Move Over T-Rex, Here Comes The Meg!

Move Over T-Rex, Here Comes The Meg!

By Marina Antunes. Republished with permission from Spark CG Society.

Though much of The Meg is played for laughs, in part it’s what makes the movie such an enjoyable bit of entertainment to the tune of $200 million in worldwide box office in its first week, two things are definitely taken very seriously: the action and the titular megalodon, or “the Meg” for short.

The movie takes place at a newly minted research station off the coast of China. During their inaugural research assignment, a group of scientists find themselves trapped in deep-sea waters. Enter Jonas Taylor (Jason Statham), an experienced rescue diver brought in to save the crew who then finds himself, with the help of scientist and all around badass Suyin (Bingbing Li), saving pretty much everyone.

The movie culminates in a third act arc in which Jonas finds himself in a breathless showdown with the Meg. VFX Supervisor Sue Rowe and her team at Sony Pictures Imageworks (SPI) were tasked with creating the final action sequence which is an impressive feat of kinetic movement, but achieving it wasn’t an easy task.

“We did about 300 shots, which is actually not that big, especially for Sony.” Rowe explained. “Many of us on the team had done larger projects, but because it was a computer generated character and it’s all CG under water… the number of shots is smaller but the challenge is very high.”

The Meg
Animation pass.

The Meg
Final comp.

To begin with, the team was tasked with creating the underwater environment of Sanya Bay without reference photos. “Even in the clearest, most beautiful waters, which are around Sanya Bay, after 10 or 15 feet, the water density, the particulate in the water and the way the light travels, you don’t actually see that far.” This is problematic when you have a 75-foot shark to frame. “To get [the Meg] into a shot, you need to move the camera a long way back, like 300 feet but if you were to pull a camera back for real in an underwater environment, you would lose all definition. You have to cheat a little.”

The team at SPI pushed the envelope to get the shots they needed, marrying science and artistry to achieve a look that everyone was happy with, including director Jon Turteltaub. Rowe and her team were constantly rethinking the shots because even when the correct math was employed, it didn’t necessarily yield the right results. ”One of the things I love about the team here at Sony is that they know that. Just because the math is correct, doesn’t mean it’s perfect. They are real artists as well scientists.”

And some of that artistry is clearly on display in The Meg. The team built an underwater city of corals for their action sequence. “I say ‘city’,” Rowe explains, “However it was all rocks and corals, but there were specific points in our 3D environment where certain key events took place: this is where the bite happens, this is where they go into the corals. It’s a map of the area.”

To build that environment, the team used an in-house tool called Sprout. “It’s a paint tool that allowed me as a VFX supervisor to select where rocks, coral, sand etc. are placed and they would be painted into place in three dimensions.” The tool isn’t completely unheard of in the realm of science technology but as Rowe explains “It’s so efficient and clever and it automatically updates which made my life hugely simple and I was easily able to art direct.”

The Meg
Lighting pass.

The Meg
Final comp.

One of the other challenges Rowe and her team had to overcome was making the scenes look like they were taking place underwater. Even with the addition of chromatic aberration, bubbles, particulates, and silt on the ground, that wasn’t always obvious and this took some creative thinking. “We added these things that I call ‘streamers’.” Essentially, they are streamers of bubbles coming out of the shark’s nose and gills. “It kind of looked like it was fizzing, but it really told us that that Meg was travelling through water and you suddenly felt the power of how fast it was moving.”

Another example of out-of-the-box thinking was in achieving the Meg’s menacing look. “The animation team did a really amazing job to give the Meg a real sense of evil. It had to look scary, formidable, powerful and if you actually look at sharks they’re scary because they have these calm, cold, dead eyes and because they’re sharks. If you want to make one feel like it was pursuing you, then you would need to employ some extras to make it feel like she was really determined and to give it some personality.”

One of the ways Rowe accomplished that was by asking animation supervisor Craig McPherson to give her a control so she could have a little bit of a brow on the shark. “What we realized is that if we dip the shark’s head by 15 degrees and gave it just the tiniest of brow, it looked mean.”

In addition to Sprout, Rowe and her team used a combination of tools to achieve the challenge put forth by the project. Houdini was the weapon of choice for the water simulations but getting Meg’s size and proportion was a challenge all its own. The team used Ziva, a tool created by a team of Vancouver natives, to help bring the Meg to life. “The tool is very anatomically based and is based on the concept that if you build your shark, or any animal, with the right skeletal structure, you will then be able to derive how the muscles should contract and how they will move.”

Rowe had used the tool on a previous project and brought in James Jacobs, founder of Ziva Dynamics, to help her team muscle the Meg. “The animators loved it because it didn’t take away from their artistry of making Meg move in a clever, smart, intuitive way; they had all the freedom to do the creative stuff but they didn’t then have to do the secondary animation on how the belly would wobble or how the gills would open and close or how the water resistance would impact the flesh when the head moves.”

The Meg
Muscle simulation.

The team also employed Massive for what Rowe admits is one of her favourite shots of the film. For reference, Rowe and production side VFX supervisor, Adrian de Wet, used a photo of hammerhead sharks near Cocos Island. “They swim together in these beautiful blue waters. Adrian and I thought it was really beautiful and we wanted to include it in the movie somewhere.” The shot, which comes late in the film, is very striking and features a shiver of sharks as it closes in for a meal. “The team animated a little cycle. When two sharks get too close to each other, one nips the other which gives them a little bit of interaction, as if they all know they are next to each other. This makes it a little more visually interesting.”

Though The Meg makes excellent use of the visual effects, the film’s climax is a mix of digital wizardry and practical artistry. Jason Statham, a former Olympic diver, was quite comfortable working underwater and as Rowe explains, shooting part of the scene in a tank, for real, was hugely advantageous. “You get the buoyancy and the way that humans look underwater. The downside was this also created a lot of roto work for her team who extracted Statham from the tank background. Lastly, we added lots of CG bubbles because how we used the images were not necessarily how they were shot — meaning Jason needed to look like he was being pulled by the Meg through the water, so we added CG bubbles flowing behind him.”

The Meg
Final comp.

For the one-on-one showdown between Statham and the Meg, the scene was shot on an outdoor set in New Zealand using a buck which allowed the team to get the physicality of Statham’s stabbing motion. “Everyone assumes it’s all done in CG but you speak to any VFX supervisor and they’ll tell you to try to shoot something for real.” Even so, Statham was replaced on both the rising and falling with a digital double but the moment when he stabs the shark in the eye “that’s 100% Jason.”

All images © 2018 Warner Bros. All Rights Reserved.

Marina Antunes Marina Antunes is a Vancouver-based writer who has been dishing on film for various websites since 2005. She is the Editor-in-Chief of Quietearth.us and co-hosts a film podcast called After the Credits. Marina is a member of the Online Film Critics Society and the Alliance of Women Film Journalists. She joined the Spark CG Society as Festival Director in 2013.

 

 

Call for Participation: VRCAI 2018: The 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry in Tokyo, Japan

VRCAI 2018: ACM SIGGRAPH International Conference on VIRTUAL REALITY CONTINUUM AND ITS APPLICATIONS IN INDUSTRY Event Dates: 2-3 December 2018 Event Details: The 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry (VRCAI2018), on 2-3 December 2018 will take place just before SIGGRAPH Asia 2018(4-7,Dec) in Tokyo, Japan. An exciting VRCAI 2018 awaits participants from both academia and industry all over the world, where fundamental methods, state-of-the-art technologies and innovative applications in the Virtual Reality Continuum (VRC) will be presented and discussed. Virtual Reality Continuum (VRC) emphasizes the coexistence and consistence of the virtual world and the real world. Spanning across next-generation info-communication environments like Virtual Reality (VR), Augmented Virtuality (AV), Augmented Reality (AR) and Mixed Reality (MR), VRC is key in the way we define and interact, with and within, our virtual worlds and physical worlds. To advance research in the VRC fields, VRCAI 2018 seeks to provide a forum for scientists, researchers, developers, users and industry leaders in the international VRC community to come together to share experiences, exchange ideas and spur one another in the knowledge of this fast-growing field. VRCAI 2018 will focus on the following main themes: VRC Fundamental and Related Technology in Computer Graphics, VRC Systems, Interactions, and Industry Applications in the VRC. Topics of interests include (but not limited to): FUNDAMENTALS • Ubiquitous VR/AR/MR • Wearable and Mobile VR/AR/MR • Intelligent VR/AR/MR • Distributed and Collaborative VR/AR/MR • Robotics and Tele-Presence • Aural, Haptic and Olfactory Augmentation • Geometrically, Physically and Image Based Modeling • Real-time Visual Tracking and Registration • 3D Modeling, Interpretation and Reconstruction • Multi-resolution and Multi-scale Methods • Level of Detail, Model Compression and Simplification • Real-time Rendering, Image-based Rendering, and 3D Auditory • Rendering and Visualization of Large-scale Models • Procedural, Physically-based or Data-driven Animation • Avatars and Virtual Community • Metaverse • Immersive Virtual Environments INTERACTIONS AND INTERFACES • Collaborative and Interactive Virtual Environment/VR • Multimodal Interface • Visual Interface • Speech Interface • Haptic/Tactile Interface • Natural Interface • 3D Enabled Devices • Interaction Design • Sketch-based interfaces • Social and Interactive Computing and Media • Interactive Graphic Design • Interactive Sound Design • Human Factors and Ergonomics SYSTEMS • Clustered VR • High Performance VRC Computing • Large-scale Simulation • Immersive and Semi-immersive Systems • Projection and Display Systems • Active and Passive Stereo Systems • 3D Scanner, Digital Mock-up and Reverse Engineering APPLICATIONS • Aerospace • Architecture, Construction and Building • Arts • Education, Virtual Classroom and Learning, and Training • Engineering and Design • E-Commerce • Game/Entertainment • Geology, Geography and GIS • Life Science, Medicine and Healthcare • Manufacturing • Transportation and Logistics • Fashion, etc. SUBMISSIONS We invite submissions of Full Papers (8 pages) or Short Papers (4 pages). All accepted papers will be published in the VRCAI Conference Proceedings and will be included in ACM digital library (EI-indexed). Selected papers of high-quality will be recommended to  (John Wiley) (SCI-indexed) with its revised version for publication on Observer. All papers should be submitted via the EasyChair conference system: https://www.easychair.org/conferences/?conf=vrcai2018 Paper Template: all papers should use the ACM SIG Proceedings template (word or latex template) downloaded from here: https://www.acm.org/publications/proceedings-template (use the “sigconf” proceedings template) Reviewing is double-blind, so please remove author and institution information from the submission files. IMPORTANT DATES Abstracts of Papers Due: 26 Aug. 2018 17:00 PDT (Pacific Daylight Time) Papers Submissions Due:  31 Aug. 2018 17:00 PDT (Pacific Daylight Time) Acceptance notification: 29 Sep. 2018 Camera-ready papers:  10 Oct. 2018 Conference:   2-3 Dec. 2018 ORGANIZING COMMITTEE Conference Co-Chairs Koji Mikami Zhigeng Pan Matt Adcock Daniel Thalmann Program Chairs Xubo Yang Tomoki Itamiya Enhua Wu Publicity Chair Tsukasa Kikuchi Treasurer Yuriko Takeshima An adviser for local organizing committee Issei Fujishiro Event Website: https://www2.teu.ac.jp/media/VRCAI2018/
ACM SIGGRAPH Election Results

ACM SIGGRAPH Election Results

ACM SIGGRAPH Election Results

ACM SIGGRAPH has announced the results of the 2018 election.  This year members voted on three Executive Committee positions and changes in the bylaws.  The three Executive Committee positions were Treasurer and two Director-at-Large.  The results of the elected members are:

Treasurer
Brad A. Lawrence

Director-at-Large
Mashhuda Glencross
Paul S. Strauss

Because the total voting percentage was less than 10% needed for acceptance of the bylaws, they will go to the ACM EC for approval. The results of this vote will be announced in the coming days.

About ACM SIGGRAPH

ACM SIGGRAPH is the international Association for Computing Machinery's (ACM) Special Interest Group on Computer Graphics and Interactive Techniques based in New York.  ACM SIGGRAPH convenes its annual two annual conferences, SIGGRAPH and SIGGRAPH Asia, which are attended by tens of thousands of computer professionals. The organization also sponsors other conferences around the world, and regular events are held by its professional and student chapters in several countries.

Visual Effects Society Announces Special 2018 Honorees

Visual Effects Society Announces Special 2018 Honorees

Distinguished VFX Practitioners to be Recognized at Exclusive Celebration

Los Angeles (August 15, 2018) – Today, the Visual Effects Society (VES), the industry’s global professional honorary society, announced the 2018 inductees into the VES Hall of Fame, the newest Lifetime and Honorary members and this year’s recipient of the VES Founders Award. The names of this year’s VES Fellows will be announced later. The honorees and Hall of Fame inductees will be recognized at a special reception in October. 

VFX archivist and longtime Board member Gene Kozicki was named recipient of the 2018 VES Founders Award. The Society designated venerated visual effects innovator Jonathan Erland, VES with a Lifetime VES Membership and CEO of Tippett Studio, Jules Roman with an Honorary VES Membership. This year’s VES Hall of Fame honorees include: L.B. Abbott, Richard “Doc” Baily, Saul Bass, Ray Harryhausen, Derek Meddings, Eileen Moran, and Gene Roddenberry. 

“Our VES honorees represent a group of exceptional artists, innovators and professionals who have had a profound impact on the field of visual effects,” said Mike Chambers, VES Board Chair. “We are proud to recognize those who helped shape our shared legacy and continue to inspire future generations of VFX practitioners.”

Founders Award Recipient: Gene Kozicki for his sustained contributions to the art, science or business of visual effects and meritorious service to the Society. Gene Kozicki has served as a member of the Board of Directors and L.A. Section Board of Managers and was the co-founder of the VES Festival for many years, as well as moderator of numerous VES panels. As chair of the VES Archives Committee, he helped secure portions of personal archives of Robert Abel, Richard Edlund and others and was instrumental in organizing the VES archives and helping to secure funding to digitize many of our assets. As a VFX Historian, Kozicki is active in the archiving of information, imagery and artifacts from the visual effects industry and regularly consults with the Academy of Motion Pictures Arts and Sciences and the American Cinematheque on retrospectives and conservation.

Kozicki’s career has spanned almost three decades, from working with Robert and Dennis Skotak, who were tasked with blowing up Los Angeles for TERMINATOR 2: JUDGEMENT DAY. He joined VIFX in 1994 and then worked with Rhythm & Hues for more than a decade. He has worked on various STAR TREK series and films including TITANIC, THE CHRONICLES OF NARNIA: THE LION, THE WITCH AND THE WARDROBE and POWER RANGERS.

Lifetime Member: Jonathan Erland, VES, for meritorious service to the Society and the global industry. As Chairman of the Academy of Motion Picture Arts and Sciences Visual Effects Award Steering Committee, Jonathan Erland was instrumental in establishing Visual Effects as a Branch of the Academy. He served 11 years on the Academy’s Board of Governors and 25 years on the Executive Committee of the Visual Effects Branch and the Scientific and Engineering Awards Committee. 

Erland was a founder of the Visual Effects Society, the recipient of the inaugural VES Founders Award, and was among the first to receive the VES Fellows distinction. He also received the Academy’s Scientific and Engineering Award and the Gordon E. Sawyer Award in recognition of his career of technological contributions that have brought credit to the industry.

Honorary Member: Jules Roman for her exemplary contributions to the entertainment industry and for furthering the interests and values of visual effects practitioners. Jules Roman is co-founder and CEO of Tippett Studio. In this role, she has continually strived to push the creative and technical edge of the visual effects industry, from early, high-profile stop-motion design to lauded animation work on films SOLO: A STAR WARS STORY, JURASSIC WORLD, HARRY POTTER AND THE DEATHLY HALLOWS: PART 2, STAR WARS: THE FORCE AWAKENS, THE TWILIGHT SAGA and TED.

Roman is recognized as a pragmatic leader in the field of animation and visual effects. She has been nimble in the face of runaway production overseas, maintaining her Berkeley-based studio by diversifying offerings for Themed Entertainment, TV Commercials, Mobile and VR content, and International productions.

VES Hall of Fame honorees include:

L.B. Abbott (1908-1985). Lenwood Ballard Abbott, ASC, was an award-winning special effects expert, cinematographer and cameraman. He won four Academy Special Achievement Awards for Visual Effects for DOCTOR DOLITTLE, TORA! TORA! TORA!, THE POSEIDON ADVENTURE and LOGAN’S RUN. Abbott was head of the Special Effects Department at 20th Century Fox from 1957-1970.

Richard “Doc” Baily (1953-2006). Baily was a visual effects pioneer, digital animator and creator of the abstract image construction software Spore. Doc is best known for the breathtaking visuals he created to represent the sentient planet in Steven Soderbergh’s film SOLARIS, which were generated at extremely high resolution. His filmography also includes BLADE, FIGHT CLUB and THE CELL.

Saul Bass (1920-1996). Bass was a renowned graphic designer, VFX consultant and Academy Award-winning filmmaker. During his 40-year career, Bass worked for some of Hollywood’s most prominent filmmakers including Hitchcock, Preminger, Kubrick and Scorsese. He is best known for designing some of the most iconic film posters and title sequences in film history, including VERTIGO, NORTH BY NORTHWEST, PSYCHO, SPARTACUS, West Side Story and GOODFELLAS.

Ray Harryhausen (1920-2013). Harryhausen was a pioneering multiple-award-winning visual effects creator, writer and producer who created a form of stop-motion model animation known as Dynamation. His most memorable highlights include: working with his mentor Willis H. O'Brien on Academy Award winner MIGHTY JOE YOUNG; his first color film, THE 7TH VOYAGE OF SINBAD; and JASON AND THE ARGONAUTS, which featured a legendary sword fight with skeleton warriors. He received the Academy’s Gordon E. Sawyer Award for technological contributions that brought credit to the industry.

Derek Meddings (1931-1995). Meddings was a special and visual effects supervisor who worked in television and film, most notably for the James Bond andSUPERMAN film series. Meddings was awarded a shared Special Achievement Academy Award for special effects on SUPERMAN and shared the BAFTA Michael Balcon Award. He was also Oscar-nominated for MOONRAKER and BAFTA-nominated for BATMAN and GOLDENEYE.

Eileen Moran (1952-2012). Moran was a multiple VES Award-winning visual effects producer known for her groundbreaking CG commercial work at Digital Domain and her feature work as an executive producer at Weta Digital. Moran won her first VES Award for Outstanding Visual Effects for her work on KING KONG. She led the Weta Digital effects team on VES Award-winner AVATAR. She also received a VES nomination for THE ADVENTURES OR TIN-TIN: THE SECRET OF THE UNICORN. 

Gene Roddenberry (1921-1991). Roddenberry was an award-winning writer and producer, best known for creating the STAR TREK franchise. He was the first TV writer with a star on the Hollywood Walk of Fame and was inducted into the Science Fiction Hall of Fame and the Academy of Television Arts & Sciences Hall of Fame. Roddenberry and STAR TREK have been cited as inspiration for other science fiction franchises, with George Lucas crediting the series for enabling STAR WARSto be produced.

https://www.visualeffectssociety.com/2018-ves-honors-celebration-honorees

About the Visual Effects Society

The Visual Effects Society is a professional global honorary society dedicated to advancing the arts, sciences and applications of visual effects and to upholding the highest standards and procedures for the visual effects profession. It is the entertainment industry's only official organization representing the extended global community of visual effects practitioners, including supervisors, artists, producers, technology developers, educators and studio executives. VES’ more than 3,800 members in 35 countries worldwide contribute to all areas of entertainment – film, television, commercials, animation, music videos, games and new media.  

To learn more about the VES, visit www.visualeffectssociety.com and follow us on Twitter @VFX Society.  Read our signature publication VFX Voice at www.vfxvoice.com

ACM SIGGRAPH Social Media Survey

ACM SIGGRAPH Social Media Survey

As part of our efforts to continually improve the ACM SIGGRAPH member communication, we are interested in understanding which social media channels our members use so we can effectively communicate with you. Through our strategic planning and in an effort to “Enable Everyone to Tell Their Story,” the organization feels using the appropriate channels to communicate is an important task. We have created a short survey, which will take about 5-10 minutes of you time to take. We would appreciate you completing the demographic questions for analysis purposes, but if you would just like to answer the survey questions, feel free to skip the demographic questions or choose the ones you would like to answer.  All data collected in this survey are evaluated in aggregate. ACM SIGGRAPH follows responsible data collection practices. To learn more about our data collection policy, click here. As a “Thank You” for participating, 10 members will win SIGGRAPH Swag. If you’d like to enter the drawing, please enter your contact information at the end of this survey. The survey can be found at: https://www.surveymonkey.com/r/ACM_SIGGRAPH_Social_Media_Survey Thanks for your help by taking this survey.