Computer Graphics World

FEBRUARY 09

Issue link: https://digital.copcomm.com/i/1585

Contents of this Issue

Navigation

Page 48 of 51

prove the number of iterations so we can add more to our shots. The more iterations, the more we can improve on individual shots; this gives artists more time to work on their shots and directors more that they can put into a shot," he adds. "It is not as glamorous or as sexy, but it will have a greater impact on what the audience sees." To this end, Imageworks has been ex- tremely active in generating improved soft- ware packages—assets that are perhaps even more valuable than, say, a database used to re-create New York City (which Image- works has readily available). One example is Katana, Imageworks' lighting package that enables artists to light scenes quickly and with fewer lights and fewer man-hours. The studio also developed new rendering soft- ware, called Arnold, that enables the crew to render shots quicker, whether it is for a VFX or CG movie. It was used on Monster House and Eagle Eye, and currently on Cloudy and Alice. Additionally, the facility has created numerous track- ing and production enhance- ments for locating where shots are at any given instance on any computer, and for helping to determine the cost benefits of making certain changes to a shot. "There are many internal technological advancements that give artists a very clean way of working on a shot as opposed to just managing the things they need to do to be able to work on the shot," says Sarnoff. "It is much easier for artists to take [software] off the shelf than to design it themselves. However, there are some things we need to do in this company that are unique because we are always on the cutting edge. Take our lighting tools for instance; we work on a lot of shots, and the commercial tools are not yet able to handle the volume we need. When we are work- ing on tens of thousands of processors, it is more cost-effective to just build something yourself than to buy it for each processor." In terms of CG models, the desire is still there to cross-utilize assets among various media, particularly from film to games. However, most film assets are still too heavy to have practical value for these licensees. "What has improved most, though, is the understanding of what people can use and what they do not need, so they are no longer asking for the wrong things," says Sarnoff. "They no longer ask for everything, but rather very specific pieces of the models or the shaders they want to use, so they can make their model look as compelling as what we created for the theater experience." The Economy and the Future In today's economic climate, even Hol- lywood is feeling the pinch. "There has always been this theory that the entertain- ment industry is recession-proof. The dif- ference now is that there are many forms of entertainment, so you never know which part of the industry will be recession-proof and which will be affected by the economic troubles we are facing," notes Sarnoff. "So rather than thinking we are bullet-proof, everyone in this industry needs to keep their eyes on the ball to see where the audience is 8:CI:G;DG9><>I6A >B6<>C<6GIH 6I7DHIDCJC>K:GH>IN EGDB6I>DC >CI:G68I>K: B:9>6 <6B:6GI 8=6G68I:G 6C>B6I>DC LLL#89>67J#8DB L6AI=6B!B6L6H=>C

Articles in this issue

Archives of this issue

view archives of Computer Graphics World - FEBRUARY 09