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Into the Graphicsverse: developing openGL FXs for an animated short in the style of ‘Into the Spider-verse’ Kolton Yager, Adam Andersson, Joey Johnson, Connor Virostek, Sydney Baroya, Steven Pineda, Katerine Buck, Matthew Key, Quan Bui, Nathan Lui, Ellen Liu, Noah Paige, Zoë J. Wood California Polytechnic State University (Cal Poly) San Luis Obispo, CA [email protected] ABSTRACT As part of a project based graduate course, we developed openGL FX for an original CG animated short in the style of ‘Spiderman:Into the Spider-verse’. We present the FX for the short that we developed using openGL to support producing the original CG animated short. Some of the FX developed and integrated into the short include various particle systems for specific animated elements including a tornado like portal and viscous acid, boids to drive a crowd of small spiders’ behavior, blobby modeling to merge spider eyes into human eyes, and geometric ‘glitching’. The main characters of the short were produced by students creating original models and animations in Blender, then exported in the gltf format and rendered using our openGL rendering system, however, the short also included many FX animations driven by the systems described here. KEYWORDS particle FX, production pipeline in a technical course, physically based animation ACM Reference Format: Kolton Yager, Adam Andersson, Joey Johnson, Connor Virostek, Sydney Baroya, Steven Pineda, Katerine Buck, Matthew Key, Quan Bui, Nathan Lui, Ellen Liu, Noah Paige, Zoë J. Wood. 2020. Into the Graphicsverse: developing openGL FXs for an animated short in the style of ‘Into the Spider-verse’. In Proceedings of ACM Conference (Conference’17). ACM, New York, NY, USA, 2 pages. https://doi.org/10.1145/nnnnnnn.nnnnnnn 1 INTRODUCTION & BACKGROUND Creating authentic production style learning experience for stu- dents in computer graphics courses can be a challenge. In the fall of 2019, an experimental project based graduate level computer science course focused on providing students with the opportunity to be creative and develop their technical computer graphics skills while producing an animated short. During this ten week course, we wrote and developed the script, assets and software for an original animated computer graphics short in the style of ‘Spiderman:Into the Spider-verse’. The short is titled ‘Into the Graphics-verse’ and depicted a brief imagined story of what might have happened to the spider after it bit the main human protagonist, Miles. The short includes several FX to help convey the story, these include: Conference’17, July 2017, Washington, DC, USA © 2020 Association for Computing Machinery. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of ACM Conference (Conference’17), https://doi.org/10.1145/nnnnnnn.nnnnnnn. Particle systems [3] for portals and minion spider acid. Geometric Glitch intended to give the audience a similar experience to the geometric glitch in the film: a sense that something in the character’s world is going wrong and must be fixed. The algorithm for the glitch includes a concept called array splitting. Blobby models for the hero spider eyes to merge into human like eyes (also known as metaballs [1] or implicit surfaces. Boids to control the behaviour of a group of small spiders [2] Hierarchical modeling animation for some scenes. Ray marching to simulate an alternative portal effect. 2 RESULTS We were able to produce an openGL rendering engine (described in another poster submission) and the openGL FX described here in addition to producing the short itself all in a ten week academic quarter. The short can be seen at: https://youtu.be/7SmURgZGSmc and here we demonstrate frames highlighting the various FX we developed and incorporated into our story. The boid system for controlling a group of small spiders is seen in Figures 2. Blobby modeling to show the spiders eyes merging into more human like eyes shown in Figure 1. Particle systems for various FXs seen in Figure 5 and 6. Figure 4 shows a scene in which hierarchical modeling was used to drive the character animation (due to time constraints to rig all models). The ’glitching’ FX is shown in Figure 3. Finally, an alternative portal created with a ray marching technique is sown in Figure 7. Figure 1: One of the openGL FX implemented and incorpo- rated into the short was blobby modeling to animate the spi- der’s 8 eyes merging into 2 after biting a human. We learned a great deal from this quarter long production focused computer graphics class, specifically that production is hard, but fun and would love to present our work and learning via this poster.

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Page 1: Into the Graphicsverse: developing openGL FXs for an animated …users.csc.calpoly.edu/~zwood/teaching/csc572/572... · 2020. 3. 24. · short in the style of ‘Spiderman:Into the

Into the Graphicsverse: developing openGL FXs for an animatedshort in the style of ‘Into the Spider-verse’

Kolton Yager, Adam Andersson, Joey Johnson, Connor Virostek, Sydney Baroya, Steven Pineda,Katerine Buck, Matthew Key, Quan Bui, Nathan Lui, Ellen Liu, Noah Paige, Zoë J. Wood

California Polytechnic State University (Cal Poly)San Luis Obispo, [email protected]

ABSTRACTAs part of a project based graduate course, we developed openGLFX for an original CG animated short in the style of ‘Spiderman:Intothe Spider-verse’. We present the FX for the short that we developedusing openGL to support producing the original CG animated short.Some of the FX developed and integrated into the short includevarious particle systems for specific animated elements including atornado like portal and viscous acid, boids to drive a crowd of smallspiders’ behavior, blobbymodeling to merge spider eyes into humaneyes, and geometric ‘glitching’. The main characters of the shortwere produced by students creating original models and animationsin Blender, then exported in the gltf format and rendered using ouropenGL rendering system, however, the short also included manyFX animations driven by the systems described here.

KEYWORDSparticle FX, production pipeline in a technical course, physicallybased animationACM Reference Format:Kolton Yager, Adam Andersson, Joey Johnson, Connor Virostek, SydneyBaroya, Steven Pineda, Katerine Buck, Matthew Key, Quan Bui, Nathan Lui,Ellen Liu, Noah Paige, Zoë J. Wood. 2020. Into the Graphicsverse: developingopenGL FXs for an animated short in the style of ‘Into the Spider-verse’. InProceedings of ACM Conference (Conference’17). ACM, New York, NY, USA,2 pages. https://doi.org/10.1145/nnnnnnn.nnnnnnn

1 INTRODUCTION & BACKGROUNDCreating authentic production style learning experience for stu-dents in computer graphics courses can be a challenge. In the fallof 2019, an experimental project based graduate level computerscience course focused on providing students with the opportunityto be creative and develop their technical computer graphics skillswhile producing an animated short.

During this ten week course, we wrote and developed the script,assets and software for an original animated computer graphicsshort in the style of ‘Spiderman:Into the Spider-verse’. The short istitled ‘Into the Graphics-verse’ and depicted a brief imagined storyof what might have happened to the spider after it bit the mainhuman protagonist, Miles. The short includes several FX to helpconvey the story, these include:

Conference’17, July 2017, Washington, DC, USA© 2020 Association for Computing Machinery.This is the author’s version of the work. It is posted here for your personal use. Notfor redistribution. The definitive Version of Record was published in Proceedings ofACM Conference (Conference’17), https://doi.org/10.1145/nnnnnnn.nnnnnnn.

• Particle systems [3] for portals and minion spider acid.• Geometric Glitch intended to give the audience a similarexperience to the geometric glitch in the film: a sense thatsomething in the character’s world is going wrong and mustbe fixed. The algorithm for the glitch includes a conceptcalled array splitting.

• Blobby models for the hero spider eyes to merge into humanlike eyes (also known as metaballs [1] or implicit surfaces.

• Boids to control the behaviour of a group of small spiders [2]• Hierarchical modeling animation for some scenes.• Ray marching to simulate an alternative portal effect.

2 RESULTSWe were able to produce an openGL rendering engine (describedin another poster submission) and the openGL FX described herein addition to producing the short itself all in a ten week academicquarter. The short can be seen at: https://youtu.be/7SmURgZGSmcand here we demonstrate frames highlighting the various FX wedeveloped and incorporated into our story.

The boid system for controlling a group of small spiders is seenin Figures 2. Blobby modeling to show the spiders eyes merginginto more human like eyes shown in Figure 1. Particle systems forvarious FXs seen in Figure 5 and 6. Figure 4 shows a scene in whichhierarchical modeling was used to drive the character animation(due to time constraints to rig all models). The ’glitching’ FX isshown in Figure 3. Finally, an alternative portal created with a raymarching technique is sown in Figure 7.

Figure 1: One of the openGL FX implemented and incorpo-rated into the short was blobbymodeling to animate the spi-der’s 8 eyes merging into 2 after biting a human.

We learned a great deal from this quarter long production focusedcomputer graphics class, specifically that production is hard, butfun and would love to present our work and learning via this poster.

Page 2: Into the Graphicsverse: developing openGL FXs for an animated …users.csc.calpoly.edu/~zwood/teaching/csc572/572... · 2020. 3. 24. · short in the style of ‘Spiderman:Into the

Conference’17, July 2017, Washington, DC, USA GI Team

Figure 5: Particle systems were implemented for the finalportal, shown here.

Figure 6: Particle systems including viscosity were imple-mented for the evil minion spider’s to spit acid.

Figure 7: Ray marching is used for another openGL FX im-plemented and incorporated into the short (portal).

Figure 2: One of the openGL FX implemented and incorpo-rated into the short was boids to control a swarm of spiders.

Figure 3: Geometric ‘glitching’ was implemented such thatcomplete character models are broken into several parts.

Figure 4: Some of the scenes included simple hierarchicalmodeling such as the Noir origin scene.

REFERENCES[1] Paul Baker. 2002. Metaballs. http://www.paulsprojects.net/opengl/metaballs/

metaballs.html[2] Craig Reynolds. 1987. Flocks, herds and schools: A distributed behavioral model.[3] AndrewWitkin. 1997. Physically Based Modeling: Principles and Practice: Particle

System Dynamics. https://www.cs.cmu.edu/~baraff/sigcourse/notesc.pdf