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Building
A Better Bunny
Behind
The Scenes At Blue Sky Studios
By Audrey
Doyle
When Chris Wedge
and his team at Blue Sky Studios began working on "Bunny"
eight years ago, they knew the short computer-animated film
was special. But no one knew just how special.
Ever
since it premiered last fall, "Bunny"the first
animated film whose environments were rendered entirely using
radiosityhas won the Golden Nica Award in Computer Animation
at Prix Ars Electronica '99, an award for Best Digital Animation
Overall at the New York Film Festival, and First Prize at the
International Children's Cinema 45th International
Short Film Festival Oberhausen. It was also honored earlier
this year in Monaco at Imagina, with three Grand Prize awards:
Grand Prize of Imagina, Grand Prize Fiction, and Grand Prize
3D Animation.
But perhaps the
icing on the cake was the Academy Award it earned in March for
Best Animated Short Film of 1998. "'Bunny' has gotten
us more attention than anything we've done, I think because
we didn't compromise in its creation," says Wedge,
who is vice president of creative development and one of the
founders of Harrison, New York-based Blue Sky Studios in 1987.
"We took the time to do it right, and it was truly
gratifying to have that commitment and hard work so well rewarded."
What is it about
"Bunny" that has made this film such a success? For
some, it's the charming yet poignant story it tells. For others,
it's the pioneering techniques that gave the computer-generated
film its warm, photorealistic style. Whatever it is, it seems
to have worked: in addition to receiving the aforementioned
awards, "Bunny" has been invited to screen at numerous
festivals, including the Cannes Film Festival, the Newport Film
Festival, the Toronto Worldwide Short Film Festival, and the
Sydney Film Festival. In addition, it has been accepted to the
SIGGRAPH '99 Electronic Theater.
Indeed, "Bunny"
has enjoyed phenomenal success in the past six months, and the
future appears equally as bright. Here is a behind-the-scenes
look at what has made this computer animation such an extraordinary
accomplishment.
It Starts With
the Story
A 7-minute film
written and directed by Wedge, "Bunny" tells the story
of an old, widowed Bunny who receives a late-night visitora
hairy mothwhile baking a cake in her kitchen. It appears
as though the moth is pursuing Bunny, despite her attempts to
shoo it away. Why is the moth stalking her? Who does it represent?
Only after Bunny undergoes a moving transformation do viewers
comprehend that the moth is actually her dearly departed husband
who is here to lead Bunny to the afterlife.
According to Wedge,
he came up with the Bunny character because he wanted to create
a film with elements of storybook fantasy. In fact, some of
his visual inspirations came from the Uncle Wiggly books he
loved as a child. But he wanted this story to be a little edgier
than the Uncle Wiggly books. So he switched the gender of the
lead character from male to female, and instead of a cane he
gave the character a walker, or "hopper," as Wedge
describes it.
Then
he started to kick the story around, beginning with location
and situation. "Some of the interiors, the designs
of the environments, that were in those Uncle Wiggly stories
got me going," he says. But he adds that he was mostly
inspired by memories he had of the kitchens he knew of grandmotherly
people he remembered from when he was growing up. "When
I think of where all that stuff came from, theyre definitely
deep memories. I think a lot of us have memories that are tinged
with fantasy."
As for Bunny's
personality, Wedge says he knew from the start that he wanted
her to be a surly, bitter, and lonely old woman, not a sweet,
grandmotherly type, and you can see these personality traits
in the way Bunny moves as well as in her facial expressions.
In fact, Wedge says the only thing he and his team didn't do
was stick a burning cigarette in her mouth and make her wince
every once in a while when the smoke got in her eyes. "I
didnt want to take it that far," he chuckles.
But he did want to make it clear that she was "bitter
and lonely, and that there was no way to touch her heart."
Although Wedge
says that "Bunny" was initially going to be a story
about an old, widowed rabbit who must bake her own birthday
cake because she is all alone in life, he realized he wasn't
going to be able to get that point across in a 7-minute film
that had no dialog whatsoever. So he decided to turn "Bunny"
into a suspense story and began to incorporate elements of suspense
into his storyboards.
But developing
the story line for "Bunny" was not an easy process.
According to Wedge, he and his team had already animated the
middle sequence of the film, in which Bunny smacks the moth
into the cake batter and throws the cake pan into the oven,
before they were sure how the film should begin or end. "It
was scary," says Wedge. "The middle was all
boarded and in production, and I had beginnings and endings
that I just didnt feel were strong. So I kept changing
them."
After toying around
with various beginning and ending sequences, Wedge put a halt
to the project until he had the story line ironed out. Finally,
he decided that the moth should represent something very close
to Bunny, but that Bunny was pushing it away because she didn't
understand it. That is when Wedge decided that the moth should
represent Bunny's dead husband. From there, the story took shape,
first with the moth attempting time and time again to get Bunny's
attention, and then, once it did, drawing Bunny into the oven,
which transports her to the afterlife.
One thing Wedge
and his team never did was change the story line based on limitations
in technology. "I always knew we had all the animation
technology and talent that we needed to pull it off; so this
was completely story-driven," he maintains. "I
just said if we want to do it, well do it. Well
figure out how to get it done. So those changes we made didnt
have to do with what we could or couldnt do with the software
available at the time."
Innovative Technology
While
its moving story line has certainly contributed to the popularity
of "Bunny," in CG circles what makes this piece so
special is the fact that it is the first computer-animated film
whose environments were rendered entirely using radiosity. Radiosity
is an advanced rendering technique that mimics the subtlest
properties of natural light. For "Bunny," the use
of radiosity created an unparalleled dimensionality and organic
realism never before attempted in a computer-animated film.
Helping the Blue Sky team accomplish this feat was CGI
Studio, the company's proprietary lighting software.
According
to Wedge, as he was writing the story line for "Bunny,"
the Blue Sky crew was developing CGI Studio with the notion
that it would help Wedge bring his idea to fruition. "The
inspiration for 'Bunny' and the CGI Studio technology are completely
intertwined," he says. "When we first started
the company, we had a lot of ideas about what our technology
was going to be able to do. This is when I started looking for
ideas. Back then, people were using the term photorealistic
very loosely. When they said 'photorealistic,' it was a photorealistic
image of a plastic ball casting a shadow. We had different ideas,
and we talked about the technology quite a bit together. And
as we were developing the software and getting very little business
in the door, we had more time to think about how wed like
to apply it."
Based
on the concept of ray tracing, CGI Studio simulates the way
light behaves when it shines on real objects and surfaces in
a natural environment. The software, which features an object-oriented
graphics programming language, incorporates Monte Carlo Integration,
a well-known algorithm in the computer graphics community that
Blue Sky programmers included in CGI Studio to enable them to
easily determine where the light was coming from in each scene
in the film. The actual quality of the lighting itself was handled
in CGI Studio. Combining Monte Carlo Integration with CGI Studio
gave the Blue Sky animators a realistic-looking background without
having to determine how much light and shadow would be required
in each area of the environment.
"CGI
Studio is a lighting product, and this Monte Carlo Integration
algorithm is the radiosity end of it," explains Blue
Sky Studios' Dave Walvoord, who was digital
effects supervisor on "Bunny". "Combining
them gives us this realistic-looking background that means we
dont have to go into each little area of the environment
and decide how much light and shadow should be there. We get
to spend less people time. What were concerned with more
is just moving the light and letting it do its work, and then
looking at it."
According to Walvoord,
the Blue Sky team chose to use radiosity techniques to render
only the environmentsnot the Bunny and moth characters.
"We learned right away that radiosity didn't have to
be everywhere. When we did apply radiosity to the Bunny and
moth characters, the renders were going through the roof, but
the quality wasn't improving any. So, we decided to use it only
on the backgrounds, which is where it really contributes."
One
of the reasons the animators didn't need radiosity rendering
for Bunny and the moth had to do with the way the characters
were styled. In terms of Bunny, it had to do with her fur. "About
2 years ago, we put together the final piece for me, which was
the fur technology," says Wedge. "We had
already begun animation, assuming that the fur would come. In
fact, for a while we had a naked bunny jumping around, swinging
her spoon. Then about 1.5 years ago, our first fur renders started
to appear."
Bunny's fur has
a great deal of color variation. Because her fur is so visually
complex anyway, there was no need to animate the character with
radiosity rendering. "If Bunny had white fur, then
we would have needed the visual complexity that radiosity rendering
would have given us," comments Walvoord. "But
because her fur was multi-colored, and because we were putting
in all the shadows anyway, we didn't need it. Radiosity rendering
didn't add anything for us, and it was more expense in terms
of render time and design cycle time than we wanted to pay."
As it is, he says, it took the Blue Sky crew 14.75 hours to
render each frame of the animation (rendering was done on 14
Compaq AlphaServer RenderPlex systems, with
a total of 164 processors). "If we were going
to use radiosity on Bunny, it would have more than doubled our
rendering time," he says.
 
According to Walvoord,
Bunny's fur was quite complex. "There were more than
14,000 clumps of hair on Bunny's body," he says. These
clumps of haireach clump consisting of approximately 50
hairswere actually invisible cones that were texture-mapped
with a mixture of short and long hairs. In total, there were
5640 long-hair cones, 8524 short-hair cones, and 269 shaggy-hair
cones. Adobe Photoshop and Interactive Effects'
Amazon 3D Paint were used for texture-map creation.
While Bunny didn't
require radiosity rendering due to the complexity of her fur,
the moth character didn't require it due to the simplicity of
his design. "The moth really had a single-color fur,
so it wasn't inherently as visually complex," states
Walvoord. "But it was also a much simpler characterit
had a very simple shape, not
a lot of moving parts. So it was easier to get the look we wanted
without going to the expense of radiosity." The fur
on both Bunny and the moth was created in CGI Studio.
In addition to
radiosity and fur, Blue Sky's research and development division,
headed by vice president/director of R&D Carl Ludwig, also
worked on applications to create flared lights and volumetric
shadows, which allowed the characters to cast long shadows through
shafts of light. "This is especially seen in the part
of the film when the stove opens and you see that big, blue
light shining out from it," says Walvoord. "Then,
when Bunny sticks her face in the stove, it casts these long,
deep shadows, really nice shadows." According to Walvoord,
all lighting was done in CGI Studio. "The lighting
was very crucial in this film, in terms of setting the mood
and telling the story," he notes.
Modeling and
Animation Challenges
Rendering and lighting
the scenes as well as creating the fur in "Bunny"
were quite challenging, to be sure. Also challenging was the
method with which the Blue Sky team modeled and animated the
objects and characters in the film.
Work on the models
in "Bunny" began long before the NURBS modeling method
was developed. In fact, says, Walvoord, one of the things that
made this project difficult was the fact that nearly all of
the models were built using an old modeling method called Constructive
Solid Geometry. "This technique is a lot like working
with Legos," he explains. "You're working mainly with
rectangles, spheres/ellipsoids, and cones. With this technique,
you can either stick these primitives together, or you can use
one primitive to cut a hole in another one. Todays modeling
software doesnt take that approach. CSG was probably abandoned
when NURBS was developed, which is an easier way to generate
models."
Although CSG made
the project difficult, for Walvoord it also made the project
fun. "When I started on this project two years ago,
they showed me this stuff and said, here, try and make this
sink render. I was looking at stuff that had been done when
I was in high school, before I even understood that computer
graphics existed! So it was like I had to relearn my job all
over again. But it also made the job fun."
While most of the
models were created using the CSG method, some of the modelssuch
as the chain on the porch lightwere built late in the
production process, in Alias/Wavefront's PowerAnimator.
Nearly all of the animation was done in Softimage.
To make the CSG models animate in Softimage, Blue Sky wrote
a program that converted the CSG models into polygonal representations
that Softimage could understand. "These polygonal representations
were very simple in their make-up, mainly to save memory,"
Walvoord notes. Because Amazon 3D Paint works with polygonal
models, the team had to texture the CSG models using a combination
of Photoshop and proprietary tools.
The only animation
in "Bunny" that was done in CGI Studio is the scene
at the end of the film in which 100 or so moths are flying around
the afterlife environment. To animate the moths in that sequence,
Blue Sky animator Rhett Collier wrote procedural animation code
implemented through CGI Studio. "He figured out through
math formulas how a moth would flap its wings. Then he transferred
that over to his procedural program, which controlled how the
moths came into the scene, making sure they didn't interpenetrate
each other, and varying the way each one flapped,"
says Doug Dooley, one of the lead animators
on the project. "It was a brilliant program, and very
sophisticated procedural animation." All modeling
and animation were done on Silicon Graphics
workstations.
| Upcoming
Opportunities to see 'Bunny' on the big screen |
May
31 - June 6
The Toronto Worldwide Short Film Festival
Toronto, Ontario
June
1, 7:00pm, June 5, 9:30pm
Newport Film Festival
Opens the Film Festival
June 11 - June 25th
Sydney Film Festival
Sydney, Australia
|
July
8th
FilmVideo 99 50th Anniversary
Genova, Italy
July 8 - 17, 1999
16th Annual Jerusalem Film Festival
Jerusalem Cinematheque 11 Hevron Rd
August 8 - 12 Siggraph Electronic Theater
Los Angeles |
The Future
Although extremely
pleased with the accolades they have received for the ground-breaking
techniques they implemented while making "Bunny,"
Chris Wedge and the rest of the team at Blue Sky Studios feel
that perhaps the most important thing they received from working
on this film was the knowledge they gained. "What we
took away from 'Bunny' was a huge learning experience,"
says Walvoord. "We learned that radiosity is hard,
and that it costs a lot. But we do think it could be the future."
And, speaking of
the future: "We'd really like to make a feature film,
and we have several things in the works," hints Wedge.
"One thing about the Oscar, and even the nomination,
was that it opened a lot of doors for us. We've been talking
to Fox, and I had meetings with Jeffrey Katzenberg and Disney's
Tom Schumaker. Everyone knows us now.
"I dont
think there are a lot of people out there who are going to be
making frames that look like A Bugs Life, or Mighty Joe
Young, or whatever it is that the latest special effect or film
is going to offer. Its all cutting edge," Wedge
continues. But he is confident that in the near future, the
technologies used in films such as Bugs, Mighty Joe, and "Bunny"
will be more generally available. "We threw our cast
out pretty far on this one," he concludes. "It took
a while to reel it back in, but look at where it got us."
Click image
to see a mpeg clip from Bunny
Audrey Doyle is a freelance writer
based in Boston. Besides a writer for Digital Producer, she
is the former Editor-in-Chief of Digital Magic Magazine, Managing
Editor of Computer Graphics World, and a frequent contributor
to Video Systems, Millimeter and CGW. She can be reached by
email here.
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