Computer Graphics World

January/February 2015

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38 cgw j a n u a r y . f e b r u a r y 2 0 1 5 ntertainment products are more "timeless" than most so ware products. Whereas few would really want to use Microso Word 1.0, even if they could get it to work, millions of adults and children still watch Pixar's Monsters, Inc. and Finding Nemo, and read classic interactive storybooks released a decade or more ago. But making such clas- sic entertainment products work well for today's markets and users can be as challenging, if not more so, than making Word 1.0 work on Windows 8. Just as computer technology evolves and introduces new features that make revising so ware necessary, technolog- ical innovations – such as the introduction of stereoscopic 3D movies for the mass-market – created the need to release re- vised versions of Pixar movies in a new form and format suitable for stereoscopic projection. That required reviving the so ware and systems that created the original Pixar movies to re-render each frame of the movie as two frames stereoscopically aligned. Reviving the Pixar rendering so ware (RenderMan) wasn't actually necessary – it con- tinues to be used to produce Pixar's latest movies as well as special eff ects for innumerable major motion pictures. But get- ting it to correctly render each frame was a challenge because not all the information neces- sary to produce frames from two new viewpoints was avail- able. This made the creation of the stereoscopic versions of Monsters, Inc. and Finding Nemo THE CHALLENGE OF MAKING CLASSIC ENTERTAINMENT PRODUCTS WORK ON CURRENT TECHNOLOGY BY MICKEY W. MANTLE DIGITAL ARCHAEOLOGY E CONVERTING MONSTERS, INC. FOR 3D REQUIRED REVIVING PREVIOUS TECHNOLOGY TO GENERATE STEREO RENDERS.

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