Maya Solution Brief Final
Maya Solution Brief Final
Weve put a lot of effort into threading and have collaborated with Intel on the design of their Threading Building Blocks library, from which we are getting impressive results.
Kevin Tureski, Product Director, Autodesk
A stereoscopic 3D segment of Kung Fu Panda* aired at SIGGRAPH 2008, revealing the vast potential for this revitalized entertainment medium.
As Maya celebrates its 10th anniversary this year, the list of achievementsincluding the following Academy Award-winning projects in which Maya played a rolecontinues to grow. The Matrix*Manex Visual Effects (MVFX) 1999, Academy of Motion Picture Arts and Sciences Award for Visual Effects Shrek*DreamWorks SKG 2001, Academy of Motion Picture Arts and Sciences Award for Animated Feature Film Lord of the Rings: Fellowship of the Ring* Weta Digital 2001, Academy of Motion Picture Arts and Sciences Award for Visual Effects Lord of the Rings: Two Towers*Weta Digital 2002, Academy of Motion Picture Arts and Sciences Award for Visual Effects Lord of the Rings: Return of the King* Weta Digital 2003, Academy of Motion Picture Arts and Sciences Award for Visual Effects Ryan*Chris Landreth 2004, Academy of Motion Picture Arts and Sciences Award for Short Film (Animated) Spider-Man* 2Sony Pictures Imageworks 2004, Academy of Motion Picture Arts and Sciences Award for Visual Effects King Kong*Weta Digital 2005, Academy of Motion Picture Arts and Sciences Award for Visual Effects Pirates of the Caribbean: Dead Mans Chest* Industrial Light & Magic 2006, Academy of Motion Picture Arts and Sciences Award for Visual Effects The Golden Compass*Framestore CFC 2007, Academy of Motion Picture Arts and Sciences Award for Visual Effects A number of these films also used Autodesk Inferno, Autodesk Flame, and Autodesk Lustre software to help achieve the final result.
Our customers are always pushing and expanding creative boundaries in order to create a more immersive, believable experience and tell better stories. The size and complexity of the data sets that theyre managing is massive. Anything we can do to help them gain the performance they need is vital. In real estate, the three most important things are: location, location, location. In an application like Maya, its performance, performance, performance. So, we will continue to push and push hard to take advantage of any performance gains we can. Multi-threading is absolutely right in the center of that and we rely on Intel Software Development Products, such as Intel C++ Compiler, Intel Threading Building Blocks, and Intel Thread Profiler, to deliver that performance.
Kevin Tureski, Product Director, Autodesk
Milestones in computer gaming have also borne the mark of Maya, including the Resistance: Fall of Man* and John Woo Presents Stranglehold* games. Maya also demonstrated its cross-platform expertise as a development platform for a string of high-profile games targeting the Sony PlayStation* 3 console, including Gran Turismo*, Jak & Daxter*, and Ratchet & Clank*. Maya developers have learned how to successfully exploit the capabilities of the latest hardware platforms to bring the highest level of performance to their software. In recent iterations, this means unlocking the performance pathways of parallelization, equipping the software to utilize multi-threaded design architecture and scale to the capabilities of multi-core processor platforms whenever possible. The engineering relationship between Intel and the Maya development team goes back nearly a decade and has resulted in some of the most noteworthy achievements being carried forward and refined in Autodesk Maya 2009. Technology is changing at a rapid pace, Kevin Tureski said. Whether were talking hardware, whether it be in the CPU and multi-core, whether it be in the GPUtaking advantage of that power is a real challenge. Intel has been helping us with our multithreading work and weve been helping Intel ensure their threading tool set meets the demands of Maya and in turn the demands of our customers. Our customers are constantly creating even more believable special effects or even more realistic games. Maya needs to continually evolve; it needs to take advantage of all that the latest technology offers, so that our customers can create even more stunning experiences.
Ultimately, Star Wars: The Clone Wars* is about great storytelling. From a technological standpoint, we need to be flexible in order to take the creative vision wherever George Lucas and supervising director Dave Filoni dream of taking it. Autodesk Maya allows us to do that.
Danny Keller, Animation Supervisor, Lucasfilm
creative manipulation of the 3D effects in the movie, even supporting real-time changes that allowed the Beowulf team and director Robert Zemeckis to interactively view depth and layout changes and determine how they would appear to the audience. This degree of creative control added a layer of artistic freedom to a process that is often difficult to fathom because of the layering of technical effects.
Significant attention was given to the expressions of individual characters, a task that was aided through the construction of intricate facial rigs. Kenn McDonald, the animation supervisor at Sony Pictures Imageworks, noted, We wrote custom tools for our facial controls, and each of our characters eventually had as many as 300 facial controls for us to manipulate. Right up until the very end, we were adding new facial shapes and new levels of control. In the end, our job was all about getting the best realization of each actors performance. Maya gave us the ability to animate these characters, and the ability to write plug-ins and custom tools for Maya was an integral part of that. The open architecture of Maya, with the potential for an unending array of plug-in possibilities, and the high-performance rendering and playback capabilities, which permitted many informed artistic decisions during the creative process, added substantially to the quality and visual experience of the film.
At that point, McNally continued, youre really relying on measuring tapes, calculators, and experience to try and understand what must be captured and what the result is going to be. By the time its captured, the 3D is locked in. In terms of getting the stereo settings right, you have either got it or you havent. And, when we go to the tools that weve now developed in Maya, we have a panela viewer that shows us the scene that were looking at in 3D. We can use the electronic active shutter glasses with our desktop systems. In Maya, McNally said, we can literally look at the scene and see it in 3D. We can turn the effect up or down. Change whether the character is in front of the screen or behind the screen very easilywithout having to wait for the result. We can literally sit there as were working and see the result happening in front of us. I guess the example would be something like: if youre a sculptor working in clay, now you have your hands on the clay, as opposed to being in some remote room writing up parameters of what we want the clay to be like.
Jim Mainard, head of production development at DreamWorks Animation, sees pre-visualization as an essential step in pushing forward the studios ambitious creative endeavors. True visionary creativity is wholly supported by the ability of our creative leadership to express their specific vision with absolute responsiveness. Historically, the pencil in the creation of storyboards, or more recently the digital tablet, was the only means for doing that reliably. Mainard joked, Lets face it, it has a great interface and it always works, or another pencil is just an arms length away. DreamWorks Animation has made a big shift in the last few years to incorporate new pre-visualization technologies that can ensure the responsiveness and reliability necessary, while providing intuitive, non-expert interfaces that open up new possibilities in storytelling, cinematography, and character development. A few years back, as 3D took center stage for our future planning, we took a hard look at the process of getting our movies up on reels to better understand them, Mainard said. We began a 5
major initiative to overhaul our cinematography processcore to 3D filmmaking. We worked closely with Autodesk to build technologies that leveraged Mayas open plug-in architecture to develop and integrate a set of plug-ins to represent real stereoscopic cameras. We then integrated that technology with a virtual camera system to form a pre-visualization technology with unprecedented capability. The great news for other filmmakers is that Maya 2009 has a version of that 3D plug-in technology today. Today our filmmakers can load up shots in Maya, many of which will have imported motion capture data from MotionBuilder, and operate a physical camera in a virtual environment, Mainard continued. They can scout sets, lay out shots from scratch or even layer subtle camera movements on top of previous rough camera work (a.k.a camera sweetening) with little to no understanding of the operation of Maya. And, they can do all of that in 3D in real-time. That has made a huge difference in how we visualize and refine our films. Youll see it soon when Monsters vs. Aliens releases in March 2009. Were not done yet, Mainard said confidently. We are actively integrating game-engine technologies and partnering with Intel on the next generation of visual computing processors to provide an even higher fidelity experience for our filmmakers to express themselves. The next few years will be nothing short of a revolution for filmmakers as the rules of filmmaking evolve with 3D and an interactivity that is nearly unimaginable explodes on the scene from Intel. DreamWorks Animation CEO Jeffrey Katzenberg has been a major driving force for the adoption of stereoscopic 3D moviemaking. Monsters vs. Aliens will be the first animated feature to bear the InTru 3D logo. As Intel and DreamWorks Animation complete the technology overhaul of the pipeline, DreamWorks Animation plans to produce virtually all of its upcoming features in both 2D and 3D versions.
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