Computer Graphics World 2009 06
Computer Graphics World 2009 06
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Features
COVER STORY
12
shapes reflect the artistic direction and story line for Disney/
Pixars Up, the first stereoscopic 3D film from Pixar.
12Geometric
By Barbara Robertson
Living Art
& Hues creates some lively effects for Night at the Museum: Battle
the Smithsonian, bringing art and artifacts to animated life.
22ofRhythm
26
By Barbara Robertson
22
32
Departments
Editors Note
Courting Controversy
Spotlight
Havoks Havok AI. Caustic Graphics CausticRT. Autodesks Flare and other
offerings. Allegorithmics Substance Air. News Outsourcing in the
gaming industry is on the rise.
Viewpoint
By Martin McEachern
A Bit of Difference
When it comes to imaging, is 10-bit that much better than 8-bit? A growing
of users think so, and are willing to pay the price to have it.
32number
By Alex Herrera
Elemental Effects
By Barbara Robertson
By Debra Kaufman
SEE IT IN
Back Products
ON THE COVER
Pixar set the bar high for CG animated feature films when
it released Toy Story in 1995. Fourteen years and nine films
later, the studio, in conjunction with Disney, once again has
carried computer animation to new heights with the spectacular film Up, this time releasing it in stereo 3D, pg. 12.
June 2009
GuestEditorsNote
Courting Controversy
mmediately upon its release, the graphic-novel styled video game MadWorld (see Its a
Mad, Mad, Mad, MadWorld, pg. 26) became a lightning rod for the outrage of media
watchdog groups the world over. John Beyer, director of the UK conservative specialinterest pressure group mediawatch-uk, was quick to vocalize his disgust over the games
content, even urging the BBFC (British Board of Film Classification) to deny the game a
rating, which would have effectively banned it from being sold. On March 10 of this year,
the day the game was released, the National Institute on Media and the Family issued a
press release lashing out at Nintendo for tarnishing the familyoriented image of the Wii by opening its doors to the violent
video game genre. (The game is played on the Wii platform.)
The games publisher, Sega, already buckling under pressure, announced late last summer that it would not release the game in
Germany, fearing a backlash from local media watchdog groups
and an ill-informed public there.
The game is, without question, graphically violent. Literally.
All the action centers on killing and dismembering, though it
is done in a black-and-white comic-book style, with red accent:
blood. The moral outrage, however, almost seems laughable con- Contributing editor
sidering the violence plays out with all the realism of a Wile E. Martin McEachern
Coyote cartoon. Nonetheless, these media watchdog groups, hyper-sensitized to game violence, are a threat to artists, their livelihood, and the artistic maturity of the medium, especially if developers and publishers concede to their wishes in fear
of stoking their ire. They have the power to foment public opinion, influence mainstream
media, and pressure ratings boards, such as the ESRB and the BBFC, to strip games of
their classifications, essentially crippling their marketability and distribution.
Even worse, with the economy fighting its way out of the recession, Bloomberg.com is
reporting that Activision Blizzard, the worlds most powerful publisher reportedly with
$3 billion in cash and no debt after the merger with Vivendi, is now looking to gobble up
smaller developers as cheaply as possible. This follows in the footsteps of another gaming
giant, EA, which has in recent years acquired Mythic Entertainment, Phenomic Game
Development, Hands-On Mobile, Digital Illusions CE, and Headgate Studios, while still
holding a 15 percent controlling interest in Ubisoft. With the industrys wealth and power
consolidating in the hands of a few gaming conglomerates, the opportunities for creativity
and innovation could only dwindle under these pressures. What could result is a gaming
industry that looks much like the film industry, where media conglomerates crank out
safe, generic, homogenized art, carefully assembled in a boardroom, where every creative
decision is driven by market demands and the need for maximum profitability. Needless to
say, anything that would threaten a market-friendly classification would be avoided.
We understand there are differences among the ethical sensibilities of each country,
says Atsushi Inaba, one of the four famed developers who founded Platinum Games, creator of MadWorld. However, we believe that adults are capable of distinguishing fantasy
from reality, and understanding that a game is a completely virtual experience. And only in
this virtual world are we given opportunities to do things that are not acceptable in the real
world. At the same time, adults have to communicate to their children that a game world is
totally different from the real world. The media and [these watchdog groups] have to think
about this. Yes, MadWorld is a violent action game, but the violence is not gratuitous; its
not like you can do anything you want to do. In fact, if you take the time to play to the end
of the game, the story line delivers a very strong anti-violence message, so we just want the
media to understand and report the contents of the game accurately.
Inaba remains vehement in justifying the games violence and protesting the media castigations of his art. Whether MadWorlds story delivers an anti-violence message or not is
continued on page 48
ultimately irrelevant to the majority of game artists. For centuries,
2
June
2009
August
2008
E D I TO R I A L
KAren moltenbrey
Chief editor
Contributing Editors
WIllIAm r. rIttWAGe
SA L E S
lIsA blACK
Kelly ryAn
PRODucTIOn
KeItH KnoPF
Production Director
Knopf bay Productions
[email protected] (818) 291-1158
mICHAel VIGGIAno
Art Director
CHrIs sAlCIDo
Account representative
LightWave 3D
The Foundry announced an upgrade version of its Nuke compositing software. Nuke 5.2 features new pre-comp tools that facilitate collaborative workflow, Python UI improvements, metadata
support, and the ability to register multiple Viewer Process
Gizmos for user-defined viewer LUT processing, including new
support for 3D LUTs and OpenGL GLSL shaders.
Additionally, Nuke 5.2 enables video monitor output through
Blackmagic and AJA Kona and Xena devices, and introduces
a RED R3D Redcode format reader that brings the full range
of picture information into a full 32-bit float-processing environment. Nuke 5.2 is priced at $3500.
Eyeon Software, maker of the Fusion compositing application, introduced its new SWAT certification program to
ensure that new and established VFX artists receive the
training and support they need to realize their full creative
potential.
With the new SoftWare Artist Training (SWAT) umbrella program, the company has expanded its international
network of trainers, colleges, online resources, and in-house
product support personnel to ensure that every Eyeon artist
is up-to-speed on the latest versions of Fusion, Generation,
Rotation, and Vision.
Eyeon will deploy trainers to assist new customers onsite to ensure that their artists are able to transition seamlessly to the new software. In addition, the SWAT umbrella
consolidates all the available training options for Eyeon
applications through Eyeons VFXPedia.com resource Web
site. Training partners on track to become SWAT-certified
include Class-on-Demand, cmiVFX, Digital Tutors, NADS,
NYU, Seneca College, Sheridan College, and others.
Innovation is no longer just about the technology; its
about knowledge of the tools, says Joanne Dicaire, director of business development and marketing at Eyeon.
Seasoned veterans dont want to feel like beginners when
they move to a new application. Shake artists, for example,
have done some of the best VFX work in the world, and
when they move to Fusion, we want them to produce work
that reflects their true abilities right away.
The SWAT program goes beyond the compositors work.
With Eyeons new Generation products, facilities now have
a means to visualize and manage their whole pipeline with a
degree of ease not previously available.
PRODUCT: COMPOSITING
PRODUCT: TRAINING
June 2009
Multibridge Pro
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PRODUCT: GAMING AI
NEWS: OUTSOURCING
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June 2009
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8
June 2009
By GerGely Vass
CG
o place an object in 3D space, its transformation properties need to be specified: position, scale, and orientation. The
first two attributes are easily definable by three numbers for
each. The meaning of the x, y, and z positions and scale parameters
are easy to understand, visualize, manipulate, and animate for artists. However, that is not the case for orientation.
Using an xyz triplet (three angular values) to manipulate an
objects orientation may become impossiblefor instance, during
some configurations of the three angles, such as gimbal lockand
lead to major problems when animating these values. Gimbal lock
is a phenomenon known for a long time, and it has caused severe problems long before computer graphics emerged. According
to NASA documents on the Apollo space program, pilots had to
keep a close eye on the Gimbal Lock warning light while maneuvering the spacecraft in order to avoid unwanted and dangerous
malfunctioning in the guidance and control systems.
The orientation, or angular position, of a rigid object has three
degrees of freedom. By holding a camera in our hands, for example, we can pan left and right, tilt it up and down, or roll it
without changing the point of interest. The most common and intuitive way to define these attributes is the use of Euler angles: The
orientation is represented by three consecutive rotations around
the main axes of a reference frame. However, the order of the rotational axes is something the industry has never agreed on, so
it is essential to supply this information if we transfer animation
data using Euler angles. Each major 3D application has a way to
change the order of rotations.
Using three gimbals, it is possible to construct a physical device,
a gimbal system, based on the principle of Euler angles. A gimbal
A former Maya TD and instructor, Gergely Vass
eventually moved to the Image Science Team of
Autodesk Media and Entertainment. Currently
he is developing advanced postproduction tools
for Colorfront in Hungary, one of Europes leading DI and post facilities. Vass can be reached
at [email protected].
10
June 2009
Astronauts, like animators, try to avoid gimbal lock. Shown here is the
Apollo 15 control panel with the eight ball indicating the gimbal-lock
danger zone with red.
The outer ring can represent the tilt, the middle ring the pan, and
the innermost ring the roll. However, most of the publications on
Euler angles refer to the three attributes as yaw, pitch, and roll, as
used in aerospace applications.
Having full control over the three degrees of freedom, one could
conclude that Euler angles (or gimbal systems, in general) are the
perfect way to describe orientation. Unfortunately, there are configurations wherein we lose one degree of freedom: the gimbal
lock. In this state, one of the gimbal rings is rotated such that it
aligns perfectly with another. In this situation, the entire range of
rotations is unreachable, and we may need to first re-orient the
locked gimbal in order to rotate the ring arbitrarily. If the angles
are near the gimbal-lock state, the gimbal system becomes unstable, as even small rotations (or round-off errors of the numerical
representation) may yield unexpected results.
Viewpoint
n n n n
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)
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n
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d
e
l
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e
s
l
Gimbal Lock in CG
Computer animators controlling characters body parts or any kind of object using only three angular values should try to
avoid gimbal lock. Investigate your setup
before you start to animate, and change the
order of the axes so the middle axis is the
least one used. If all three degrees of freedom are needed, hierarchical transformations (parenting an additional node) may
help. If readability and human interaction are not important, such as under the
hood of game engines, then quaternions
and rotational matrices are used instead of
Euler angles. Quaternions are four-dimensional representations, ideal for computing
smooth transitions between poses. While
gimbal lock never happens when using
quaternions, they are hard to read and conceptualize. In spite of all the issues of lock-
A three-gimbal system is analogous to the Euler angles. In the above left image, all the axes are at
their default positions. If the middle (red) gimbal is rotated 90 degrees, as seen in the above right
image, the blue and the green axes become aligned, losing one degree of freedom.
11
Character ModelingAnimation
12
June 2009
Character ModelingAnimation
The personalities
of Dug, Russell, and Carl
show on their animated faces
as they hang onto Carls balloonpowered house, while Kevin the
bird catches an unruffled ride
on the roof.
June 2009
13
Character ModelingAnimation
Russells multiple layers of clothing and Carls thick jacket and boxy trousers created unique
problems for the cloth-simulation team to solve. At first, character developers tried making Carls
hair thick, but it was too distracting.
started in 2004. When the Ratatouille production pulled Peterson off the Up project
for a while, Docter brought in Thomas
McCarthy, writer and director for The Station Agent, who took notes for six to eight
months, as Rivera puts it.
14
June 2009
Simplexity
As Docter, Peterson, and del Carmen
worked to refine the story, production design began developing the visual language.
The story is about a house pulled by balloons floating in the sky, Docter says. We
needed to create a world where that was
possible. The story pushed us to a level of
stylization wed never done before.
Ricky Nierva, the production designer,
named the resulting look simplexity.
This is a movie about age, about the authenticity of life, Nierva says. Our big
challenge was not to make it too photoreal. Otherwise, why not make it live
action? On the other hand, if you
pull too much detail away, it looks
like cheap CG. So we looked for
the sweet spots for characters, environments, and details.
For design inspiration, the
character and production designers
chose the work of Mary Blair, a Disney artist who developed the color
and style for Cinderella, Alice in
Wonderland, and Peter Pan,
Character ModelingAnimation
Carl and Russell travel in Carls balloon-powered house through skies filled with
clouds in approximately 150 shotsfluffy, white clouds and dark, stormy clouds.
The clouds are volumetric, constructed from spheres using a system developed
by TD Alexis Angelidis. In the entire film, 400,000 different spheres create the
clouds; the storm alone uses 85,000.
Alexis can place a sphere, maybe even as large as a football field, explains
Gary Bruins, effects supervisor, and then run a script that breaks it into a fractal
distribution of spheres with different radiuses. The scripts helped with general
modeling, but Alexis built the clouds by mostly adding sphere onto sphere.
The various-sized large spheres described the overall cloud shape; the smaller
spheres added detail.
Each cloud model had two shader versions, one for the surface and another
for the interior. The interior allowed object mattingthe house, for instancebut
no camera motion blur. The surface supported camera motion blur but didnt
allow embedded objects. We had a switch that we could flip on a per-shot
basis, Bruins says.
To scatter light within the clouds, TD John Pottebaum created a 3D density
map. In addition to lighting artists using their tools and Johns 3D density map,
Alexis replicated, in the shader, the lighting response of water droplets in the
cloud, Bruins explains. And, his volumetric caching system was a huge help in
optimizing rendering. Barbara Robertson
n n n n
you look closely, you see that the soot is actually brush strokes made with a dry brush,
as are the bark on the trees and the dirt on
Russells face. Youll see this style everywhere
in the movie, May says. We used a variety
of procedural and paint components in the
shaders, but generally we had a painted brush
stroke in a paint pass with every shader.
In addition to Carl, Ellie, Russell, and
Charles Muntz, the main characters include
a 13-foot-tall bird that emerges from the
jungle after the balloon-driven house lands
on a tabletop mountain in Venezuela. Russell names the bird Kevin, but the dog that
also pops out from the brilliant jungle
names himself: Dug wears a collar that
translates his thoughts into words. Suddenly, Carl now has two family members
circling him. Kevin is colorful and silly,
with a round body and long neck, and
Dug is an enthusiastic, overweight golden
retriever/lab mix that loves everyone. Carls
a tough old cookie. It takes more than one
buddy to bring him back to life.
For the characters, modelers working in
Autodesks Maya adopted a less is more
philosophy. Carl is three heads tall with
stocky arms and legs. Russell is a little egg.
Dug has a big, round nose. We removed
anything extra, May says. The characters
dont have ear holes or nostrils, for example, not even Dug.
It was character supervisor Thomas Jordans team of approximately 30 people who
had first turned the concept art, maquettes,
and expression sculpts for characters into
3D models that could move and that met
the design goals. Each of the main characters had its own unique problems to solve.
It was more of a challenge than usual to
finalize these characters, Jordan says. No
one can tell you what simplexity means. We
had to find it. The sketches and maquettes
didnt work in 3D once we started animating them.
Animators gave the riggers drawings of
expressions they wanted to hit, and the
riggers, working in Pixars proprietary softJune 2009
15
n n n n
Character ModelingAnimation
Beautiful Balloons
The effects departments role was to create the believable elements that connect
the audience to the stylized world. By animating the balloons in a realistic way,
the audience more easily believes the house could float, maintains Steve May,
supervising TD. When they buy that concept, they believe Carl is going someplace. And, when Russell shows up on his front porch, they believe he really is
in peril. Our primary goal is to help tell the story. Our secondary goal is to make
something beautiful.
At first, knowing it would be difficult to run a rigid-body simulation on 10,000
balloons, Pixar tried to float the balloons procedurally within a modeled canopy.
They had no notion of each other, though, says Gary Bruins, effects supervisor.
And, they intersected all over the place. It didnt look
good. TD John Reisch did tests using rigid-body
dynamics with Open Dynamics Engine (ODE)
through Autodesks Maya that produced the
believable motion they wanted, but the system was able to simulate only 500 balloons.
When Eric Froemling split ODE away from
Maya, though, and created an improved,
stand-alone version that ran in Pixars pipeline,
they upped the number. Considerably.
With ODE installed in Pixars pipeline, Reisch
created a system in Maya that generated the initial
state of the balloon simulation, then moved that state to
ODE as a stand-alone without using data communication.
Releasing it from communicating with Maya released the bottleneck, says Bruins. We could do 50,000 balloons, but because
they werent intersecting, we needed only 10,000 to fill the canopy.
The canopy provided artistic control for the overall shape of the
grouping. The simulation can push the balloons out of that shape,
but when the rigid-body sim was in its rest position, it had the same
topology as the canopy, Bruins explains. Thus, to maintain the art-directed shape,
the team decided to move the strings that tied each balloon to Carls chimney in
a separate simulation.
The strings are more complicated than the balloons because getting them
to bend and conform around the balloons requires more control points, Bruins
says. If all the strings had to avoid the balloons along their paths, they would
become tangled and twisted.
So, in the first pass, the crew simulated the balloons with strings that didnt
know about other balloons. Then, they brought that simulation in as baked data
and simulated only the strings. We thought about reducing the number of
strings, but as it turned out, we didnt have to, Bruins says. The strings collide and interact with surrounding balloons, but they dont influence the behavior
of the balloons. For close-up shots, though, they would simulate balloons and
strings together, and hand dress the hero balloons. Barbara Robertson
16
June 2009
Character ModelingAnimation
Special shaders accented the ability of lighters to change host Charles Muntzs expression from
kindly to sinister.
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top, a neckerchief on top of that, his backpack straps, and the backpack itself with
between 20 and 30 Wilderness Explorer
gadgets hanging from it, all animating independently. For cloth, we have a two-stage
process, May says. Animators perform
the character without clothing, and then
simulation does the clothing after theyre
done. But the backpack is a rigid-body
simulation that runs nearly in real time.
As the animators put Russell through his
poses, they could see the backpack and all
its parts moving, and because the software
converts the dynamic movement into keyframe data, they could change the simulated movement.
This is the most complex clothing
weve ever done, says May. And then,
we attach these two complicated
characters, Carl and Russell,
by a hose and a rope to each
other and to a house thats
attached to 10,000 balloons.
The animation rig is amazingly complex. Depending
on how hard Carl pulls on the
hose, it might move the house,
the wind might push the balloons,
and Russell is pulling, too.
This is the situation: Carl has wound the
hose attached to the house, floating above,
around his shoulders. Hes tied a rope from
Russells backpack to a knot on the hose.
June 2009
17
Carl tied a rope from Russell to a hose hes using to pull the floating house. Creating the final image
at top required water simulation (above, far left), character animation with rigid-body simulation
for Russells pack and a sophisticated rig for the tether (above, second from left), cloth simulation
(above, second from right), and shading and lighting (above, far right.)
Iridescent Kevin
Kevin, the bird, needed to be a character
Eight-year-old Russell, a Wilderness Explorer who inadnever seen before and dramatic enough to
vertently stows away on Carls adventure, takes Ellies place as
give Muntz, the pilot who was Carl and
a circle in Carls life. Russell rolls joyfully through life, excited, constantly
Ellies hero from the newsreel footage,
circling around. He looks like a little egg with stubby arms and legs and no
a reason to spend 50 years looking
neck, and he wears a backpack loaded with Wilderness
for her. She was the hardest charExplorer camping gear, a neckerchief, and a sash
acter because we walked the fine
covered with Wilderness Explorer buttons.
line between too unreal and too
The technical challenges for Russell were in
cartoony, Jordan says. Pete
creating facial features and expressions that
said that when the audience
looked appropriate on his smooth, young,
first sees her, he wanted her
oval face, and in simulating all his layers
to look like shes made of gold
of clothing and gadgets.
when the sun hits her, but that
June 2009
Character ModelingAnimation
For animation inspiration, the studio brought an ostrich to the campus, and the animators took
pictures as it walked around outside, but
they werent bound by the real birds physical limitations. Kevin is a made-up creature, and probably the character we had the
most liberty with, says Clark. Russell uses
her like a pogo stick. Pete always said that if
you could hear the sound her brain made, it
would be like a dial tone.
For Kevins feathers, the technical direc-
Net Knots
In one sequence during the film, a character gets caught in
a bolo net. To create that net, rather than using a sheet of
cloth with a texture or geometry attached, TD Eric Froemling drew on the same rigid-body simulation system used to
float the 10,000 balloons carrying Carls house.
I had first played with this idea on a promo spot for Cars,
says Gary Bruins, effects supervisor. Theres a shot where
Mater runs into a velvet rope, and I tried connecting spheres
to approximate the rope. I talked to Eric about the idea, and
he gave it a shot.
Heres how it worked. Eric strung together a series of
spheresrigid bodieslike a string of beads hanging in a
doorway, Bruins says. With enough spheres, we could approximate the behavior of a rope. He made a net by knotting
June 2009
19
Character ModelingAnimation
Deep Emotions
20
June 2009
CGW :808_p
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Page 1
CGLive Action
June 2009
a crew of approximately 300 in its Los Angeles and Mumbai and Hyderabad, India,
studios created an animated octopus, the
Einstein bobbleheads, various sculptures,
airplanes, falcon heads for the Horus, a
squirrel, and digital doubles. CafeFX concentrated on bringing paintings to life.
Co-visual effects supervisor Raymond
Chen, along with Dan Deleeuw, led
R&Hs work on the 535 shots. The fun of
this project was that we had different kinds
of work. It wasnt like having an orange
cat for 500 shots, says Chen. We had a
furry creature but also hard surfaces, metal,
marble, and octopus flesha lot of different problems to solve.
The octopus was the most difficult character, the bobbleheads the most fun. At
Rhythm & Hues, artists model with Autodesks Maya, and for displacement, they
use Pixologics ZBrush and Autodesks Mudbox. For most other tasks along the pipeline,
the crew uses the studios proprietary tools.
To handle the eight octopus tentacles,
which were like limbs without bones, character riggers created a system that included
procedural animation. The director wanted
something anthropomorphic and not too
cartoony, Chen says. The rig had splines
controlled with lots of knobs, automated volume preservation so that if you extended a
tentacle, it would get thinner as it stretched,
and methods that helped the tentacles
and suckers slide over each other.
A
r
s
At left, actor Ben Stiller tosses water from a Turner painting animated by CafeFX onto an octopus
created and animated by Rhythm & Hues, while Amy Adams looks on. At right, a special rig helped
the crew at Rhythm & Hues lock CG falcon heads onto stunt actors shoulders to create the Horus.
23
n n n n
CGLive Action
June 2009
CafeFX brought several paintings in the National Gallery to life, including this seascape by JMW Turner,
using tools from RE:Vision Effects enhanced with additional features and techniques whose origins
trace back to the optical-flow particle-manipulation technology used for What Dreams May Come.
26
Gaming
June 2009
Gaming
the-back point of view. What isnt traditional is the gameplay. Inaba and his team tailored the action, the story, and
Jacks fighting repertoire to remain true to
the physicality of the Wii platform, focusing the gameplay around close-combat, meleetype weapons, and fighting styles, rather than the
more common aiming and firing.
We didnt use the infrared pointer. We
didnt want a game where the player had to carefully point and click, says Inaba. To that end, players
control Jack with the Wii Remote and Nunchuk, using his
hands or whatever object is at hand, including street signs,
garbage cans, and telephone polesto impale, dismember, and so forthfoes in ways befitting the most extreme
Itchy & Scratchy cartoon.
Aesthetic Violence
The game, however, is not just
about killing. Beneath the absurd violence lurks a story
line that is deceptively labyrinthine and full of surprises.
Nishikawa says MadWorlds
development was guided by
two creative objectives. The
first was to create a stark, illustrative, black-and-white graphicJune 2009
27
n n n n
Gaming
MadWorld uses a black-and-white aesthetic in which the games stylized violence plays out. While
visually different, the look challenged the artists in maintaining visual clarity, particularly with the
sweeping camera moves amid detailed imagery.
June 2009
Death Watch
As outlandish as the violence is, it is motivated by an intriguing story line that corkscrews though a roller-coaster ride of twist
and turns. In the games back story, terrorists, called The Organizers, have besieged
the fictional Varrigan City, cutting off the
island transportation and communications
links to the rest of world. After releasing a
virus upon the population, The Organizers announce that any person who kills
another will be inoculated with a vaccine,
thus turning the city into the stage for the
twisted game show Death Watch, complete
with color commentators Howard Buckshot Holmes and Kreese Kreeley calling
all the action.
As soon as Jack enters the game with
the help of a sponsor named Agent XIII,
The Organizersled by the mysterious
Noarealize that Jacks mission is not
merely to win, but to expose the secrets of
Death Watch and bring down the nefarious cabal of high-powered politicians and
Gaming
Visual Restraint
As awe-inspiring as the graphics may be,
the visual presentation increased the challenge of maintaining visual clarity. In early
stages of the game, disorientation would
set in quickly, especially with the sweeping camera movements, which often led
players grasping at thin air rather than the
golf club or signpost in their midst. In
these early builds, says Inaba, the blackand-white graphics led to considerable
eyestrain. The key to solving the problem
was to control the on-screen movement
and fine-tune the texture maps into subtle
gradations of black and white. This eventually alleviated the eyestrain. Thankfully, we
never had to alter the gameplay or shorten
the time limit on the levels to combat the
problem.
Despite the monochromatic color
scheme, which could potentially flatten out
the images, the industrial and urban environments are sculpted three-dimensionally with complex lighting effects. From
the building-lined streets to the industrial
control over the visibility of the environment and the balance of black and white.
They also tried very hard to implement
real-time reflection mapping, but in the
end, couldnt find any way to stylize it to fit
with their comic-book sensibility. So, we
ditched it, says Yamanaka.
When Jack walks into a well-lit area, his
face blanches with sudden illumination;
entering the darkness, his face blackens as
stark-white highlighting lines accentuate
his chiselled features. To apply the blackand-white art style to Jack Caymen, we created two types of black-and-white textures:
one for well-lit areas, and another for dark
ones, says Yamanaka. Both were created in
Autodesks Softimage.
In fact, the entire project, from modeling to effects animation, was helmed in
Softimage, and driven by a custom game
engine rather than the popular Unreal Engine 3 from Epic. All the environments and
characters are rendered with simple blackand-white shaders. However, one of the
biggest challenges involved maintaining the
n n n n
Even though the game has a comic-book style, the imagery is three-dimensional and contains
complex lighting effects. Normal maps gave the artists more control over the visibility of the backgrounds and helped them balance the use of black and white.
endlessly until we ran out of time, Yamanaka adds. If we had any more time,
Id still be adjusting them!
Using Softimage, modelers created the
main characters and the end-of-level bosses
using approximately 2000 to 5000 polygons, limiting characters of lesser importance
to around 1500. For much of the writhing,
wriggling, and detaching of body parts, the
team used Havok IK, which was also employed for the hard-body destruction. To
handle more extreme effects, such as bodies
June 2009
29
n n n n
Gaming
All the environments and characters are rendered with simple black-and-white textures, while the
effects, such as smoke and explosions, required a post filter in Softimage.
Effects in Red
Polo with chain saws is how Jack describes the game he finds himself part of.
30
June 2009
Gaming
characters mesh. By using the vertex information of the characters mesh, however,
the vertices of the blood mesh will be the
same as the characters, which means the
Z-scores are exactly the same, eliminating
any intersection between the two surfaces,
explains Tarukado.
To ensure that the lighting remained consistent with the visual style, Tarukado and
his fellow programmers additionally created
a system by which the artists could quickly
adjust the grayscale gradation on the particles, meshes, and other lighting effects. They
also added blooming effects to enhance the
fireworks and other electrical effects.
Maintaining Control
The games control scheme is a combination of button mashing and wild flourishes
of the Nunchuck that often can send the
camera reeling around the on-screen action. To combat the unruly and disorient-
ing camera, the team included a reset camera feature so players could reset the view
behind Jack. According to Tarukado, the
developer had to keep the players camera
controls simple for two reasons. The first
reason was to help the player maintain the
breakneck pace of the games playability.
The second was the limited numbers of
buttons on the Wii compared to other
platforms. We choose to give the player
control over camera reset functions only after theyve performed an attack maneuver,
rather than completely devolve control to
the player throughout the game, he adds.
The broad, exaggerated, almost Looney Tunes-esque style of animation nearly
precluded the use of ragdoll physics for
the NPCs. Because Jack has so many attack variations and can be almost infinitely
creative in his kills, we had to be equally
creative in crafting the enemys reactions
to the trauma. We spent a lot of time, in
n n n n
June 2009
31
32
June 2009
n n n n
Open Standards
Medical imaging may have been the
cornerstone for 10-bit display precision,
June 2009
33
n n n n
34
June 2009
10-Bit Appeal
All the appeal of recent improvements in
10-bit quality, cost, and interoperability
wont be limited to new markets, as existing ones will reap the same benefits. Consider the potential impact of DisplayPort in
studios, for example. Offered a less-costly,
broad-based alternative to 10-bit SDI, more
customers should be able to justify further
deployment of 10-bit capable systems.
And with the scope of medical imaging
continuing to expand through the spread
of picture archiving and communication
systems (PACS), IT buyers will certainly
be pleased to find their choices wider and
their prices lower, opening opportunities to improve the existing infrastructure.
Hospitals wont necessarily equip twice as
many reading rooms if solution costs are
cut in half, but any dollars saved would
go to good use: to upgrade existing reading stations with multiple high-resolution
displays, thereby allowing more effective
side-by-side analysis, or to extend PACS
and 10-bit display into other corners of the
hospital, including operating rooms.
Beyond hospital borders, a wider range
of economical, 10-bit digital imaging solutions will mean that more will find their
way into a physicians individual or group
Real-Time Rendering
Keep in mind that 10-bit precision (and
full 30-bit color) is just one of many features afforded by todays professional
GPUs. Select Nvidias Quadro FX or
AMDs ATI FirePro, for example, and you
not only get the full 30-bit color precision
(with 10-bit grayscale, to boot), but a highperformance, full-featured, programmable
3D GPUand everything that goes along
with it. Such solutions offer capabilities
that extend not only beyond 10-bit precision, but even beyond conventional, polygonal 3D rendering.
Consider simple 2D pan and zoom,
seemingly trivial graphics operations in this
age of elaborate 3D special effects and immersive gameplay. With scan resolutions today reaching 2k x 2k (and beyond), reading
medical images without fast, hardware-accelerated pan and zoom can waste a lot of valuable time in the reading room. Yet, many of
the proprietary solutions historically offered
to medical applications have lacked even this
most basic of hardware features.
With todays professional GPUs, highspeed 2D zoom and pan come free and
fast, trivial cases of the more complex nonaffine perspective transformations com-
n n n n
35
n n n n
Next Step
While the technology is not for everyone,
it is a natural step for demanding professionals. Yet, 10-bit display precision isnt in
the foreseeable future for most mainstream
applications. After all, 8-bit-per-channel
color is pervasive, cheap, and entrenched,
and the eyes ability to discern shades isnt
getting better. So, theres little doubt that
moving from 8-bit to 10-bit in fact offers
diminishing returns.
But for applications that cant compromise on image quality, any return is valuable, diminishing or not. With historical
stumbling blocks withering away, 10-bit
technology has moved beyond the radiologists digital light box and into higherprofile spaces, like digital content creation
and visualization.
Costs are down, and choices and compatibility are up. Presented with improved
technologies, engineered into a wider range
of affordable, interoperable hardware, more
professionals in more spaces will soon be
sampling the benefits of 10-bit precision. n
Alex Herrera is a senior analyst with Jon Peddie Research
and author of the JPR Workstation Report series reference guide for navigating the markets and technologies
for todays workstations and professional graphics solutions. He can be reached at [email protected].
June 2009
37
Digital SetsVFX
38
June 2009
By Barbara Robertson
Digital SetsVFX
n n n n
houses to work on the film, the same stu- like it, Bickerton notes. They like it low
dios he had worked with on The Da Vinci res and rough for cutting because they have
Code: Double Negative, CIS-Vancouver, somewhere to go, and because they can say
the Moving Picture Company (MPC), and its a work in progress when they show it
the Senate. After seeing Cloverfield partic- to the studio. But what these temps do is
ularly, we decided dNeg was the best op- give them a picture of what Tom Hanks
tion for our big explosion sequence, Bick- is standing in front of, which affects the
erton says. Once we had chosen them as dynamic of the shot and lets them cut for
our primary company, we based ourselves picture content.
in London.
Double Negative
also created the exteriors of St. Peters Basilica and St. Peters
Square, the crowds
that fill the square,
a CG helicopter,
daytime establishing
shots, and exteriors
for the funeral shots.
CIS-Vancouver built
CIS-Vancouver extended the set for Santa Maria della Vittoria here and
the basilica interior,
in the image on the previous page, and composited fire into the image
the fire sequence,
above using photographed elements and CG fire.
and the interior of
Santa Maria della Vittoria and Santa Maria Cataclysmic Effects
del Popolo. MPC worked on shots in Piazza At Double Negative, Ryan Cook led the
Navona, inside CERN, and the antimatter visual effects team, which created approxisequences. And, the Senate handled shots mately 200 shots and graded another 70.
for the Pantheon and inside an underground They had the biggest environment and
the biggest workload, Bickerton says. To
Vatican vault.
In addition to the four post houses, build St. Peters Square in the Vatican for
Bickerton worked during production with that sequence, dNeg modelers working in
compositor Duncan Kinnaird. Wed send Autodesks Maya and Pixologics ZBrush
him shots from LA, and hed comp them created the 284 columns in Berninis monuovernight with (Adobe) After Effects, using mental colonnade topped with 140 statues
backgrounds we shot or temporary stills, of saints that encircle the huge, elliptical piazza, two fountains, the 83-foot-tall obelisk,
Bickerton says.
Even though Kinnaird used 2D stills for the statues of St. Peter and St. Paul, and the
the composites rather than the 3D back- exterior of St. Peters Basilica. (CIS-Vancougrounds the effects houses would eventual- ver built the basilica interiors.) In the film,
ly create, Bickerton found them useful. It thousands of people swarm into St. Peters
was the first chance to see how the sequence Square to wait for the white smoke that anworked and get responses from Ron [How- nounces the election of a new pope.
We photo-modeled what we could from
ard], he explains. And the rough composour photographs using dnPhotofit, our
ites were perfect for Howard.
We were quite a low-tech cutting room, photogrammetric software, and we relied
cutting at NTSC resolution in the Avid on tourist photographs and aerial surveys,
because thats the way Ron and the editors says Jack. For textures, we have software
June 2009
39
n n n n
Digital SetsVFX
originally built for Batman that automatically stitches the bracketed exposures and
tiles that we shot with long lenses into panoramas. When we didnt have enough detail
for the baroque architecture and statues, we
relied on our texture painters and sculptors.
The bigger problem was lighting the
square for day and night. At night, lights
point up to the top of the colonnade, floodlights point down, and numerous lights illuminate the basilica faade. It was the most
complex lighting weve done, says Jack.
DNeg uses Pixars RenderMan, and to
help optimize the shadow generation for
the hundreds of light sources, the team rendered multiple passes using RenderMans
point-cloud occlusion. We rendered the
floor, the colonnade, and the basilica into
different point clouds, Cook explains.
And then to calculate the ambient occlusion and color bleeding, we combined
all the point clouds into one using a little
command-line tool that read in the multiple passes after we baked them. So, if the
lights had to change in one area, we needed
to re-calculate only that layer.
40
June 2009
To create the crowds in the square, the Shake, Cook says. Our fluid solver allows
team applied two techniques. Particle-based you to compress or expand, so we could suck
sprites created with Maya and RenderMan the explosion back to a point.
put extras, shot on a greenscreen stage,
into the background. Artists placed these Path of Illumination
sprite-based crowds by painting areas on Except at the very beginning, the entire
the ground plane. When people needed to movie takes place one night in Rome, with
move in particular waysespecially when Langdon trying to deduce where the Ilthe shock wave from the explosions hits luminati would execute four kidnapped
the crowdthe crew used a solution built cardinals, one after another. Each locaaround Side Effects Houdinis particle sys- tion represented a primordial element, and
CIS-Vancouver helped create the interiors
tem and its channel operators (CHOPs).
Every particle has a metaball associ- of two: The Chigi Chapel in the church of
ated with it, Cook says. They move based Santa Maria del Popolo, where Langdon
mainly on how crowded the area is around arrived too late to save a cardinal branded
a particle; the system can find the nearest with an Earth symbol from death, and the
particle and plot a course to avoid other church of Santa Maria della Vittoria, where
particles. Because the system knows
the position of all the particles, it
works out, based on velocity, how
to blend motions and trigger actions. It matches the size of a step to
the distance traveled, and blends between walk speeds. Motion capture
provided the animation clips, and a
RenderMan skinning tool provided
bodies for people.
The explosion is a combination
The cataclysmic and climactic explosion starts with
pyro footage, changes to a fluid-dynamics simulation
of practical effects and a fluid-dythat contracts to a point and then, still using fluid
namics simulation created at dNeg.
dynamics, expands back out.
We wanted a believable explosion
in a style that echoes things people have he arrived too late to save another cardiseen, but something that no one has ever nal from immolation. Actors were filmed
seen before, Bickerton says.
inside detailed sets for both these church
At first, the dNeg team created nuclear scenes. CIS extended the sets and created
explosions using Squirt, the studios in- the fire that burned the second cardinal,
house fluid-dynamics solver, but Howard using a mix of practical and CG elements.
felt that was too cataclysmic. We changed The majority of CISs work, though, cengears to develop something more astro- tered on the enormous St. Peters Basilica.
nomical and bathed in light, Jack says.
CIS used NewTeks LightWave to exThe resulting explosion starts with pyro tend the Santa Maria del Popolo set, but
footage, then becomes a fluid-dynamics built everything else, including St. Peters,
simulation that contracts to a point and with Maya. They rendered the models with
expands back out.
Mental Images Mental Ray, and composTo do the final effect, we used a combi- ited the shots with Shake. Visual effects sunation of fluids rendered in our volume ren- pervisor Mark Breakspear led that studios
derer, procedural effects, and matte-painting work, as he had for The Da Vinci Code.
elements, all composited together in (Apples)
To prepare for the studios work, Break-
Digital SetsVFX
spear and his team took nearly 10,000 photos in Rome using Canon EOS 22-megapixel cameras equipped with 8g Flash cards.
We used those to build our CG models,
he says. They became the basis for previs,
and we improved and improved them until
we could use them in the movie.
The previs helped Howard with pacing, and DP Salvatore Totino with framing for shots in the huge expanse. On set
the filmmakers had surrounded a replica of
the base of Berninis baldacchino, the 90foot-tall bronze canopy located beneath
St. Peters dome, and a section of the floor
with greenscreen. CIS built the rest of the
baldacchino, the 138-foot-diameter dome
(which rises 452 feet above the street), and
the entire 694-foot-long interior in CG.
The building, designed in large part by
Michelangelo, covers 5.7 acres.
The previs renders were primitive, of
course, says Karen Ansel, CG supervisor. But, our model duplicated the entire
length, so it helped Sal [Totino] know what
n n n n
41
Broadcast
Aside from unique characters, which were created in CG, The Middleman contained a number of
scenes that called for actors to be filmed on greenscreen.
Grillo-Marxuach, who was The Middlemans show-runner and executive producer/writer, created the concept while
he was working as a writer on the
television series Charmed. He turned it
into a graphic novel (in July 2005) that
acquired a cult status among fans,
explains Lebed. Through ABC Family
Channel, he was able to realize it into a TV
series, albeit one that was short lived.
Charmed producer John Pare acted as
a middleman of sorts between Mechnology and Grillo-Marxuach. Our first show
was Charmed, and because of that [work],
we incorporated the company about four
years ago, says Lebed, who has worked as
a model builder and digital VFX creator
for Image G, Digital Magic, and Encore.
When The Middleman came up, [Pare]
called me and asked if I was available, and
he got us involved.
June 2009
Mech Tools
Comic books and graphic novels are full of
visual effectsas is evident from the spate
of comic-book properties that have been
transformed into popular feature-film fodder. And despite its debut on the small
screen versus the silver screen, The Middleman was no exception. Although several
of the 12 episodes had 30 to 40 visual effectsa standard number for a show like
this onethere were a couple of episodes
that reached 80 visual effects.
With this show, we were limited by
budget and time constraints in terms of
Broadcast
n n n n
The scene depicted above was filmed at a power plant. Left shows the film plate, while right
contains a 3D monorail composited at the top of the shot, added by Mechnology.
Adding Effects
For Lebed and Potter, each episode began
by perusing the script. The fun part was
breaking down the script and figuring out
how to create the VFX, says Lebed. They
knew how to challenge us. We had five
days or less to turn around each episode. It
was a wonderful experience. Grillo-Marxuach, who is knowledgeable about the
canon of sci-fi movies and TV, paid homage to the genre in each episode to a scene
or themesmall inside jokes for TV-savvy
geeks and sci-fi fans who watch the show.
For example, We got to create a 1950sstyle flying saucer, says Potter. They shot
it out at Vasquez Rocks (near Los Angeles),
where Star Trek and The Twilight Zone has
filmed. Theres a specific rock formation
that you see in every sci-fi show, and, of
course, thats where our CG saucer lands.
The CG door opened, and the aliens
walked out on a little plywood ramp that
we later turned into a ramp that came out
of the saucer.
Another action-packed scene had Wendy
ejected from a jet in midair. They shot
Wendy greenscreen in an ejector seat, and
we created the 3D jet that left the frame as
she is being ejected, Potter continues. That
was homage to Bruce Willis Die Hard.
Any superhero has his or her supertoys,
and The Middleman was no exception.
He has guns, his secret office, his Middle-
43
n n n n
Broadcast
smaller-budget TV shows, like The Middleman, can feature digital creatures galore.
We had a terra-cotta warrior who came to
life when a terra-cotta roof broke and the
pieces formed into the warrior, who then
transitioned into a live actor, explains
Lebed, who says the effect was created with
Autodesk 3ds Maxs Particle Flow.
That was challenging mainly because all
the pieces had to swim around in a way that
allowed us to control them and tweak them
to suit the needs of production, Lebed says.
Once they formed into the warrior, there
was a moment where the digital warrior
opened his arms and struck a pose.
Another CG character was the toothed
Peruvian flying pike, a fish with wings that
chased after the protagonists. The original
idea was to use a practical fish. An effects company built a fish puppet, with the idea that a
puppeteer would move the fish throughout
the scene and Mechnology would paint out
the stick. It didnt quite work out the way
they wanted, says Lebed. We had already
done a couple of CG shots of the fish, and
we ended up doing nearly all the shots. Only
one shot ended up being the puppet.
According to Lebed, the challenge was to
get the CG fish to match the environment.
One shot had the fish under a shade tree
with mottled lighting, he explains. We
shot a lot of lighting reference on set and
spent a lot of time with lighting and shaders so it had the same reflective and translucent qualities of the puppet.
Ida, the cranky librarian, is played by actress Mary Pat Gleason, but according to the
story, is supposed to be an android, leaving
44
June 2009
Working on a tight TV schedule, Mechnology had to analyze the shots and come up with the most
effective solutions to make them work. Sometimes that meant using a prop augmented with CG.
Its a Wrap
At the end of the 12 episodes, says Zavada, the crew worked on 2.2tb of data,
for a total of 33 minutes of visual effects.
But it wasnt the quantity of the effects that
proved to be the biggest challenge. It was
the schedule.
In any episode, we had a 10-day turnaround, so the challenge was to build a
concept that we could execute in those 10
days and that, obviously, the production
company, show-runners, and network all
Careers
45
n n n n
Careers
That is what will inspire you to create extremely good work and to keep growing as
an artist, Gladstone notes.
According to Coleman, the great Disney
animators figured out a long time ago that
acting and storytelling were the most important parts of animation. Weve kind of
lost touch with that and have a generation
of animators who went right into learning computer technology and never really
learned the fundamental principles of animation that are so well spelled out in Disney Animation: The Illusion of Life, a character animation book by two of Disneys
Nine Old Men.
Gladstone agrees. There is a bit of a production mentality in schools and studios,
where they are churning out people who
are technically proficient, but not artistically proficient, and that is limiting to both
the individual and the art form itself.
At ILM, Coleman would pull the animators away from their computers to act
As artists, we need to find something positive to connect with and keep us passionate
about the project, he adds.
Indeed, not every project will be the
next blockbuster feature film. However,
even when a project may be less exciting,
it can be a positive experience if you learn
something from it. Nevertheless, Gladstone warns that it is important to trust
your judgment when accepting work. If a
project goes against your personal integrity,
its important to turn it down, he advises.
As a storyteller, its important to remember that people will see what you create and
be influenced by it, Gladstone continues.
If its in poor taste, or will communicate
something you dont agree with, dont do
it. As an artist, its important to feel good
about the work you do. n
Kris Larson writes for AnimationMentor.com, an online
education and mentorship program focused on character
animation.
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In Studio 5
Toon Boom Animation has released Studio
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designed to enable users to master all
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Massive Software has unveiled Massive
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life safety, life sciences, pedestrian planning, transportation
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consumer behavior research.
Massive Insight employs Artificial Life technology, which draws from
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simulation methodologies. Its artificial
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natural senses, such as vision and hearing, to accurately simulate real-world
behavior. The software can be used to
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F O R C R E A T I V E S,
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June 2009
47
Courting Controversy
continued from page 2
violence and conflict have been the
cornerstones of dramatic art, as much as art has been a harmless outlet for violent tendencies. If we were to ban MadWorld,
making it a scapegoat for violent adolescent behavior or inept
parenting, wed have to ban Shakespeares Titus Andronicus,
John Miltons Paradise Lost, Frank Millers Sin City, and nearly
Stephen Kings entire canon of work.
To deny adults or, more importantly, kids that outlet would
be to assume theyre incapable of differentiating fantasy from
reality. A wise seventh-grade teacher once told me, you cant
lock children up in the castle tower; you have to send them out
into the world with a suit of armor. Indeed, with a good suit
of armor, they should have no problem enjoying Inabas mad
MadWorld. n
To comment on this piece or to post your opinion, go to the
CGW forum on www.cgw.com.
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Boris FX is shipping Boris Continuum Complete 6 AE (BCC 6
AE), with nearly 200 filters for Adobes After Effects and Premiere
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graphics extrusion, organic 3D deformation, painting, and image
restoration. The new 3D Objects category includes Extruded Text,
Extruded Spline, Type-On Text, and Layer Deformer filters. New
image restoration filters include DV Fixer, Smooth Tone, and Pixel
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MAC
June 2009, Volume 32, Number 6: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly (12 issues) by COP Communications, Inc.
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June 2009
www.aja.com/kiprotour
Ki
AJA Video just announced the revolutionary Ki Pro at NAB 2009,
and now were taking it on the road so you can see it for yourself!
Finally, shoot on the same codec as you edit with, full raster 10-bit Apple
ProRes 422, built natively into Ki Pros stand-alone, portable hardware.
K i
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i t
m a t t e r s .
www.aja.com/kiprotour
T:8 in
S:7 in
Only in theaters
DreamWorks used the HP xw8600 Workstation in Monsters vs. Aliens. Monsters vs. Aliens & 2009 DreamWorks Animation LLC. All Rights Reserved. Certain
Windows Vista product features require advanced or additional hardware. See http://www.microsoft.com/windowsvista/getready/hardwarereqs.mspx and
http://www.microsoft.com/windowsvista/getready/capable.mspx for details. Windows Vista Upgrade Advisor can help you determine which features of Windows Vista will
run on your computer. To download the tool, visit www.windowsvista.com/upgradeadvisor. Intel, the Intel logo, Xeon, and Xeon Inside are trademarks or registered
trademarks of Intel Corporation in the U.S. and other countries. Copyright 2009 Hewlett-Packard Development Company, L.P. The information contained herein is
subject to change without notice. Simulated images.
T:10.75 in
S:10 in