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Shrek: the story behind
the scenes
Part 1, Jan
Hardenbergh
This course was introduced
by Jeffrey Katzenberg, the K in SKG Dreamworks. He had two very
notable quotes. SIGGRAPH is where we see "where we've been;
what's cool right now; and where we're going". He talked about how
transient the state of the art was, how fast the tools grow,
but in his words "heart is the coolest tool of all".
Ken Bielenberg,
visual effects supervisor, from PDI talked about how they had just
finished ANTZ and how Shrek was about 10 times as complex. Princess
Fiona was the first time a human and humanoid were central characters
- and how important it is for the audience to connect with the characters
emotionally. The characters are stylistically realistic,
not photorealistic.
Repeated idea: the technology should not get in the way of the story.
George Bruder was in
charge of the "pipeline": 1100 processor render farm, 6 terabytes of disk
space, 1300 key shots, there own internal CFD software. He described the
"hero shots" where the flaming bridge or the spraying beer becomes the
central character for several seconds - just like special effects in live
action pictures.
Part 2 By Hal
Newnan
[being edited]
For more information
on the course
from the S2001 site & IMDB on Shrek
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Stylistically realistic |
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To tell a
story, the only real question is: Do you stop noticing the
graphics and just enjoy the story?
Probably
the first computer animation in which the story transcended
the technology was Luxo Jr. I forget who told the story, but
the gist of it was that they knew they had done a great job
when people leaving the ET were asking whether the big Luxo
was the mother or the father.
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