welcome to Principles of VFX



welcome to Principles of VFX: Week 1

lord of the rings 2001


The Subsurface technology was Ken McGaugh and Joe Letteri who did the majority of the work for Gollum and they took a concept paper that had been written and implemented the math and the information in the paper into a shader-based system, so that they could put it onto the skin of Gollum So it’s lots of different areas of technology within Weta that put Gollum all that together.
When Eric Saindon did Gollum he was writing his own volume-preserving muscle system that allowed him to basically take a skeleton, where he would actually build the bones and everything for Gollum, and then put the muscles onto the skeleton and attached them at the proper points, as Gollum bends and moves around, the muscles would flex and move like real muscles would, and allow Gollum to get skinned through this muscle system, which was a completely different way of doing things at the time.
american warewolf in paris 1997


As part of the preproduction process, Stern had makeup effects (FX) artists Steve Johnson and Tony Gardner work on preliminary designs for the monster, and Phil Tippett, who had worked on Jurassic Park, was going to use computer graphics to bring the beast to life for full-body shots, while the closeups would be handled by the makeup FX crew using animatronic heads.
toy story 1995


Recruiting animators for Toy Story was brisk; the magnet for talent was not mediocre pay but the allure of taking part in the first computer-animated feature, Lasseter said of the challenges of computer animation, "We had to make things look more organic. Every leaf and blade of grass had to be created. We had to give the world a sense of history. So the doors are banged up, the floors have scuffs amd the film began with animated storyboards to guide the animators in developing the characters. 27 animators worked on the film, using 400 computer models to animate the characters. Each character was first either created out of clay or modeled from a computer-drawn diagram before reaching the computer-animated design.Once the animators had a model, its articulation and motion controls were coded; this allowed each character to move in a variety of ways, such as talking, walking, or jumping. Out of all of the characters, Woody was the most complex, as he required 723 motion controls, including 212 for his face and 58 for his mouth.
jason and the argonauts 1963


Shot in Eastman Color, the film was made in collaboration with stop-motion animation master Ray Harryhausen and is known for its various legendary creatures, notably the iconic fight scene featuring seven skeleton warriors.
Miniatures and rear-projection were a sure thing for Jason and the Argonauts. What is special is the usage of stop-motion. Stop-motion is an animation technique that makes an object appear to move on its own. Using stop-motion, an object will first be moved in small increments and then photographed after each displacement.
Pirates of the Caribbean: The Curse of the Black Pearl


In the harsh light of day, Captain Barbossa's crew in "Pirates of the Caribbean: The Curse of the Black Pearl" looks like any other bunch of sailors. Under the moonlight, though, the cursed pirates become otherworldly beings, shifting into skeletal buccaneers. What's fascinating about watching these bony lads is that they're still recognizable as individuals. You can see the structure of their faces, dreadlocks hanging down from decaying skulls, and distinct beards covering their ossified jaws. That look came courtesy of the film's award-winning special effects team, visual effects supervisor John Knoll and VFX art director Aaron McBride, who wanted the Black Pearl's crew to maintain their discernible features.In a behind-the-scenes look at the making of "Pirates," director Gore Verbinski discusses how his team spent time achieving just the right balance of "alive but decomposing" for their pirates
Through the Looking Glass: Philosophical Toys and Digital Visual Effects

Optical toys form a group of devices with some entertainment value combined with a scientific, optical nature. Many of these were also known as philosophical toys when they were developed in the 19th century.
People must have experimented with optical phenomena since prehistoric times and played with objects that influenced the experience of light, color and shadow. In the 16th century some experimental optical entertainment for instance camera obscura demonstrations were part of the cabinets of curiosities that emerged at royal courts. Since the 17th century optical tabletop instruments such as the compound microscope and telescope were used for parlour entertainment in richer households.
Other, larger devices such as peep shows were usually exhibited by travelling showmen at fairs.
The phenakistiscope, zoetrope, praxinoscope and flip book are often seen as precursors of film, leading to the invention of cinema at the end of the 19th century. In the 21st century this narrow teleological vision was questioned and the individual qualities of these media gained renewed attention of researchers in the fields of the history of film, science, technology and art. The new digital media raised questions about our knowledge of media history. The tactile qualities of optical toys that allow viewers to study and play with the moving image in their own hands, seem more attractive in a time when digitalisation makes the moving image less tangible.
Several philosophical toys were developed through scientific experimentation, then turned into scientific amusements that demonstrated new ideas and theories in the fields of optics, physics, electricity, mechanics, etc. and ended up as toys for children.
Ray Harryhausen



Ray Harryhausen, in full Raymond Frederick Harryhausen, (born June 29, 1920, Los Angeles, California, U.S.—died May 7, 2013, London, England), American filmmaker best known for his pioneering use of stop-motion animation effects.
Harryhausen grew up in Los Angeles, acquiring a love of dinosaurs and fantasy at a young age. His parents encouraged his interests in films and in models, and he was inspired by the cinematic effects in such movies as The Lost World (1925) and King Kong (1933). After seeing the latter, he began experimenting with marionettes and stop-motion animation, making short films in his parents’ garage. At about age 18 he met noted animator Willis O’Brien, with whom he would later work on several projects. On O’Brien’s advice to refine his abilities, Harryhausen enrolled in art and anatomy courses at Los Angeles City College and later in film courses at the University of Southern California. It was around this time that he began developing the technique that became known as “Dynamation,” used to make it appear that actors on film are interacting with animated models.


Each of the model skeletons was about eight to 10 inches high, and six of the seven were made for the sequence. The remaining one was a veteran from The Seventh Voyage of Sinbad, slightly repainted to match the new members of the family. When all the skeletons have manifested themselves to Jason and his men, they are commanded by Acetes to ‘Kill, kill, kill them all,’ and we hear an unearthly scream. What follows is a sequence of which I am very proud. I had three men fighting seven skeletons, and each skeleton had five appendages to move in each separate frame of film. This meant at least 35 animation movements, each synchronized to the actors' movements. Some days I was producing less than one second of screen time; in the end the whole sequence took a record four and a half months.
GCI Comparison: terminator 2 1991 vs terminator genisys 2015

Fire walk with me - Then.
This scene from Terminator 2: Judgment Day (1991) was absolutely sensational and extremely impressive back in the early '90s, though we can certainly see how it has aged.
Simple textures and fire effects have dated the scene significantly, though we still love it.

Fire walk with me - Now.
A similar scene from Terminator Genisys (2015) also sees a Terminator emerge from a huge fire, only the shot is much more visually dynamic this time than it was in Terminator 2: Judgment Day, with improved fire effects and plenty of added detail, including an incandescent metal effect which highlights just how hot the machine is.
Early CGI: star war 1977 a new hope


Westworld (1973) - First blend of CGI and live action in a feature film (HD) Watch on Star Wars (1977) This new technology was used for the trench run briefing sequence in the first Star Wars film. George Lucas brought digital to Hollywood with Star Wars.
The 12-minute climax of STAR WARS includes the iconic ‘Trench Run’ where all the individual storylines collide, legends were made and a new filmmaking universe was born. Marica Lucas was tasked with re-editing and crafting a more compelling ending with stakes raised to the highest levels. Marcia restructured the final act with intertwining parallel action and stated: ‘If the audience doesn’t cheer when Han Solo comes in at the last second in the Millennium Falcon to help Luke when he’s being chased by Darth Vader, the picture doesn’t work.’
Fractal art

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Fractal art is a form of algorithmic art created by calculating fractal objects and representing the calculation results as still digital images, animations, and media. Fractal art developed from the mid-1980s onwards. It is a genre of computer art and digital art which are part of new media art. The mathematical beauty of fractals lies at the intersection of generative art and computer art. They combine to produce a type of abstract art.
Fractal art (especially in the western world) is rarely drawn or painted by hand. It is usually created indirectly with the assistance of fractal-generating software, iterating through three phases: setting parameters of appropriate fractal software; executing the possibly lengthy calculation; and evaluating the product. In some cases, other graphics programs are used to further modify the images produced. This is called post-processing.
Non-fractal imagery may also be integrated into the artwork.
The Julia set and Mandelbrot sets can be considered as icons of fractal art.
It was assumed that fractal art could not have developed without computers because of the calculative capabilities they provide.
Fractals are generated by applying iterative methods to solving non-linear equations or polynomial equations. Fractals are any of various extremely irregular curves or shapes for which any suitably chosen part is similar in shape to a given larger or smaller part when magnified or reduced to the same size.[6]
loren carpenter fractal
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Loren Carpenter, co-founder of Pixar Animation Studios, read Benoit Mandelbrot’s Fractals: Form, Chance, and Dimension, he began experimenting with fractals to make his computer graphics look more realistic. This technique gave rise to software programs now widely used across the computer graphics industry to create special effects, including fictitious landscapes and imaginary worlds—such as the Genesis planet sequence in Star Trek II: The Wrath of Khan and the damaged Death Star in Return of the Jedi.
Fractal compression converts images consisting of random information into fractal code—saving only a small, representative amount of information that is later used to re-create the original image. Since the fractal image is now code instead of pixels, file size is drastically reduced and the image can be scaled to any size without losing its sharpness
Fractal geometry is being used in the biological sciences to accurately model the human lung, heartbeats and blood vessels, neurological systems and countless other physiological processes. Doctors and researchers are now using the mathematics behind fractal geometry to build models that they hope will identify microscopic patterns of diseases and abnormalities earlier than ever before.