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Stereoscopic
Matchmove/Layout for Journey To The Center Of The
Earth - 3D, using 3D Equalizer and Maya [12/12/07]
Author: Michael Karp,
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In
2007, I worked as one of the match move/layout supervisors
on the first digital stereoscopic feature film, Journey
To The Center Of The Earth -3D. I would like to share
my experiences from this production, especially concerning
the use of 3D Equalizer and Maya for stereoscopic work.
JCE (Journey Center Earth)
was produced by Walden Media, directed by Eric Brevig,
photographed by Chuck Shuman and stars Brendan Fraser.
Principal photography and visual effects work was primarily
produced in Montreal. The overall vfx supervisor was Chris
Townsend and the vfx supervisor for Meteor Studios was
Bret St. Clair. Other important vfx studios also did considerable
work on JCE.
Previously, I had worked on other stereoscopic films,
including the 65mm productions The Ant Bully - 3D
(Imax) and T2-3D (5-perf). Ant Bully was
pure CGI animation and so the stereoscopic problems were
very different than a live action visual effects film
like JCE. |
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JCE
was photographed with the Pace stereo camera, the design of
which was commissioned by James Cameron. The Pace design utilizes
two Sony HiDef 24P cameras looking into a beam splitter. These
video cameras are relatively compact, since they consist only
of a lens/image sensor and no tape, disc or other recording
device. A standard camcorder contains an integral recorder,
but in our application, only the camera was on stage and the
MPEG4 recorders were far away, in a high tech video village.
Traditional 35mm or 65mm stereo cameras using an outboard beam
splitter can be very large, especially in the case of the twin
65mm Showscan/Panavision cameras that we used for Cameron's
T2-3D. By using compact "film look" video cameras, the
stereoscopic rig was brought down to a relatively small size.
Although beam splitter stereo rigs are somewhat silly looking
and "Rube Goldbergish", they are often considered the most artistically
flexible rig type.
The Pace stereo camera is typically fitted with matching, synchronized
zoom lenses on the two stereo camera heads. On any stereo show,
the critical stereoscopic settings are interocular and convergence,
which can be changed dynamically during actual photography.
The animated focal length, convergence and interocular values
are recorded every frame and then embedded in the 1920x1080
video image. Various "single system" and "double
system" techniques can be used for synchronizing this stereo
meta data to the image. A separate ASCII file can be used, or
in our case, stereo meta data was placed in the .dpx header
and in the EXIF section of our .jpeg proxy images.
On JCE, Pace meta data, the i/o and convergence was floating
point and the focal length was truncated to an integer. The
rounding down of the focal length value (no fractions, just
whole numbers) caused minor problems and probably will be fixed
in later versions of the Pace stereo encoding software.
Interocular (i/o) is the distance between the left and right
eyes. In humans, this distance is typically 2.5 inches, but
artistic and eyestrain considerations mean that the photographed
i/o may be set at many unusual values and might even animate
during the shot. The greater the (tx) distance between the two
eyes, the stronger the stereo effect. But if the effect is too
strong, the human eye will not be able to fuse the binocular
images together and painful eyestrain will result. The stereo
effect would be lost and the viewers eyes would physically hurt.
Convergence is the pan angle between the two stereo cameras.
Imax films typically maintain the left and right cameras as
parallel to one another, but many other stereo systems "toe
in" the cameras. This is a controversial and subjective process,
with different artistic camps. What is important to the stereo
matchmover is that the convergence, i/o and focal length of
the original photography must be determined so that when visual
effects are added to the plates, the stereo depth of the CGI
elements closely match the live action elements.
The stereo meta data from the Pace camera is very useful, but
because it uses mechanical encoders in the chaotic, real life
field conditions of Hollywood production, the data will not
be perfect. Typically, it need to be trimmed in the matchmove/layout
process. Much more on that.
In the world of matchmove, it has become well known that lens
distortion must be compensated for in demanding shots. This
is especially true for anamorphic lenses and zooms. Anamorphic
lenses typically display heavy barrel distortion (where the
corners of the frame bow in), which in 3DE would be
a positive distortion value. JCE was primarily shot with
zoom lenses. At wide angles, the JCE zoom had heavy pin
cushion distortion (where the corners of the image bowed out),
but as the lens was zoomed to longer focal lengths, the distortion
reduced and became more neutral. Because of the extensive use
of the Technocrane on JCE, none of our shots involved
actual zooming and the zoom lenses were merely used as variable
primes. 3DE does possess strong tools for calculating zooming
shots, but these situations are often very challenging, especially
if the camera also translates.
On large productions, it is common to photograph lens distortion
grid charts at multiple focal lengths. 3DE can attempt to automatically
determine lens distortion, but distortion testing with grids
can also be very helpful.
In addition, zoom lenses often display "mustache" distortion,
where one part of the image frame bows in and another region
bows out (barrel and pin cushion). These distortions
are more difficult to correct.
When barrel distortion is corrected for in a matchmove system,
many of the pixels at the edge of frame may be pushed outside
of the frame, truncated and lost. There are different methods
of dealing with this. Some processes will make the undistorted
frame larger (past 2K) and other systems will maintain the pixel
position at the edges of the frame the same and offset the more
central pixels. On JCE, we added a 25% border to every
plate before we matchmoved. Later, the lighting department redistorted
their renders and the composite department then cropped back
to 1920x1080 in the final stages.
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Unified
Solve vs. Meta Data |
When matchmoving
stereo images, both the left and right eyes must be tracked
and they must be placed in the same stereo space. Typically,
the analog encoder stereo meta data from the camera rig is
not accurate enough for demanding shots such as set extensions.
This is not a criticism of the Pace Camera system. After spending
many years operating motion control systems, it became obvious
that mechanically measuring the exact sub-pixel position of
cameras and optics (outside of laboratory conditions) is almost
impossible on a film set. The stereo meta data from the Pace
camera will get you close to an accurate stereo reading, but
only stereoscopic matchmove will provide an exact result.
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If you attend
a stereoscopic film (such as Beowulf), you can do an
experiment that will illustrate some 3D principles.
First, remove the 3D glasses from your face. Observe
that the stereo effect is caused by the fact that closer objects
will display more left right separation on the screen and
distant objects will be more "converged". In Imax films, objects
at infinity will typically have no divergence and closer objects
will diverge. But in other systems, the stereographer will
often pan the left and right cameras towards one another minutely,
changing the convergence point by using camera toe-in (ry).
In this case, both near and far stereo objects will diverge
and only a mid point will converge. A small adjustment of
the pan angle between the two cameras has a large visual effect
on the audience. On a 2k image, the near objects can have
no more than 80 pixels of stereo shift and the distant objects
can have no more than about 30 pixels of negative shift (wall-eye).
The human eye will tolerate more stereo separation for near
objects (80 pixels) than for distant objects (30 pixels).
This is because the human eye muscles are built to pan towards
one another, but not to pan away from one another (wall eye).
These pixel separation limits (80 hither, 30 yon) are subjective,
approximate and depend on projection techniques, choreography
and editorial style.
A surprisingly large amount of vibration between the left
and right cameras can exist and the stereoscopic images can
still easily be fused by the human eye. For example, on T2-3D,
our twin 65mm stereo cameras were placed on a camera car driving
on rough terrain. Because of the cantilever design, the two
cameras would shake against one another. If you removed your
stereo polarizing glasses in the theater, the vibration between
the two images was disturbing. But when you put your stereo
glasses back on, your eye fuses the images perfectly and the
unsteadiness between the stereo images disappears. But if
we are talking about a match move vfx shot, then the vibration
between the two eyes will not be accurately recorded in the
meta data and Unified Solve may be necessary to converge the
left and right match moves properly. Even though the Pace
stereo camera is a low vibration design, mechanical and optical
inconsistencies between the left/right optics can show up
as the lens is rack focused, etc.
The job of the stereo match mover is to figure out what the
convergence and interocular of the original camera was set
at. As mentioned, for critical shots like set extensions,
the encoder data will not be good enough and unified solve
(to be defined shortly) is needed.
FYI the human eye can easily see a half pixel shift in stereo
placement. I will give an example from Ant Bully - 3D.
A typical shot would be of an ant walking on the ground, ant
and ground elements rendered in different passes and then
combined in Nuke. But the uneven terrain was rendered with
displacement mapping, which meant that the original smooth,
flat ground plane geometry that the character animator originally
walked her ant over is now bumpy. The rendered ground
then had variegated height that the character animator could
not anticipate. In monoscopic, this is not a problem, but
in stereoscopic, the CGI ant would often appear to either
float above the dirt or to have her feet buried in the dirt.
It is generally only practical to fine tune this fix in the
final 2D comp, not in the eariler Houdini or Renderman stage.
And we found that the eye could sense a stereo mismatch of
as little as half a pixel (at 2K).
The important point is that for critical shots, the left and
right eyes must be match moved in depth precisely
to one another. Many of the JCE shots involved actors
floating in air and so their feet would not actually touch
the CG set. In this less demanding situation, the stereo meta
data from the Pace camera was good enough, after a simple
trim in the Maya camera. But when the live action feet are
touching the CGI or there is a set extension, then the more
accurate Unified Solve is used.
When using meta data, only the right eye is matchmoved and
the left eye transform is sent to Maya from the camera encoders.
But in Unified Solve, both eyes are matchmoved together and
the left and right camera solves "talk" to one another inside
of 3DE.
Unified Solve is basically bringing both the left and right
plates into 3D Equalizer and tracking a percentage of identical
features for both eyes. Unified Solve is especially easy with
blue screen markers, since 3DE Marker mode finds the exact
center of the dot pretty accurately for both eyes. Finding
the same center of the marker for both eyes is important,
so that in stereo the resulting matchmove of the blue screen
doesn't float in front or behind the correct stereo depth.
On JCE, wind machines often blew the blue screen markers around,
so the 3DE translation smoothing value was increased to avoid
a noisy motion solve.
In other JCE shots, the actors would walk on rocks.
These features require Pattern Tracking (not Marker Tracking)
and it requires more human intervention to insure that the
feature is tracked for exactly the same spot in the left and
right eyes.
Because earlier versions of 3DE already supported using multiple
plates and cameras, Unified Stereo Solve has always been a
standard feature in 3DE. Unified Stereo Solve is just a nickname
for an already existing capability. Nevertheless, special
3DE stereo constraint features were created by Rolf and Uwe
to enhance Unified Solve.
When using Unified Stereo Solve, you can combine the Autotracker
with manually created tracks. A certain number of common left/right
points will need to be tracked with user intervention. This
will ensure that the feature is the exact same spot on the
set for the left and right eyes. The remainder of the tracks
do not need to be common between the left/right eyes and you
could optionally use the autotracker.
As mentioned, Unified Stereo Solve is almost always necessary
on stereo set extensions since meta data will rarely be perfect
enough. You can trim the encoder meta data in Maya, but
you can almost never get all of the features in the eyes lined
up without Unified Solve. You could use a "least square fit"
(LSF) surveyed solver like rasTrack to improve the meta data
for the secondary eye (left, usually), but the 3DE Unified
Stereo Solve is ultimately the easy and elegant method.
It is well known that surveyless matchmove does not always
create plausible solves. Sometimes you end up with a calculation
that looks like an M.C. Escher painting, lovely in 2D, but
ludicrously impossible in 3D space. Typically a 3DE user will
use Reference Frames to add parallax and solve this problem.
Similarly, Unified Stereo Solve may not always provide plausible
stereo solves. For this reason, 3DE added stereo constraints.
Theoretically, the left and right cameras should be exactly
left/right of one another and not at different heights (local
camera space) or weird skew angles.
The 3DE stereo constraints ensure that only the i/o (tx) and
convergence (ry) between the cameras can be different between
the two eyes. All other values (ty, tz, rx, rz) will be constrained
to zero.
On JCE, only the convergence was animated on set. but
other shows (like T2-3D and Avatar) will have
also have animated i/o. 3DE will support this technique in
later releases. Animated i/o will be read into 3DE, from an
ascii file.
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Trimming
meta data |
Many
match moves cannot be solved with Unified Solve and so meta
data must be used and then trimmed. In this mode, the user match
moves the master (usually right) eye and then trims the left
eye's meta data. Typically there will be large errors to correct
side to side [Y convergence/pan/ry] and left right interocular
(tx). But there will also be slight up-down stereo errors (rx,ty),
which also will need to be trimmed. Usually the trim is in Maya,
but occasionally the trim is done 2D in Shake. The trim may
even need to be animated on tricky shots.
Again, the important point here is that the eye will tolerate
fairly large stereo convergence errors between the eyes, but
when you are matchmoving and compositing between two eyes, then
stereo errors must be fixed so that the layered elements sit
properly in stereo depth.
In our system, as soon as the meta data was read into Maya from
the EXIF/JPEG file, the meta data was baked. This is because
the rgbA premult image does not support EXIF meta data (because
it is TIFF, SGI, etc., not jpeg) and we didn't want our meta
data to disappear when we switched from the blue screen plate
to the extracted blue screen premult plate.
When
trimming meta data, you typically trim the convergence first
and the interocular later. If you can find a point in the image
where the cameras converged, trim the secondary (left) eye so
that the tracking marks line up in both eyes (at the mid distance
convergence point). Then, trim the interocular. Typically during
the i/o trim, the near and far points for the left eye will
"swing and pivot". The far points (yonder of convergence) will
swing one way and the near points (hither) will swing the other,
all pivoting around the convergence point. If you don't trim
the convergence first, you may need to use more of a confusing
trial and error process to trim the meta data. Even if the convergence
is at infinity, it is probably easier to start trimming with
the convergence, before i/o.
In
Houdini and Maya, the view port will optionally display an overlaid
12 field chart. Since there are 24 horizontal grid boxes, each
grid box coincidentally occupies 80 pixels on HD (1920/24=80).
This is extremely convenient, since 80 pixels is the exact maximum
suggested value for the foreground stereo divergence between
the left and right eyes. If you toggle the Maya/Houdini/Shake
view port between the left and right eyes, you can easily see
whether the fg image is shifting more than one grid's worth
of offset (in Shake, we just took a bit map image of the field
chart from Maya and added that rendered grid to the Shake composite
tree).
Many
shots will need minor stereo convergence fixes in the 2D stage
(i.e. Shake). In this case, the compositor may need to zoom
in slightly on the image, since HD theoretically has no spare
pixels on the left or right and the 2D shift convergence fix
will reveal missing picture. This may not even be a problem
on a blue screen shot where the actors don't touch the left
or right frame line.
Some
isolated shots may have so much stereo eyestrain erroneously
baked into them by the original photography, that the shot is
unfixable. Cameron suggests showing such a shot flat in monoscopic,
using the right eye image for the left as well. Another possible
solution is to take the right monoscopic image and converting
it to stereoscopic. There are several companies that specialize
in the stereoscopic conversion process and their proprietary
technology and patents vary widely from one another.
Certain
stereo plates may look good as far as eyestrain considerations
go, until the layout process reveals unanticipated problems.
Let's say that we have an actor in a blue screen shot and he
reaches his hand out towards the camera. We know that the yonder
objects usually should have no more than -20 pixels of divergence
and the hither objects should have no more than +80 pixels of
divergence. But what if these conditions are seemingly met,
until a CGI background greater in depth than the blue screen
is added in layout? And what if foreground particle systems
(dust, debris, rain, etc.) are added to the composite or the
actor is reaching out to a down stage CGI element? Then we may
experience serious stereo eyestrain in the composite, even though
the original photography was apparently fine. So we see that
the original photography will often need stand in objects ("stuffies")
on set to help judge the final stereo effect.
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3DE
proxy image system |
As
you probably know, 3DE has a terrific proxy system for image
sequences. Typically, the F5 button is user
assigned to bring up full res, the F6 button
half res and the F7 button is quarter res.
Great feature.
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Object
tracking in 3DE Stereo |
Often
a Unified Stereo Solve will work well without 3DE stereo constraints,
or sometimes will be superior. Please experiment, matchmove
is not an exact science. Warning: Object tracks in 3DE may
not work properly without the 3DE stereo constraints enabled
and the object may locate in different space left/right. This
is not a problem for camera solves and you may even wish to
solve a stereo object as a camera track and then convert to
object motion in Maya.
Surveyless Object tracking is always ambiguous when it comes
to Scale. In 3DE, you can track multiple moving Objects with
cameras. On JCE, we object tracked mine cars. But were they
miniature mine cars, close to the camera, or giant mine cars,
far from the camera? The monoscopic layout artist can make
any subjective decision about scale that she likes, but not
so in stereoscopic. Since there are stereo eyes triangulating
on the depth of the Object track, the scale of the Object
track becomes more "objective". Once the i/o and the convergence
of a stereo camera are calculated, the scale of an object
must be at a certain value. The vanishing points and epipolars
of stereo cameras demand that the object have a certain scale.
By using the stereo constraints in 3DE (instead of regular
Unified Solve), the Object track will appear correct
in both left and right Maya eyes.
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Maya
considerations for stereo layout |
Many
stereo tools were created for JCE in 3DE, Shake and Maya.
For example, 3DE warpdistort can be performed completely in
Shake, using a Shake node created by Mark Visser of Meteor Studios
(available Open Source on the 3DE website).
A stereo camera in Maya was originally designed by Eric Gervais-Despres.
http://www.geo-z.com/ericgd
Eric
now makes commercial version available to the public. |
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Multiple stereo cameras and projectors were used, with suitable
naming conventions so that the stereo tools would act on all
of the cameras and projectors in the Maya scene.
A great feature in Shake and other comping software is a hot
key to toggle between two images that need to be compared.
In Shake, the hot key is "1".
So in Maya, we reassigned the "one" key so that the view port
would also toggle between the left and right stereo eyes.
Very useful for rapid A/B stereo comparisons.
In 3DE and Maya Live, there is an Autocenter tool that will
keep the 2D or 3D feature centered in the viewport. With a
MEL script, It is also possible to autocenter anything in
Maya. So we set it up so that when we zoomed in the viewport,
using the over scan, that the left/right autocenter and over
scan were always synchronized.
Maya supports rgbA premult plates in the image planes used
in Playblasts. For stereo blue screen work, I would suggest
the use of an image plane with the alpha channel enabled.
It can be very distracting to judge the stereo effect on a
move test with the blue screen not extracted. The visual depth
cues are...weird.
So on JCE, we had three pairs of image planes prewired,
the rgb (with the plate unaltered), rgbA premult (blue screen
extracted) and MayaLive rotoPlane for subpixel accuracy and
image caching. We could easily toggle between the three image
planes. Typically, matchmove/layout artists would submit two
playblasts for dailies, one optimized for tracking and the
other for layout. The tracking test would show the original
blue screen and markers and the layout test would have the
blue screen removed by multiplication/extraction and would
be more "artistic".
Surprisingly, almost all matchmove tests for Hollywood 2K
feature films are rendered at half res 1K, which is quite
adequate for most shots and allows major efficiency increases
over full res 2k tests.
It is often useful to adjust the Maya Image plane depth, but
mandatory for 2.5 D "projector/card" shots. A premult Image
plane depth will generally be near the camera and regular
blue screen Image planes will be set for a distant depth.
For projector/card shots where the camera translates away
from the projector, the image plane depth should be animated
so that the image is near the position of the critical of
the action. The image plane depth for projector shots will
always be a subjective compromise. For mine car shots, the
image plane depth of the actors was placed at the front of
the mine car, but in other shots, the depth was placed on
an important actor.
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Head
lite shots in stereo |
There
are many shots in JCE of characters carrying flash
lights. Often times the beam was not bright enough in the
plate or there wasn't enough smoke on the set for the beam
to illuminate, so a volumetric light pass would need to be
rendered. Beams require smoke or particulates in the air to
be visible, but that smoke can interfere with the photography
and extraction of a blue screen. So many JCE shots required
beams to be created in post and of course to be match moved
in stereoscopic.
We created special rigs in Maya for the headlights. Using
the plate for the right eye (master), the user animates a
locator in Maya that matches up with the position of the light.
It is very useful if the headlight locator is rigged as follows:
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A
null called Scalar is created and made a child of the
right (master) camera.
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A
headlight locator is a child of Scalar
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Looking
through the right camera, animate just the (local) tx
and ty of the headlight locator, you can lock the tz at
zero
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After
the right eye headlight animation looks good, look through
the left Maya camera. The depth of the locator will be
wrong in the left eye, so animate the uniform scale (XYZ)
of Scalar so that the depth from the left eye is correct.
Notice
that any adjustments to the left eye will not change the right
eye at all. This is a huge time saving technique. You can
also 2D track in 3DE and export the track to Maya with Export_Single_MM_PointsV1.3detcl.
This script creates a camera in Maya with a locator that follows
the 2D track from 3DE. You can then constrain the 2D point
Maya camera Scene node to the right Maya camera. Then, reparent
(bake) the 2D locator so that it is a child of Scalar. The
3DE 2D tracker is not perfect, but overall is the best 2D
tracker GUI and engine available in any 2D or 3D
package. So it is very convenient to 2D track in 3DE and then
export to Shake, Maya, etc.
By Aim constraining the headlight locator to the right camera,
you keep the locator "square" to the right eye.
After you animate the headlight translations for the right
eye and set the depth for the left eye, then you can animate
the rotations. Create another locator HeadlightRotate that
is Point constrained to the headlight locator and then animate
only the rotations of the HeadlightRotate node. You can also
constrain a cylinder to the HeadlightRotate node, for visual
reference of the quality of the animation. Obviously we created
a script to automate the creation of each headlight rig.
On one occasion, we needed a different stereo camera for the
headlight track than we did for the set extension for the
scene. Because the moving headlight was on the actors head
and was distant from the stationary set, the matchmove for
the set was only suitable for the set extension. In this situation,
we duplicated the main matchmove camera and gave special trims
so that the headlights would track properly. Since the headlights
are much closer to the camera than the set, any minute translation
errors on the main matchmove were magnified when tracking
the headlights.
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Reparent/
Baking |
It
is common in matchmove to take a Maya node and give it a new
parent. For example, an Object track could be converted to
a Camera Track, or vice versa. A Maya node could be baked
to a new parent, so that the scene is cleaned up for publishing
to other departments. Maya constraints and baking are used
for this, but we used an automated Reparent script to greatly
simplify this process, available here. Be sure to hide the
viewports when running the script. It will speed up the bake,
since the image plane is not needlessly read in:
http://members.aol.com/mckarp/reparent.zip
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Variable
speed shots |
Several
shots needed on JCE needed speed changes and time warps.
There are two basic approaches.
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The
time warp can be rendered to the plate in Shake, Combustion,
etc. using Twixtor, etc. and the rerendered plate can
be matchmoved
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The
time warp can be calculated in Shake, Combustion, but
the actual plate that is matchmoved is not altered. Rather,
the speed change is exported to Maya as an ASCII file
and Maya simulates the speed change.
Tracking
a time warped plate is problematic. Time warp creates motion
artifacts that may be acceptable to the audience, but confusing
to matchmove software. The same goes for 2D repos of plates
for matchmove. So we tracked clean plates and then applied
the time warp in Maya, using a custom script. This way, the
time warp could be modified at any time and we weren't locked
into the original time warp decisions. The time warp in Maya
was baked back into all of the Maya animation and the final
time warp (if different) could be exported back to Shake in
a simple ascii file.
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Projector shots and corner pins |
We
had a large number of stereo "projector shots". These were
two and a half D "card" shots.
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The
3DE matchmove was imported into Maya
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The
camera was duplicated and called projector
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Many
elegant schemes were used to offset the camera from the
projector, both for nodal pans on the projector and other
shots where the camera translates away from the projector.
The
farther the camera translates from the projector, the more
obvious the "cheat" becomes. You may need to aim the projector
image plane back at the camera, so the image doesn't get too
squished or keystoned. The convergence may need to be trimmed
on these fancy projector shots, so that the stereo depth stays
correct with the cheated perspective.
When doing a projector shot repo, the plate needs to be rerendered.
Either you can rerender the plate in Renderman or you can
export a corner pin to Shake. Adapting a corner pin script
from HighEnd3D, we exported the four corners of the image
planes into a Shake tracker script. Automatic compensation
was made for lens distortion, time warps, image padding, etc.
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"Stabilizing"
projector shots |
A
cool stabilization trick is this:
Let's say a crane or hand held shot has too much vibration.
If you matchmove the shot, you can take that solve in Maya
and make that camera into a projector. Make another stationary
Maya camera that looks at the projector camera and the stationary
camera will see a completely smooth, vibration free image.
Since the 3D solved locators from 3DE are stationary in world
space, then a stationary camera would see a perfectly stable
image. You can also duplicate the projector camera to a render
camera, smooth the render cameras animation and then
you will retain the original motion of the plate, with the
objectionable bumps removed.
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Treadmill
shots |
Many JCE shots had actors walking on treadmills.
We would typically matchmove the camera in 3DE and hand track
the treadmill Object motion in Maya. Next we would reparent
the camera to be a child of the treadmill. Reparent
is completely different than parenting, because the
child node animation is baked, so that it's position in world
space does not change. The final step is to Mute
the animation on the treadmill Object tracking. By muting
instead of deleting the treadmill object tracking, the artist
can easily undo changes if necessary.
By this simple procedure, an object track is easily converted
to a camera track.
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Triangulation
scripts in 3DE |
There are two powerful
new triangulation tcl scripts from 3DE. These allow 3DE points
that won't solve Passive, to still be passively calc'd in
3D space. One script is intended for monoscopic and the other
is for stereoscopic.
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Animating
ik characters in stereo |
There
are many shots in JCE where ik human characters were matchmoved
over plates of live actors, in stereo. It is typical in character
matchmove to carefully pose the ik model for the first frame
lineup. This is especially important in stereo, because the
character must be correctly posed for both left and right
eyes. The most important point is that the i/o and convergence
for the camera should be set so that it works well with the
posed ik character. The scale and posing of an ik character
in stereo must be precise and all other layout and world space
decisions must follow downstream from this first and demanding
step.
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Mine
car sequence |
We had many scenes
with actors in a mine car chase. Typically, the three actors
(and personal mine car) would be shot in their own blue screen
plates and then the three plates would be choreographed and
combined in Maya. The actors would be standing on a mine car
on a motion base, but the bottom chassis of the mine car would
be missing and had to be added as a set extension match move.
Set extension in stereo can be complicated, since as soon
as you translate the projector image, the nature of the 2.5
D cheat becomes apparent. So one of the three mine cars (the
most difficult to set extend) becomes the master and the other
mine cars set extensions need be less exact.
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The stereo trim of the camera is optimized so that the most
demanding mine car projector looks correct in stereo.
The stereo mine car sequence was the most complicated that
we worked on and there are many vital subtleties that I am
leaving out.
Many object tracks were done in 3DE of a rectangular mine
car "chariot". These 3DE solves were very good, but the point
cloud wasn't always perfectly perpendicular. Normally we would
have put lattices on the mine car in Maya, but this would
have broken the kinematics of the pump and wheel linkages
of the mine car in Maya. So our brilliant rigger Marc-Andre
published standard blend shapes, so that we could deform the
model without breaking the fk of the chariot wheels.
Also, the animated motion of the mine car was used as a path
to procedurally extrude the mine car rails, bridges and trestle.
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Stereo
rotoscoping |
One problem in
stereoscopic vfx is creating roto mattes that have the proper
matching stereo depth between the eyes. One possible solution
to this problem is to place a texture card in the Maya scene
and 3D paint the rotoscope split line on the texture
card. Instead of rotoscoping the bezier splines twice for
the two eyes, you only rotoscope the split once and use the
left/right Maya cameras to view the single texture card at
different perspectives. If the texture card is placed at a
suitable depth in the Maya scene, then the stereo rotoscoping
would naturally blend smoothly between left/right images.
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Stereo
viewing |
There
are several methods of viewing in stereo.
In
the vfx facility theater, dual projectors with polarizers
will be used or a RealD system can be installed.
At
the workstation, three general methods are used:
- Anaglyph
- Shuttered glasses
- Mirror
Anaglyph uses
red/green glasses and doesn't look very good. But it has
the advantage of working with both CRT and LCD monitors.
3DE has a built in anaglyph function, as does the Eric Gervais-Despres
Maya stereo camera.
Shuttered glasses only work with CRT work station monitors,
because of the lag of LCD. Shuttered glasses are supported
by Framecycler. I didn't like the brand of shuttered glasses
that we used on JCE (too dark and flickery), but I do like
the Crystal Eyes glasses that I'm now using. An infrared
transmitter sends the sync information to the glasses. Framecycler
automatically loads stereo image sequences which have the
proper naming and padding conventions for the left/right
eyes.
My favorite method (although not everyone's) is the mirror.
A front surface mirror (Edmund Scientific) is mounted in
front of the monitor, the glass almost sideways to the viewer.
Special renders of the Playblast were produced where the
left eye was mirrored flipped in X (scale x= -1) and placed
to the left side of the right playblast frame. The silvered
part of the mirror points to the left. The artist puts her
eye right up to the glass, views the right image with the
right naked eye and the left (flopped) image through the
left eye, looking with the left eye at the mirror.
This mirror technique can be hard to get used to, but the
quality of the image is superb, once you train your eye
with the method. On Ant Bully, final composites for Imax
were all judged with this method. It works with CRT and
LCD. It works with single or dual monitors. One problem
wit the mirror is that the user can artificially fix slight
convergence problems, since the mirror can be rotated by
hand. On the other hand, polarizer and shuttered glasses
have projection geometries that can't be cheated by the
viewer, so one always knows if the convergence of the matchmove/comp
is correct.
In the past, I have worked with photographers who were color
blind, although they succeeded professionally anyway. Similarly,
on JCE, we actually had a couple of artists who could not
see stereoscopic properly. At the beginning, we kept this
a deep dark secret from management, but in reality, even
a one eyed matchmove/layout artist can do stereo work with
little problem. They can easily understand the problem intellectually
and produce great work. Stereo viewing is always subjective
and a certain supervisor or director with the "reference
eyes" will be the ultimate judge of the stereo effect.
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Thanks
to the Meteor JCE stereo matchmove/ layout team: |
Michael Archambault
Pierre Bonnette
Francis Camacho
Eric Desaulniers
Christian Emond
John Higbie
Daniel Lowenberg
Michael Karp
Muzaffer Korkut
Candida Nunez
Hernan Vietri
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