Computer Graphics World

January / February 2016

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j a n u a r y . f e b r u a r y 2 0 1 6 c g w 3 1 ore oen than not, visual effects are big, bold, and in your face. However, not all VFX fall into that catego- ry, and yet they still elevate the story in dramatic ways. Consider a handful of films released in the last quarter of 2015: In the Heart of the Sea, The Walk, Bridge of Spies, Everest, and The Martian, to name a few. All five movies feature digitally constructed environments that were vital to the story line. Four – In the Heart of the Sea, The Walk, Everest, and Bridge of Spies – required an accurate re-creation of a real-life period locale. The Cold War era back- drop for Bridge of Spies. The harsh watery landscape batter- ing the 1820s vessel "Essex" in The Heart of the Sea. The frigid landscape of Mount Everest during the ill-fated March 1996 trek. And, the heart-thumping void atop the 1974 World Trade Towers. The Martian, meanwhile, provided a barren backdrop of desolation based on scientific data mixed with artistry. These environments set the tone for the respective films, transporting audiences to unique locations where they, too, could experience the dra- ma, fear, isolation, and anxiety of the main characters. Here, CGW reaches high and deep, looking at the amazing work that placed us on a thin wire atop the Twin Towers of the World Trade Center and on an 1820s whaling ship in the South Pacific. Online, CGW transports you behind the Berlin Wall during the Cold War, atop the highest mountain in the world, and to the bleak surface of Mars, to finish this digital journey. COMPLEX CG SETS TRANSPORT FILM AUDIENCES TO UNIQUE LOCATIONS STORY: GO TO EXTRAS IN THE JANUARY. FEBRUARY 2016 ISSUE BOX FOR BRIDGE OF SPIES, EVEREST, AND THE MARTIAN C G W. C O M

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