content,

    which, in turn, encourages people to pick up the tools, learn them, create content for pleasure, and even look for jobs in the fi eld. What used to be a very closed soci-ety of experts is opening up.

    Computer Graphics Hardware Market

    in billions of dollars US

    $100

    $80

    $60

    $40

    $20

    $02008 2013

    Total Gaming PCs

    Game Consoles

    Workstations

    Monitors Usedfor Graphics

    Computer Graphics Application Software

    in billions of dollars US

    $18$16$14$12$10$8$6$4$2$0

    2008 2013

    OtherVector GraphicsImagingVisualization SimulationDigital VideoModeling and Animation2D Animation CelCAD/CAM Software

    PRODUCT: VIDEO

    Blackmagic Enhances Product LineBlackmagic Design was busy at the annual IBC conference and exhibition last month, with new updates and pricing for a number of its products. Among the announcements was DeckLink Studio 2, a new model capture card designed as a replacement for standard-defi nition cards, with increased analog connectivity for older analog equipment as well as SDI/HD-SDI and HDMI connec-tions for the latest digital equipment. DeckLink Studio 2 replac-es the current model DeckLink Studio and adds 10-bit HDMI capture and playback for the price of $695.

    The company also unveiled the HDLink Pro DisplayPort, a new

    model of its HDLink Pro with a display-port connection instead of a DVI connection. The fi rst HD and 2K monitoring solution for new DisplayPort monitors, the offering features deep color support, 3Gbit/sec SDI, 3D interactive lookup tables, and six channels of audio. It is priced at $495.

    Also, Blackmagic rolled out software updates for all its Deck-Link cards, in addition to unveiling the new DeckLink 7.3. The company also revealed a new reduced price, $2995, for its Studio Videohub 16x32 SDI router with 3Gbit/sec SDI support, 16x16 RS-422 control, automatic auto switch, and full SDI re-clocking.

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  • 12 October 2009

    Polygon Makes a Big SplashW hen the South Korean-made mega-disaster movie Haeundae opened recently, the $18 million fi lmthe countrys most expensive to datebecame an overnight sensation. The CJ Entertainment feature, about a tsunami that threatens to wipe out a popular beach resort, was directed by Je-Kyoun Youn of JK Film and is loaded with complex visual effects, courtesy of Polygon Entertainment, based in San Rafael, California.

    Polygon may have recently cemented its status in South Koreas fi lm industry, but its roots are distinctly Hollywood. Headquartered in the former Industrial Light & Magic building, the company was founded in 2007 by former ILM CG supervi-

    sor Hans Uhlig, who is no stranger to the disaster fi lm genre. His credits include The Day After Tomorrow and The Perfect Storm, among others.

    Boasting soundstages, construction and model shops,

    special and visual effects production, and camera, story, and art departments, Polygon is well equipped to take on feature fi lm work of any magnitudeeven that of a quake which, in turn, spawns a tsunami. Just before fi lming began on Haeundae, Polygon wrapped production on another South Korean feature shot in Northern California, Chaw, which opened across Asia on July 16 to great box-offi ce success.

    It was Uhligs expertise in designing complex and beautiful water sequences for Hollywood movies using a combination of practical and digital effects that attracted director Yoon Je-kyun to bring the Polygon team on board for Haeundae. Says Youn, who is also head of JK Film, We wanted to inject the

    same caliber of fi lm production within Haeundaeand set a new fi lm standard by having Holly-wood-level production values and special effects in a Korean studio fi lm release. Polygon Enter-tainment helped us achieve that goal.

    Haeundae is about a tsunami set to strike the tranquil beaches of Haeundae, Busan, and chronicles the happenings that surround the event. The bulk of the movie was shot in Busan, where Uhlig was overseeing the VFX as the fi lms visual effects supervisor. However, six action sequences involving heavy visual and special effectsincluding one in which hotel rooms are fl ooded with waterwerent possible to shoot in Korea.

    Under the supervision of producer David Dran-itzke, Polygon constructed the multiple sets needed for those shots (for instance, a deluxe beachside hotel room, hotel corridor, bathroom, helicopter, heli tank rescue, boat rescue) and brought the principal actors to the US from Korea for second-unit shooting over a four-week period.

    Over the course of eight months, a team of artists at Polygon worked on the feature fi lm, including veteran visual effects producer Jeff Olson, who joined Polygon after wrapping the hit movie Star Trek at ILM, where he has worked for 23 years. While at ILM, Olson also had the opportunity to work on another fi lm

    featuring extensive water effects: Poseidon. Utilizing their expertise in smart, economical sequence

    production, Uhlig and his team collaborated closely with the fi lmmakers and talent to produce the action sequences,

    USER FOCUS: VFX

    With expertise in both practical and digital water effects, Polygon Entertainment created effects for the South Korean disaster fi lm Haeundae. At top shows the original fi lm plate, while at bottom is the completed shot.

  • October 2009 13

    including the movies 10-minute opening scene of a large fi shing boat being tossed around on violent seas during a storm. This scene was shot using two HD Sony F23 cameras on the studios backlot in San Rafael inside a 60-foot tank that Polygon designed.

    Prior to building the practical boat section that fi nally made it into the movie, Polygon created a digital model within Autodesks Maya for approval as well as effi cient design plan-ning. The boat model was then brought into Autodesks AutoCAD, and passed on to the construction team.

    The crew then constructed the center part of the shipa perfect match with the CG versionto work on an underwater gimbal. Back in the computer, the live-action shots integrated seam-lessly into the CG scene. Polygon shot extensive storm sequences in the tank, as well as multiple greenscreen scenes that included combining practical and CG water.

    A custom water pipeline was developed by Polygon CG supervisor Jay Shin, lead software engineer Erik Krumrey, and shader developer/sequence supervisor Ken Wesley. The group did extensive water R&D and wrote custom scripts that were plug-ins to Maya. Pre-comping was done in the US with a team of artists using The Foundrys Nuke.

    While most of the matchmoving and rotoscope work was done by a Korean vendor, Polygon did some matchmov-

    ing using The Pixel Farms PFTrack and select roto paint work using Silhouette FXs Silhouette. Both programs are accessible off-the-shelf tools, but in the hands of experi-enced artists, they proved capable of achieving the desired

    shot outcome. People weve spoken to are always shocked when

    they see the fi lm and hear how we completed such sophisticated sequence and effects work, considering we were working with what was essentially an indie fi lm budget compared to Hollywood standards, says Uhlig. We accomplished this by staffi ng small teams of highly capable artists who possess wide-ranging skill sets spanning traditional and digital fi lmmaking.

    According to Dranitzke, Polygon Entertainment works closely with its clients to devise the most creative and cost-effective shots possible, because sometimes it doesnt make sense to allocate three months to R&D when the directors vision can be accomplished through a combination of practical effects [combined] with CG.

    Polygon Entertainment built a custom water pipeline to handle some of the more challenging fl uid effects, which helped augment practical fl uid effects. The team also created custom Maya scripts for the water work.

    A lot of the fi lms focus obviously was on water since the story involved a tsu-nami, although the digital artists also created a number of other effects, including explosions, as seen in this before (top) and after (bottom) shot.

  • October 200914

    Gaming

    Batmans cape was an always-present challenge for the game developers. The artists had to drive the cape through the real-time physics of the game engine, yet switch to a keyframe solution for handcrafted animations.

    Images 2009 Warner Bros.

  • he Dark Knight delivered arguably cinemas f nest

    performance in 2008, with a haunting vision of Bat-

    man steeped in a labyrinthine maze of moral choices

    that wowed critics and audiences alike, en route to becoming the second-

    highest grossing f lm of all time. One year later, the Dark Knight is poised to

    represent the shining moment for gaming, this time with Batman: Arkham Asylum,

    an interactive title for the PlayStation 3, Xbox 360, and PC that is having the same

    seismic commercial and critical impact as its cinematic predecessor.

    Developed by Londons Rocksteady Studios and featuring all-new character designs from

    comic publisher and DC Comics imprint Wildstorm Productions, Arkham Asylum is a mas-

    terpiece of modern gaming. It is a visceral virtual experience that immerses players so deeply

    in the creepy, Gothic biosphere of its closed-o island setting that f nishing the game feels

    like leaving the theater after watching e Dark Knight: satisf ed, but exhausted.

    As a result, the game has inspired a tsunami of rhapsodic prose since its release. Critics

    have lavished it with superlatives, calling it the greatest comic-book game ever made, the

    best licensed game of all time, and the best game of the year. e universal acclaim has

    even landed the title in the Guinness Book of World Records as e Most Critically Acclaimed

    Superhero Game Ever, a highly specif c distinction, but an honor, nonetheless. After f nish-

    ing the game, I can only add my voice to the choir.

    rough stunningly animated and voice-acted scenes, the games plot twists alternate be-

    tween the exciting and the horrif c. e story was co-authored by Paul Dini, writer of Bat-

    man: e Animated Series, and reassembles most of the cast from the hit series to reprise

    their roles, including Mark Hamill as the Joker, Kevin Conroy as Batman, and Arleen

    Sorkin as Harley Quinn. But make no mistake, this is no cartoon world theyre

    inhabiting: e air is laced with salty language, the lady villains prance about

    in skimpy attire, and bodies are falling left and right, as the game pulls no

    punches in depicting the psychopathy of its criminally insane inmates, at

    times even making e Dark Knight look like a Disney movie.

    Inmates Rule the AsylumAlthough the game is faithfully rooted in the 1989 graphic

    novel of the same name by writer Grant Morrison and artist

    David McKean, it plays out like a love letter to the entire

    70-year mythos of the Batman canon. e adventure

    begins with an in-game cut-scene showing the caped

    crusader escorting the Joker back

    to Arkham Asy-

    October 2009 15

    Gaming

    he Dark Knight delivered arguably cinemas fi nest performance in 2008, with a haunting vision of Bat-man steeped in a labyrinthine maze of moral choices

    that wowed critics and audiences alike, en route to becoming the second-highest grossing fi lm of all time. One year later, the Dark Knight is poised to

    Images 2009 Warner Bros.

  • October 200916

    n n n n Gaming

    lum, an island prison for the criminally in-

    sane, where hundreds of the Jokers goons

    are being conveniently housed after a

    mysterious fire erupted at Gotham Citys Blackgate prison.

    Soon after the cackling clown-prince of

    crime is admitted, however, Harley Quinn

    overrides the security system, enabling his

    escape. He sets the inmates free, and then,

    with Poison Ivy, Killer Croc, Scarecrow,

    Victor Zsasz, and the Hulk-like Bane at his

    side, he executes a plot to obtain a chemi-

    cal called Titan, which is secretly under

    development inside the asylum. With it,

    he hopes to turn the inmates into an army

    of monsters to serve beneath his hand and,

    afterwards, dump the waste product into

    Gotham Citys water supply.

    From the crumbling, gargoyle-adorned

    asylum, with its 1920s retrofitted look, to the murky waters lapping at the island

    shore, to the ghostly depths of the forest

    where Batmans cave lurks, the game plung-

    es us into a gritty, comic-book hellhole that

    is as unique and fully realized a world as

    Bioshock was in 2007. Its a common set-

    ting for suspense and horror stories (remi-

    niscent of Dennis Lehanes Shutter Island),

    and indeed the game veers, by turns, from

    action, to suspense, to outright Silence of

    the Lambs-style horror. The audio logs of interviews between Arkhams doctors and

    the inmates will chill your spine, as their

    pathologies are revealed in gruesome de-

    tail, revealing how and why villains like

    the Riddler, Croc, Poison Ivy, and Harley

    Quinn went completely sideways.

    Heightened Comic RealismAt the outset of production, the first chal-lenge Rocksteady faced was finding an overarching visual philosophy to not only

    capture the tone, mood, and atmosphere of

    the Batman universe, but to do something

    even trickier. Art director David Hego ex-

    plains: Right from the start, we had to

    develop Arkhams visuals as the glue that

    would join diametrically opposed styles:

    the comic books style and an ultra-realis-

    tic render style. We wanted to stay true to

    the comics over-the-top look through the

    saturated colors and the stylization of the

    world and characters, but still keep the ma-

    terials and shaders close to reality. That is, concrete should look like concrete, wood

    should look like wood, but the mood and

    architecture should be more exaggerated in

    a pure comic-book sense: The verticality should be exaggerated, the visual elements

    slightly over the top, he says.

    To accomplish this, the group read

    through a huge assortment of Batman

    comics and graphic novels. The first one that came to mind is, of course, Arkham

    Asylum by Morrison and McKean. But at

    the end of the day, even if that was a good

    starting point at the beginning of the pre-

    production, the team ended up creating its

    own unique style through the maturation

    of the project.

    Additionally, Wildstorm updated the

    designs of the characters, making them,

    like the asylum, tougher, darker, yet still

    colorfully over the top. We worked closely

    with Wildstorm and DC Comics in devel-

    oping the new designs, says Hego. The relationship was open and prolific. The main goal was to create our own take on

    the main protagonists. We wanted to give

    Batman fans a new vision of the Batman

    universe. For example, Harley Quinn in

    Arkham Asylum represents a completely

    new take on the character, at least visually

    [in her very skimpy outfit]. It worked quite nicely, as the result on screen was breath-

    taking. There are always many iterations when working on such big, well-known,

    branded characters. But at the end of the

    day, the result on screen is faithful to the

    original vision, with a bit of a twist and

    Rocksteadys touch.

    Similarly, the team tried to find a unique character for the iconic asylum, which is

    rendered, like the characters, to unite dark,

    comic-book pastels with gritty realism.

    We toyed around with building Arkham

    Asylum as essentially one big building,

    following the idea found in most of the

    comics depicting the madhouse. However,

    we later decided that the gameplay and at-

    mosphere would be more compelling if it

    were broken down into several buildings,

    says Hego.

    Portrayed in the past as both a Gothic

    hellhole and a modern, sterilized, white-

    washed hospital, Arkham Asylum, through

    Rocksteadys eyes, features cold, clinical

    white-tiled walls intermingling with stone

    gargoyles and countless Gothic spires.

    Our vision of the asylum is dark, gritty,

    and Gothic. It might as well be the darkest

    and grittiest representation of the asylum

    in Batmans history, Hego says. To create

    The game action takes place both inside and outside the iconic asylum. Inside, the aesthetic is cold and clinical; outside, it is dark and gloomy.

  • October 200918

    n n n n Gaming

    more visual variety during the exploration

    of the island and to add a layer of history

    to the structures, each building received

    its own architectural style and meaning.

    For example, the administrative building

    exudes a high Gothic architecture, the

    medical pavilion depicts a Victorian archi-

    tecture, and the catacombs reflect a mix of early-industrial Victorian style.

    The uniqueness of each set added a lot of depth and believability to the environ-

    ments, adds Hego. We also designed each

    location with its own color palette, a set of

    main tones that honored, purely, the visual

    tradition of the graphic novels and comics.

    Rocksteady did an enormous amount

    of research on actual mental hospitals and

    penal institutions prior to production, and

    tried to stray little from the reality they

    found there. Once our visual style was

    established and the art vision understood,

    the creation of the environment was a

    natural and organic process that deviates

    just a little bit outside of the real world,

    says Hego. I think that is what creates the

    unique mood and feel of the game.

    However, in its quest to remain accurate

    to hospital dcor, the crew unwittingly

    turned the indoor medical levels into an

    unexpected technical nightmare. Thats because they had decided to furnish each

    of the examination rooms with the thick,

    plastic curtains so common in most hospi-

    tals. Worse, each one was modeled, rigged

    with bones, and physics-driven in Auto-

    desks 3ds Max. The levels would run ter-ribly with more than one curtain, laments

    Rocksteady artist Will Smith. To remedy

    this, we eventually coded the curtains to

    become idle if they werent visible. We

    also reduced the number of bones on each

    mesh and how detailed they work.

    Lay of the LandThe Arkham campus is sprawled out across the island in six main buildings, each honey-

    combed with dark, dingy cells and a maze

    of cavernous corridors leading to labora-

    tories, libraries, interrogation rooms, in-

    firmaries, ICUs, decontamination rooms, and hidden execution chambers. Having

    Batman spend a night in the Arkham Asy-

    lum was really the most powerful way to

    concentrate as many villains at once in a

    believable set, says Hego. Depicting Bat-

    mans journey through the madhouse and

    the encounters that would happen made

    for a fascinating concept. Indeed, the

    journey becomes one of psychological hor-

    ror, as well, when Batman falls under the

    influence of the Scarecrows hallucinogens and endures the hellish nightmares of his

    worst fears come true.

    Proving the adage that creativity thrives

    on restrictions, the small, localized island

    setting also allowed the team to maximize

    the details and visual scope of the levels.

    We wanted to have a detailed world, says

    Hego, meaning that the amount of detail

    in the rooms and locations would be very

    high and time-consuming. Making some-

    thing bigger would have made the quality

    of the visuals suffer. Nonetheless, Arkham island is still mas-

    sive, replete with an Overworld of new

    facilities, catacombs, and natural environ-

    ments on the outskirts of the island that

    can be unlocked through backtracking and

    re-exploration when Batman progresses

    through the adventure. This is done by expanding his abilities and Bat tech. Un-

    fortunately, the additional overlay of a few

    of the sets in the Overworld taxed the com-

    puting power of both consoles. Because of

    the size of the levels and the detail of the

    game, it was hard to get these Overworld

    levels running in frame on the consoles. To

    make them run, we spent months reducing

    the number of assets, combining similar as-

    sets, combining textures in shaders, remov-

    ing any unnecessary or hidden geometry,

    and basically being careful with what we

    built, says Smith.

    Nevertheless, Rocksteady wanted to en-

    courage and reward this kind of free explo-

    ration of the island, which was one of the

    primary reasons for dividing the asylum into

    multiple buildings and creating the Over-

    world. Breaking it down into multiple

    buildings spread across the island allowed

    for more exploration, both within the struc-

    tures and outside them, and also broke the

    monotony of solely interior environments,

    contrasting them with the overwhelming

    spaciousness of the exteriors, says Hego.

    Indeed, outside, in these exhilarating

    exteriors, the island is thick with swaying

    trees, weeds, and foliage, as well as the sea

    grass combing the shoreline. In addition,

    theres the plant life in the botanical gar-

    den, where the seductive Poison Ivy prac-

    tices her evil science. While artists sculpted

    a handful of static tree meshes in 3ds Max,

    they relied primarily on the commercially

    The team applied motion-captured animation to the characters basic movements. For more com-plex actions, the artists used keyframing techniques.

  • CGW :808_p 7/16/08 11:45 AM Page 1

  • October 200920

    n n n n Gaming

    available SpeedTree, a tool kit from Inter-

    active Data Visualization for creating and

    rendering plant life in games.

    Restyling the BatmobileArtists gave the Batmobile a significant style overhaul for the game, applying the

    same fusion of gritty realism and retro

    comic book that re-energized the charac-

    ters and sets. We wanted to keep the cool,

    hard, chunky Batmobile feel while adding

    a 1920s retrofitted style to it, says Hego. The result comes across like a mix of a hot-rod monster car and a rocket. It looks

    pretty cool, and sits well in the dark and

    Gothic atmosphere of the game.

    When asked if the team modeled and

    textured the Batmobile in various states of

    damage and disrepair, Hego prefers to leave

    us in suspense. I dont want to spoil any-

    thing about what is going to happen in the

    game, he comments.

    Comic CharactersTo create Batmans repertoire of ninja

    combat moves, Rocksteady mocapped

    professional martial artists at its in-house

    studio in London, which employs Vicons

    Blade and 30 F40 cameras. The team processed the data in Autodesks Motion-

    Builder before animators crafted the fin-ished performances in 3ds Max.

    The developer also used 3ds Max to model and animate Batman, Alfred, Com-

    missioner Gordon, the guards, wardens,

    and the rogue gallery of inmates, building

    each character model with roughly 15,000

    polygons. Looking at Jokers face, at the

    fine lines, wrinkles, scars, and caking paint, players can see the excruciating detail with

    which artists rendered each character. They painted most of these details in Adobes

    Photoshop and Pixologics ZBrush, bak-

    ing them into normal maps that were one

    part of a complex shader system, including

    diffuse maps, specular and specular power maps, and a transmission map. The latter simulates subsurface scattering to capture

    the translucency of blood, flesh, skin, and the vessels writhing and popping beneath,

    most noticeably in the muscle-bound Bane.

    Artists accomplished much of the wrin-

    kling, furrowing, and delicate deformations

    in the faces using normal-map blending,

    which, according to Hego, helped to sig-

    nificantly reinforce the expressions. We built the shaders using the [Epic Games]

    Unreal Engine 3, he adds, authoring each

    one at a resolution of 2048x2048 for high-

    end PCs.

    The facial blendshapes for all the char-acters, which were somewhat exaggerated

    to handle the wildly gleeful inflections in Hamills performance, for example, were

    entirely bone-based and sculpted 3ds Max.

    The backbone of Rocksteadys lip-sync-ing and facial animation system was OC3

    Entertainments FaceFX, which worked

    within the Unreal Engine 3 to analyze

    the sound files, sync the lips in real time, and then blend in general facial expres-

    sions. Animators utilized FaceFX for a

    dual-method approach that allowed us to

    take advantage of FaceFXs great real-time

    analysis functions while still being able to

    do our own custom animations within 3ds

    Max, says artist Paul Bolden.

    To create much of the real-time, in-

    game animations, the FaceFX system ana-

    lyzed and animated the faces from a large

    range of preset bone-pose targets set up

    by the animators. For more detailed cut-

    scenes, however, the animators expanded

    on those primary bone poses and set up

    a custom control rig within 3ds Max that

    could be animated freely. Those custom an-imations could then be read by FaceFX and

    rendered through the same pipeline within

    the Unreal engine, explains Bolden.

    This custom control rig, which was de-signed in 3ds Max for each of the main

    characters faces, consisted of well over 30

    bones. Artists exported the bones using a

    MaxScript that separated the poses into

    their own tracks with unique function

    curves, which were then recognized by the

    FaceFX setup.

    Knight MovesWhile Rocksteady used Vicons Blade sys-

    tem to capture most of the basic move-

    ments of the characterslike walking,

    running, and martial artistrythe team

    was also doggedly determined to use the

    system to capture some of the more com-

    plicated altercations between the characters

    and their environments. The hardest shot we did [which occurs in a cinematic] hap-

    pens in a scene where a small and feeble

    character is hung up by pipes and wires en-

    twined around different parts of his body. Soon after, he transforms into a much big-

    Appearing in Batman: Arkham Asylum is the iconic Batmobile, built in Autodesks 3ds Max, as were all the characters and sets.

  • October 2009 21

    Gaming n n n n

    ger and heavier character, who frees himself

    from the restriction of the pipes and tubes.

    To capture this, we had to set up a com-

    plex harness system in the motion-capture

    area that allowed the actor to struggle and

    pull himself down from the pipes in a safe

    environment. The whole shot consisted of three people controlling the harness and

    wires while giving the actor enough free-

    dom to perform, explains Bolden.

    For Batman himself, Bolden says the

    hardest and most time-consuming anima-

    tions were the ones that were impossible to

    motion-capture, yet still needed to look as

    fluid and realistic as their mocapped coun-terparts. One scene, in which Batman is

    being grabbed by a much larger character,

    was incredibly difficult to get right. Bat-man releases himself by kicking out of the

    hold and back-flipping, before landing on his feet. The entire combination of motions was entirely hand-animated, he explains.

    Of course, the cape was an ever-present

    challenge for animators, spreading out as

    Batman takes flight, or just billowing and rippling in the wind as the Dark Knight

    stands perched atop a gargoyle, surveying

    the world below. During the cinematics, a

    cloth system developed in 3ds Max drove

    most of the cape animations. The simula-tion was set up and then executed to re-

    act to all of Batmans moves, says Bolden.

    The simulation not only gave us accurate weight and motions for all the moves, but

    also allowed us to control collision and

    secondary aspects, such as wind or dam-

    age. This was then imported back into the game engine and played at specific points in the game.

    The capes rigging, Bolden continues, was extremely advanced and difficult to develop. We needed the ability to drive

    the cape through the [real-time] physics of

    the game engine, and then switch to a key-

    framed solution to play [handcrafted] ani-

    mations for individual set pieces, he says.

    An enormous amount of time went into

    developing the rig and the physics solution

    that drove the cape; the physics had to cope

    with interactions between Batman, the oth-

    er characters, and the environments during

    combat and environmental navigation.

    Feelings of EmpowermentBatmans gameplay is divided into three

    modes. The first is hand-to-hand, martial-arts combat, showcasing his ninja train-

    ing. The second is the invisible predator mechanic, in which Batman uses stealth

    to stalk enemies from the rafters without

    them ever seeing him. By striking from

    the shadows, using fear and intimidation

    to outwit and overcome his adversaries, the

    gameplay encourages a degree of prepared-

    ness specifically designed to empower the player. While stealth is a key component

    in these actions, Rocksteady prefers to call

    them predatory, because stealth tends to

    imply weakness, something the team ag-

    gressively tried to avoid.

    Finally, Batman is a detective at heart, so

    the game involves a lot of exploration, inge-

    nuity, gadgetry, and old-fashioned detective

    work to gain entrance to the many rooms

    and chambers of the cavernous asylum. For

    instance, to break into a locked or blocked

    room, the player has to use Batmans cryp-

    tographic sequencer to hack the security

    codes, or use their reasoning to solve the

    240 logic puzzles that the Riddler is con-

    stantly squealing into Batmans earpiece,

    giving clues about the rooms hes entering.

    Most times, Batman must employ all

    three modes at once. For example, while

    surveying a group of inmates from atop the

    rafters as they hold some guards hostage be-

    low, Batman can switch to detective mode

    and use a blue-tinted X-ray-style visor

    Using 3ds Max, the artists created all the characters (top), adding facial detail in Photoshop and ZBrush (bottom), and baking the imagery into normal maps that were part of a shader system.

  • October 200922

    n n n n Gaming

    similar to the one from The Dark Knightthat lets him see his enemies through walls

    and identify important aspects of the en-

    vironment, like ventilation shafts, knives,

    and guns. He can then spread his cape and

    lithely alight to an adjacent room, plant a

    sticky bomba gel-like explosiveagainst

    the wall and, detonating it remotely, dis-

    perse most of the villains in a panic. Then, he can finish the rest off with a flurry of roundhouse kicks and punches.

    Similarly, when the Joker locks the war-

    dens in a gas chamber, Batman has only sec-

    onds to save them. X-raying the scene with

    his visor, he finds extractor fans that, with a deft throw of his batarang, can be activated

    to flush the toxic gas from the room. As Zsasz holds a guard hostage in an electric

    chair and threatens to fry him if anyone ap-

    proaches, Batman scans the room for ven-

    tilation shafts, climbs through, and then,

    hanging upside down from above, subdues

    the villain with a quick twist of the neck.

    Rocksteady specifically designed these actions to combine stealth, detective savvy,

    intelligence, and high-tech gadgetry, with

    the express purpose of immersing the

    player in the unique mind-set of the Dark

    Knighta man who relies not on super-

    powers, but merely superior human and

    physical strength to defeat his enemies.

    We wanted to explore the psychology of

    the Batman character, says lead designer

    Sefton Hill. Players should feel empow-

    ered by being Batman and his ability

    to handle any situation. To endow the

    player with this sense of empowerment,

    Rocksteady always eliminated any trace of

    avoidance and weakness in Batmans

    stealth operations.

    When Batman is fully engaged in invis-

    ible predator mode, hes constantly scaling

    walls and ledges, climbing through ventila-

    tion ducts, or trying to gain a precarious

    foothold or handhold on his environ-

    ment. To constrain his hands and feet to

    the surfaces, Rocksteady used an in-house

    solution that corrected foot levels on un-

    dulating terrain and repositioned Batmans

    hands while he shimmied along ledges.

    [Using this proprietary tool], the hands

    are free to move and reposition themselves

    when Batman is clear of a wall, railing, or

    other scalable surface. But, when the hands

    do approach a scalable surface, the limb is

    retargeted toward the wall to cope with any

    unevenness and keep things looking clean,

    explains Bolden.

    Another good example of this tool at

    work would be the opening scene of the

    game, in which the guard pulls Jokers

    trolley [Hannibal Lecter-style] down the

    corridors. Using the IK on his arm, the

    crew was able to make the two AI charac-

    ters (the second guard and The Joker on his trolley) move down the hall with the

    correct lag, coping with AI cornering and

    small undulation.

    Lighting the Dark KnightTo capture the ghostly murk of the island

    and the dark, dingy, sodium-suffused inte-riors of the asylum, Rocksteady employed

    primarily the stock lighting systems of the

    Unreal Engine 3. We laid down hun-

    dredssometimes even thousandsof

    lights in each of the rooms and locations

    to mimic a global illumination lighting so-

    lution, explains Hego. It proved to be a

    good method because we wanted the light-

    ing to be quite stylized and contrasted to

    follow the dark, Gothic feel of the asylum.

    Obviously, lighting is a character in itself

    in the Batman world. Theres a misty, dif-fuse lighting engulfing the island, replete with god rays from the moonlight, while

    haunting, chiaroscuro shadowing creates

    pockets of fear at every turn. Therefore, real-time and volumetric lighting was cru-

    cial for moonlight and searchlights. Real-

    time, dynamic lighting is used on all the

    characters and interactive elements of the

    game. But the lighting is not the only way

    to light up an environment and establish

    the mood. For instance, fake god rays made

    out of polygons, particle systems, or even

    animated additive shaders are other ways

    to create the thick, misty atmosphere on

    the island, Hego explains. Its a great way

    to create contrast between the lighting and

    the silhouettes of the Gothic architecture.

    Nevertheless, even though the game

    employs advanced lighting systems, such

    as real-time reflection mappingoff the water or the reinforced glass of the hold-

    ing pen, for exampleRocksteady tried,

    as a general rule, to minimize the impact

    of such power-hungry effects. You need as much bandwidth as possible to display the

    amount of detail in both the environments

    and the high-poly characters, not to men-

    tion to maintain the game mechanics and

    AI running in the background, explains

    Hego. So more than ever, we used a lot of

    smoke and mirrors to create believable and

    impressive effects. Most of the time, dis-torting a cube map through an animated

    Real-time and volumetric lighting was needed for moonlight and searchlights; the overall misty, foggy atmosphere was crafted with fake god rays made from polygons, particle systems, or shaders.

  • Maxwell Render gets better and better.... Many times faster, and raising the bar on Quality again.

    New features in v2 including Stacked Layer Materials, ThinSSS, IES support, new Modo plug-in,and much much more....

  • October 200924

    n n n n Gaming

    normal map in a shader can achieve an ef-

    fect that can be as believable as one purely

    calculated in real time.

    Hego concedes that memory manage-

    ment was a constant challenge looming

    over the entire course of production. In-

    deed, the PS3 version requires a 1.2gb

    install that lasts for almost three minutes,

    and still the graphics are slightly, if imper-

    ceptibly, less crisp than that of its Xbox 360

    counterpart. We already had 18 months

    of experience with next-gen techniques

    when we began Arkham, he says, so we

    were very mature in term of workflow and tools. Still, it was always hard fitting the amount of details displayed on screen into

    the consoles memory and maximizing the

    resources available at any moment to make

    sure that each room would stream in and

    out smoothly.

    Holy FX Animation, BatmanBatmans is a deeply dark and atmospheric

    world filled with fog and wind, as well as slanting sheets of rain pounding the pave-

    ment at the wrought-iron gates of the asy-

    lum, where spectral clouds creep in front of

    the moon above. Its a world that demand-

    ed effects animation of the highest caliber, not only for weather and environmental

    effects, but for smoke and fire, explosions from Batmans gel weapon, bullet hits off

    the Kevlar bodysuit, and the poisonous gas

    released by the Joker.

    The team created all those effects in the Unreal Engine 3 shader editor and parti-

    cle system editor. The visual aspect of the wind was created using animated shaders

    applied to flat polygons strewn across the landscape, along with wind volumes to re-

    act to physics and objects, such as Batmans

    cape. The rain is done in a similar way. The

    artists created fog using a fade-in proximity

    and normal dependant shaders applied to

    flat polygons. They also generated smoke, gas, and fire with particle systems coupled with animated shaders.

    Detective ModeWhen Batman is in invisible predator

    mode, he can fire his grappling hook, as-cend to the top of a stone gargoyle, and,

    switching to detective mode, survey the

    area under the blue tint of his X-ray vi-

    sor. Ironically, the visorwhich reveals

    red and blue skeletal outlines of friendly

    and enemy nonplayer characters, as well as

    important objects (like knives and guns in

    bright orange)was not derived from The Dark Knight.

    We were working on this effect long be-fore seeing the movie, Hego stresses. The idea behind the detective mode was to

    create an augmented-reality interface that

    would inform Batman about his surround-

    ings. So, it would have to look like the

    actual world is being filtered, with some computer information displayed on top.

    The crew did some edge-finding processes to create that scanning and computing feel.

    Masks are generated in real time to exclude

    the interactive elements from becoming

    tinted in orange. On top of the full-screen

    process, another layermade in Adobes

    Flashdeals with all the information and

    computer simulation.

    But before all this, the biggest techni-

    cal challenge of the visor involved creating

    a post-process shader that would not ruin

    the frame rate, as it would have to pro-

    cess several full-screen effects. Therefore, we had to optimize it several times during

    the games production to get it just right,

    says Hego.

    The Greatest For die-hard comic-book fans, their super-

    heroes are religion, and from the movies

    and games, they demand total fidelity to the biblical canon. Anything less would

    be heresy. Unfortunately, most superhero

    games, especially those designed as cross-

    platform movie tie-ins, have been substan-

    dard, to say the least.

    However, Batman: Arkham Asylum is

    a roundhouse kick right to the heart of

    that sorry tradition, demolishing it with

    thoughtful, action-packed gameplay, top-

    notch voice acting, riveting storytelling,

    and a slave-like fidelity to the Batman my-thology that makes it ooze authenticity,

    while still pushing the comic book in a new

    and exciting direction.

    Comic-book fans, at long last, can re-

    joice. For now at least, Arkham Asylum

    holds the mantle of greatest comic-book

    game of all time, and is a front-runner for

    best video game of 2009. n

    Martin McEachern is an award-winning writer and contributing editor for Computer Graphics World. He can be reached at [email protected].

    The amount of detail in the characters and the environments often left the artists looking for an effects solution that wouldnt tax the imagery, game mechanics, and the AI running in the background.

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  • tumped by a design problem? Running

    out of ideas? You might want to watch

    a grasshopper or mentally dissect a fern.

    ats what the growing crop of bio-

    mimicry practitioners would encourage

    you to do.

    To borrow the words of Ask Nature (www.asknature.

    org), an open-source biomimicry portal, the new f eld

    is where biology and design cross-pollinate, so bio-

    inspired breakthroughs can be born. A casual glance at

    the list of projects archived online at Ask Nature reveals

    colored f bers and fabric inspired by the wing scales of

    Morpho butterf ies (Morphotex from Teijin Fibers in

    Japan), a metropolitan high-rise inspired by the skeleton

    structure of a sponge (the Gherkin in London), and a

    soil-moving system inspired by the skin of earthworms

    (University of Jilin in China).

    Confronted by the limitations and unfortunate conse-

    quences of industrialization, many academics, research-

    ers, designers, and architects now turn to nature for clues

    on developing more sustainable inventions and creations.

    In this article, we follow in the tracks of a prairie hop-

    per, translate an ageless equation, and magnify our cell

    structures to learn how biomimicry works. A crucial part

    of copying nature, as it turns out, is digitally reconstruct-

    ing and simulating the natural objects and organisms

    behaviors using 3D modeling and analysis software.

    Green Education from an Insect Sometime in mid-May, a giant prairie hopper measur-

    ing roughly 8x40x9 feet and weighing roughly 9.3 tons

    (18,600 pounds) began making its way toward the Co-

    lonial Country Club in Fort Worth, Texas. e insect

    traveled not by hopping on its hind legs, but by way of

    a shipping container. Upon arrival, it was expected to

    strut its limbs, spread its wings, and perch by the hillside

    near the No. 6 fairway, where the media and guests of

    the Crowne Plaza Invitational PGA Tournament had as-

    sembled for a glimpse of the oversize bug.

    In architecture lingo, the prairie hopper is a portable,

    prefabricated, modular structure. It can be segmented

    into individual components, transported to a site in

    compact form, and reassembled there. Designed as an

    entertainment pavilion, the two-story installation lets

    people drink in not just the refreshments from the bar,

    but also a commanding view of the nearby groves.

    ough its primary color is white, the prairie hopper

    is a green spirit, an example of the latest innovations in

    sustainable architecture. Standing on a skeleton of re-

    cycled steel, the habitable hopper is covered in a mass of

    thermal- and evaporation-resistant limestone-composite

    materials. Its o -grid, capable of heating and cooling

    itself via wind turbines and photovoltaic panels. e

    structure relies on solar-thermal collectors for potable,

    sanitary hot water. Depending on the sun angle of the

    October 200926

    Engineering/Design

  • Anderson Anderson Architecture used Autodesk Revit to model the green pavilion dubbed Texas Prairie Hopper. The 3D model allowed the architects to study the movement of the panels and more.

    October 2009 27

    Engineering/Design n n n n

  • October 200928

    n n n n Engineering/Design

    locale and the preferred orientation of the

    installation, the hoppers adjustable screens

    can be articulated to provide optimal shad-

    ing. Behind the stairs leading to the upper

    deck, beds of cacti, muhlies, blue gramas,

    sand bluestems, and yarrows thrive with-

    out regular irrigation.

    The prairie hopper was brought to lifemerely 55 days after the idea hatched

    as a napkin sketchwith the expertise, la-

    bor, and support of Anderson Anderson

    Architecture, Texas Christian Universitys

    Institute for Environmental Studies, Ad-

    vantage Steel Service, NextEra Energy,

    Veristeel, and several other individuals

    and organizations.

    A Bugs LifeThe pavilion was dubbed Texas Prairie Hopper, partly because the collapsible,

    ground-hugging structure with steel hinges

    resembles a grasshopper, and also because

    the modular setup allows it to hop (in a

    manner of speaking) from one site to the

    next. But once that became the official name, the project began to take on more

    and more grasshopper-like characteristics,

    according to its creators.

    By the time Anderson Anderson Archi-

    tecture accepted Texas Christian Universi-

    tys invitation to get involved, the Crowne

    Plaza Invitational was merely two months

    away. So the team had to find creative ways to shorten the production cycle. Here, they

    found that the modular assembly worked

    in their favor.

    We used one T-shaped structure repeat-

    edly, because [the steel fabricator, Advan-

    tage Steel Service] was able to produce it

    easily by ripping apart a standard I-beam,

    recalls Karl Vavrek, a project manager at

    the architecture firm. We reused it [as a base component] as often as possible for

    simplicity and consistency in the design.

    We only changed it when we needed to.

    Anderson Anderson Architecture decid-

    ed to model the entire project in Autodesk

    Revit Architecture, a 3D building infor-

    mation modeling (BIM) software pack-

    age. We modeled [the prairie hopper]

    digitally in extreme detail, essentially every

    single bolt, partly to speed up the steel fab-

    rication process, explains Mark Anderson,

    a founding principal of the firm. He notes that as Vavrek and Yevgeniy Ossipov, an-

    other project manager, finished designing one piece, they would send the drawings

    over to the steel fabricator to manufacture

    it. So, essentially, they were building the

    digital model and the real construction

    components simultaneously.

    We modeled the pieces in the order in

    which they would be built, says Ossipov.

    The first module we modeled was the frame [the system frame used by Veristeel

    for modular structures]. Then we made the large panels and the rails that would be at-

    tached to the frame.

    Each steel beam was cut with a series

    of holes. At the time of installation, the

    frames, rails, and panels were meant to be

    joined together with bungee cords, bolts,

    and 1500 tiny S-shaped hooks made of

    UV-resistant material (polyether sulphone,

    or PES). The advantage of digitally mod-eling these components in detail, Ossipov

    notes, was the ability to study the intersect-

    ing points and the articulated panels to en-

    sure there were no collisions.

    Because the golf tournament was going

    to take place during hot weather, the group

    realized it needed lots of shade as well as

    lots of surface areas for the green roof sys-

    tem and for showing off the native plants. From the beginning, we knew we

    wanted the panels to be attachable at vari-

    ous angles, depending on the orientation

    of the installation or the time of day, notes

    Vavrek. With Revits sun-angle study tools,

    the team was able to determine the appro-

    priate position of each panel.

    Even though there were several of us

    working on the same project, we were us-

    ing a single digital model, says Vavrek. So

    we had good control over the process.

    In the middle of the project, Texas

    Christian Universitys Institute for Envi-

    ronmental Studies requested a photorealis-

    tic rendering of the installation, to be pub-

    lished in its media kit. With the Revit 3D

    model readily available, Ossipov was able

    to export the geometry of the prairie hop-

    per as a 3D DWG file to McNeels Rhino software, then use Next Limit Technolo-

    gies Maxwell Render plug-in for Rhino to

    produce a series of images. The results can still be seen in the institutes online project

    page at www.ensc.tcu.edu/colonial.php.

    An example of the physical manifestation of the golden ratio, also known as phi, can be seen in the coil of this fern.

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  • October 2009 29

    Engineering/Design n n n n

    An Enigmatic FanMany mathematicians believe physical

    manifestations of phi, also called the gold-

    en ratio or divine ratio, could be de-

    tected all around us, in the looping circles

    that form a conch shell, to the cyclical pat-

    terns of the galaxies. (Robert Langdon, the

    hero in Dan Browns The Da Vinci Code, insists it could also be found in the pyra-

    mids of Giza, the Parthenon at Athens, and

    Beethovens Fifth Symphony, among other

    places.) You also would find this equation in the propulsion systems and thermody-

    namic technologies developed by PAX

    Scientific, a California-based research and development corporation. Many of its pat-

    ents involve adaptations of phis equilib-

    rium principle to industrial processes.

    At PaxFan, a master licensee of PAX

    Scientific, phi turns into something coolquite literally. Fans made using

    PAX Scientific technology are quieter and use less energy per flow unit than com-petitive products, declares the company.

    PAX fans produce these benefits by re-ducing the amount of turbulence in the

    air before and after contact with the fan.

    The curved blades generate a laminar, vor-tical flow on their downstream side, mov-ing air centripetally and with markedly

    reduced turbulence.

    A tornado shows you an example of

    how nature uses phi to equalize pressure

    using the vortical pattern, says Kim Pen-

    ney, senior design engineer at PAX Scien-

    tific. After all, a fan is for producing air-flow, so were looking at optimizing [the fan blades] shape to produce that effect.

    PaxFan uses SolidWorks, a 3D mechani-

    cal design program, to digitally model its fan

    blades. But more importantly, PaxFan uses

    high-end fluid-flow and airflow simulation programsAnsys Fluent and AcuSims

    AcuSolve and AcuConsoleto study the

    flow patterns using digital mock-ups. You can put your hands in front of the

    fan to feel its effect, but you cant really see whats going on with airflow patterns, says Penney. With Fluent and AcuSim software,

    designers at PaxFan can subdivide the 3D

    model of the blades into meshes (known as

    meshing in the field of computer-based analysis and simulation), apply forces as

    numeric values, and then study the effects on the air around the geometry as color-

    coded patterns. Parasolid serves as the in-

    termediary file format between the design program SolidWorks and the fluid and flow analysis programs used by PaxFan.

    Fluent offers the SolidWorks Connec-tion module, which gives users the abil-

    ity to perform initial computational fluid analysis. The concept of the SolidWorks Connection is to identify and resolve tech-

    nical nuances as the geometry model is be-

    ing created, according to Ansys.

    SolidWorks includes a finite-element analysis feature (previously known as

    CosmosWorks but now simply known as

    SolidWorks Simulation), which is useful

    for studying, for instance, the anticipated

    deformation of t