Computer Graphics World

October-November_December 2024

Issue link: https://digital.copcomm.com/i/1530710

Contents of this Issue

Navigation

Page 6 of 31

9:00 AM – Controlling Sharks in Real Time The technology behind our virtual sharks went beyond basic anima- tion. Our custom rigging system allowed for intricate shark move- ments: from the ripple of skin to the flex of a jaw. We utilized Fusion Studio for real-time composite previews and DaVinci Resolve Studio to streamline shot development, integrating everything into our mo- bile setup for instant editing. Our system offered full control over lighting, angles, and inter- action points. We could adjust Diva's eyeline for shark encounters, dynamically alter the sharks' swim paths, and tweak environmen- tal elements right on set. No need for weeks-long post production waits. By combining Ultimatte 12 4K with our tracking system, we ensured the shoot went smoothly, cutting reshoots and eliminat- ing delays. 11:00 AM – Rapid Adjustments, Seamless Composites Mid-morning brought a challenge. Getting a precise shot where the shark appears mere inches from Diva's hand with- out a post-production overhaul was tough. With the ability to ad- just the virtual model in real time and overlay it into live footage, we nailed the shot. This not only allowed real-time decision-making but enabled us to experiment with new angles and shot compositions using DaVinci Resolve Studio's node-based editing tools for quick iterations. 2:00 PM – Refining the Sharks By the aernoon, the real magic began. Our shark models weren't just static creatures. Using advanced particle simulations in Fusion Studio, we added real-time water bubble effects from the sharks' gills and fins. Our so-body rigging system simulated the subtle cloth-like texture of shark skin, especially during fast movements. Our senior VFX artist Lucas Zoltowski worked closely on set with both Martin and Matthew to fine-tune every aspect, ensuring each shark model had its distinct features, from the overbite of a great white to the hammerhead's anatomical quirks. 5:00 PM – Wrapping Up, Finishing Touches By day's end, we had captured not only clean RAW footage but also matte passes and full composites, ready to drop into the post-pro- duction pipeline. Which, thanks to our two HyperDecks, was easy work. Our Lidar-based scans ensured that virtual and real elements blended seamlessly, allowing Diva and the digital sharks to co- exist effortlessly in the immersive virtual lab. Additionally, Fusion Studio's robust tools let us finalize the complex underwater envi- ronments—the murky depths, swirling sand, and wrecked ships all creating a dynamic backdrop for each sequence. With a special thank you to Lidar Lounge, BigSmall TV, Asa Bai- ley, Zeiss Ncam, Blender, Epic, Unreal Engine, and JangaFX. The team utilized the Zeiss Ncam system for camera tracking.

Articles in this issue

Archives of this issue

view archives of Computer Graphics World - October-November_December 2024