12 Predictions on the Future of VFX

Visual effects supervisor Kim Libreri explores the emerging trends in the industry and looks ahead with 12 predictions.
Posted In | Magazines: VFXWorld

1. We will build a better virtual human
Recently we have begun to see a stream of movies that are using virtual humans to represent principle characters. Each movie has chosen a unique solution to the problems that animating convincing human performances provide. With The Incredibles, Pixar provided a heavily animated and stylized approach to superheroes. In complete contrast, Sony Pictures Imageworks deployed a very technological motion capture-based approach to creating the near photorealistic humans for The Polar Express.

Now that we have sub-surface scattering, measured skin and material shading models, real world sampled lights and sophisticated hair styling and rendering systems, I am absolutely convinced that we can render totally photorealistic still renditions of digital doubles that are indistinguishable from a real actor. It’s when things start to move that the problems appear. Human beings don’t move the same way that machines do.

The complex nature of the human skeleton and muscle structures mean that our movements are not smooth, linear or easily defined. This has made creating realistic animated human beings very difficult without using motion capture, and even that has a long way to go before we see perfect animated skeletal reconstructions. In addition, it is not practical to have a movie that is purely based on motion capture; there are always cases where a real human cannot achieve a desired performance and the skills of an animator are required.

What is needed is a system that allows an animator to drive a human skeletal in a very gesture/pose based way and let the computer fill in all the nuances of joint offsets and non-linearity. Animators are the souls of the digital actors and should not be burdened with the concepts of biomechanics.

We created simulated human forms for the “Burly Brawl” scenes in the second and third Matrix movies, but the process we went through was extremely complex and time-consuming. This will become much easier as animation systems evolve that are able to recreate the subtleties of human movement. By applying the data (and lessons learned) from motion capture sessions onto the tools that animators currently work with, we will have the technology to create realistic virtual human beings from scratch.

2. We will be able to create believable facial animation
We will also learn to do realistic human facial animations, but this will take a lot of work. The human face is immensely complicated and has many moving features, which are not easy for a computer to define. At the moment we are able to do motion capture of an actor’s facial expressions, but we still can’t even transfer that data to another character’s face in a simple and realistic manner. Some good first steps have been made in the area of realistic facial animation: for example, I thought that ILM did a good job on The Hulk, Imageworks deployed an interesting MoCap solution for The Polar Express and, of course, we developed our own universal capture system in the Matrix sequels for Hugo Weaving, when creating the growing army of Agent Smiths. But I expect to see dramatic progress in this area in the coming years.







Comments


Hey Man,I seen the Tiger and some of your Bayou stuff in a book and on a site man, Beautiful job on the boats you painted from the bayou, is this that Michael Brugh? weta needs to see your stuff.... anyway beautiful stuff man R.L.M

Whitehawk (not verified) | Sun, 01/24/2010 - 02:52 | Permalink

I've heard of you man, Beautiful job on the boats you painted from the bayou, weta needs to see your stuff.... anyway beautiful stuff man R.L.M.

whitehawk (not verified) | Sun, 01/24/2010 - 02:33 | Permalink
"we may even see advertising for new elements, scenes, effects etc! I don’t like this idea, but having recently added a new, almost full CGI scene to a movie five weeks before its release date, I expect it will happen nevertheless. Once we have the capability to patch movies on the fly, I just don’t see us not using it." Especialy now that Digital Cinema is gaining use in theaters. I am unfamiliar with the format, but as it is digital content, and centrally distributed, updates should be less problematic than with film based distribution.
Scott Kerr (not verified) | Thu, 12/09/2004 - 01:00 | Permalink
"I expect to see a strong trend toward off-site rendering so that vfx and post houses will concentrate much more on the artistry of their work and will outsource the heavy computational work. " One would think this was, or should be already in place. The workflow would need to include test stills back to the author to ok the complete render. If there were a way to network, perhaps not on the internet, but privately, existing facilities with down time could pool their render farms and lease them. What would be needed would be a standard renderer, such as mental ray, and perhaps all 3D and visualization packages to export a common file description. I thought I heard that ILM was working on such a standard?
Scott Kerr (not verified) | Thu, 12/09/2004 - 01:00 | Permalink
In order to do the facial thing, the system will need to have seperate lists, hierarchies of muscles that will be assigned the desired facial movement. A different order of muscles may be involved in essentially identical facial movements depending on the emotional level, or resistance the face is expressing. For instance, a grimace may favour one muscle over another, and once assigned, the other muscles then play a support role. While for a nearly identical facial expression, but a passive one, another muscle or set of muscles will take the lead in moving the face.
Scott Kerr (not verified) | Thu, 12/09/2004 - 01:00 | Permalink
Not even a nod to WETA? How about giving a little credit to Gollum's subsurface scattering, not to mention the "Massive" armies, trolls, oliphaunts, fell beasts. . .
Michael Brugh (not verified) | Thu, 12/09/2004 - 01:00 | Permalink
I to see the parallel between Matrix philosophy and our real-time world. Even terminator concept is not impossible, but my main observation is the impact of visual effects on general public. By saying this I mean that people perception of things is shifting because vfx are getting better and better. Even the terrible event that happened on September 11. when seen on television at first was thought of by many people as some vfx for a movie or just a clip someone made. By getting vfx images hyper real, everything is starting to have a firmer ground in perception of the "real" in everyday people. Maybe I'm getting to philosophical about it but I think vfx have deeper impact then people would normally think.
Kristijan Mrsic (not verified) | Thu, 12/09/2004 - 01:00 | Permalink
People will also consume visual effects at a much higher rate. So how far are we supposed to go to create the perfect image? When it's really the message that's most important? Is the environmental impact these revelations have being considered? What will we destroy to create the ultimate effect? I ask you all to at least do a google search on "computer industry pollution" and become aquainted with the hole we are digging for ourselves. I know most will probably brush this aside but we can't forget that the two most important things in our lives and our grandchildrens lives' are clean air and water. This is not intended to be an attack but I hope people do at least think about these things sometimes.
Justin Murphy (not verified) | Wed, 12/08/2004 - 01:00 | Permalink

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