[comp.graphics] state of the business

rick@hanauma (Richard Ottolini) (08/22/89)

Is the entertainment computer graphics business increasing, decreasing, or
reshuffling?  Someone stated that Digital Pictures, one of the first Cray-X
customers, gave up the ghost some time ago.  Also, I haven't seen many long
computer generated sequences in films such as TRON or The Last Starfighter
recently.  Technique is continually improving as evidenced in this year's
SIGGRAGH clips, so that can't be the problem.  The new RenderMan Companion
book describes how ILM did Abyss special effects.  Some were so real that I
thought they were model-based rather than computer generated.  At least the
special effects people got top billing in the credits.

jh34607@suntc.UUCP (john howell) (08/22/89)

In article <4690@portia.Stanford.EDU>, rick@hanauma (Richard Ottolini) writes:
> 
> Is the entertainment computer graphics business increasing, decreasing, or
> reshuffling?  Someone stated that Digital Pictures, one of the first Cray-X
> customers, gave up the ghost some time ago.  Also, I haven't seen many long
> computer generated sequences in films such as TRON or The Last Starfighter
> recently.  Technique is continually improving as evidenced in this year's
> SIGGRAGH clips, so that can't be the problem.  The new RenderMan Companion
> book describes how ILM did Abyss special effects.  Some were so real that I
> thought they were model-based rather than computer generated.  At least the
> special effects people got top billing in the credits.

I'd say that there is very little interest these days in making complete
motion pictures using computer graphics techniques like "TRON" and "The
Last Starfighter".  It just doesn't seem to be economical yet.  On the
other hand the use of some Computer Graphics effects as a small part of
the movie is probably becoming more common.
Examples: "The Abyss", "Willow", "Roger Rabbit", "Witches of EastWick",
etc.

Add to that the computer generated imagery for almost all TV Sports
shows, most TV station logos, and many commercials, and I'd say the
market is expanding.

Some of the problems facing people in the business is the cost of doing
business.  If you got in early, the cost was _very_ high.  You had to
buy some _very_ expensive computer gear and develop all your own
software to render these effects.  Now, you can get into business with
some reasonably priced workstations and commercial software.  What this
means is if you got in early, bought a Cray for $15 million and spent
many man years on software development, it became very difficult to
compete with the "Johnny come Latelies".


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flip@pixar.uucp (Flip Phillips) (08/28/89)

In article <115@suntc.UUCP> jh34607@suntc.UUCP (john howell) writes:
>In article <4690@portia.Stanford.EDU>, rick@hanauma (Richard Ottolini) writes:
>> 
[...]
>Some of the problems facing people in the business is the cost of doing
>business.  If you got in early, the cost was _very_ high.  You had to
>buy some _very_ expensive computer gear and develop all your own
>software to render these effects.  Now, you can get into business with
>some reasonably priced workstations and commercial software.  

The unfortunate result of "some reasonably priced workstations and
commercial software" is the "computers have no talent" effect.

People buy these systems thinking that they will be able to do work as
good as the "big boys" [C/CP, PDI, DP, R&H, etc] do [did].

Unfortunately, very few can. Having a copy of Adobe Illustrator on 
you Macintosh does not make you an illustrator. Having a computer
animation system does not make you an animator.

When you pay big bucks for a 30 second computer animation spot you are
paying for the creative talent also, not just the "_very_ expensive
computer gear", etc. 

Some groups -have- done well with off the shelf hardware & software, 
these groups also have very talented creative people at their disposal.
[R&H, ILM, etc...] but the bad stuff is out there too...


Flip Phillips                                        {sun | ucbvax}!pixar!flip
Pixar - Marin County, California

ewong@gpu.utcs.utoronto.ca (Eddy Wong) (08/29/89)

In article <6492@pixar.UUCP> flip@pixar.uucp (Flip Phillips) writes:
>In article <115@suntc.UUCP> jh34607@suntc.UUCP (john howell) writes:
>When you pay big bucks for a 30 second computer animation spot you are
>paying for the creative talent also, not just the "_very_ expensive
>computer gear", etc. 
>Flip Phillips                                        {sun | ucbvax}!pixar!flip
>Pixar - Marin County, California

	I am interested in knowing how much computer animation houses charge
for producing computer animation spots. I would be pleased if someone could
give me some idea.
	Thanks in advance.
Eddy Wong
ewong@gpu.utcs.utoronto.ca

dhelrod@cup.portal.com (David Hunter Elrod) (08/30/89)

> Is the entertainment computer graphics business increasing, decreasing, or
> reshuffling?  Someone stated that Digital Pictures, one of the first Cray-X
> customers, gave up the ghost some time ago.  Also, I haven't seen many long
> computer generated sequences in films such as TRON or The Last Starfighter
> recently.  Technique is continually improving as evidenced in this year's
> SIGGRAGH clips, so that can't be the problem.  The new RenderMan Companion
> book describes how ILM did Abyss special effects.  Some were so real that I
> thought they were model-based rather than computer generated.  At least the
> special effects people got top billing in the credits.

I've heard at least two producers comment that two of the biggest concerns
when making a movie are:
	1) What wizzy techno tricks will catch the public eye.
	2) The cost/time tradeoff.

When the image the computer generates looks "just like reality" where
reality might include models, or traditional tricks, the company falls
directly into #2 and picks the cheapest and/or fastest technique.  Thus,
usually only "impossible any other way" types of scenes get done on the
computer.

Although the cost of generating computer images is dropping, and companies
are moving facilities in-house, there is still a huge time investment.
Modeling and rendering are still a long way "time-wise" from being
cheap production tools.

David H. Elrod
Rivendell
415/968-3754
dhelrod@cup.portal.com

charlie@celia.UUCP (Charlie Gibson) (08/30/89)

In article <6492@pixar.UUCP> flip@pixar.uucp (Flip Phillips) writes:
>In article <115@suntc.UUCP> jh34607@suntc.UUCP (john howell) writes:
>>In article <4690@portia.Stanford.EDU>, rick@hanauma (Richard Ottolini) writes:
>>> 
>[...]
>>software to render these effects.  Now, you can get into business with
>>some reasonably priced workstations and commercial software.  
>
>The unfortunate result of "some reasonably priced workstations and
>commercial software" is the "computers have no talent" effect.

Very True -- and in fact, potentially very damaging.  There is not very
much high-end commercial animation being produced today.  However,
there are a *LOT* of commercial CGI animation houses.  Since there
are many Ad Agencies (our commercial clients) that haven't yet used 
CGI, it is very important that their first experience be a good one.  
Otherwise, the medium (and not the company that screwed up) is blamed.
The CGI animation industry crumbled once; it could happen again if
too many companies fail to deliver.  As of this writing, there are 
companies that are dangerously close to alienating some of the larger 
studios.  "Tron" and "The Last Starfighter" didn't help, either, but
people are finally forgetting...(whew!)

>Some groups -have- done well with off the shelf hardware & software, 
>these groups also have very talented creative people at their disposal.
>[R&H, ILM, etc...] but the bad stuff is out there too...

Yes, the off-the-shelf software enabled us to get into business quickly.
Yes, art direction is EXTREMELY important -- Art Direction and Animation
are the true services that we offer, but I firmly believe that a production 
company without a significant in-house R&D effort is destined to die.
All of our best work could not have been pulled off with ANY existing
off-the-shelf software packages.  We have been writing animation software,
renderers, modelling software and image processing software since the day 
we opened our doors.  This will never stop.  

.....

[Eddy Wong asks the following:]

>   I am interested in knowing how much computer animation houses charge
>   for producing computer animation spots. I would be pleased if someone could
>   give me some idea.
>   Thanks in advance.
>   Eddy Wong
>   ewong@gpu.utcs.utoronto.ca

It varies greatly.  

Happily, labor has replaced the technology as the major expense in CGI.  (This
is the way that it SHOULD be.)  So, things that require less human intervention
per second of animation are cheaper.  For example, a broadcast (flying logo)
animation that is 10 seconds long will be a lot costlier per second
than two minutes of material that re-uses animation and geometry over 
and over again.

Animation that requires a lot of human labor per second of film (like 
character animation) gets expensive.

I would say that the range is $3000-$10000/second for typical TV work.  As I 
said before, a lot of similar looking footage (like effects for a feature)
might cost a lot less.  Every job is different.

-- 
Charlie Gibson -- Rhythm & Hues, Inc.
INTERNET: celia!charlie@usc.edu                    Consequences, shmonsequences,
          celia!charlie@tis.llnl.gov               as long as I'm rich....
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eugene@eos.UUCP (Eugene Miya) (08/30/89)

This isn't a flame, but something to stimulate some discussion.
I think much of the state of the business can be seen in the recent
controversy on the cover of TV Guide.  It's not just a matter of
animation, but how we preceive realism.  This being born out in the media.

Gee I wonder what composition system was used to put the Oprah/Margeret
cover togther?  I wonder (seriously) who discovered this and how?
It probably fooled the public.  But is also shows the much of the orientation
of the business (for good and bad).

Another gross generalization from

--eugene miya, NASA Ames Research Center, eugene@aurora.arc.nasa.gov
  resident cynic at the Rock of Ages Home for Retired Hackers:
  "You trust the `reply' command with all those different mailers out there?"
  "If my mail does not reach you, please accept my apology."
  {ncar,decwrl,hplabs,uunet}!ames!eugene
  				Live free or die.

rick@hanauma (Richard Ottolini) (08/30/89)

When I posted the initial question I was wondering why, when the quality
of realism was increasing, fewer were being used in movies.
For example, I was startled to learn the seawater creature in Abyss was
computer-synthetic (described in RenderMan Companion) rather than model-based.
Also, the synthetic human beings in some of this year's SIGGRAPH clips look
almost real and so does the city beneath the balloon.  This is in contrast
to the space scenes in The Last Starfighter, although they required
megabucks of Cray time, they appeared artificial.

buchanan@iris613.gsfc.nasa.gov (Willard B. Buchanan (Buck)) (08/31/89)

In article <4929@eos.UUCP> eugene@eos.UUCP (Eugene Miya) writes:
->Gee I wonder what composition system was used to put the Oprah/Margeret
->cover togther?  I wonder (seriously) who discovered this and how?
->It probably fooled the public.  But is also shows the much of the orientation
->of the business (for good and bad).

My roommate said she thought something was not right when she saw it.

Loren "Buck" Buchanan | internet: buck@drax.gsfc.nasa.gov | standard disclaimer
CSC, 1100 West St.    | uucp: ...!ames!dftsrv!drax!buck   | "By the horns of a
Laurel, MD 20707      | phonenet: (301) 497-2531 or 9898  | sky demon..."

charlie@celia.UUCP (Charlie Gibson) (08/31/89)

In article <4947@portia.Stanford.EDU> rick@hanauma (Richard Ottolini) writes:
>
>When I posted the initial question I was wondering why, when the quality
>of realism was increasing, fewer were being used in movies.

>to the space scenes in The Last Starfighter, although they required
>megabucks of Cray time, they appeared artificial.

Just having a Cray doesn't cut it.  Having the right software makes things
look good.  Back during Starfighter, DP was using a renderer that was
fairly close to off-the-shelf MOVIE.BYU -- with texture mapping added,
but no reflection mapping, motion blur, or any of the cool stuff that
is showing up these days in high-end computer animation.

Reflections (and refraction if appropriate) add a lot of "realism"
to computer generated imagery.  

And, computer animation IS starting to be used more and more in features.  
Several CGI animation houses (R/Greenberg, ILM, MetroLight to name a few)
are producing (or have already finished) effects sequences for many
big-budget mainstream features that have already been released, or will be 
released in the next year or two.  It is definitely catching on.  In fact,
I'm sure that you have already seen effects in films that you didn't know 
were computer generated.  The fact that they didn't stick out and look
phoney proves that the medium is a viable filmmaking tool.

Why is it, thought, that people are hung up on the "realism" aspect
of computer animation?  We have a tool available that can create 
imagery that is totally SURreal -- there just aren't any scripts
being written out there that consider the potential of the medium. (yet).
-- 
Charlie Gibson -- Rhythm & Hues, Inc.
INTERNET: celia!charlie@usc.edu                    Consequences, shmonsequences,
          celia!charlie@tis.llnl.gov               as long as I'm rich....
UUCP:     ...{ames,hplabs}!lll-tis!celia!charlie   

flip@pixar.uucp (Flip Phillips) (09/01/89)

In article <540@celia.UUCP> celia!charlie@tis.llnl.gov (Charlie Gibson) writes:
>In article <6492@pixar.UUCP> flip@pixar.uucp (Flip Phillips) writes:
>>In article <115@suntc.UUCP> jh34607@suntc.UUCP (john howell) writes:
[...]
> but I firmly believe that a production 
>company without a significant in-house R&D effort is destined to die.

Yes, this was a major failing of Cranston / Csuri Productions, and
a major gripe of some of the people who worked there. (There were
other circumstances also behind their demise...)

>Animation that requires a lot of human labor per second of film (like 
>character animation) gets expensive.

Way expensive.


Flip Phillips                                        {sun | ucbvax}!pixar!flip
Pixar - Marin County, California

cccfrog@castor.ucdavis.edu (0058;0000056104;300;9999;93;) (09/01/89)

In article <541@celia.UUCP> celia!charlie@tis.llnl.gov (Charlie Gibson) writes:
>Why is it, thought, that people are hung up on the "realism" aspect
>of computer animation?  We have a tool available that can create 
>imagery that is totally SURreal -- there just aren't any scripts
>being written out there that consider the potential of the medium. (yet).
>-- 
>Charlie Gibson -- Rhythm & Hues, Inc.

I heartily agree!  Not so much for the use of abstract surrealistic computer
graphics in movies, but as an artistic form of expression in itself.

My personal interest runs more to computer music than graphics, but I am 
currently trying to perfect my own raytracer and (when I get time) a scan-line
rendering program.  I plan to use my own graphics to enhance various computer
music I've already written...and my music tends to get VERY surreal, so 
*realistic* imagery would be a let-down.

Since my mind is very far from being organized and mathematical, and I'm doing
all my work on a single Sun workstation (monochrome--I have to send the 
image files to a MacII to see them in 8-bit color.  sigh, you just can't 
convince the Music dept. purse-strings that you need an Iris), I don't expect
anything like animation until around Christmas (so here comes the kicker...)

If anyone is already producing **abstract** artsy computer animation (or
even stills) and would like to have their creations put to original music,
I'd love to get in touch!!  I'd like to meet lots more people interested 
in the artistic applications of computers.

BLOBBY PEOPLE!

Wayne (frog) Jackson		INTERNET:	cccfrog@castor.ucdavis.edu
				BITNET	:	SWJACKSON@UCDAVIS
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(or if you wanna jump in and send a video short...)

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paj@hrc63.uucp (Mr P Johnson "Baddow") (09/05/89)

In article <4947@portia.Stanford.EDU>, rick@hanauma (Richard Ottolini) writes:
....
> almost real and so does the city beneath the balloon.  This is in contrast
> to the space scenes in The Last Starfighter, although they required
> megabucks of Cray time, they appeared artificial.


I read somewhere when TLS came out that the samples produced by the computer
animation people looked photographic.  The director asked them to cut down
the quality because he wanted it to look like computer graphics....

-- 
Paul Johnson,         | `The moving finger writes, And having writ, moves on,'
GEC-Marconi Research  |                    Omar Kyham when contemplating `vi'.
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