Real-time, in-camera background compositing in The Mandalorian
ascmag.com
ascmag.com
If you are interested in checking out another LED volume setup, my team also worked on First Man last year. This clip shows a little more of how we assemble these LED surfaces as well as a bit of how we use custom integrations to interface with mechanical automation systems. [https://vimeo.com/309382367]
Are there times short of sunshine where you need more directionality to the lighting than the screens can provide? Because the screens can emit from any direction but not toward any direction, being quasi-Lambertian emitters.
When you hear LED walls, think millions of discrete LEDs mounted on PCBs (and thank China for making this low cost enough to be viable!)
The article doesn't mention cost, but I'm expecting it was in the $5-10M range. Anyone have actual figures for this type of hi-res, hi-lumen hi-refresh LED screen?
You might be able to answer my question which is: why use exclusively LED and no projector? I imagine that it's mainly because it's too dim and the main goal is to get good reflections. Is that something that was considered?
(I'm wondering as I found the work of teamLab very impressive, which rely heavily on projectors: https://www.teamlab.art/)
https://techcrunch.com/2020/02/20/how-the-mandalorian-and-il...
It's not just ILM and Disney either, this is going to be everywhere. It's complex to set up and run in some ways but the benefits are enormous for pretty much everyone involved. I doubt there will be a major TV or film production that doesn't use LED walls 5 years from now.
Gee, that sounds a lot like a holodeck. We've come a long way from using Wii Sensor Bars[0] for position tracking.
But yes, damn close to a holodeck. But you can't see depth in this setup, right?
Edit: I should note I'm talking about motion capture for characters etc. Capturing the motion of a rigid object like a camera in a controlled environment is very doable.
And that's certainly not the goal with this. Something along those lines has been around for a while (https://en.wikipedia.org/wiki/Cave_automatic_virtual_environ...). This system seems specifically targeted for solving challenges for film production, as it probably should be.
I am pretty impressed that real time rendering has gotten good enough to use for these purposes. I certainly wouldn't have expected that those backgrounds in the show were coming out of a video game engine.
I wonder if they had to take care to mitigate artifacts caused by the dynamic view bouncing off of surfaces facing away from the camera.
...yet. That's just a matter of waiting a few more years.
I wonder if most of the next Star Wars movies will be shot with this tech.
And I’m not sure why you’d skimp on a few PC’s if you’re already building a humongous led wall, so maybe there’s something I’m missing.
Pretty much every time I’ve thought this, it’s turned out I was underestimating the difficulty of doing “just” that.
If it were just that easy, wouldn’t they have done that already?
That isn’t always the case, but asking the question is better than the alternative.
Obviously that tech is not simply unpackable, because they’re on the cutting edge. But that’s also why you could expect some customization.
If your parallel renderer divides the image along a grid that does not correspond to display boundaries, you need to gather and composite the partial framebuffers after rendering them. This means that you're now sending frames across the network amd you need to take care that you aren't compositing frames from different timesteps, for example, because the the part of the rendered framebuffer that goes to compositor/display node A arrived in time, but the part going to compositor/display node B somehow didn't.
For the non-visible screens it wouldn’t matter that much, but they’d still end up with the moving fulcrum for the main engine.
I've got to say that the NC (Chapel Hill) pixel machine may have been a more supreme technical achievement, but it was harder to "get a feel for". As a young semiconductor geek at Motorola (Tokyo Design Ops) at the time, I did push for getting 1~4 bit CPUs on every column of 128-~192- bit deep framebuffers for a time. I almost got Sega to sponsor the project, but then something distracted me (I don't know what - but I suspect it was the Motorola 96K and a bank of AMD bit-slicer chips)) and I wandered off to do something else.
Thankfully I finally have a laptop that can properly emulate the GC version and allow me to use the GC controller that I dusted off.
But I can't wait for a GC-inspired version on the Switch!
Can someone wearing a few cameras walk through a building and digitise it completely without getting the owner's permission? Here in Australia, "copyright in a building or a model of a building is not infringed by the making of a painting, drawing, engraving or photograph of the building or model or by the inclusion of the building or model in a cinematograph film or in a television broadcast," for instance. (Copyright Act 1968 §66)
Practically speaking I think it will come down to what you negotiate. If you negotiate usage of the bar for your series then you can use it, otherwise not. If you negotiate resale of that model then that's legal, otherwise not. Most large productions will probably want to stay far on the right side of the law and get a written/financial agreement until things are hammered out, then you'll have amateur filmmakers who have to do vigilante shoots.
And again, probably something that will have to be legislated out for the long term.
In France, the appearance of buildings can be copyrighted, famously the Eiffel Tower is very aggressive about suing photographers.
In general I strongly recommend avoiding the term "intellectual property" because it conflates several different areas of law with almost totally unrelated traditions, statutes, and (in common-law countries) precedents — copyrights, patents, design patents, mask works, trademarks, trade secrets, and most alarmingly, in the EU, database rights. (Moreover, it's an extremely loaded term, like "pro-life" and "pro-choice".)
I would not be surprised to see someone argue for a new class of property rights for owners, surrounding the reproduction of a scene or location where the reproduction has commercial value. What happens if Facebook bootlegs the Mall of America for Oculus? Does that lower the value of a similar venture by the mall's owners?
"The virtual world on the LED screen is fantastic for many uses, but obviously an actor cannot walk through the screen, so an open doorway doesn't work when it's virtual. Doors are an aspect of production design that have to be physical. If a character walks through a door, it can’t be virtual, it must be real as the actor can’t walk through the LED screen."
Not to mention the multiple paragraphs that are basically re-stated immediately afterwards. It's like they hit publish in the middle of editing.
The LED screen approach works nicely for fairly uncomplicated background geometry, like a plain. Try shooting Spiderman climbing up walls on that, and things will get tricky fast.
As the article notes, slow camera moves are a plus as well. The reason given is technical, but I also wonder how far you could really push the camera motion even if tracking lag wasn't an issue. The background is calculated to match the camera's viewpoint, so I expect it would be very disorienting for the actors if the camera was moving at high speeds.
https://en.wikipedia.org/wiki/Once_Upon_a_Time_(TV_series)
The tech behind Once Upon a Time’s Frozen adventures
https://www.fxguide.com/fxfeatured/the-tech-behind-once-upon...
Once Upon a Time” TV Series VFX Breakdown
https://web.archive.org/web/20180623020817/http://www.animat...
As expensive as all this is now, I think this is really going to make an impact in lower-budget movies. Not having to fly all over the world or having massive sets to film convincing scenes might be a really good thing.
Does anyone know how they were able to swap out the in-camera version of the background originally shown on the LED wall with something more convincing later? Seems like it'd be tough since it's not a green screen!
(which would be very cool as it would also allow using a low-resolution version of the background during production that could then be re-rendered with a higher resolution image after the fact)
> Greig Fraser, ASC, ACS
Show businesses was/is one of industries that unions worked.
A quick visual summary of this tech: http://www.lightcrafttech.com/portfolio/beauty-beast/
This video was from a pilot several years ago, and it didn't make it to air, but it was visually wonderful.
I wonder if they could use some sort of trick like projectors synced with high fps cameras to make the real time rendering invisible to the cameras instead?
If you look carefully at the backgrounds in Mandalorian scenes, a lot of the time, they are slightly soft (out of focus)--which hides the pitch of the LED wall by expanding each LED point into larger, overlapping circles of confusion. To be clear, that softness is a physical effect of the camera lens, not a digital effect on the wall, so it can be captured by the camera sensor up to any resolution you want.
> Also, how do they cope with the scan rate of the background video being played back to sync with the camera recording the footage?
In the article they say the latency is about half a frame, which they handled by using slow camera moves--which conveniently is similar to how the original Star Wars films were shot.
If you're talking about the refresh rate of the LEDs, I believe those can be cranked up way higher than the frame rate of the camera, which was likely 24 or maybe 30 frames per second to give that cinematic feel.
Glossy surfaces are usually not a problem unless they're (near) perfect mirrors. Even then -- lights are usually what you see in most reflections because they're orders of magnitude brighter than the rest of the set.
If reflections are problem with this new technique in certain settings, they would be even more with the current state of the art.
In those cases you replace them digitally. No way around this; either way.
Related trivia: The chrome starships in EP1 were actually rendered with environment mapping and reflection occlusion[1]. Even most games do better stuff today. Did you notice? :]
[1] http://www.spherevfx.com/downloads/ProductionReadyGI.pdf 5.3 Reflection Occlusion, pp. 89
However the technology in the article cannot be corrected in this manner.
It would definitely help make the game environments higher quality and be a cost saving to the studio.
I can imagine a consumer experience using high-end VR (say an attraction at Disneyland)... take the assets and cinematography from a scene in a movie, digitally recreate everything that WASN'T already digital from the scene, and then you could relive a scene in VR, with the bonus that you can navigate it in realtime and see it from different perspectives. This would be especially adaptable for franchises like Avatar where everything in the film is already composited in 3D.
On a darker note, you could combine all this with things like the Body Transfer Illusion, take some kinda psychedelic and star in your own horror flick where gruesome things are done to your own body in VR. Good times for the whole family!
Oh wait, never mind . . .
I wonder when The Industry figures out the story is more important than the graphics. You don't buy books for beautiful cover and typesetting... at least not most you and not most of the time.
I've seen all the follow-ups/addons/sequels/rewrites that exist. Rogue One is the movie that I waited 30 years to see another story in the SW universe. It wasn't perfect but it was damn good enough.
The Mandalorian gives me hope that 'Grownups' are in charge and can create something worth looking at.
I am holding out hope that a story and plot will emerge. I really hate "baby yoda", but if that's what it takes to move a real story along I am willing to tolerate it.
#1 It looks incredible. Must win Emmy for best cinematography! #2 It feels real. It feels right.
I'm sorry you didn't like Rogue One.
To me, most of the criticism feels like it comes from people who have had time to rationalize the old plots and settings, but who see the new ones with a more jaded mind or a set idea of what they "should" be like instead of approaching them with an open mind. They have flaws, but so does the original trilogy.
Star Wars from the beginning were silly westerns set in space with all kinds of ridiculous aliens thrown in. Taking them too seriously and applying that as a constraint on the following trilogies would never end well.
When people complained about Jar Jar, for example, all I could think about was how people could take issue with Jar Jar but take no issue with Chewbacca, or the ewoks, or R2D2 and C3PO. They're also incredibly cheesy in other ways in a way that was common in the 80's, but that is really dated today (e.g. the Ewok celebration scene).
I think seeing e.g. Spaceballs is a good way of having it driven home how just how ridiculous Star Wars really is and looked at the time if you don't let yourself be immersed in it. Spaceballs crosses the line from "serious" space opera to comedy very clearly, but it to me it also illustrates just how ridiculous lengths they had to go to in order to clearly be a send-up instead of a cheap Star Wars knockoff. They'd not had to cut that many jokes and toned back that many things before it'd have seemed like an attempt at being serious.
Star Wars is fun in part because it manages to "sell" a setting that is on the face of it so crazy and not taking itself too seriously. But it seems a lot of the fans of the original trilogy bought into that and then decided to take it all very seriously instead of seeing them as light adventure movies and "space westerns".
The challenge is also in no large part a question of changing tastes in other ways as well - my son finds the original trilogy horribly slow moving to the point of boredom, for example, and I can understand that. Tastes have changed. Pacing has changed. Composition and cinematography has changed. But that also means that the modern trilogies had to be very different or fall flat with younger audiences in ways that would always annoy the die hard fans; they're trying to reflect how we remember them more than how they are, but different people remember them in different ways.
[I tend to treat criticism of the last Indiana Jones in much the same way; people venerate the original movies, but they were extremely cheesy and contrived, involving literal deus ex machina, but surviving a test explosion in a fridge and interdimensional aliens is suddenly over the top]
As for Rogue One, to me it's one of the most enjoyable movies of the franchise. In no small part because they were allowed to explore the setting with much more freedom (ok to let characters more central to the plot die for example).