Luxo, meet Henry : And the Wheel in the dSky keeps on turnin…

In 1986, Pixar Animation Studios created its first film, dubbed Luxo Jr.

luxo-jr-still-pixar-cgi

It was presented to a sophisticated audience at SIGGRAPH, the annual convention for those in the know, and in the engineering, design, and creation of the best 3D graphics in the world. At the time, the air was one of hope; Tron had just been released to audience acclaim a few years earlier in 1982, the first movie to have significant computer-generated visual effects (nee CG/VFX) sequences, and whispers in the wind predicted at some point, at some time, a completely 100% CGI (computer generated imagery) film would be created.

In less than 2 minutes, Pixar proved that seemingly inanimate objects, in this case simple desk-lamps and inflatable toy balls, could exude, even ooze, character, charm, and even emotion.

toy-story-key

That one film opened the door to an entire new era of Hollywood cinema, which arguably exploded into mainstream consciousness a decade later in 1995 with Toy Story, the first commercially successful, full length, completely computer-generated CG film… again, by Pixar, the love child of George Lucas, John Lasseter and  Steve Jobs.

Fast forward 30 years. Oculus, the amazing company that launched on kickstarter and was stunningly acquired by Facebook for $2 billion a mere 2 years later, launches a virtual cinema division dubbed Oculus Story Studio.

And now, here’s Henry.

Meet Henry from Story Studio on Vimeo.

Henry is a clear attempt to move from hardcore, sci-fi, robot-loving gamers, into a more general, emotional, human populace. Presumably, a human populace willing to put on a pair of blackened ski-goggles in order to watch — scratch that — in order to experience, genuine story-fed emotion.

Henry is, plain and simple: An attempt, albeit a decent one, to launch a new category, animated cinematic interactive VR… with a best-in-class example.

Come August 28, and more-so, come February 2016, the world will decide.

Here’s hoping they succeed.

 

 

 

 

Short-Form, Low-Poly: Necessity as the Mother of Invention

In testing our apps with the general public, one thing has become abundantly clear: the bar for VR content is high. Extremely high, in fact.

Modern audiences have been primed for VR by two mainstream media: Hollywood Special FX blockbusters, and AAA videogames for consoles. Think the special effects from Avatar, or the Lord of the Rings, and Ex Machina; totally synthetic, computer-generated characters that are also totally believable… in fact, indistinguishable from human actors, apart from their extreme biological forms.

L to R Jake Sully (Sam Worthington) and Neytiri (Zoë Saldana).

Avatar by James Cameron  : Jake Sully (Sam Worthington) and Neytiri (Zoë Saldana).

On the videogame front, we have massive 40+ hour experiences with photorealistic graphics, huge free-to-explore environments; think Gears of War, Call of Duty and Grand Theft Auto.

These high expectations are compounded by the fact that the essence of the VR experience encourages close inspection of elements. In other words, people just love to lean in and closely examine textures and objects. This means that all the graphical and modelling shortcuts used for far away objects are now null. We must model for close-ups.

First, lets look at some basic economics of content: 

  • MOVIES
  • a movie ticket costs $10, for 2 hours of play
  • a major hollywood movie costs about $200 million to make and market
  • there are more than 1 billion people who watch movies worldwide
  • a DVD player costs $30.
  • VIDEOGAMES
  • a videogame costs $50, for 40 hours of play
  • a major AAA videogame costs about $30 million to make and market
  • there are more than 300 million videogame consoles worldwide
  • a videogame console costs $300.

Now, for comparison, lets look at

  • VR in 2015
  • A premium VR experience retails for $3 to $12, for 5-20 minutes of play
  • A premium 5-minute VR experience takes about $1 million to create
  • There are currently less than 2 million VR viewers in the hands of consumers globally.
  • an entry level consumer VR rig costs $1,500.

Realistically, most of the VR content being created today is by either small motivated teams of 1-3 people, or by divisions of larger Special Effects firms who are dipping their toes into the new media. The videogame companies will be coming in strong soon. Hello EA, Blizzard, Epic.

To cut to the chase: consumers expect photorealism, yet there is no way to justify photo-realistic production budgets when the existing audience is effectively non-existent.

The solution : short-form, low-poly

The solution, as with most, relies on elegance, not brute force. Extremely low poly models, which perform well on almost any platform, and short-form content, i.e. playtimes less than 5 minutes, are the sweet spot that make modern VR production possible… perhaps even profitable.

Examples of doing low-poly right:

1. Darknet

2. See our earlier post on Synthesis Universe.

and…

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Switch Hitting : back to Mr. Potter

great meetings with the Studios in Hollywood. Put some post-demo polish on the Star Wars featurette, now it may be time to revisit Harry Potter in his most awesome game of Wizard Chess VR. Remember BattleChess? You ain’t seen nuthin yet.

Early early pre-viz:

Harry Potter Wizards Chess VR

scene recreation, v0.03

Harry Potter Wizards Chess

Wixards Chess, still from Harry Potter and the Sorcerer’s Stone. © Warner Brothers

our first task is to do the basic “blocking” on the scene. For this we use simple capsules as stand-ins for the actors. Once all the gross movement is accounted for, then we swap in the high resolution humanoid models, and slowly add in actual gestures / movements / walks / hands / head animations, lip sync, and even eye gaze, aka dristi.

Harry Potter Wizards Chess

character stand-ins for basic scene blocking

Harry Potter Wizards Chess VR

Harry Potter Wizards Chess, Harry Potter and the Sorcerers Stone © Warner Brothers

Onward.