153 research outputs found

    Creating believabilty and the effects of technology on compositing

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    This thesis focuses on the importance of technology to create believably composited effects. It was found that many factors culminate in generating believability in a film, including: suspension of disbelief, the story, and the quality of the special effects. Many technical aspects lend to the creation of successful special effects and are involved during every stage of production. There is a discussion of several of the important criteria analyzed during preproduction, production, and post production. A brief history of the technical effect industry is discussed. Personal work for this project includes three case studies. In the form of short video projects, these studies are applications of the researched industry concepts. They deal with issues including incorporation of digital models into live action footage, using pre-existing footage, digital makeup, motion tracking, masking, color correction, and generation of artificial lights and shadows. The creation of these videos included video recording and editing and used Maya TM and After Effects TM. The final shorts showed examples of the strengths and weaknesses of the applied compositing techniques. Implications for the future directions of this field are also discussed

    The Director’s Method in Contemporary Visual Effects Film: The Influence of Digital Effects on Film Directing

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    The director’ s method – meant as the organisation of the filmmaking process – is usually characterised by common procedures such as work on the script, shot design and the actors’ performance. For films involving a large-scale use of digital effects, directors consistently approach such procedures with a particular attitude dictated by the digital pipeline, the step-by-step technical procedure through which computer-generated images are created. In light of this, the use of digital effects might influence the director’s method. This thesis aims to define what is considered to be a consensual methodological approach to direct films with no or few digital effects and then compares this approach to when such effects are conspicuously involved. This analysis is conducted through interviews with working directors, visual effects companies and practitioners, and integrated with the current literature. The frame of the research is represented by a large spectrum of contemporary films produced in western countries and which involve digital effects at different scales and complexity but always in interaction with live-action. The research focuses on commercial films and excludes computer-animated and experimental films. The research is intended to address an area in production studies which is overlooked. In fact, although the existent literature examines both digital effects and film directing as distinct elements, there is to date no detailed analysis on the influence that the former has on the latter. In light of this, this dissertation seeks to fill a gap in production studies. The research looks to argue that the director’s method has been changed by the advent of digital effects; it describes a common workflow for digital effects film and notes the differences between this method and the method applied when digital effects are not involved. This is of significant importance for a film industry which is heavily dependent on such effects, as the analysis on contemporary filmmaking reveal

    Coraline

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    Coraline (Henry Selick, 2009) is stop-motion studio LAIKA's feature-length debut based on the popular children's novel by British author Neil Gaiman. Heralding a revival in global interest in stop-motion animation, the film is both an international cultural phenomenon and a breakthrough moment in the technological evolution of the craft. This open access collection brings together an international group of practitioners and scholars to examine Coraline’s place in animation history and culture, dissect its politics, and unpack its role in the technological and aesthetic development of its medium. More broadly, it celebrates stop motion as a unique and enduring artform while embracing its capacity to evolve in response to cultural, political, and technological changes, as well as shifting critical and audience demands. Divided into three sections, this volume’s chapters situate Coraline within an interconnected network of historical, industrial, discursive, theoretical, and cultural contexts. They place the film in conversation with the medium’s aesthetic and technological history, broader global intellectual and political traditions, and questions of animation reception and spectatorship. In doing so, they invite recognition – and appreciation – of the fact that Coraline occupies many liminal spaces at once. It straddles the boundary between children’s entertainment and traditional ‘adult’ genres, such as horror and thriller. It complicates a seemingly straight(forward) depiction of normative family life with gestures of queer resistance. Finally, it marks a pivotal point in stop-motion animation’s digital turn. Following the film’s recent tenth anniversary, the time is right to revisit its production history, evaluate its cultural and industry impact, and celebrate its legacy as contemporary stop-motion cinema’s gifted child. As the first book-length academic study of this contemporary animation classic, this volume serves as an authoritative introduction and a primary reference on the film for scholars, students, practitioners, and animation fans. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com

    Digital production pipelines: examining structures and methods in the computer effects industry

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    Computer animated films require collaboration: blending artistic concept with technical skill, meeting budget constraints and adhering to deadlines. The path which production follows from initial idea to finished product is known as the pipeline. The purpose of this thesis is to collect, study and share information regarding production pipeline practices and to derive a conceptual definition. Research focused on selected companies in the United States which have produced at least one feature-length computer generated film and continue to produce them. The key finding of this thesis is a conceptual definition of digital production pipelines: A digital production pipeline must, by definition, utilize digital computing hardware and software to facilitate human work and collaboration for the overarching purpose of producing content for film. The digital production pipeline is not a structure, but rather a malleable set of components which can be arranged, configured, and adapted into new structures as needed. These malleable components are human groups with assigned task domains, and digital hardware and software systems. The human groups are normally referred to as departments or teams. The digital hardware and software systems are operating systems, software tools and applications, networks, processors, and storage. The digital production pipeline is the synergy of these two types of components into adaptable systems and structures
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