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® WORLD Computer THE MAGAZINE FOR DIGITAL CONTENT CREATION AND PRODUCTION $4.95 USA $6.50 Canada King Kong’s larger-than-life effects The Power of X The Xbox 360 defines a new era in gaming Dragon Quest Adding digital magic to Harry’s latest adventure Starting a Studio If you build it, will they come? Gorilla Tactics January 2006 www.cgw.com ® Contents Zoom In Zoom Out Search Issue Next Page For navigation instructions please click here Contents Zoom In Zoom Out Search Issue Next Page For navigation instructions please click here Forward Forward COMPUTER COMPUTER GRAPHICS WORLD GRAPHICS WORLD to a friend! to a friend!
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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

    King Kong’s larger-than-life effects

    The Power of XThe Xbox 360 defines a new era in gaming

    Dragon QuestAdding digital magic to Harry’s latest adventure

    Starting a StudioIf you build it, will they come?

    Gorilla Tactics

    January 2006 www.cgw.com®

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    Contents Zoom In Zoom Out Search Issue Next PageFor navigation instructions please click here

    Contents Zoom In Zoom Out Search Issue Next PageFor navigation instructions please click here

    ForwardForward

    COMPUTERCOMPUTER

    GRAPHICS WORLDGRAPHICS WORLD

    to a friend!to a friend!

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  • We can teach you howto make animals out of zeros and ones.

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    ILLUSTRATIONARCHITECTUREPHOTOGRAPHYCOMPUTER ARTS

    NEW MEDIA GRAPHIC DESIGN

    INTERIORARCHITECTURE

    & DESIGN

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  • 1.800.544.ARTS/WWW.ACADEMYART.EDUREGISTER NOW FOR SPRING-CLASSES START JANUARY 30

    79 New Montgomery St., San Francisco, CA 9410580% of our graduates are working in the art and design industry

    Nationally Accredited by ACICS, NASAD, FIDER (BFA-IAD), NAAB - Candidate Status (M-ARCH)

    Online Studies AvailableImage by Eva Kolenko, BFA Photography Student

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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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  • 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

    W O R L DComputerAlso 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 JANUARY 2006 Computer Graphics World | 3

    Departments

    Editor’s Note 4

    Kong is King, Again

    CG continues to proliferate at the box offi ce, thanks in no small part to the cutting-edge effects in King Kong and Harry Potter. As a result, opportunities abound for artists and animators, some of whom may be tempted to open their own shop.

    Spotlight 6

    Products

    D2’s Nuke 4.5

    Avid’s Liquid product line

    ATI’s Radeon X1800 XT

    Iridas’s SpeedGrade Onset

    Services

    Nice Shoes’s Nice Spots Web-based media exchange for project review and collaboration

    Tech Viewpoint 8The Bleeding Edge

    Workstation vendors push technological boundaries in order to get an extra step ahead of their competitors.

    Portfolio 32Human Modeling

    Review 34Luxology’s Modo 201

    New+Improved 36

    Backdrop 40Out of Water

    Features

    Cover storyLong Live the King 16FILM | Director Peter Jackson challenged Weta Digital to think big while creating the effects in King Kong. The studio answered with a breathtaking jungle setting, an authentic 1930s New York City, and Kong himself.

    By Barbara Robertson

    Let the Games Begin 22GAMING | By taking advantage of the industry’s latest breakthroughs, Microsoft’s Xbox 360 console is changing the look and feel of game graphics.

    By Karen Moltenbrey

    A Draconian Test 26DIGITAL EFFECTS | ILM uses its digital magic to conjure up a fi ery dragon in the latest Harry Potter adventure.

    By Barbara Robertson

    Starting a Small Studio 28BUSINESS TRENDS | Want to be your own boss? Owning your own VFX studio can be rewarding...and challenging.

    By William “Proton” Vaughan

    On the cover:Pushing the technological envelope,

    Weta Digital crafts the great ape

    Kong in this epic remake. See pg. 16.

    16

    January 2006 • Volume 29 • Number 1

    See www.cgw.com for a more

    in-depth version of this article.

    [email protected] story exclusives:

    The Cutting EdgeProfessional media creators continue to embrace the Mac platform as acost-effective way to easily create highly stylized video.

    Self-Promotion: Part 3This series for digital artists continues with getting noticed by way of users groups.

    Trial By FireIndustrial Light & Magic creates the fi re for Harry Potter’s digital dragon, using a novel simulation engine that evolved from the studio’s collaboration with Stanford University.

    Workstations with ‘The Look’Want more than just blazing-fast processing? We found workstations that offer cool components coupled with a stylized look that any CG artist will appreciate.

    22

    26

    Image courtesy Weta Digital / Universal Studios.

    28

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  • KELLY DOVE : Editor-in-Chief

    [email protected]

    KAREN MOLTENBREY: Executive Editor

    [email protected]

    CONTRIBUTING EDITORS:

    Jenny Donelan, Audrey Doyle,

    Evan Marc Hirsch, George Maestri,

    Martin McEachern, Stephen Porter,

    Barbara Robertson

    SUZANNE HEISER: Art Director

    [email protected]

    DAN RODD: Senior Illustrator

    [email protected]

    BARBARA ANN BURGESS: Production Manager

    [email protected]

    CHRISTINE WARD: Ad Traffi c Manager

    [email protected]

    SUSAN HUGHES: Marketing Communications Manager

    [email protected]

    MICHELLE BLAKE: Circulation Manager

    michelleb@pennwell

    MARK FINKELSTEIN: Vice President,

    Computers & Electronics Group

    [email protected]

    COMPUTER GRAPHICS WORLDExecutive and Editorial Offi ces:

    98 Spit Brook Rd.

    Nashua, NH 03062-5737

    (603)891-0123; FAX:(603)891-0539

    CGW ONLINE: www.cgw.com

    For customer service and subscription inquiries only:

    [email protected] TEL: (847) 559-7500 FAX: (847) 291-4816

    POSTMASTER: Send change of address form to Computer

    Graphics World, P.O. Box 3296, Northbrook, IL 60065

    We make portions of our subscriber list available to

    carefully screened companies that offer products and

    services that may be important for your work. If you do

    not want to receive those offers and/or information,

    please let us know by contacting us at List Services,

    Computer Graphics World, 98 Spit Brook Road,

    Nashua, NH 03062.

    ROBERT F. BIOLCHINI

    President and Chief Executive Offi cer

    ADVANCED TECHNOLOGY DIVISION

    GLORIA S. ADAMS

    Vice President Audience Development

    ATD PUBLISHING DEPARTMENTS

    MEG FUSCHETTI

    ATD Art Director

    MARI RODRIGUEZ

    ATD Production Director

    PRINTED IN THE USA GST No. 126813153

    Publications Mail Agreement No. 40052420

    4 | Computer Graphics World JANUARY 2006 w w w . c g w . c o m

    editor

    ’sno

    teKelly DoveEditor-in-Chief

    Kong is King, AgainAs I sit down to write this, it’s not quite 2006. In fact, it is exactly one day, 17

    hours, 24 minutes, and 52 seconds before the premiere of King Kong. As you

    might expect, I can hardly wait to get in line.

    Academy Award-winner Peter Jackson’s highly anticipated remake of

    the 1933 cult classic King Kong is set to take us, once again, into the mind

    of a visionary fi lmmaker whose penchant for great storytelling and eye for outstand-

    ing CG and visual effects brings back the Kong-mania moviegoers must have expe-

    rienced more than 70 years ago.

    The merchandising for Kong is defi nitely feeding the frenzy. Now, not only can

    you carry Kong in your pocket in the form of a credit card, you also can download

    Jackson’s offi cial behind-the-scenes postproduction diaries or buy them on DVD, and

    purchase stop-motion armature prop replicas, in case you want to make your own

    Kong-based creation someday. Game publisher Ubisoft is fueling the gorilla madness,

    encouraging gamers on every platform imaginable to “Play as Man. Play as Kong,” in

    Peter Jackson’s King Kong: The Offi cial Game of the Movie.

    This month, CGW does its share to spotlight Kong, as contributing editor Barbara

    Robertson details the making and grooming of this magnifi cent CG creature in “Long

    Live the King” on pg. 16.

    Kong is but one of the many CG effects-laden fi lms debuting this holiday season.

    Harry Potter and the Goblet of Fire, which is being heralded in the media as the best movie

    yet in the popular J.K. Rowling series is also featured on pg. 26 with a technology Q&A

    with Tim Alexander, visual effects supervisor at Industrial Light and Magic, discussing

    the creation of water and cloth simulation for the movie (pg. 40).

    As CG continues to proliferate at the box offi ce, the desire for artists and animators

    to break into the business of delivering visual effects for fi lm, games, and entertainment

    continues to grow. Some may even be considering launching a small studio. Undoubtedly,

    business ownership can be extremely rewarding, or heartbreaking-

    ly defeating. This month, in the fi rst of a two-part series, William

    “Proton” Vaughan offers advice to those interested in making the

    leap. See “Starting a Small Studio,” pg. 28.

    As we move through 2006, Computer Graphics World will

    continue to deliver the award-winning behind-the-scenes cov-

    erage of Hollywood CG that we’re famous for. We will feature

    stories designed to help you get ahead in the business, technol-

    ogy articles and product reviews, so you can make informed hardware and software

    choices, and hands-on tutorials and how-to articles designed to inspire and guide

    you through the creative process. And, if you haven’t been to CGW.com lately, you

    really should visit. Each month, you’ll fi nd Web exclusive stories that you won’t fi nd

    anywhere else, along with daily news and reviews that will help keep you current

    on the latest CG happenings. CGW.com also features the Animation Mentors, where

    top animators who paid their dues at high-profi le visual effects studios answer your

    questions about making it in the CG business.

    Drop in and visit us online, quiz the Animation Mentors, send us your artwork, or

    just get in touch with us. In fact, you can reach me directly at [email protected].

    And don’t forget to let me know what you think about Kong.

    Outstanding

    CG and visual

    effects help fuel

    Kong-mania.

    ��������� � ����� ������

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  • 6 | Computer Graphics World MONTH 2005 w w w . c g w . c o m

    spotlightC O M P O S I T I N G A D V A N C E M E N T S

    P O S T P R O D U C T I O N

    Your resource for products, user applications, news, and market research

    PR

    OD

    UC

    TS

    SE

    RV

    IC

    ES

    Nice Shoes, a full-service postproduction and new media

    facility specializing in commercial work, has launched

    Nice Spots, a pay-as-you-go hosted Web-based application

    for media exchange. Nice Spots allows users to exchange

    media for review and collaboration on rough cuts and

    fi nal edits regardless of a person’s geographic location.

    Nice Spots can be used for every phase of the audio

    and video creative process, including archiving and

    retrieval, viewing and commenting on casting tapes,

    location scouting, and dailies. When postproduction is

    complete, Nice Spots archives the fi nished master, result-

    ing in a stored fi le that can be used for dubbing or broad-

    cast. QuickTime and Windows Media fi les are provided

    for viewing and download. The service allows agencies to

    avoid the costs and hassles of sending electronic data via

    commercial delivery services or in a backpack strapped

    to a bike messenger.

    Nice Shoes, Nice Spots

    D2 Software, a division of Digital Domain, has enhanced its

    Nuke compositing system once again. Nuke V. 4.5, which

    is now shipping, supports Linux, Irix, Windows, and Mac

    platforms, and includes a lengthy list of upgrades such as

    an image-based keyer, a new UI mode, support for Mac

    OS X and OpenFX, and more. The new image-based keyer

    gives users more fl exibility when pulling high-quality keys,

    allowing artists to work on each color channel individually.

    The keyer includes specialized tools to improve matte edges

    and reduce the halo effect, which is common in bluescreen

    and greenscreen footage. Nuke V. 4.5 also introduces a new

    user interface work fl ow, the ability to save layouts, and a

    new control-panel bin to manage window and property dia-

    log boxes. Support for OS X and the OpenFX plug-in archi-

    tecture allows artists to use plug-ins from companies such

    as The Foundry and Primatte. Nuke is priced at $4495; addi-

    tional render nodes cost $745 per seat.

    New Ways to Get Nuked

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  • w w w . c g w . c o m MONTH 2005 Computer Graphics World | 7

    B E N C H M A R K I N G C O L O R G R A D I N G

    N O N - L I N E A R E D I T I N G

    PR

    OD

    UC

    TS

    PR

    OD

    UC

    TS

    PR

    OD

    UC

    TS

    Avid Technology’s new Avid Liquid

    product line is a suite nonlinear edit-

    ing software and hardware offerings for

    event videographers, government and

    corporate video producers, and high-

    end enthusiasts.

    Drawn from editing products

    formerly developed by recent-

    ly acquired Pinnacle Systems,

    the Avid Liquid family includes

    new versions (V. 7.0) of the Avid

    Liquid and Avid Liquid Pro sys-

    tems. Both systems offer new fea-

    tures for users who want a single

    application for the creation and

    delivery of either tape, DVD, and

    streaming media.

    Avid Liquid builds on previous

    Liquid features, including native HDV

    editing, GPU-accelerated effects, back-

    ground rendering, Dolby Digital 5.1 sur-

    round audio with AC-3 encoding, DVD

    creation directly on the video-editing

    timeline, and I/O hardware. New fea-

    tures include custom music creation

    capabilities directly inside the applica-

    tion; native editing of popular codecs,

    including WM9, DivX, and MPEG-4 for

    repurposing and output of content to

    the Internet; effects such as Timewarp,

    Stabilize, Dream Glow, and over

    50 plug-ins from the Commotion

    effects suite; native HD and SD edit-

    ing on the same timeline without

    transcoding; and Preview HDV in

    SD with Avid Liquid Pro.

    The Avid Liquid family runs

    on Windows XP, and pricing for its

    various incarnations range from

    $499 to $11,995, with discounted

    upgrade paths for users of Pinnacle

    Liquid products.

    Avid Flows Forward with Liquid

    ATI’s Radeon Gets OverclockedIn October, a group of overclockers in Pori, Finland, made

    history by pushing a graphics processor engine to clock

    levels over 1 GHz on the recently-announced Radeon X1800

    XT graphics processor from ATI Technologies. The total

    speed of the processor reached a clock speed 1.003 GHz

    and a dual data-rate memory speed of 1.881 GHz, all with

    system stability and no visual artifacts. The team kept the

    rig cool using a custom-built liquid nitrogen system that

    chilled the graphics

    system to minus 80

    degrees Celsius.

    ATI expects users

    to see the potential of

    the company’s new

    memory controller

    design that comple-

    ments the GPU’s shader engines with additional memo-

    ry-clock scalability when faster GDDR-4 memory arrives

    The Radeon X1800 XT’s clock-scaling capabilities are made

    possible by the use of a 90-nanometer semiconductor pro-

    cess technology, a new ultra-threaded Shader Model 3.0

    architecture, and a 512-bit ring-bus memory controller.

    SpeedGrade OnSet Goes ProIridas, a company delivering non-destructive color-grad-

    ing technologies for the fi lm industry, is offering a new

    edition of SpeedGrade OnSet. Along with a number of

    interface enhancements, SpeedGrade OnSet Professional

    Edition includes mask tools, split-screen modes for A/B

    comparisons, image scrubbing, and scene-based shot

    organization, among other new features. The Professional

    Edition also introduces support for calibration LUTs and

    will be offered with the new CineSpace OnSet application

    from Rising Sun Research. The idea behind the product

    is to allow cinematographers to develop creative looks in

    a fully calibrated environment.

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  • Kathleen Maher is a senior analyst at Jon Peddie Research, a Tiburon, CA-based consultancy specializing in graphics and multimedia, and editor in chief of JPR’s “TechWatch.” She can be reached at [email protected].

    8 | Computer Graphics World JANUARY 2006 w w w . c g w . c o m

    Tech

    view

    poin

    t

    By Kathleen Maher

    off-the-shelf components, add workstation-specifi c features such as custom cooling,

    massive amounts of RAID and ECC memory, and advanced graphics boards for sell-

    ing products branded as workstations for considerably less money than RISC- and

    Unix-based alternatives.

    Windows-based workstations are the most common on the market today, which

    is where a majority of the innovation is taking place. According to Jon Peddie

    Research’s Workstation Report, Windows-based workstations account for 92.6 per-

    cent of the workstation market. But there is a lot of room for differentiation with-

    in the classifi cation of a Windows-based workstation. The brief dominance of x86

    processors is giving way to the X86-64 processors, and single processors are losing

    ground to dual-core alternatives. In fact, AMD is planning to introduce quad-core

    processors in 2007.

    The 4-bit Itanium is hanging in there, and for some people, Itanium workstations

    defi ne bleeding edge. The Itanium has a place in server systems and high-perfor-

    mance computing, but as the successor for RISC/Unix workstations, it has failed to

    fi t the niche it was once designed for. It seems customers and developers alike real-

    ly took to the idea of X86-64. The 64-bit platform lets customers transition to 64-bit

    applications as their applications are ported; and developers will port applications as

    soon as there are enough customers using the X86-64 platform.

    AMD has the biggest advantage at the moment. Not only did the company get

    a head start with its X86-64 processors, but the company’s DirectConnect architec-

    ture puts the memory controller on the processor, while its HyperTransport technol-

    ogy lets the processors share and access memory between controllers. Data gets to

    and from memory faster—and for many applications, especially graphics—that’s

    extremely enticing. To counter AMD, Intel has relied on HyperThreading. The com-

    pany announced plans for a processor architecture similar to AMD’s, but those plans

    have been delayed, giving AMD some breathing room. Intel in fact, had to rush its

    Is there any term more accu-

    rate than “bleeding edge” when

    talking about workstations? It

    seems there is bleeding going

    on everywhere in the industry.

    Vendors, locked in fi erce com-

    petition, are pushing technology just to

    get a few benchmark points ahead. And

    certainly, graphics professionals battling

    deadlines and escalating pixel resolu-

    tions are bleeding all over the place.

    The workstation has

    undergone a profound

    evolution in the last

    decade. Once the unas-

    sailable domain of Unix/

    RISC systems, the work-

    station classifi cation now

    includes machines based

    on processors from Intel,

    AMD, IBM/Apple, Sun,

    Hewlett-Packard, SGI-

    MIPS, and even Alpha,

    the fi rst 64-bit processor,

    is still being put to work.

    The list of operating

    systems includes Unix,

    Linux, Irix, Windows,

    Mac OS, and Solaris.

    In the past, vendors

    such as SGI, Sun, HP,

    IBM, and Fujitsu built

    highly-tuned and opti-

    mized workstations

    with proprietary compo-

    nents including proces-

    sors, chipsets, graph-

    ics subsystems, and

    operating systems. Alas,

    those days have ended

    with the rise of com-

    modity strategies that

    allow companies to buy

    Workstation

    vendors are

    locked in

    fierce battle

    to get a few

    benchmark

    points ahead.

    The Bleeding Edge

    SGI’s fl agship Prism visualization machine redefi nes workstation technology with scalable

    modular bricks for high-performance processing and graphics.

    ��������� � ����� ������� ��

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  • 10 | Computer Graphics World JANUARY 2006 w w w . c g w . c o m

    Paxville dual-core Xeon processor to mar-

    ket in order to counter AMD’s Opteron. In

    November 2004, the fi rst dual-core Xeons,

    the Xeon 7000 line, started shipping

    for servers. Intel plans to introduce the

    Glidewell platform for workstations based

    on the Dempsey processor this year, and

    the word is that Intel is working furiously

    to get them out the door.

    About the Graphics

    The three primary graphics suppliers

    are ATI, Nvidia and 3dlabs. The intro-

    duction of PCI Express (PCI-e) technol-

    ogy enables motherboards to accommo-

    date two graphics boards. ATI’s Crossfi re

    and Nvidia’s SLI technologies are avail-

    able, allowing two GPUs to work together

    on an application. Meanwhile, 3dlabs’s

    Wildcat Realizm 800 is a single PCI

    Express card with multiple GPUs, com-

    bining a graphics processor with a Vertex

    Scalability Unit (VSU) to act as the traffi c

    cop for data being sent by multiple graph-

    ics processors to and from the memory.

    Programmable shaders have actu-

    ally leveled the playing fi eld for graphics

    providers. The development of OpenGL

    2.0 and Microsoft’s DirectX 9 defi nes

    APIs through which the hardware can

    accelerate software functions. Software

    developers no longer have to depend

    on hard-wired graphics functions and,

    instead, can create their own effects.

    Graphics processors now differentiate

    themselves based on performance and

    capabilities such as anti-aliasing, aniso-

    tropic fi ltering, and image and video

    scaling and fi ltering. In general, 3Dlabs

    is defi ned in the ultra-high end, while

    Nvidia and ATI battle for market share in

    every other area of workstation graphics.

    The Windows Boxes

    Workstation manufacturers are locked

    in a competitive race to increase system

    performance, provide fl exible confi gu-

    rations, and reduce the costs of owning

    a professional graphics workstation, all

    the while literally upping the coolness

    factor of system designs and customiz-

    able system alternatives.

    Some of the many high-performance workstations currently available from

    companies such as Alienware, Boxx Technologies, Hewlett-Packard, and Monarch

    Computer include multi-core processing options and customized cooling solutions

    that qualify their systems as bleeding edge.

    Alienware

    Alienware, well known for its lineup of

    extreme gaming machines, has a series of

    high-performance workstations that incor-

    porate inventive noise reduction and cooling

    technology, including its new liquid-cooling

    solution. Its easy to recognize an Alienware

    system by the distinctive creature face adorn-

    ing the front. Its deskside workstations have

    two fans: an intake fan that pulls in fresh air

    to help cool the internal components and a

    rear exhaust to eliminate the hot air. The liq-

    uid-cooling alternative eliminates the need

    for a secondary fan with a small, strategically

    placed low-noise fan that cools the components

    surrounding the processor, reducing decibels

    and providing temperature reductions of up to 30 percent more than conventional air-

    cooling methods. The addition of liquid cooling adds $202 to the base price.

    Boxx Technologies

    Boxx specializes in high-performance workstations for digital content creation and

    video and audio editing, with custom-designed machines having single-, dual-, and

    now quad-processor confi gurations.

    Boxx’s new Apexx4 workstation, which is scheduled to be released this month, is

    targeting VFX and animation professionals creating large scenes and complex spe-

    cial effects with a need for accelerated work fl ow. The workstation incorporates four

    dual-core AMD Opteron 875 series processors, making it a true quad workstation,

    with eight CPUs and up to 128GB of memory. With a $25,000 price tag, the Apexx4

    sits comfortably between a high-end server and an uberCG workstation. Boxx has

    designed a special chassis that allows for maximum airfl ow, to accommodate the

    special cooling requirements of the high-CPU confi guration, keeping the noise level

    low enough to sit on a desktop. The system is scalable, offers Nvidia FX4500 GPUs,

    includes two PCI Express graphics boards, and supports up to 10 data drives at 500GB

    each for up to 10TB of local storage. SLI confi gurations are also available, and Boxx

    plans to offer Apexx4 workstations with ATI graphics cards.

    Hewlett-Packard

    The top-of-the-line workstations for HP are the xw9300 series, based on single- or dual-

    core AMD Opteron 200 series processors. HP systems offer a great deal of expandabil-

    ity with fi ve internal and three external drive bays. And, probably where HP soars

    above the crowd is in the work it has done to certify systems with ISVs. HP is target-

    ing the fi lm industry and continues to develop certifi ed systems for 3D modeling and

    animation, special effects, and rendering. HP also offers optimized systems for science

    and visualization, CAD, and earth applications such as oil and gas exploration.

    HP machines feature a chassis with noise dampening, a tool less upgrade, and a

    Performance Tuning Framework to increase performance for commercially available

    applications by up to 25 percent. The Performance Tuning Framework analyzes the

    Alienware’s Liquid Cooling

    reduces noise levels and lowers

    temperatures.

    ���������� �� ������� ����� �

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    NYU’s Programs in Design, Digital Arts, and FilmA new world of art and technology has given visual artists a palette without limit. NYU’s Programs in Design, Digital Arts, and Film are “hands on” – from working on state-of-the-art equipment, to forming professional-level teams with instructors and fellow students. Our unique courses and programs in animation, television, and fi lm; digital design; graphic design; and much more combine your creativity with real-world experience. Discover why so many of our students and graduates fi nd places at top studios and are on the leading-edge of new opportunities in the fi eld. Visit our website to view a gallery of student work.

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  • 12 | Computer Graphics World JANUARY 2006 w w w . c g w . c o m

    system and its applications and checks

    an online database for the most current

    drivers. HP’s utility supports Inventor, I-

    deas, Pro/Engineer, Catia, Unigraphics,

    SolidWorks, and 3ds Max, all running

    under Windows 2000 Professional or

    Windows XP Professional.

    Monarch Computer

    Monarch, famous for its Hornet gam-

    ing boxes, applies the do-it-yourself

    model to workstations, offering systems

    with every confi guration conceivable.

    Among its top-of-the-line systems are the

    Monarch Accela workstations built with

    Intel Xeon processors with an 800MHz

    front-side bus or Empro systems with

    AMD’s Opteron processors. The base sys-

    tem ships with two AMD Opteron 275

    Dual-Core 2.2GHz processors. The Empro

    cases are serious looking but they incor-

    porate the see-through panel inspired

    by gamer machines and have built-in

    heat-reduction features. Monarch also

    ups the power supply, adds ECC mem-

    ory support for up to four hard drives

    with RAID options, and offers a lineup

    of graphics options. The base system,

    which is priced at $4564, ships with

    ATI’s FireGL V7100 with 256MB DDR3,

    and Dual-DVI. Monarch also offers a

    ULB, Ultimate Linux Box (ULB), a highly

    customizable system based on Opteron

    processors from the 1.4GHz Opteron 240

    to the 2.4GHz dual-core 280. Graphics

    options run the gamut and include

    3dlabs, ATI, and Nvidia boards. The

    ULB pricing starts at less than $2300.

    The Portables

    The idea of a workstation compressed

    into a notebook confi guration is a dream

    for overworked artists. While the sys-

    tems don’t accommodate multiple graph-

    ics boards (at least for now), and add-

    ing monitor displays tends to defeat the

    whole purpose of being mobile. But the

    power of today’s processors and mobile

    graphics makes a notebook computer a

    logical option when working out of the

    studio or in the fi eld. Practically every

    workstation manufacturer offers note-

    book workstations and, as you might

    expect, their features line up fairly

    similarly. The truth is notebooks

    are built by a handful of companies

    based in Taiwan.

    Nvidia helped launch the mobile

    workstation category with its Quadro

    FXgo series of graphics boards.

    Eurocom has so far pushed the

    category the furthest with its

    D900K F-Bomb notebook. Available

    with a menu of options including

    AMD dual-core and FX or Intel Pentium 4 Prescott processors (performing at speeds

    of up to 3.6GHz), and a choice of ATI or Nvidia graphics subsystems. The workstation

    can be confi gured to include RAID, an optical drive, internal TV tuners, DVI-I for

    dual-monitor support and an internal PC camera for video conferencing. The systems

    are available with 17-inch wide displays with resolutions of 1680x1050 or 1920x1200.

    F-Bomb system pricing starts at approximately $3000.

    Edgy Alternatives

    Apple G5

    Artistic professionals are drawn to Apple’s sense of design, ease of use, long list of

    installed media software, and fabulous accessories like the Cinema display.

    Even as Apple has announced plans to move to the Intel platform for future

    products, the company has introduced a new PowerPC-based G5 built on dual-core

    PowerPC processors in dual and quad confi gurations, with one and two dual-core

    processors, respectively. Moreover, Apple has stepped up to true 64-bit processing

    and now supports 16GB of addressable memory.

    The new Power Mac G5 workstation with

    dual-core 2.5GHz PowerPC processors could

    be considered just another dual-core worksta-

    tion until it’s paired with an Apple Cinema

    HD Display. These workstations are the fi rst

    Apple machines to take advantage of Nvidia’s

    Quadro graphics, and they’ve gone all the way

    with the Quadro FX 4500. Apple has added

    support for PCI Express, allowing users to add

    up to four graphics cards driving eight Apple

    Cinema HD Displays.

    Apple has also added to its PowerBook

    line up. These machines are based on G4

    PowerPC processors, but Apple has cut the

    prices on the new systems, increased the bat-

    tery life to about 5.5 hours, and added its Superdrive DVD burners to the entire line.

    The top-of-the-line, 17-inch notebook is available with ATI Mobility Radeon 9700

    graphics with 128MB of DDR for $2499.

    Silicon Graphics, Inc.

    SGI doesn’t even call the Prism, its fl agship visualization machine, a workstation.

    Built to be immensely scalable with modular bricks for processing and graphics,

    the Prism is built around Intel Itanium 2 processors and is available in four confi g-

    urations: deskside, power, team, and extreme. Starting at $8500, the base system

    Eurocom’s D900K F-Bomb offers dual-core

    Opteron processors.

    Apple G5 Quad taps into PCIe

    architecture for the fi rst time.

    ���������� �� ������� ������ �

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  • ���������� �� ����� �������� �

    14 | Computer Graphics World JANUARY 2006 w w w . c g w . c o m

    includes two Itanium 2 CPUs, one or two

    ATI FireGL CPUs and up to 24GB of mem-

    ory, scaling up to 256 Itanium 2 proces-

    sors, 16 ATI FireGL graphics accelerators,

    and 3TB of memory.

    The Prism is designed for hefty

    graphics challenges. For instance, it

    was recently demonstrated with Pixel

    Farm’s PFPlay system and Sony’s proto-

    type SXRD 4K projector for digital inter-

    mediates, digital cinema, and people

    working in 2K (2048x1556) and even 4K

    (4096 x 3112) space.

    Up and Coming

    Even as most of the market moves

    toward standardized parts, there is new

    work being done that may change the

    workstations of the future. Just out on

    the horizon, Mercury Computer has

    announced plans to build systems for

    compute-intensive tasks in medical

    imaging, military applications, oil and

    gas exploration, etc. using Cell BE processors, the same technology developed by

    IBM, Sony, and Toshiba for the next generation Sony Playstation console. The compa-

    ny has introduced a two-processor blade server based on the Cell, and most recently

    Mercury demonstrated the Cell processor going to work on CT (computed tomogra-

    phy) image reconstruction. The company claims that the Cell is capable of orders-of-

    magnitude faster processing for high-performance applications in medical imaging.

    At one time, Sony’s Ken Kutaragi, the father of the PlayStation, opined that Cell pro-

    cessors would be used to build workstations for game development. That hasn’t hap-

    pened, but experimentation continues on several fronts. The combination of 64-bit

    technology and the ability to build processors with multiple cores has inspired new

    designs—two of which, were showcased recently at the Fall Processor Forum spon-

    sored by In-Stat. Fujitsu showed off a new Sparc processor the dual-core Sparc64 VI,

    and a new company on the scene, PA Semi, is using the IBM Power architecture to

    build new multi-core processors that deliver high performance at low wattages.

    In the future, unless humankind drastically changes for some unforeseen reason,

    graphics professionals still will be pushing the edges of what is possible, and dead-

    lines will still threaten their sanity. But, if it’s any consolation, workstation designers

    are working just as hard to produce systems that rise to unreasonable challenges.

    CGW OnlineVisit www.cgw.com this month as Kathleen Maher identifi es workstations that take

    customization to an extreme in “Workstations with ‘The Look.’”

    @

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    Introducing DeckLink HD ProThe world’s highest quality HDTV Dual Link 4:4:4 and NTSC/PAL video card for only US$1,495!

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  • . . . . Film

    16 | Computer Graphics World JANUARY 2006 w w w . c g w . c o m

    By Barbara Robertson

    People walked out of the world premiere of

    King Kong in 1933, horrifi ed by a spectac-

    ular effects scene: The star, a monstrous

    gorilla, shook a group of sailors off a log

    and into a pit, where they were devoured by

    giant spiders. As a result, director Merian C.

    Cooper cut the shocking scene. But, direc-

    tor Peter Jackson reprised that sequence for

    his remake, Universal Pictures’ King Kong,

    and, with the tastes of 21st century audi-

    ences in mind, he not only fi lled the pit

    with giant CG spiders, he attacked digital

    sailors with huge grasshopper-like insects

    and had gigantic slimy slugs swallow them

    whole. It’s one of many sequences during

    the three-hour epic in which Jackson pays

    homage to the original 90-minute fi lm by

    adding a blend of spectacle and emotion

    that he mastered so successfully for The

    Lord of the Rings.

    To tell Kong’s story, Jackson relied on

    state-of-the-art visual effects, as he did for

    LOTR, and as did Cooper in 1933 for Kong.

    Weta Digital, the three-time visual effects

    Oscar-winning studio (for the LOTR tril-

    ogy), worked on more than 3000 shots for

    Kong that were whittled down to approxi-

    mately 2500 in the fi nal cut.

    “We created more creatures for Kong

    than for the entire trilogy,” says Joe Letteri,

    senior visual effects supervisor for Kong

    who has garnered two Oscars (The Lord of

    the Rings: The Return of the King and The

    Two Towers) and one Oscar nomination (I,

    Robot) while at Weta. More than 40 types

    of digital creatures act in the fi lm, from

    the creepy pit denizens to Kong himself:

    The giant gorilla is always digital.

    Letteri singles out four areas in which

    he believes Weta pushed the state of the art

    for King Kong: Kong himself, Skull Island’s

    digital forest (created with miniatures and

    3D plants), the ocean simulation, and a

    reproduction of 1933 New York City. Kong

    fi ghts for survival in the fabricated jungles

    of Skull Island, wades through CG water

    with blood and mud sticking to his fur,

    and crashes through the streets of a vir-

    tual New York. Unlike LOTR, which was

    shot on location in New Zealand, Kong’s

    world is largely digital. To push the state of

    the art, Weta developed new software and

    plug-ins for Alias’s Maya, Apple’s Shake,

    and Pixar’s RenderMan, the three major

    tools used for the fi lm.

    A Star is Born

    Animation director Christian Rivers

    began working on Kong by supervising

    a small, tight group of animators who

    “fl eshed out a lot of the gorilla’s charac-

    ter,” as he puts it. Using Maya, the group

    started with the fi lm’s famous climax in

    which the beleaguered gorilla clings to

    the Empire State Building as he’s attacked

    by biplanes. Next, they worked on Kong’s

    fi ght with three T. rex dinosaurs, and

    then moved on to other key sequences.

    “[Jackson’s] way of working was to

    discuss ideas in a story meeting and

    send the animators off to create little

    vignettes,” Rivers says. Eventually, the

    animators created Maya animatics for

    the shots Jackson deemed best so that he

    could use digital cameras to design cam-

    era moves in the 3D environment.

    For his part, Rivers moved on to

    supervise and direct Kong’s performance

    and, working alongside animation super-

    visor Atsushi Sato, that of the creatures

    interacting with Kong. A team of approx-

    imately 50 animators and actor Andy

    Serkis, who had been motion-captured

    for LOTR’s Gollum, created the star’s per-

    formance—a blend of motion-captured

    data and keyframe animation. “We cap-

    tured Andy for many Kong sequences,

    excluding the crazy stunts,” says Rivers.

    “We used his ideas for the dramatic emo-

    tional scenes. But to create the weight

    and physics of a 25-foot gorilla, we also

    had to keyframe him. And sometimes the

    director wanted performances that were

    more practical to keyframe.”

    On set, Serkis wore arm extensions and

    a Lycra suit padded into a gorilla’s physiol-

    ogy. To act with Naomi Watts, who plays

    Ann Darrow—the Fay Wray role in the

    original fi lm—he was lifted 15 feet off the

    ground in a cherry picker. When he roared,

    a mike dropped the frequency of his voice.

    When Serkis duplicated his perfor-

    mance on a motion-capture stage, his

    fa cial expressions and body movements

    were acquired simultaneously. Rivers notes

    that data from the areas around his eyes

    and brows was most useful. Rule-based

    “facial action coding” software developed

    at Weta turned the data from Serkis’s

    emotional facial expressions into gorilla

    expressions. “We could take [Serkis]

    straight in, body and face, or we could

    animate Kong, or use some combination

    of the two,” says Letteri.

    Hair Today

    Kong’s appearance was as crucial as his

    performance. The fi lmmakers imagined

    him as the last of his species, living alone

    long

    Actress Naomi Watts’s greenscreen image (left)

    was composited with the digital gorilla in front of

    a digital New York City for this sequence.

    Pho

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  • w w w . c g w . c o m JANUARY 2006 Computer Graphics World | 17

    Film. . . .

    l ive the KING

    Peter Jackson’s retelling

    of the cinematic

    legend King Kong pushes

    Weta Digital to supreme

    heights . . . and depths

    In the fi lm, the craggy, bloody,

    battle-scarred gorilla with mud

    in his fur is always digital.

    His performance was

    created with a blend of

    keyframe animation and

    motion-captured data.

    ���������� �� ����� �������� �

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  • 18 | Computer Graphics World JANUARY 2006 w w w . c g w . c o m

    . . . . Film

    in the jungles of Skull Island. “No one was around to groom

    him, so he was a matted, dirty creature,” says Martin Hill, 3D

    sequence lead. “The fi rst maquette was made of yak hair.”

    To create Kong’s digital fur, Weta developed a proprietary,

    deformer-based system that allowed various departments

    to work with different elements—guide hairs, expressions,

    and so forth. Each hair was a RenderMan curve. Groomers

    started by painting texture maps in areas where they wanted

    the fur to grow. The maps, vertex data, or expressions speci-

    fi ed hair density, length (number of CVs), and thickness. “At

    this stage, we had a porcupine-looking monkey,” says Martin

    Preston, fur software developer. Texture maps also defi ned

    the fur’s color.

    To style the hair, groomers specifi ed the frizziness with

    deformers that controlled where particular hairs would bend. A

    pelting system, also controlled with deformers, grouped the hair

    into clumps. “We had 30,000 to 40,000 clumps on Kong’s head

    alone,” says Preston. “It isn’t a solid mass of hair.”

    The stylists positioned the clumps by placing points on the

    model’s surface, by painting maps, and by having software ran-

    domly distribute a number of clumps. “We have a whole collec-

    tion of plug-in deformers to control layers of clumping, groom-

    ing curves, and so on,” says Preston. “On his arm, there are 10

    levels of deformers.”

    To wedge blood, mud, and tree trunks (the gorilla is huge, after

    all) into Kong’s thick hair, the fur team used instanced geometry.

    “We had 2000 leaves and 2000 bits of mud and dried blood in

    Kong’s hair,” says Preston. Because these elements were gener-

    ated at the same time as the hair using the same methods, they

    traveled along with the moving hair. Maya dynamics animated

    the hair; the simulation crew used a separate set of deformers and

    scripts to push the fur around when Kong moved.

    “What they were all building is a program that executes in

    RenderMan,” says Preston. “It has all the instructions for grow-

    ing the fur.” The program, a dynamic shared object (DSO) they

    named Bonobo, took charge once the lighting TDs had set the

    lights and applied the shader. “It happens at the end, so at any

    point in memory there is a limited amount of fur,” says Preston.

    “It grows, on average, four million hairs to cover Kong.”

    Because Kong appears in lighting conditions ranging from

    the hot, tropical sun to nighttime New York City, the shading

    team wrote one overall hair shader that incorporated shader

    algorithms for any type of hair, including that for Naomi

    Watts’s digital double.

    “We started by implementing, in its entirety, a 2002

    SIGGRAPH paper written by Stephen R. Marschner and oth-

    ers called ‘Lightscattering from Human Hair Fibers’,” Hill says.

    Previously, CG shading models dealt with primary highlights

    on hair, Hill explains, but the Marschner paper added two ele-

    ments: light that refracts into the hair and comes out the other

    side, and light that goes into hair, refl ects, and comes out the

    same side it went in. “It more accurately models the math for

    what happens to a light ray entering a hair strand rather than a

    cylinder, refracting and refl ecting inside it,” he explains.

    This math produced what Hill calls “shampoo commercial”

    hair, perfect for Watts. For Kong’s coarse, matted hair, the crew

    added displacements and noise. Also, deep shadows, ambient

    occlusion, and refl ection baked on a per-groom level helped give

    the hair depth and volume. “Each groom has a 3D occlusion map,”

    says Hill. For specular lighting, math representing an isosurface

    around the hair clumps provided a layer used to render highlights.

    “Fur is very dependent on the groom that defi nes the surface,”

    notes Letteri. “You can’t separate the shader from the fur. That’s

    what was hard—fi guring out whether [a problem] was due to

    the shader or the groom.”

    Kong’s fur had to react to the environment around him, so

    the team tweaked the shader depending on his surroundings.

    For example, they gave Kong’s matted, dirty hair a watery sheen

    at the end of the capture sequence. Also, for shots of Kong on

    the refl ective Empire State Building, the shading crew added

    a refl ection component to the hair and used a different refl ec-

    tion occlusion version for the fur. “We couldn’t use the same

    methods as we did for the building,” Hill says. “Because you

    see through his fur strands, we needed more volumetric refl ec-

    tion occlusion.”

    To test the shaders, the team shrunk the digital gorilla into

    a realistic size, rendered that Kong, and put him into nature

    fi lms to see how well he fi t into natural environments—particu-

    larly dappled light fi ltering through trees, as it would on Skull

    Island, and early-morning light to emulate Kong’s big scene on

    the Empire State Building, which takes place at dawn.

    A Jungle Out There

    Jackson’s Weta Workshop, which created models, miniatures,

    props, and so forth for the fi lm, designed Skull Island to imi-

    tate matte paintings from the 1933 fi lm, not as a real jungle.

    Nearly half the shots, including a Brontosaurus stampede, a

    fi ght between Kong and three T. rex dinosaurs, the spider pit,

    Kong has around four million hairs on his body that Weta Digital

    rendered using a new shading model that executes in RenderMan.

    ���������� �� ����� �������� �

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  • UltimateDream Machine.

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  • 20 | Computer Graphics World JANUARY 2006 w w w . c g w . c o m

    .. . . . Film

    and Kong’s capture, take place on this island. “Nearly every

    Skull Island shot is a combination of elements fi lmed on a min-

    iature set with digital enhancements,” says Eric Saindon, digital

    effects supervisor.

    To create Kong-sized digital trees, the crew used the same

    hair system as it did for the gorilla’s hair. “We started with a sin-

    gle hair for the trunk, grew hairs off that for branches, and con-

    tinued until we had enough to create a canopy,” says Saindon,

    “and then we did the same thing with leaves.” For interac-

    tion between characters and jungle elements, the team often

    used Maya Paint Effects to create the environment, rendering

    it with custom software that fed the output mesh straight into

    RenderMan. Maya’s hair solver handled the dynamics.

    “When Kong and the T. rexes come down through the vines

    and land in a swamp, we have a montage that’s similar to

    the 1933 movie in which Kong cracks the T. rex’s jaw open,”

    says Saindon. “We didn’t have any plates. We built the walls,

    ground, plants…everything in 3D, and used Paint Effects for

    most of that sequence.”

    Weta’s custom Maya plug-in named Putty helped with surface-

    to-surface collisions, particularly at the end of the Brontosaurus

    stampede in which dinosaurs and sailors all land in a pile on top

    of one another. “We also used it for things like footprints and

    trees,” says Saindon. “It doesn’t do the collisions; it just tells the

    system when to look for collisions.” For example, rather than hav-

    ing a tree branch constantly checking to see if it is colliding with

    a creature, the plug-in told the system when a creature was near.

    For shots on Skull Island that didn’t require much camera

    movement or creature interaction, compositors created the jun-

    gle using fi lmed elements of miniature trees. “[Jackson] wanted

    to give Skull Island a sense of life,” says Erik Winquist, digital

    compositing supervisor. “So, all the elements were shot with

    wind. Hopefully, it looks like a living place.”

    Using a custom 3D interface that Weta created for Shake, com-

    positors built virtual dioramas: They imported rough geometry

    for the scene and the camera used by the TDs, and then placed

    cards with the fi lmed tree elements into the 3D scene. “We had a

    100-square-foot set,” says Winquist. “Everything beyond that had

    to be created by somebody.”

    Oceans of Fun

    Similarly, shots of the boat on which the protagonists travel to

    Skull Island and later return with the captured Kong were cre-

    ated from a mixture of elements—plates fi lmed on stage using a

    full-scale model, water created from color-corrected fi lmed ele-

    ments that were warped by compositors, and with a blend of 3D

    and 2D digital water simulations.

    “We mainly used a Tessendorf-style of water simulation as a

    starting point to get calm water simulations,” says Ben Snow,

    visual effects supervisor, referring to Jerry Tessendorf’s SIGGRAPH

    2001/2004 papers titled ‘Simulating Ocean Water.’ “Then, we devel-

    oped water-simulator deformers in Maya that we implemented as

    RenderMan shaders and Shake plug-ins so we could put the same

    values into all three and get the same patterns.”

    For rougher seas, the crew further developed the tools. “In

    previous fi lms we used a single wind-speed characteristic, but

    as we refi ned the tools, we added off-axis wind direction, which

    gave us a great deal of complexity,” says Christopher Horvath, 3D

    CG supervisor. Using data gathered from buoys in the northern

    Atlantic, the simulation team added turbulence to surface waves

    in the ocean, pushing smaller waves differently than big ones

    and having waves moving parallel to the wind

    as well as perpendicularly.

    For the most diffi cult water scene, however,

    in which Kong is captured while splashing in

    waist-deep water, the crew composited fi lmed

    elements. “Even with ridiculously full-blown

    sims, the photos looked better,” Horvath says.

    “So we concentrated on giving compositors tools

    to place fi lmed elements where the splashes

    would be, and added CG splashes behind to

    beef up and tie the elements together.”

    Rather than creating tools that plug

    together in Maya, Horvath’s team created a

    development suite with tools that use Maya

    controls. “We built new tools on the fl y from

    various components and would recode and Weta extended the small Skull Island jungle set with fi lmed elements of miniature trees on 2D

    cards, matte paintings, and 3D plants. The dinosaur is one of 42 digital creatures in Kong.

    New water-simulation tools that allowed wind to blow from more

    than one direction and emulate cresting foam helped create a CG

    ocean as well as the interaction of the water around the boat.

    ���������� �� ������� ������ �

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  • w w w . c g w . c o m JANUARY 2006 Computer Graphics World | 21

    Film. . . .

    recompile on a shot-by-shot basis,” Horvath says. “We have

    libraries of fl uid tools written in C++ that we can reassemble

    into new tools quickly.”

    One such tool was written by 3D digital water TD Chris

    Young, who had not written code before this project. His tool

    creates cresting foam—the sharp bits at the top of waves that

    gradually decay and move with the waves. “It’s the most evolu-

    tionary in terms of pushing CG water technology forward,” says

    Horvath. “It has 100 controls, and the resulting foam is magnif-

    icent. In the past, we used particles or hand painted the foam.

    This has a real feel to it because it’s based in science.”

    New York, New York

    When Kong is captured, he is taken to New York, where he’s

    exhibited on stage. He escapes, tears through Times

    Square, crashes through the city all night looking for

    Ann, and then, at daybreak, climbs the Empire State

    Building. Although Watts was fi lmed running in an

    interior set piece, and other parts of the city were built

    for the actors, most of the city was constructed of 3D

    models with a 360-degree matte painting in the far

    background. “In 40 percent of the shots, there is some

    piece of a set—storefront windows, for example,” says

    Dan Lemmon, digital effects supervisor. “But, we did

    digital set extensions above that level. For the rest, we

    created everything from scratch.”

    To build 1933 New York, the crew started with a

    low-resolution polygonal map of modern-day New

    York that gave them the skyline for the entire city.

    Using a dataset of modern New York that had infor-

    mation about the year each building was constructed,

    they culled all the structures built after 1933. Then, referenc-

    ing a set of photographs from an aerial survey in the ’30s, they

    added the buildings that had been torn down. “We created all

    of Manhattan, the shoreline of New Jersey, and the shoreline of

    Brooklyn in 3D,” says Lemmon. “We built historically accurate,

    low-res building models in a format that would be sympathetic

    to a script that 3D CG supervisor Chris White was writing to add

    architectural elements.”

    Although modelers constructed such signature buildings

    as the Empire State Building by hand, most of the buildings

    were constructed using White’s script, called CityBot-Urban

    Development Software (or, ’bot for short), and a library of his-

    torically accurate architectural elements.

    “I wrote rules based on the reference photos from the ’30s that

    told the ’bot what to put where,” says White. The ’bot added appro-

    priate architectural details such as windows, ledges, and door-

    ways, and, thereby, created the mass of the city. The city planners

    then populated New York with 3D vehicles and people. Massive

    Software’s crowd-simulation software managed the vehicular and

    pedestrian traffi c unless the shots required hero animation.

    When the camera was at street level, the crew dressed the side-

    walks and alleys with mailboxes, fi re hydrants, trash cans, bits

    of paper, and so forth. For street-level set extensions, they used

    White’s CityBot with additional rules for such elements as stair-

    wells and fi re escapes.

    To texture the buildings, 3D lighting TD Michael Baltazar

    wrote software that made rough guesses for material types

    based on luminance values in black-and-white photos. To

    render the resulting 90,000 buildings, 3D sequence lead Jean

    Matthews created a system to bake buildings into textures.

    “The ’bot would build a building, and all the details would be

    rendered into textures for displacement maps and so forth, so

    the building was rendered with textures rather than 3D geom-

    etry,” explains White. “We probably have 400,000 textures.” A

    procedural weathering system added rain and snow.

    Gigantic Potential

    Film critic Roger Ebert writes that the sophisticated effects created

    by Willis O’Brien and others for the 1933 Kong “pointed the way

    toward the current era of special effects, science fi ction, cataclys-

    mic destruction, and nonstop shocks…movies and countless other

    stories in which heroes are terrifi ed by skillful special effects.”

    Letteri believes the work Weta did for Kong could also lead

    to new types of fi lms. “Creating a title character like Kong, who

    has such a complex performance without dialog, means we can

    make creatures that people have not been able to think of before,”

    he says. “And, if you can build a city like New York, you can

    build any city—past, present, future—on any planet. [For Kong]

    we turned the camera down a street, told the software what kind

    of neighborhood or architecture to build, and it constructed the

    city for us. We didn’t have to texture every building by hand.”

    Letteri adds, “Having these come together opens up inter esting

    possibilities for what we might be able to do in the future.”

    Barbara Robertson is an award-winning journalist and a contrib-

    uting editor for Computer Graphics World. She can be reached at

    [email protected].

    Weta extended the New York City set and built a digital replica of 1933 Manhattan

    with a rules-based system that handled architectural details and textures.

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  • X22 | Computer Graphics World JANUARY 2006 w w w . c g w . c o mOn November 22, 2005, the look of comput-erized gaming in North America changed radically. That’s when Microsoft released its Xbox 360, the fi rst in a trio of expected new consoles to hit the market within the next several months. (Because Microsoft came late to the console game, the 360 marks the company’s second hardware release, while competitors Sony and Nintendo are prepar-ing their third systems.)Far more than a game console, the Xbox 360 is a video game and digital entertainment system that, in addition to fueling high-def gaming, lets users port music to the hard drive, watch pro-gressive-scan DVD movies “right out of the box,” and instantly stream and store digital video and other media, including digital photos. Unveiled on MTV in May 2005, the Xbox 360 is touted as placing the user at the center of the experience, anytime, any-where. The machine is always connected (through its Xbox Live feature that allows a person to play with others in any loca-tion), always personalized (with a cus-tomizable interface), and always plays in high def (at 720p or 1080i resolution). The machine—by taking advantage of the industry’s latest breakthroughs—represents a dramatic leap forward in high-def gaming and entertainment (see the table on pg. 24). As a result, gaming experiences are more expansive, dra-matic, and lifelike than ever before: Epic worlds spring to life with unprecedented detail, while extremely intelligent char-acters display a depth of emotion never before associated with gaming. Realism emerges not only in the advanced tex-turing and lighting effects of the graph-ics, but also in the way the settings them-selves respond to characters’ movements. For instance, if an enemy hiding in brush makes a sudden move, the player will hear and see leaves rustle, alerting them to the character’s presence.Powering UpAccording to Chris Satchell, general man-ager of the Xbox Game Developers Group, the 360 provides a true generational leap in every aspect of the system’s hard-ware, software, and services for advanc-ing gameplay graphics. For example, the cutting-edge custom GPU offers innova-tions such as 48 parallel-processing ALUs, Shader Model 3.0+, and real-time auto-matic scheduling of system resources, allowing every game to run at either 720p or 1080i resolution. Microsoft has paired the GPU with a custom CPU running at 3.2 GHz and fea-turing three symmetric cores. The CPU offers huge processing power for large-scale, complex worlds. To provide stor-One of the most popular gifts this past holiday season was Microsoft’s Xbox 360. For those lucky enough to have unwrapped one, there is little question as to why this relatively small gift box was on so many wish lists. The fi rst of the new gaming consoles to be released by the big-three vendors, the machine was met with great fanfare as hopefu