Siggraph 2007 Surfs Up Course Notes
Siggraph 2007 Surfs Up Course Notes
Siggraph 2007 Surfs Up Course Notes
Rob Bredow
David Schaub
Daniel Kramer
Matthew Hausman
Danny Dimian
R. Stirling Duguid
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TABLE OF CONTENTS
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
1.1. Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
1.2. About the Film . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
2. Making an Animated Documentary . . . . . . . . . . . .5
2.1. The Premise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
2.2. Found Footage . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
2.3. The Live-Action Camera . . . . . . . . . . . . . . . . . . . . .10
2.3.1. The HandyCam System . . . . . . . . . . . . . . . . . . . .11
2.3.2. The Hardware and Software . . . . . . . . . . . . . . . . .12
2.4. Slow Motion and Time Manipulation . . . . . . . . . . .14
2.4.1. High Speed Photography . . . . . . . . . . . . . . . . . . .14
2.4.2. Step Printing . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
2.4.3. Ramped Camera Speeds . . . . . . . . . . . . . . . . . . . .16
3. Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
3.1. Animation Team . . . . . . . . . . . . . . . . . . . . . . . . . . .20
3.2. Character Designs . . . . . . . . . . . . . . . . . . . . . . . . . .21
3.3. Cody’s animation rig and controls . . . . . . . . . . . . . .22
3.3.1. Body Rig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
3.3.2. Face Rig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
3.4. Character Development . . . . . . . . . . . . . . . . . . . . .28
3.4.1. Development Tests . . . . . . . . . . . . . . . . . . . . . . . .28
3.4.2. Cycles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
3.4.3. Cycle Library . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
3.5. Performance Animation . . . . . . . . . . . . . . . . . . . . .31
3.5.1. Premise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
3.5.2. Body Language . . . . . . . . . . . . . . . . . . . . . . . . . .32
3.5.3. Acting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
3.5.4. Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
3.6. Layout / Animation Pipeline . . . . . . . . . . . . . . . . . .35
3.6.1. Rough Layout . . . . . . . . . . . . . . . . . . . . . . . . . . .35
3.6.2. Layout / Animation Interaction . . . . . . . . . . . . . .36
3.6.3. Animation Pipeline . . . . . . . . . . . . . . . . . . . . . . .37
3.6.4. Final Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
3.7. Animating the Shape of the Wave . . . . . . . . . . . . . .41 5.3. Wave Trains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
3.7.1. Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 5.4. Foam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
3.7.2. Rig Builds and Wave Types . . . . . . . . . . . . . . . . .42 5.5. Wave Geometry Spaces . . . . . . . . . . . . . . . . . . . . . .78
3.7.3. Animation Rig . . . . . . . . . . . . . . . . . . . . . . . . . . .43 5.6. Creating Correct Motion Blur . . . . . . . . . . . . . . . .80
3.7.4. Animation Tools . . . . . . . . . . . . . . . . . . . . . . . . . .43 5.7. Wave Particle Features . . . . . . . . . . . . . . . . . . . . . . .81
3.7.5. Visualization Aides . . . . . . . . . . . . . . . . . . . . . . . .44 5.7.1. Lip Spray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
3.8. Surfing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 5.7.2. Whitewater . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
3.8.1. Rig Configuration . . . . . . . . . . . . . . . . . . . . . . . .47 5.7.3. The Foam Ball . . . . . . . . . . . . . . . . . . . . . . . . . . .84
3.8.2. Constraint System . . . . . . . . . . . . . . . . . . . . . . . .48 5.8. Rendering a Lot of Points . . . . . . . . . . . . . . . . . . . .85
3.8.3. Surfing Technique . . . . . . . . . . . . . . . . . . . . . . . .49 5.9. Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
4. Making Waves . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51 6. Wave Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
4.1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 6.1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
4.2. Goals and Challenges . . . . . . . . . . . . . . . . . . . . . . .53 6.2. Artistic Goals: Realistic vs. Stylized . . . . . . . . . . . . .92
4.2.1. Slow Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 6.3. Rendering the Water: Wave Zones . . . . . . . . . . . . .94
4.2.2. Control vs. Simulation . . . . . . . . . . . . . . . . . . . . .54 6.4. Rendering the Particles . . . . . . . . . . . . . . . . . . . . . .96
4.2.3. Wave Verification . . . . . . . . . . . . . . . . . . . . . . . . .56 6.5. Compositing: Putting It All Together . . . . . . . . . . .98
4.2.4. Establishing Waves Early in Pipeline . . . . . . . . . .57 6.6. Filming Waves Documentary Style . . . . . . . . . . . . .100
4.3. Wave Shot Pipeline . . . . . . . . . . . . . . . . . . . . . . . . .58 6.6.1. Underwater Camera Housing . . . . . . . . . . . . . . .100
4.3.1. Rough Layout Department . . . . . . . . . . . . . . . . .58 6.6.2. Board Mounted Video Camera . . . . . . . . . . . . . .103
4.3.2. Animation Setup Department . . . . . . . . . . . . . . .59 6.7. Examples of Waves . . . . . . . . . . . . . . . . . . . . . . . . .104
4.3.3. Animation Department . . . . . . . . . . . . . . . . . . . .60 7. Biographies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
4.3.4. Final Layout Department . . . . . . . . . . . . . . . . . . .60 7.1. Presenters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
4.4. Wave Rig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 7.1.1. Rob Bredow . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
4.4.1. Wave Geometry . . . . . . . . . . . . . . . . . . . . . . . . . .62 7.1.2. David Schaub . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
4.4.2. Animation Controls . . . . . . . . . . . . . . . . . . . . . . .63 7.1.3. Daniel Kramer . . . . . . . . . . . . . . . . . . . . . . . . . . .112
4.4.3. Wave Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64 7.1.4. Danny Dimian . . . . . . . . . . . . . . . . . . . . . . . . . . .113
4.4.4. Wave Trains . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 7.1.5. Matt Hausman . . . . . . . . . . . . . . . . . . . . . . . . . . .113
4.4.5. Wave Riders . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 7.2. Additional Contributor . . . . . . . . . . . . . . . . . . . . . .113
4.4.6. Wake Visualizer . . . . . . . . . . . . . . . . . . . . . . . . . .67 7.2.1. R. Stirling Duguid . . . . . . . . . . . . . . . . . . . . . . . .113
4.4.7. Whitewater System . . . . . . . . . . . . . . . . . . . . . . .68 8. Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . .115
5. Wave Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 8.1 Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . .116
5.1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74 8.2 Imageworks Credit Roll . . . . . . . . . . . . . . . . . . . . .117
5.2. The Wave and the Ocean . . . . . . . . . . . . . . . . . . . .74
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INTRODUCTION
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Introduction
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1.1 Abstract
The CG animated documentary Surf ’s Up called for
unique production techniques to be leveraged
throughout the creation of the film. This half day
course presents an in-depth look at several of the key
aspects of the production:
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Some of the most important items that lead to the “documentary” feel of the movie were identified after studying
films like Step Into Liquid (2003), The Endless Summer (1966) and Second Thoughts (2004). They all contained “found
footage,” lots of hand-held cameras and extensively used slow motion and other time manipulation techniques.
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• 1920s film
• 1950s film
• 1970s film
• 1970s still photographs (Polaroid, instamatic)
• Circa 2000 1st unit photography
• Circa 2000 Video
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• Grain
• Film discoloration
• Scratches
• Negative dirt (white)
• Print dirt (black)
• Small hairs
• Fuzzy projection mask
• Light leaks (yellow/orange glow on right
edge of screen)
• Roll outs
• Tape splices
• Lens vignetting
• Projection vignetting
• Projection strobing
• Lens color aberrations
• Negative/Clear leader marker lines
• China marker lines (for process)
• Video scanlines/interlace/de-interlaced method
• Motion graphics
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The very first shot that used the HandyCam system proved to be very educational. It seemed like a simple shot which
had already been blocked out by key-framing a camera in Maya. It consisted of a camera watching some pieces of a
surfboard wash up on the beach and then tilt up to find a surfer on a wave near the horizon. Interestingly, after nearly
20 takes and several different operators, the camera move felt completely awkward and un-natural. After studying
the original key-framed camera move, it became obvious to the Head of Layout that the angles called for in the move
were almost impossible for a real operator to achieve. A simple adjustment was made where the camera operator stood
in a slightly different location on the beach to get the shot from a more natural angle and a couple of takes later, the
camera was finished and ready to go into the film. The final camera work looked as though it could have been caught
“in the moment” by a cameraman on the scene and felt correct for the movie—a significant improvement over the
original key-framed version of the shoot.
From that point on, the general rule for the HandyCam system was that if you couldn’t get the shot in a few takes,
something was probably wrong with the concept or the basic idea of the shot and it should be simplified. Since the
movie was a documentary, the filmmakers wanted it to feel as though it had been captured in real-time as the events
took place and there was no chance to go back and get a second take.
Since the system operated in real-time, it allowed the production the flexibility to use the HandyCam system on as
many shots in the film as was appropriate. In all, the crew used this tool on over half the shots in the film including
helicopter shots and shots “filmed” underwater.
In addition to providing a natural hand-held feel to the camera work in the movie, the HandyCam helped to give an
authenticity to the camera work throughout the film by keeping the camera moves simple. It lent more credibility
to the documentary feel, even if the audience only perceives it subliminally.
HandyCam in action
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First, the 3D playback portion of the system needed to work in real-time in Maya. Since the front-end of the
Imageworks pipeline is built around Maya, the overhead involved in moving complicated scenes into another 3D
package, which is better optimized for 3D viewing, can be taxing to the efficiency of a production. In particular, since
the Surf ’s Up scenes required complex interaction between the wave and the characters, an automated translation step
would have been very complicated or impossible.
As a result, the CG Supervisors on Surf ’s Up worked closely with the Imageworks Software department to develop an
optimized playback system inside Maya. This custom plug-in enabled real-time caching and playback of hundreds
of thousands of polygons per second while keeping all the data in the format native to the facility pipeline. The tool
was so convenient and provided such quick feedback for complicated scenes that it was quickly adopted throughout
the Imageworks pipeline as the primary display engine for complicated 3D geometry.
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For Surf ’s Up, the team desired the little bumps and
imperfections that are characteristic, and part of the
charm and authenticity of a low-budget documentary.
These are a result of not having access to a steady-cam
and other high-end equipment when shooting in
remote locations. Technically, this required a highly
accurate capture device that would need very little
post-filtering to achieve the final look.
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For High Speed Photography, the Layout department determined a camera speed. This speed was recorded
in a database and displayed on the slate for everyone to reference. The camera speed indicated the frame rate
of the camera if it were shot on a live action set. A value of 48 fps slowed everything in the shot down by a
factor of 2. The Layout, Animation and Effects departments all used this frame rate and adjusted their
workflow using various tools so that the final output of the department looked as though it was shot at the
desired frame rate.
For example, Layout had a shot that they wanted to shoot at 240 fps (extreme slow motion). Layout recorded
a real-time handheld camera move and then slowed it down by a factor of 10 to get the appropriate speed for
the shot. Animation would take that shot when it arrived in their department and squeeze it down by a factor
of 10 to first animate the character in real-time. Once the real-time blocking is approved, the animation file
would then be stretched back out to 10 times the length so that it appears to be moving in slow-motion and
any last touch-ups would be completed. The Effects department also built all of their tools to respect the
camera speed variable so that particle effects and other simulations would slow down correctly for the shots.
The procedural implementation of the high speed camera allowed the filmmakers to use slow motion at will
during the production of the film without significant budgetary impact.
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1 2
5 6
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The Ramped Speed shots in Surf ’s Up were managed as “one-offs” since the automated tools did not have the ability
to handle the various speeds on behalf of the user. In each of these shots, the animation, FX and camera were
massaged to have a ramped speed feel to exaggerate the dramatic timing of the shot and draw the audience’s attention
to the part of the shot that the filmmakers were interested in focusing on. The Ramped Speed shots always required
some combination of the above techniques to create the illusion of smooth changes between camera speeds.
The combination of all three time manipulation techniques was designed to continually remind the audience that the
movie was shot with a camera and edited like a traditional surfing documentary—the surfers just happen
to be penguins.
3 4
7 8
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Knee poppers
Cuff controls
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• Controls along the length of the beak to sculpt the curvature of the lip-line.
• Controls to position the mouth corners in multiple directions.
• Controls to deform and roll the end of the beak.
• Controls to deform and shape the length and curvature of the mandible.
• Controls to deform the entire beak volume up, down and side to side.
• Controls to puff up the beak to simulate air pressure inside (to accent hard consonants in dialog).
Although the beaks didn’t deform in a truly anatomical nature, the acting performance was much
more successful with the added level of articulation.
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The eyelid rigs also had two distinct features that were designed to both enhance and simplify the process of
animation. They are the “Sum-Of-Ten Blink System” and the “Eyeball Follow Feature.”
The “Sum-Of-Ten Blink System” helped animators ensure that the character’s eyelids are completely blinked
regardless of the existing eyelid pose. Each eyelid control contains an upper eyelid and lower eyelid blink attribute.
The logic of this system is as follows: As long as the sum of the upper and lower eyelid attribute value is 10, then the
mating edge of the lids will meet precisely. Animators can control the location of the lid convergence by altering the
bias of the two numbers. The default value of each attribute is 0. For example, a value of 9 on the upper eyelid
attribute and a value of 1 on the lower eyelid attribute would result in a low blink line. The value of 9 means that
the upper eyelid travels 90% of the distance and the value of 1 drives the lower lid 10% of the distance.
The “Eyeball Follow Feature” was created to infuse more human-like qualities into the penguin characters. When a
human eye looks up, down, left or right, the eyelid stretches and contracts, folds and unfolds to track the motion of
the eyeball. Without this deformation feature, the eyeball looks like a marble rotating inside the head of a rigid
mannequin. This feature has become a standard feature in the Imageworks character rigs.
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3.4.2 Cycles
As animators began rolling on to the show, each one was
assigned the task of animating cycles of various types. In
addition to the usual walks and runs (and attitude
variations for each), paddle cycles on surfboards were done
as well.
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3.5.1 Premise
Surf ’s Up was structured like “Survivor-style” reality
TV with lots of “unrehearsed” interviews and
impromptu performances along the way. The
camera was often “hand-held” to produce very
organic moves with the natural bumps and bobbles
of a live camera operator. There was a magic in this
imperfection, and that was what the Surf ’s Up team
tried to capitalize on in the animation as well. The
performances needed to be portrayed as off-the-cuff,
spontaneous and real. The result was an honest,
voyeuristic glimpse into the true nature of these
characters as they played out their lives before
(and off ) the camera.
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In general, the goal of animation is to embellish the dialog with body language that directly supports the delivery of
that line. In Surf ’s Up, animators are going for subtext beyond the obvious. What the character is saying and what
he is thinking (or what he really means) might be two entirely different things. There is another layer of complexity
here because the documentary camera is running, and characters might have different agendas that they reveal (or
hide) depending upon whether the camera is rolling. Are they self conscious in front of the camera? Are they using
the camera to shamelessly promote themselves? How does that personality change when the cameras are off?
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3.5.3 Acting
The acting challenge was to deliver performances that felt spontaneous and unrehearsed. It could be categorized as
“behavior animation.” It is the business that actors might do between takes when they stop acting and become
themselves. If the camera caught them off-guard, then the team would animate through those awkward moments
and try to capture some magic in the process. The audience must believe that the character is telling the truth or at
least being true to himself at that moment (even if he is being true to a lie). Again, this is where the subtext
comes through.
What appears “spontaneous” in animation is a result of crafting the performance down to the last little eye-dart. The
subtlety of execution is evident down to such things as the breath that they take (another “body language”
fundamental that defines the character’s emotional state). The goal is to create something fresh and unique with
every shot without relying on standard acting formulas.
The difference between a believable performance and one that is “overplayed” is often incredibly subtle. It can be a
bottom eyelid raised just a touch too high. Backing off that lower-lid by 10% can change the emotional state of the
character entirely. There are very fine lines in the subtle acting style portrayed in this film. The goal is to make the
acting clear, but not hit the audience in the face with overly dramatic character clichés.
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3.5.4 Style
The animation style of this film could be called “caricatured reality.” It is real-world dynamics pushed to caricature
without breaking the fundamental rules of physics and gravity. Although the style is generally not pose-to-pose with
cartoon physics, that line is sometimes crossed to keep certain performances sharp and punchy for comic value (like
the natives, for example). Even so, there is a respect for the physics of the world that the Directors established up
front. Most importantly, once the rules were in place they had to remain consistent throughout the entire film.
Physics could not change to suit a certain animator’s style, regardless of how interesting that performance might be.
The naturalistic animation style is attributed in large part to the documentary format of this film. The natural feel
of the “hand-held” camera was integral to that style. Snappy cartoon physics in the characters would certainly conflict
with that reality. The human touch in the camera gives audiences a sense that a crew is present, who are just as much
a part of the action as the primary characters (although behind the scenes). The characters often engage with the
unseen crew, which reminds us that this film is being shot on location (rather than being created in the dark corridors
of an animation facility). It was important to support that naturalistic style in the animation as well, or the two
worlds would disconnect.
Cartoon physics, and the broad performances that go with it, tend to be more forgiving on the “believability scale”
because it is a world where rules are made to be broken and everyone knows it. As we push closer to reality, the fine
lines need to be considered. If a gesture or expression is pushed just a little too far, then the performance may not
ring true, and it may feel a touch too dramatic. If you don’t go far enough then you miss the mark on the other side.
The goal is to hit the sweet spot where everything undeniably gels.
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3.7.1 Goals
One of the most important elements in Surf ’s Up
was the waves that are seen throughout the film.
Without waves there wasn’t a story to tell. In the
early stages of production the team was confronted
with the fact that the waves defined the sequences
they were in. The waves were a moving environment
created and animated in layout, similar to a standard
set that would be built and dressed. The waves
included hollow tubes for a sequence in which the
main characters enjoy a perfect day in the surf, as
well as powerful, monstrous 60 foot waves that are
showcased in the finale. With that amount of
diversity in mind it was important to be able to
define every feature of the wave and create several
different types and styles of waves. When coupled
with the challenging process of animating a wave
with the specific interaction of a surfer, it was
ultimately decided that it was best to treat the wave
as a character instead of a procedural effect.
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3.7.5.1 WhiteWater
One of the most informative visualization tools created
for the wave rig was the whitewater plug-in node.
Running in real time, animators could see the amount
of whitewater that the wave was generating as it was
breaking. The white water node was especially helpful
in determining when and how fast the wave was
breaking and also aided the animators in knowing
whether the character was interacting with the
whitewater properly, or whether it was completely
obscuring the character. (This element is discussed in
further detail in Section 4.4.7.)
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3.8 Surfing
The physical dynamics involved in surfing can be very
extreme and acrobatic. When surfers move they
engage their entire bodies from the tip of their fingers
to the tip of their toes in order to throw the board
around with great finesse.
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The body of the character (penguin) is constrained to the “body” node of the board. The IK-handles for the hands
and feet are constrained to the “tip” of the board so that the animator could add turbulence and jitter to the board in
the final steps of animation without affecting the overall performance of the character. The hands and head are in a
“master rotation” space so that when the board is rotated, the hands and head automatically counter those rotations
to remain balanced to the world space around them. Offsets on these nodes gave the animator complete control over
the hands and head, but the rotation constraints kept counter-animation to a minimum.
The adjustable pivot on the reverse spine of the characters (described in Section 3.3.1.1) was also used to great effect
in the surfing shots. When you watch a surfer you will see that the upper body is relatively stable while the board is
being thrown around underneath them. The energy emanates from the chest and drives downward. Imagine if the
character were simply attached to the surfboard, and the spine controls rotated upward from the pelvis as they do in
a simple forward-kinematic spine rig. Executing these kinds of surf moves would require an enormous amount of
counter animation in order to keep the upper body stable while the board is kicked around and twisted from
side-to-side.
Because penguin legs are so short, it was difficult to achieve the effect of the legs being the source of energy that drives
the surfboard under the penguin. To achieve more dynamic surf poses, the legs were scaled a bit longer than normal,
and “knee poppers” (Section 3.3.1.2) were used to sculpt more pleasing knee bends.
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Since animation is all about timing (and even more so about changes), a better system had to be developed. The
solution was a simple constraint system with local spaces that travel forward with the wave and laterally (down the
axis of the board) along the face of the wave. In essence, the master node of the surfboard is constrained to the
forward translation node of the wave.
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With the “master” node constrained to the wave, all other nodes (and offsets) remained in local space relative to the
board which would then travel forward at the correct speed. The remaining nodes were used as offsets to deviate from
(and return to) the master path. As an example, a bottom turn would be executed by animating one of the board’s
offset nodes off of the master trajectory path, down the surface of the wave and then cut back up to where it originally
started. The same idea applied to timing changes (accelerations and decelerations) from the master speed that was set
up when the two initial keyframes were defined (as described above).
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4.1 Introduction
Surf ’s Up required a reworking of the production
pipeline and a new set of tools to achieve the film’s
most technically difficult character, the Wave. This
non-standard character required close collaboration
between the Animation and Effects departments and
re-thinking the pipelines normal flow of data between
all departments. Imageworks had many challenges:
create a visually realistic wave, allow for a high level of
direct-ability, handle the unique interdependence and
overlap between Animation, Effects and Layout, and
design a production pipeline to produce the wave as
efficiently as possible with the goal of delivering over
twenty minutes of surfing footage.
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The z-depth render was simply a depth-based image of the wave surface rendered from camera through
RenderMan with full displacements turned on. This, coupled with the “beauty” wave check render, was
loaded into an animation scene and “z-composited” with the character rigs. In this way an animator
could check the exact intersections of the character against the displaced ocean and wave in near real-
time. The whitewater system, described in more detail later in this document (Section 4.4.7), could
use the extra data translated at this stage to animate and tweak the whitewater without loading in the
wave animation. Everything the whitewater system needed to do its job was baked into the
Crash Curve and stored on disk.
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The wave rig was originally designed to be tweaked by animators at this stage; however, after discovering how
easy it was to deviate from plausible wave motion, it was decided to lock down the wave prior to character
animation. On rare occasions a decision was made to change the wave at this stage and the approach
depended on the impact to production. If it was a minor change it was done in place, but if it was larger, the
wave character was kicked back to the Rough Layout department to execute.
The Surf ’s Up pipeline was specifically designed to keep data moving downstream. It is very easy on an effects
heavy film to get into a feedback loop where one department is constantly kicking animation back to the
previous department to fix problems. The goal was to minimize this as much as possible through
visualization tools and production procedures. Front loading and locking down the wave animation in the
first department in the pipeline was critical in keeping the shots moving forward.
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A series of these blendshape cross-sections were placed in a row and lofted to form the single wave surface.
Independent control over each cross-section’s time attribute was maintained allowing different parts of the wave to
be more, or less, evolved. In the beginning of the wave’s life (time = 0 at every cross-section) the geometry was simply
a rectangular patch. As time along the length of the wave patch was increased the wave shape began to evolve and
deform out of the center line of the patch.
Imageworks built a custom lofting plug-in to pass attribute data stored on the cross-sections to the resulting surface.
The time attribute was passed to each point on the surface as well as an energy attribute. Each blendshape target
marked a particular moment in the life of the wave from first formation, to spilling over, to closing out. An arbitrary
energy value was assigned to each stage of life to approximate the amount of power the wave possessed at each moment
in time. This attribute was also passed down to the wave surface to be used later by the whitewater system. This fairly
simple system was the basis for the wave surface; the next step was to create simple controls to manage and animate
the large number of cross-sections in a coherent manner.
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A custom deformer node was built to access the Wave Train system and was applied to a small, high resolution grid
which was displaced on the fly within Maya. This small grid could be placed anywhere on the wave or ocean surface
to reveal a section of truly displaced Maya geometry. The Wave Train system spanned RenderMan, Maya and
Houdini. The RenderMan plugin was the primary tool used to displace the ocean surface at render time, while the
Maya and Houdini visualizers were tools to pre-visualize and match the final rendered surface. Each plugin linked
to a common external library to ensure the wave surface position was identical across packages.
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5.1 Introduction
The goal of the Effects team was to create water and waves
more realistic than not; and to do so, with regard to the
surface motion of the waves, in a non-dynamically simulated
manner in order to enable maximum flexibility in the Layout
and Animation stages of production. While this approach
circumvented the difficult task of figuring out how to
physically simulate a tubing wave, it created its own set of
technical and aesthetic challenges, especially concerning the
creation, synchronization and integration of primary wave
features. These features included whitewater, lip spray, the
foam ball, surface stretching and the distinction between the
wave and the surrounding ocean. What follows is an overview
of the key technical strategies the Effects team used to create
the surfing waves of Surf ’s Up.
In a division of labor that evolved over a period of months, development of the water displacement shader was
handled by the Effects department while the Look Development team maintained responsibility for the water
surface shader. As a result of this arrangement, patterned wave surface features, such as foam, were defined in
the displacement shader and passed along to the surface shader for distinct material property definition.
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5.4 Foam
Foam, ambient or created from crashing waves, splashes,
surfboard wakes or shore break, was a critical component of
the look of the water in Surf ’s Up. From the start it was
important to create methods for general and specific foam
placement, erasure, dissolution and animation. Used not
only to create a more realistic look, different foam patterns
and formations were employed to distinguish wave styles
and locations from each other. Three distinct patterns of
foam were designed from live action reference and
consultation with the Visual Development department: A
patchy foam used for choppier water and splashes from
rocks and characters, a more elegant graphic style referred
to as web foam taken from specific photographic examples
and used with calmer water at the North Beach location
and a convected bubbly foam used with the beach break
system of small waves lapping at the shoreline.
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A mapping of Pwave (the curved wave shape on top) to flattened Pref space below
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Separately and in combination, these spaces were employed in creating a wide variety of effects and surface features.
The two dimensional space of Wave Time vs. Wave V was especially useful for many effects such as creating
“lip spray,” the spray of water ripped back off the falling lip of the wave. The lip of a wave was a constant value in
Wave V and would vary in Wave Time through the evolution of the wave, making it easy to segregate part of the wave
geometry as a source for particle emission. This wave space was also used in creating region specific foam features
like “curl foam,” one aspect of the forward falling part of wave, and “back foam,” the region of foam on the back of
the wave after it crashed.
A particularly difficult problem in creating a convincing-looking crashing wave from a series of cross-sectional blend
shapes was designing the way surface features, such as wave trains and foam, moved and stretched as the wave traveled
through the water. Pref solved this problem by providing a reference space where anything cast into it could be
projected onto the wave surface and, given plausible wave animation, would result in realistic stretching and
movement across and up the deforming wave. In a process similar to the tweaking of UV texture spaces for animated
characters, hundreds of hours were spent hand tailoring Pref spaces for each wave style (Pipeline, Mavericks, Spilling
Breaker and the Swell) to produce realistic motion of the surface features of the wave. In order to achieve a seamless
blend between the character wave and the surrounding ocean the Pref position at the edge of wave equaled the Pwave
position of the ocean ensuring that no discontinuities between the two would occur.
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5.7.2 WhiteWater
Because the whitewater explosion was such a large visual feature of the wave, pre-visualizing it in Maya during Layout
and Animation, for timing and composition, was a requirement from the beginning of the production. Another
requirement, though little utilized, was the ability for character animators and layout artists to affect the behavior of
the whitewater, adding or subtracting energy from the explosions. Because of these specifications the development
and methodology of creating the whitewater particle simulations was radically different from the lip spray and foam
ball, and its particulars are outside the scope of these notes. Some general concepts are worth discussing, however.
The source of the whitewater was a line, carved along the lip of the wave, called the “crash curve.” The vertices of
the crash curve held an attribute, energyMult, which would toggle on wherever the lip had crashed into the trough.
Those vertices also held an attribute, energy, which represented the potential energy of the wave that was greatest when
it first crashed and lessened the further it evolved. Multiplying energyMult times energy would provide the initial
velocity magnitudes for the whitewater simulation. The specific motion of the whitewater, the direction of dispersion
and pulsing nature of the simulations, as well as the addition of a second lower section of whitewater called “the skirt,”
which helped integrate the effect with the wave and ocean, were all artistically directed and not physically based.
Gravity, drag and the speed of the whitewater were manipulated in non-real world ways to enhance the size and
impact of the waves. An additional element called “whitewater mist” was also created to help diffuse and soften the
sometimes hard particulate nature of the whitewater renders. A secondary particle simulation birthed from the
whitewater, the whitewater mist was designed to drag and hang in the air above the wave and was rendered using
Imageworks’ proprietary sprite-based renderer, Splat.
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The clustered effects were lit using deep shadows which were rendered from
each light; typically a key, rim and fill. The final beauty render of the element
was a “utility” pass with equal contributions of the key, rim and fill lights
segregated into the RGB channels of the image to be balanced and color
corrected into the shot during the compositing stage (see Section 6.4). Extra
passes for specular glints, particle life and density variation were also provided
to increase the detail of the element. To save time, especially during sliced
renders, matting of other objects was handled by rendering deep shadows of the
occluding geometry from the shot camera and sourcing them into the
whitewater and spray shader for opacity variance.
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5.9 Summary
In retrospect it seems odd that a computer generated
movie with so much water in it would have been made
without the use of a fluid solver at any point. But that
fact underscores the overall methodology used by the
Effects and Animation teams on Surf ’s Up which was
initiated in response to the following quandary: how to
efficiently create a lot of realistic looking surfing waves
in a production pipeline where the primary animation
of the waves occurs during Layout and key features of
the wave need to be pre-visualized and altered during
Animation. As more sophisticated ocean simulation
techniques become available, CPUs become faster and
memory more expansive future answers to this
question may not rely on many of the strategies
outlined above. However, given the demands of an
animated feature, where keeping creative and technical
options open for as long as possible throughout the
pipeline is strongly desired, the approach of layering
linked, yet discreet solutions to the primary wave
features proved highly successful.
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6.1 Introduction
Water and waves were an integral part of Surf ’s Up. Waves were not merely
a part of the environment, but almost characters themselves. This chapter
focuses on the role of the Look Development department and the techniques
used to render the wide variety of wave and water styles. The rendering and
compositing techniques used to achieve the documentary style of filming the
surfing action will also be presented.
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A shading technique was developed that made it possible to render realistic waves with a high degree of art direction.
This technique employed a local coordinate system in which a series of wave zones were calculated using the
cylindrical coordinate system of the wave and the parameterization of the wave surface. These zones were separated
by angle and represented the various parts of the wave during its life cycle. Each zone could be shaded separately and
all zones could be animated and blended. Lighters were able to manipulate these zones in a way that allowed them
to almost paint the color of the waves. The image below illustrates these zones.
This method was developed based on the observation that waves break in a similar way and that they have a similar
shape when considered from a profile. The angles formed by the normal of a surface point and the Positive Y axis
are similar across the waves types. Wave zones were created based on this angle. The parameterization of the wave
surface was normalized with the 0.5 value being equal to the leading edge of the breaking wave. Values less than 0.5
represented the bottom of the wave and those greater than 0.5 represented the top.
Each wave zone was treated as a separate (albeit simplified) material. These material zones were combined in the
shader through blending regions. The surface color derived by these zones ended up being a good approximation of
the diffuse and ambient lighting components of the wave. This was combined with other more physically based
techniques for the reflection and refraction to achieve a high degree of realism.
The foam patterns were created in the displacement shader by the Effects team (see Section 5.4). This procedural
foam pattern was “message passed” to the surface shader. In the surface shader, the top foam (above water) and under
foam (below water) were treated as separate and unique materials.
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Translucence
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Final Composite
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In the quest for an authentic documentary feel, there were very few restrictions placed on the camera and
filming of the action. The Layout department was free to do anything with the camera in order to attain a
documentary feel and to simulate how a crew might actually film in a given environment, like water.
Allowing the camera to be partially submerged however caused problems when rendering the ocean and waves
because the water surface intersected the camera plane. This situation resulted in long render times with very
large memory requirements.
One typical solution is to push the rendering clipping plane forward and away from the camera. This
rendering requirement led to the idea of simulating an underwater camera housing in which the glass of the
camera housing is further away from the film plane than the camera lens. By simulating a distant plane of
glass this allowed the artist rendering the water to push the camera clipping plane far enough to prevent the
rendering problems. This turned out to be an aesthetically desirable choice as well. The split screen imagery
created by this camera housing felt more intimate and emphasized the documentary style by the fact that the
characters where being filmed with a “real” or physical camera.
The following are several of the elements that went into creating the look of the underwater camera:
• Water Split-Screen: Separate underwater and above water renders divided by the water line.
• Underwater Look: Various elements such as light rays, particulate material and murk (loss of light
underwater) were used for the portion of the image that was underwater.
• Lens scratches: Including lens flaring based on light angle.
• Lens splashes: Water drops and sheeting on lens.
• Underwater Housing: Light falloff from imperfect camera housing.
The following shot build demonstrates how these elements were composited together to create the
final image:
Refraction Z depth
Some of the individual elements that were characteristic of this look are listed below.
• Little motion blur (step printing for slow motion and skip printing to speed up action)
• Larger depth-of-field to simulate small, cheap lens
• Video lines
• Video dropouts
• Simulated servo controlled movement
• Video color
• Vignette from cheap camera housing with imperfect fit
• Splashes and water drops on lens
SURF’S UP
BIOGRAPHIES
7.1 presenters
SURF’S UP
ACKNOWLEDGEMENTS
8.1 Acknowledgements
A special thanks to all those who helped in the writing,
rendering, compiling and correcting of these Course Notes
(in no particular order):
Deborah Carlson
Michael Muir
Nicola Lavender
Bert Van Brande
Mike Ford
Sande Scoredos
Lu Kondor
Susie Oh
Jordan Soles
Lauren Matheson
all the SUR PSTs
Noé Padilla
Character Modelers
John Butiu Luis Labrador ANIMATION
Lead Environmental Animation APM Patrick G. Ramos
Modeler Greg Galliani
Animators
Environmental Modelers Anders J. L. Beer Josh Beveridge
Justin Diamond Richard Lee Jamaal Bradley Benjamin I. Cinelli
Justin Marshall Gastón Ugarte Jeffrey Croke James Crossley
Digital Resource APM Jordan Soles Sr. Pipeline Producer Brian Keeney
SURF’S UP
Sony Pictures Imageworks, Culver City, CA, USA
Surf ’s Up images courtesy of Sony Pictures Imageworks and
Sony Pictures Animation