Computer Graphics World

October-November-December 2022

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o c t o b e r • n o v e m b e r • d e c e m b e r 2 0 2 2 c g w 3 1 TURNING BACK TIME As sensors have become more…well…sensitive, cameras more so- phisticated, and editing soware more powerful, motion and per- formance capture took their place as essential tools in the arse- nal of filmmakers all over the world, from indie productions to the biggest franchises. This in turn allowed actors to lend not only their voices but also their physicality to CG characters in ways that simply weren't possible before. While the look of a digitally rendered character depends entire- ly on the post-production team, actors can now contribute much more than just their voices. Technology enables them to lend their mannerisms and facial expressions via motion capture. They truly embody that character, and it's their unique physical — and vocal — expression that will be translated to the CG counterpart. This newfound creative freedom doesn't solely apply to fantas- tical creatures like Benedict Cumberbatch's Smaug in The Hobbit: The Desolation of Smaug (2013). In fact, it also enables Hollywood to turn back the wheels of time by de-aging or even resurrecting actors. De-aging was first used as a central plot device in The Curious Case of Benjamin Button (2008) by David Fincher, in which Brad Pitt ages in reverse. In 2019, the same technology was used to create a young- er version of Will Smith's character in Ang Lee's Gemini Man. And in Martin Scorcese's The Irishman (2019), de-aging was used to enable the Hollywood A-list cast to act as younger versions of themselves, so they could bring their skills to recreate an age in which they them- selves grew up. De-aging not only enables storytellers to create more effective flashback scenes but can be used to ensure continuity in a franchise. Spiderman: No Way Home (2021) has done this effectively, with both Alfred Molina and Willem Dafoe aging down to appear exactly as they did in Sam Raimi's Spiderman trilogy from the early 2000s. Most re- cently, The Matrix Awakens (2021) demo in Unreal Engine 5 showed how far the capabilities of the technology have come, whether that be de-aging or the creation of digital doubles. The Matrix Awakens was more than a great experiment — it signposted a whole new realm of possibilities for filmmakers everywhere. And while this digital Fountain of Youth signals exciting times for Hollywood, it works best when the technology is used with clear in- tention and a creative vision that necessitates it, rather than opting for de-aging just because it's available. Directors must consider what plot device the technology serves. Ultimately, motion capture and related technologies can be in- credible tools for filmmakers — removing the limits on creativity and opening up new horizons in what's achievable. However, technology cannot replace the art of storytelling. Instead, technology should al- ways be used in the service of creativity rather than the other way around — always prioritizing the artistic direction of films. Brett Ineson is the President of Animatrik Film Design. October•November•December 2022: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published bi-monthly with special additional issues resulting in 8 issues per year by COP Communications, Inc. Corporate offices: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: info@copprints. com. Periodicals Postage Paid at Glendale, CA, 91205 & additional mailing offices. COM- PUTER GRAPHICS WORLD is distributed worldwide. 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POSTMASTER: Send change of address form to Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296. FOR ADVERTISING INFORMATION CONTACT MARI KOHN, DIR. OF SALES 818. 291.1153 | mkohn@copcomm.com LISA NEELY, MARKETING & ADVERTISING SALES EXEC. 818.660.5828 | lneely@copcomm.com WILLIAM R. RITTWAGE, PRESIDENT/CEO 818. 291.1111 | brittwage@copcomm.com next issue: JANUARY• FEBRUARY• MARCH 2023 These are some of the exciting topics that will be covered in the next issue of CGW: ¢ ACADEMY AWARDS Top animation & VFX contenders ¢ GAME DESIGN SPOTLIGHT Cutting-edge workflows ¢ THE OMNIVERSE Digital twins for industrial design ¢ INDUSTRY TRENDS New storage technology AND MUCH MORE

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