object oriented design patterns in cgi … 07, 2010 · patterns in cgi animated feature film...

6
OBJECT ORIENTED DESIGN PATTERNS IN CGI ANIMATED FEATURE FILM PRODUCTION PIPELINE Assist. Prof. Dr. Cem SOtc;u Marmara University, Faculty of Communication. Dept. of Informatics. Turkey. Resch. Assist. Elif Y>lmaz Yeditepe University. Faculty of Communication. Dept. of Visual Communication Design Dept.. Turkey. [email protected] 1. Introduction The key trend we are witnessing in the animation industry is the conversion to Generated Imagery (CGI) Animation. Technology has revolutionized animated filmmaking so that the industry has turned its head from traditional hand-drawn animation to entirely computer generated imagery (CG I) over the last five years (Fig. 1). y " ... F " 16 15 11 . f . .! -j-------+--"'--___ .... I--I .. Fig. 1. The Number of CGAFF's per year released in past thirteen years. There started to emerge. computer animated movies. produced via unique method. in which 3D graphics are rendered and digitally animated entirely by computers. With its proximity to reality. eye catching clarity and potential for picturing anything imaginable, computer animation has become a very strong vehicle for conveying messages. emotions and knowledge which might also explain why immediately after its emergence a multi-billion dollar industry has embraced it. CG animated movies has proven to be very profitable. One of the best known American computer animation studios. Pixar. exemplifies the profitability clearly with its extraordinary fiscal records. On average, each of Pixar's six productions has raked in $240 million at the domestic box office. $285 million internationally, and an astounding gross profit of $450 million. To put things in perspective. these figures are roughly triple the box office generated by Disney's last five animated non-Pixar releases [9]. The convergence of the methodology led to a massive change on the production process as well and brought about the demand for the most effective and efficient solution, since the requirements of completing any feature film project is not only enormous but also highly complex. In this paper, we first define a generic production process of a CG Animation Featured Film (CGAFF), along with the whole business process of an animation studio since the whole picture consists of other aspects which are beyond the scope of this paper. Secondly. isolating the production process and terming it as a "pipeline" we will deconstruct it. After deconstructing. we will try to define the process itself in terms of object oriented design patterns. in order to present a detailed analysis of the so called "pipeline". Finally, we will try to have a clearly demonstrated object oriented CG animated feature film production process apart from the business process of the animation studio. Our aim in doing this work is to show that object oriented modeling approach improves our understanding of production process. since this modeling approach is very close to the way in which human cognition operates.

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Page 1: OBJECT ORIENTED DESIGN PATTERNS IN CGI … 07, 2010 · PATTERNS IN CGI ANIMATED FEATURE FILM PRODUCTION PIPELINE ... summarizes the traditional animation process in ... Alpha Production

OBJECT ORIENTED DESIGN PATTERNS IN CGI ANIMATED FEATURE FILM PRODUCTION

PIPELINE

Assist Prof Dr Cem SOtcu Marmara University

Faculty of Communication Dept of Informatics Turkey

Resch Assist Elif Ygtlmaz Yeditepe University

Faculty of Communication Dept of Visual Communication Design Dept

Turkey eyilmazyeditepeedutr

1 Introduction The key trend we are witnessing in the animation industry is the conversion to Generated Imagery (CGI) Animation Technology has revolutionized animated filmmaking so that the industry has turned its head from traditional hand-drawn animation to entirely computer generated imagery (CG I) over the last five years (Fig 1)

y

F 16

15 11

l~ f

-j-------+----___--+----~III--III-I--I

Fig 1 The Number of CGAFFs per year released in past thirteen years

There started to emerge computer animated movies produced via unique method in which 3D graphics are rendered and digitally animated entirely by computers With its proximity to reality eye catching clarity and potential for picturing anything imaginable computer animation has become a very strong vehicle for conveying messages emotions and knowledge which might also explain why immediately after its emergence a multi-billion dollar industry has embraced it

CG animated movies has proven to be very profitable One of the best known American computer animation studios Pixar exemplifies the profitability clearly with its extraordinary fiscal records On average each of Pixars six productions has raked in $240 million at the domestic box office $285 million internationally and an astounding gross profit of $450 million To put things in perspective these figures are roughly triple the box office generated by Disneys last five animated non-Pixar releases [9]

The convergence of the methodology led to a massive change on the production process as well and brought about the demand for the most effective and efficient solution since the requirements of completing any feature film project is not only enormous but also highly complex

In this paper we first define a generic production process of a CG Animation Featured Film (CGAFF) along with the whole business process of an animation studio since the whole picture consists of other aspects which are beyond the scope of this paper Secondly isolating the production process and terming it as a pipeline we will deconstruct it After deconstructing we will try to define the process itself in terms of object oriented design patterns in order to present a detailed analysis of the so called pipeline Finally we will try to have a clearly demonstrated object oriented CG animated feature film production process apart from the business process of the animation studio Our aim in doing this work is to show that object oriented modeling approach improves our understanding of production process since this modeling approach is very close to the way in which human cognition operates

CLASS PRE-PRODUCTION

CLASS POST-PRODUCTION

CLASS

Technical Help Desk

Legal Affairs

Business Process

Human Resources

Management

Production Process

MaOlelmg Affairs

RnanClal Affairs

Dehvery AlfatrS

Dellelopment PreshyProduction

Produclion

Production Process

Post~

Productioo

Fig 2 Context Diagram of Animation Studio Business Process

Traditional Animation Production Process

PRODUCTION CLASSSTORY

Fig 3 Components and Subclasses of Production Process in Traditional Animation Context (reproduced from Bettis 2005)

2 General Business Structure and Production Pipeline of CGAFF In order to apply object oriented design approach to the production pipelines the structure of the pipeline set and the relations among the members of this set has to be clarified at first However there is limited amount of information on the current practices of the animation studios due to two major reasons The first is the business confidentiality There are so many books articles and digital tutorials on the techniques of animation or using 3D deSign software On the other hand there are very few materials about the complete picture of the production since the industry is extremely competitive The second is that the industry is still in its infancy and has captured scholarly attention very recently therefore has yielded very few academic studies

The animation studios spare a page or two on their websites to showcase their departments and how they make movies [610] Roughly this information covers the basic stages of production rather than departmental process relationships in performing specific tasks In 2001 Dowlatabadi and Winder published a guide to the process of developing a project starting from story concept till the final delivery of the film by breaking down into specific pieces of activities

In this paper our concern will be focused on the production aspect of the CGAFF business The production process by which an animated movie is created from script to final product is called production pipeline and it borrows many things from the traditional animation process

Transition period from traditional to digital animation witnessed the usage of the combination of both techniques producing a hybrid type called tradigital DreamWorks executive Jeffrey Katzenberg coined the term tradigital animation to describe films produced by his studio which incorporated elements of traditional and computer animation equally such as Spirit Stallion of the Cimarron and Sinbad Legend of the Seven Seas[7] Bettis (2005) summarizes the traditional animation process in order to prepare a ground for the 3D animation process similarities and differences It can be pictured as in Fig 3

The production pipeline for the CGAFF is on the other hand somewhat more complicated and requires more departments Bettis in his qualitative study examining the digital production pipeline methods and structures simplified the workflow chart as presented in Fig 4

Sripl or

Slut fI

LJ Fig 4 Alpha Production pipeline Workflow

3 Object Oriented Design for Production Pipeline of CGAFF Object-oriented approaches are based on the notion of object (encapsulating data and procedures) and messages exchanged by Objects An object is viewed from the outside as providing services (or taking responsibilities) this is a metaphor for talking about the procedures that an Object can execute when it receives an appropriate message [8]

With the term design patterns one refers to identified solutions to common design problems ( ) Objectshyoriented design patterns specify the relationships between the participating classes and determine their collaboration [2]

We are trying to construct CGAFF business model by combining styles of different studios on the one hand and on the other hand academic studies on existing pipelines In doing so our aim is to document as in

Rladtr

much detailed conceptualization as possible to learn about the business and all its functions and processes Armed with this understanding we try to discover the way the process works as a business Our completed model has description of data processes and even the jargon Industrys jargon is actually the core of their corporate culture To do this effectively we will try to discover instead of trying to invent [4] Instead of designing a system on the basis of the services that each object or component can provide we propose considering the whole game in which agents components and users can play various roles in order to perform some common task This game-based metaphor can help designers grasp the essence of what makes a group of individuals behave as a group when performing joint tasks they play a game in which each individual plays a specific role according to the rules characterizing the game [8]

Object-Oriented Methods distinguish themselves by using different approaches to describe the target systems They are usually categorized into several groups according to the ways they view the system [11]

1 Viewing as Data Types Classes and their Association 2 Viewing Systems by their Behaviors 3 Viewing Systems as Architecture In object oriented analysis Objects are finite data models with functions representing states of a physical Object in the real world Today the object oriented approach is considered to be the most appropriate method to model real world systems in a computer [11] In this paper we will use the modeling method of viewing as data types classes and their associations This approach treats the structural view of a system as the types of objects in the system and various kinds of static relationships that exist between them Three kinds of relationships are important -Associations (eg model has surface texture) -Subtypes (eg modeling in CGAFF production process can be sub-typed into NURBS modeling and Polygon Modeling) -Aggregation (eg a polygon is part of a model)

4 Object Oriented Pipeline Design 41 Context Diagram One of the most important parts of the production process is modeling One of the truly amazing things about 3D production is that most of what we see on the screen has to be modeled individually The modeling process is like sculpting but in digital form with digital material In 3D computer graphics 3D modeling is the process of developing a mathematical wire frame representation of any three-dimensional object (either inanimate or living) via specialized software [4]

Whenever the conceptual preparations of the models-to-be are completed the next step is to actualize everything in what will become 3D models At the forefront of this transition is the 3D Modeling System To be able to model the process we need to clarify all information providers or users or necessary tasks to complete the 3D model as well as the relations and operations within the system

The aim of the modeling system is to produce 3D models which are accurate with the given idea or descriptions easily manageable usually have optimum balance with regard to visual quality and data weight So first we are going to list external entities with relation to the modeling system and then graphically represent the context diagram

42 Sequence Diagram models the flow of logic within the system in a visual manner which shows the flow of the behaviors through the systems process

When the idea of the model is set by the director the drawing artists are ordered with the visual supplements for the 3D model First the drawing artists provide modelers with the necessary inputs and the modeling artists create 3D models using software and it receives the editors and directors confirmation Second the 3D model is created but does not pass the editor criticisms and hence sent back to modelers for modifications or recreation

43 Use Case Diagram The system produces 3D models for any use through the movie production process Therefore it will service the editorial

SOFTWIRE PROVIDER

HUUlN RESOURCE

3D MODELING

SURIACl NGJCHIlRACTER IlIEV LOPMENT LA( OUT I LIGHTING I

DATA ISTORAGE

UNIT

Fig 5 Context Diagram

animation lighting FX and other production and post production members The users are then both the director author editor and the rest of the departments in the assembly line such as surfacing character set up layout and lighting

The information providers are the director editor and 2D and 3D artists as well as the research amp

development engineers who describe what the model will be or can be like

Class Diagram The 3D modeling artist builds the models upon the provided abstraction by using several different modeling methods The class diagram below shows those methods and outcomes 3D modeling method can be to create by hand scanning or modifying preset algorithms Creating by hand we mean the modeler constructs the components of the model such as points and their relation to each other simply by setting them separately by hand Some of the attributes the create class has are name location and layer Scanning is implemented by getting the model from a scanning technology which analyzes a real-world object or environment to collect data on its shape and possibly its appearance Modification is an umbrella term for number of techniques used for creating 3D models

3D modellns

artiat

Fig 6 Sequence Diagram

either by utilizing preset algorithms or implementing modification commands such as rotate bevel weld or move Just like the other two types of modeling techniques modify class has attributes like location name or layer

Conclusion Completing the object oriented modeling when class diagrams are completed and activities are ordered in a hierarchical form all in detail the result is the standardization of the whole process This will help

software developers to better understand the user needs and for the users it will provide easiness of interchangeable use of the programs Hopefully a unified structure might be developed among the different software being used by different animation studios Last but not the least with benchmarking efforts it is possible to expect a rise in the overall quality of the process

Future research on this path might be developing the complete model of the whole production process including the pre and post production phases

3D MODELING USE CASE

ORDER 3D CREATtS 3 0 MOOELING

MDDEl 3D MODEL ARTIST

[)I R~crOR

APPROVE REJECT

PROVlDEI ENHANCE

SOFTWARE SOITWAIE PROVIDER

PROVIDE ABSTRACTIONS

EDITOR

RampD ENGfNEER

~p MOOpoundLING ARTloT

Fig 7 Use Case Diagram

Can be

t CIliate

middotname loC1l n 1l ogt

t (is a kind of t J

MOltlify

nllm (ayer

Fig 8 Class Diagram

Modeltng Mol hods

Scan narne

5gt e kx 11

la y ll

References [1] 3D modeling Computer Desktop Encyclopedia Computer Language Company Inc 2007 Answerscom 23 Sep 2007 httpwwwanswerscomtopic3d-modeling-1

[2] Ampatzoglou A and Chatzigeorgiou A Evaluation of Object-Oriented Design Patterns in Game Development Information and Software Technology Volume 49 Issue 5 May 2007 Pages 445-454

[3] Bettis D E Digital Production Pipelines Examining Structures and Methods in the Computer Effects Industry Masters thesis Texas AampM University 2005

[4] Brown D Introduction to Object-Oriented Analysis Objects in Plain English John Wiley amp Sons p 93 2002

[5] Dowlatabadi Z and Winder C Producing Animation 1st Boston Focal Press 2001

[6] How We Do It 1995 Pixar Animation Studios 20 Sep 2007

[7] Kehr D An Old-Fashioned Cartoon of the West [Review] Review of Spirit the movie New York Times May 24 2002 Late Edition (east Coast) httpwwwproquestcom(accessed September 21(2007)

[B] Rossi Matti Information Modeling in the New Millennium Hershey PA USA Idea Group Inc 2001 pp 17B-179 httpsiteebrarycomllibmarmaraDocid=10019177 ampppg=17B

[9] Smith R INDUSTRY 2004 To Infinity and Beyond Film Comment 41 no 1 (January 1 2005) 49-50 httpwwwproquestcom(accessed September 21 2007) httpwwwpixarcomhowwedoitlindexhtml

[10] Workflow 1997 Blue Sky Studios 20 Sep 2007 httpwwwblueskystudioscomcontentlprocessphp

[11] Zhong C Modeling of Airport Operations Using Object-Oriented Approach PhD thesis Civil Engineering Department Virginia Polytechnic Institute and State University pp 9-1 B 1997

Page 2: OBJECT ORIENTED DESIGN PATTERNS IN CGI … 07, 2010 · PATTERNS IN CGI ANIMATED FEATURE FILM PRODUCTION PIPELINE ... summarizes the traditional animation process in ... Alpha Production

CLASS PRE-PRODUCTION

CLASS POST-PRODUCTION

CLASS

Technical Help Desk

Legal Affairs

Business Process

Human Resources

Management

Production Process

MaOlelmg Affairs

RnanClal Affairs

Dehvery AlfatrS

Dellelopment PreshyProduction

Produclion

Production Process

Post~

Productioo

Fig 2 Context Diagram of Animation Studio Business Process

Traditional Animation Production Process

PRODUCTION CLASSSTORY

Fig 3 Components and Subclasses of Production Process in Traditional Animation Context (reproduced from Bettis 2005)

2 General Business Structure and Production Pipeline of CGAFF In order to apply object oriented design approach to the production pipelines the structure of the pipeline set and the relations among the members of this set has to be clarified at first However there is limited amount of information on the current practices of the animation studios due to two major reasons The first is the business confidentiality There are so many books articles and digital tutorials on the techniques of animation or using 3D deSign software On the other hand there are very few materials about the complete picture of the production since the industry is extremely competitive The second is that the industry is still in its infancy and has captured scholarly attention very recently therefore has yielded very few academic studies

The animation studios spare a page or two on their websites to showcase their departments and how they make movies [610] Roughly this information covers the basic stages of production rather than departmental process relationships in performing specific tasks In 2001 Dowlatabadi and Winder published a guide to the process of developing a project starting from story concept till the final delivery of the film by breaking down into specific pieces of activities

In this paper our concern will be focused on the production aspect of the CGAFF business The production process by which an animated movie is created from script to final product is called production pipeline and it borrows many things from the traditional animation process

Transition period from traditional to digital animation witnessed the usage of the combination of both techniques producing a hybrid type called tradigital DreamWorks executive Jeffrey Katzenberg coined the term tradigital animation to describe films produced by his studio which incorporated elements of traditional and computer animation equally such as Spirit Stallion of the Cimarron and Sinbad Legend of the Seven Seas[7] Bettis (2005) summarizes the traditional animation process in order to prepare a ground for the 3D animation process similarities and differences It can be pictured as in Fig 3

The production pipeline for the CGAFF is on the other hand somewhat more complicated and requires more departments Bettis in his qualitative study examining the digital production pipeline methods and structures simplified the workflow chart as presented in Fig 4

Sripl or

Slut fI

LJ Fig 4 Alpha Production pipeline Workflow

3 Object Oriented Design for Production Pipeline of CGAFF Object-oriented approaches are based on the notion of object (encapsulating data and procedures) and messages exchanged by Objects An object is viewed from the outside as providing services (or taking responsibilities) this is a metaphor for talking about the procedures that an Object can execute when it receives an appropriate message [8]

With the term design patterns one refers to identified solutions to common design problems ( ) Objectshyoriented design patterns specify the relationships between the participating classes and determine their collaboration [2]

We are trying to construct CGAFF business model by combining styles of different studios on the one hand and on the other hand academic studies on existing pipelines In doing so our aim is to document as in

Rladtr

much detailed conceptualization as possible to learn about the business and all its functions and processes Armed with this understanding we try to discover the way the process works as a business Our completed model has description of data processes and even the jargon Industrys jargon is actually the core of their corporate culture To do this effectively we will try to discover instead of trying to invent [4] Instead of designing a system on the basis of the services that each object or component can provide we propose considering the whole game in which agents components and users can play various roles in order to perform some common task This game-based metaphor can help designers grasp the essence of what makes a group of individuals behave as a group when performing joint tasks they play a game in which each individual plays a specific role according to the rules characterizing the game [8]

Object-Oriented Methods distinguish themselves by using different approaches to describe the target systems They are usually categorized into several groups according to the ways they view the system [11]

1 Viewing as Data Types Classes and their Association 2 Viewing Systems by their Behaviors 3 Viewing Systems as Architecture In object oriented analysis Objects are finite data models with functions representing states of a physical Object in the real world Today the object oriented approach is considered to be the most appropriate method to model real world systems in a computer [11] In this paper we will use the modeling method of viewing as data types classes and their associations This approach treats the structural view of a system as the types of objects in the system and various kinds of static relationships that exist between them Three kinds of relationships are important -Associations (eg model has surface texture) -Subtypes (eg modeling in CGAFF production process can be sub-typed into NURBS modeling and Polygon Modeling) -Aggregation (eg a polygon is part of a model)

4 Object Oriented Pipeline Design 41 Context Diagram One of the most important parts of the production process is modeling One of the truly amazing things about 3D production is that most of what we see on the screen has to be modeled individually The modeling process is like sculpting but in digital form with digital material In 3D computer graphics 3D modeling is the process of developing a mathematical wire frame representation of any three-dimensional object (either inanimate or living) via specialized software [4]

Whenever the conceptual preparations of the models-to-be are completed the next step is to actualize everything in what will become 3D models At the forefront of this transition is the 3D Modeling System To be able to model the process we need to clarify all information providers or users or necessary tasks to complete the 3D model as well as the relations and operations within the system

The aim of the modeling system is to produce 3D models which are accurate with the given idea or descriptions easily manageable usually have optimum balance with regard to visual quality and data weight So first we are going to list external entities with relation to the modeling system and then graphically represent the context diagram

42 Sequence Diagram models the flow of logic within the system in a visual manner which shows the flow of the behaviors through the systems process

When the idea of the model is set by the director the drawing artists are ordered with the visual supplements for the 3D model First the drawing artists provide modelers with the necessary inputs and the modeling artists create 3D models using software and it receives the editors and directors confirmation Second the 3D model is created but does not pass the editor criticisms and hence sent back to modelers for modifications or recreation

43 Use Case Diagram The system produces 3D models for any use through the movie production process Therefore it will service the editorial

SOFTWIRE PROVIDER

HUUlN RESOURCE

3D MODELING

SURIACl NGJCHIlRACTER IlIEV LOPMENT LA( OUT I LIGHTING I

DATA ISTORAGE

UNIT

Fig 5 Context Diagram

animation lighting FX and other production and post production members The users are then both the director author editor and the rest of the departments in the assembly line such as surfacing character set up layout and lighting

The information providers are the director editor and 2D and 3D artists as well as the research amp

development engineers who describe what the model will be or can be like

Class Diagram The 3D modeling artist builds the models upon the provided abstraction by using several different modeling methods The class diagram below shows those methods and outcomes 3D modeling method can be to create by hand scanning or modifying preset algorithms Creating by hand we mean the modeler constructs the components of the model such as points and their relation to each other simply by setting them separately by hand Some of the attributes the create class has are name location and layer Scanning is implemented by getting the model from a scanning technology which analyzes a real-world object or environment to collect data on its shape and possibly its appearance Modification is an umbrella term for number of techniques used for creating 3D models

3D modellns

artiat

Fig 6 Sequence Diagram

either by utilizing preset algorithms or implementing modification commands such as rotate bevel weld or move Just like the other two types of modeling techniques modify class has attributes like location name or layer

Conclusion Completing the object oriented modeling when class diagrams are completed and activities are ordered in a hierarchical form all in detail the result is the standardization of the whole process This will help

software developers to better understand the user needs and for the users it will provide easiness of interchangeable use of the programs Hopefully a unified structure might be developed among the different software being used by different animation studios Last but not the least with benchmarking efforts it is possible to expect a rise in the overall quality of the process

Future research on this path might be developing the complete model of the whole production process including the pre and post production phases

3D MODELING USE CASE

ORDER 3D CREATtS 3 0 MOOELING

MDDEl 3D MODEL ARTIST

[)I R~crOR

APPROVE REJECT

PROVlDEI ENHANCE

SOFTWARE SOITWAIE PROVIDER

PROVIDE ABSTRACTIONS

EDITOR

RampD ENGfNEER

~p MOOpoundLING ARTloT

Fig 7 Use Case Diagram

Can be

t CIliate

middotname loC1l n 1l ogt

t (is a kind of t J

MOltlify

nllm (ayer

Fig 8 Class Diagram

Modeltng Mol hods

Scan narne

5gt e kx 11

la y ll

References [1] 3D modeling Computer Desktop Encyclopedia Computer Language Company Inc 2007 Answerscom 23 Sep 2007 httpwwwanswerscomtopic3d-modeling-1

[2] Ampatzoglou A and Chatzigeorgiou A Evaluation of Object-Oriented Design Patterns in Game Development Information and Software Technology Volume 49 Issue 5 May 2007 Pages 445-454

[3] Bettis D E Digital Production Pipelines Examining Structures and Methods in the Computer Effects Industry Masters thesis Texas AampM University 2005

[4] Brown D Introduction to Object-Oriented Analysis Objects in Plain English John Wiley amp Sons p 93 2002

[5] Dowlatabadi Z and Winder C Producing Animation 1st Boston Focal Press 2001

[6] How We Do It 1995 Pixar Animation Studios 20 Sep 2007

[7] Kehr D An Old-Fashioned Cartoon of the West [Review] Review of Spirit the movie New York Times May 24 2002 Late Edition (east Coast) httpwwwproquestcom(accessed September 21(2007)

[B] Rossi Matti Information Modeling in the New Millennium Hershey PA USA Idea Group Inc 2001 pp 17B-179 httpsiteebrarycomllibmarmaraDocid=10019177 ampppg=17B

[9] Smith R INDUSTRY 2004 To Infinity and Beyond Film Comment 41 no 1 (January 1 2005) 49-50 httpwwwproquestcom(accessed September 21 2007) httpwwwpixarcomhowwedoitlindexhtml

[10] Workflow 1997 Blue Sky Studios 20 Sep 2007 httpwwwblueskystudioscomcontentlprocessphp

[11] Zhong C Modeling of Airport Operations Using Object-Oriented Approach PhD thesis Civil Engineering Department Virginia Polytechnic Institute and State University pp 9-1 B 1997

Page 3: OBJECT ORIENTED DESIGN PATTERNS IN CGI … 07, 2010 · PATTERNS IN CGI ANIMATED FEATURE FILM PRODUCTION PIPELINE ... summarizes the traditional animation process in ... Alpha Production

Transition period from traditional to digital animation witnessed the usage of the combination of both techniques producing a hybrid type called tradigital DreamWorks executive Jeffrey Katzenberg coined the term tradigital animation to describe films produced by his studio which incorporated elements of traditional and computer animation equally such as Spirit Stallion of the Cimarron and Sinbad Legend of the Seven Seas[7] Bettis (2005) summarizes the traditional animation process in order to prepare a ground for the 3D animation process similarities and differences It can be pictured as in Fig 3

The production pipeline for the CGAFF is on the other hand somewhat more complicated and requires more departments Bettis in his qualitative study examining the digital production pipeline methods and structures simplified the workflow chart as presented in Fig 4

Sripl or

Slut fI

LJ Fig 4 Alpha Production pipeline Workflow

3 Object Oriented Design for Production Pipeline of CGAFF Object-oriented approaches are based on the notion of object (encapsulating data and procedures) and messages exchanged by Objects An object is viewed from the outside as providing services (or taking responsibilities) this is a metaphor for talking about the procedures that an Object can execute when it receives an appropriate message [8]

With the term design patterns one refers to identified solutions to common design problems ( ) Objectshyoriented design patterns specify the relationships between the participating classes and determine their collaboration [2]

We are trying to construct CGAFF business model by combining styles of different studios on the one hand and on the other hand academic studies on existing pipelines In doing so our aim is to document as in

Rladtr

much detailed conceptualization as possible to learn about the business and all its functions and processes Armed with this understanding we try to discover the way the process works as a business Our completed model has description of data processes and even the jargon Industrys jargon is actually the core of their corporate culture To do this effectively we will try to discover instead of trying to invent [4] Instead of designing a system on the basis of the services that each object or component can provide we propose considering the whole game in which agents components and users can play various roles in order to perform some common task This game-based metaphor can help designers grasp the essence of what makes a group of individuals behave as a group when performing joint tasks they play a game in which each individual plays a specific role according to the rules characterizing the game [8]

Object-Oriented Methods distinguish themselves by using different approaches to describe the target systems They are usually categorized into several groups according to the ways they view the system [11]

1 Viewing as Data Types Classes and their Association 2 Viewing Systems by their Behaviors 3 Viewing Systems as Architecture In object oriented analysis Objects are finite data models with functions representing states of a physical Object in the real world Today the object oriented approach is considered to be the most appropriate method to model real world systems in a computer [11] In this paper we will use the modeling method of viewing as data types classes and their associations This approach treats the structural view of a system as the types of objects in the system and various kinds of static relationships that exist between them Three kinds of relationships are important -Associations (eg model has surface texture) -Subtypes (eg modeling in CGAFF production process can be sub-typed into NURBS modeling and Polygon Modeling) -Aggregation (eg a polygon is part of a model)

4 Object Oriented Pipeline Design 41 Context Diagram One of the most important parts of the production process is modeling One of the truly amazing things about 3D production is that most of what we see on the screen has to be modeled individually The modeling process is like sculpting but in digital form with digital material In 3D computer graphics 3D modeling is the process of developing a mathematical wire frame representation of any three-dimensional object (either inanimate or living) via specialized software [4]

Whenever the conceptual preparations of the models-to-be are completed the next step is to actualize everything in what will become 3D models At the forefront of this transition is the 3D Modeling System To be able to model the process we need to clarify all information providers or users or necessary tasks to complete the 3D model as well as the relations and operations within the system

The aim of the modeling system is to produce 3D models which are accurate with the given idea or descriptions easily manageable usually have optimum balance with regard to visual quality and data weight So first we are going to list external entities with relation to the modeling system and then graphically represent the context diagram

42 Sequence Diagram models the flow of logic within the system in a visual manner which shows the flow of the behaviors through the systems process

When the idea of the model is set by the director the drawing artists are ordered with the visual supplements for the 3D model First the drawing artists provide modelers with the necessary inputs and the modeling artists create 3D models using software and it receives the editors and directors confirmation Second the 3D model is created but does not pass the editor criticisms and hence sent back to modelers for modifications or recreation

43 Use Case Diagram The system produces 3D models for any use through the movie production process Therefore it will service the editorial

SOFTWIRE PROVIDER

HUUlN RESOURCE

3D MODELING

SURIACl NGJCHIlRACTER IlIEV LOPMENT LA( OUT I LIGHTING I

DATA ISTORAGE

UNIT

Fig 5 Context Diagram

animation lighting FX and other production and post production members The users are then both the director author editor and the rest of the departments in the assembly line such as surfacing character set up layout and lighting

The information providers are the director editor and 2D and 3D artists as well as the research amp

development engineers who describe what the model will be or can be like

Class Diagram The 3D modeling artist builds the models upon the provided abstraction by using several different modeling methods The class diagram below shows those methods and outcomes 3D modeling method can be to create by hand scanning or modifying preset algorithms Creating by hand we mean the modeler constructs the components of the model such as points and their relation to each other simply by setting them separately by hand Some of the attributes the create class has are name location and layer Scanning is implemented by getting the model from a scanning technology which analyzes a real-world object or environment to collect data on its shape and possibly its appearance Modification is an umbrella term for number of techniques used for creating 3D models

3D modellns

artiat

Fig 6 Sequence Diagram

either by utilizing preset algorithms or implementing modification commands such as rotate bevel weld or move Just like the other two types of modeling techniques modify class has attributes like location name or layer

Conclusion Completing the object oriented modeling when class diagrams are completed and activities are ordered in a hierarchical form all in detail the result is the standardization of the whole process This will help

software developers to better understand the user needs and for the users it will provide easiness of interchangeable use of the programs Hopefully a unified structure might be developed among the different software being used by different animation studios Last but not the least with benchmarking efforts it is possible to expect a rise in the overall quality of the process

Future research on this path might be developing the complete model of the whole production process including the pre and post production phases

3D MODELING USE CASE

ORDER 3D CREATtS 3 0 MOOELING

MDDEl 3D MODEL ARTIST

[)I R~crOR

APPROVE REJECT

PROVlDEI ENHANCE

SOFTWARE SOITWAIE PROVIDER

PROVIDE ABSTRACTIONS

EDITOR

RampD ENGfNEER

~p MOOpoundLING ARTloT

Fig 7 Use Case Diagram

Can be

t CIliate

middotname loC1l n 1l ogt

t (is a kind of t J

MOltlify

nllm (ayer

Fig 8 Class Diagram

Modeltng Mol hods

Scan narne

5gt e kx 11

la y ll

References [1] 3D modeling Computer Desktop Encyclopedia Computer Language Company Inc 2007 Answerscom 23 Sep 2007 httpwwwanswerscomtopic3d-modeling-1

[2] Ampatzoglou A and Chatzigeorgiou A Evaluation of Object-Oriented Design Patterns in Game Development Information and Software Technology Volume 49 Issue 5 May 2007 Pages 445-454

[3] Bettis D E Digital Production Pipelines Examining Structures and Methods in the Computer Effects Industry Masters thesis Texas AampM University 2005

[4] Brown D Introduction to Object-Oriented Analysis Objects in Plain English John Wiley amp Sons p 93 2002

[5] Dowlatabadi Z and Winder C Producing Animation 1st Boston Focal Press 2001

[6] How We Do It 1995 Pixar Animation Studios 20 Sep 2007

[7] Kehr D An Old-Fashioned Cartoon of the West [Review] Review of Spirit the movie New York Times May 24 2002 Late Edition (east Coast) httpwwwproquestcom(accessed September 21(2007)

[B] Rossi Matti Information Modeling in the New Millennium Hershey PA USA Idea Group Inc 2001 pp 17B-179 httpsiteebrarycomllibmarmaraDocid=10019177 ampppg=17B

[9] Smith R INDUSTRY 2004 To Infinity and Beyond Film Comment 41 no 1 (January 1 2005) 49-50 httpwwwproquestcom(accessed September 21 2007) httpwwwpixarcomhowwedoitlindexhtml

[10] Workflow 1997 Blue Sky Studios 20 Sep 2007 httpwwwblueskystudioscomcontentlprocessphp

[11] Zhong C Modeling of Airport Operations Using Object-Oriented Approach PhD thesis Civil Engineering Department Virginia Polytechnic Institute and State University pp 9-1 B 1997

Page 4: OBJECT ORIENTED DESIGN PATTERNS IN CGI … 07, 2010 · PATTERNS IN CGI ANIMATED FEATURE FILM PRODUCTION PIPELINE ... summarizes the traditional animation process in ... Alpha Production

much detailed conceptualization as possible to learn about the business and all its functions and processes Armed with this understanding we try to discover the way the process works as a business Our completed model has description of data processes and even the jargon Industrys jargon is actually the core of their corporate culture To do this effectively we will try to discover instead of trying to invent [4] Instead of designing a system on the basis of the services that each object or component can provide we propose considering the whole game in which agents components and users can play various roles in order to perform some common task This game-based metaphor can help designers grasp the essence of what makes a group of individuals behave as a group when performing joint tasks they play a game in which each individual plays a specific role according to the rules characterizing the game [8]

Object-Oriented Methods distinguish themselves by using different approaches to describe the target systems They are usually categorized into several groups according to the ways they view the system [11]

1 Viewing as Data Types Classes and their Association 2 Viewing Systems by their Behaviors 3 Viewing Systems as Architecture In object oriented analysis Objects are finite data models with functions representing states of a physical Object in the real world Today the object oriented approach is considered to be the most appropriate method to model real world systems in a computer [11] In this paper we will use the modeling method of viewing as data types classes and their associations This approach treats the structural view of a system as the types of objects in the system and various kinds of static relationships that exist between them Three kinds of relationships are important -Associations (eg model has surface texture) -Subtypes (eg modeling in CGAFF production process can be sub-typed into NURBS modeling and Polygon Modeling) -Aggregation (eg a polygon is part of a model)

4 Object Oriented Pipeline Design 41 Context Diagram One of the most important parts of the production process is modeling One of the truly amazing things about 3D production is that most of what we see on the screen has to be modeled individually The modeling process is like sculpting but in digital form with digital material In 3D computer graphics 3D modeling is the process of developing a mathematical wire frame representation of any three-dimensional object (either inanimate or living) via specialized software [4]

Whenever the conceptual preparations of the models-to-be are completed the next step is to actualize everything in what will become 3D models At the forefront of this transition is the 3D Modeling System To be able to model the process we need to clarify all information providers or users or necessary tasks to complete the 3D model as well as the relations and operations within the system

The aim of the modeling system is to produce 3D models which are accurate with the given idea or descriptions easily manageable usually have optimum balance with regard to visual quality and data weight So first we are going to list external entities with relation to the modeling system and then graphically represent the context diagram

42 Sequence Diagram models the flow of logic within the system in a visual manner which shows the flow of the behaviors through the systems process

When the idea of the model is set by the director the drawing artists are ordered with the visual supplements for the 3D model First the drawing artists provide modelers with the necessary inputs and the modeling artists create 3D models using software and it receives the editors and directors confirmation Second the 3D model is created but does not pass the editor criticisms and hence sent back to modelers for modifications or recreation

43 Use Case Diagram The system produces 3D models for any use through the movie production process Therefore it will service the editorial

SOFTWIRE PROVIDER

HUUlN RESOURCE

3D MODELING

SURIACl NGJCHIlRACTER IlIEV LOPMENT LA( OUT I LIGHTING I

DATA ISTORAGE

UNIT

Fig 5 Context Diagram

animation lighting FX and other production and post production members The users are then both the director author editor and the rest of the departments in the assembly line such as surfacing character set up layout and lighting

The information providers are the director editor and 2D and 3D artists as well as the research amp

development engineers who describe what the model will be or can be like

Class Diagram The 3D modeling artist builds the models upon the provided abstraction by using several different modeling methods The class diagram below shows those methods and outcomes 3D modeling method can be to create by hand scanning or modifying preset algorithms Creating by hand we mean the modeler constructs the components of the model such as points and their relation to each other simply by setting them separately by hand Some of the attributes the create class has are name location and layer Scanning is implemented by getting the model from a scanning technology which analyzes a real-world object or environment to collect data on its shape and possibly its appearance Modification is an umbrella term for number of techniques used for creating 3D models

3D modellns

artiat

Fig 6 Sequence Diagram

either by utilizing preset algorithms or implementing modification commands such as rotate bevel weld or move Just like the other two types of modeling techniques modify class has attributes like location name or layer

Conclusion Completing the object oriented modeling when class diagrams are completed and activities are ordered in a hierarchical form all in detail the result is the standardization of the whole process This will help

software developers to better understand the user needs and for the users it will provide easiness of interchangeable use of the programs Hopefully a unified structure might be developed among the different software being used by different animation studios Last but not the least with benchmarking efforts it is possible to expect a rise in the overall quality of the process

Future research on this path might be developing the complete model of the whole production process including the pre and post production phases

3D MODELING USE CASE

ORDER 3D CREATtS 3 0 MOOELING

MDDEl 3D MODEL ARTIST

[)I R~crOR

APPROVE REJECT

PROVlDEI ENHANCE

SOFTWARE SOITWAIE PROVIDER

PROVIDE ABSTRACTIONS

EDITOR

RampD ENGfNEER

~p MOOpoundLING ARTloT

Fig 7 Use Case Diagram

Can be

t CIliate

middotname loC1l n 1l ogt

t (is a kind of t J

MOltlify

nllm (ayer

Fig 8 Class Diagram

Modeltng Mol hods

Scan narne

5gt e kx 11

la y ll

References [1] 3D modeling Computer Desktop Encyclopedia Computer Language Company Inc 2007 Answerscom 23 Sep 2007 httpwwwanswerscomtopic3d-modeling-1

[2] Ampatzoglou A and Chatzigeorgiou A Evaluation of Object-Oriented Design Patterns in Game Development Information and Software Technology Volume 49 Issue 5 May 2007 Pages 445-454

[3] Bettis D E Digital Production Pipelines Examining Structures and Methods in the Computer Effects Industry Masters thesis Texas AampM University 2005

[4] Brown D Introduction to Object-Oriented Analysis Objects in Plain English John Wiley amp Sons p 93 2002

[5] Dowlatabadi Z and Winder C Producing Animation 1st Boston Focal Press 2001

[6] How We Do It 1995 Pixar Animation Studios 20 Sep 2007

[7] Kehr D An Old-Fashioned Cartoon of the West [Review] Review of Spirit the movie New York Times May 24 2002 Late Edition (east Coast) httpwwwproquestcom(accessed September 21(2007)

[B] Rossi Matti Information Modeling in the New Millennium Hershey PA USA Idea Group Inc 2001 pp 17B-179 httpsiteebrarycomllibmarmaraDocid=10019177 ampppg=17B

[9] Smith R INDUSTRY 2004 To Infinity and Beyond Film Comment 41 no 1 (January 1 2005) 49-50 httpwwwproquestcom(accessed September 21 2007) httpwwwpixarcomhowwedoitlindexhtml

[10] Workflow 1997 Blue Sky Studios 20 Sep 2007 httpwwwblueskystudioscomcontentlprocessphp

[11] Zhong C Modeling of Airport Operations Using Object-Oriented Approach PhD thesis Civil Engineering Department Virginia Polytechnic Institute and State University pp 9-1 B 1997

Page 5: OBJECT ORIENTED DESIGN PATTERNS IN CGI … 07, 2010 · PATTERNS IN CGI ANIMATED FEATURE FILM PRODUCTION PIPELINE ... summarizes the traditional animation process in ... Alpha Production

SOFTWIRE PROVIDER

HUUlN RESOURCE

3D MODELING

SURIACl NGJCHIlRACTER IlIEV LOPMENT LA( OUT I LIGHTING I

DATA ISTORAGE

UNIT

Fig 5 Context Diagram

animation lighting FX and other production and post production members The users are then both the director author editor and the rest of the departments in the assembly line such as surfacing character set up layout and lighting

The information providers are the director editor and 2D and 3D artists as well as the research amp

development engineers who describe what the model will be or can be like

Class Diagram The 3D modeling artist builds the models upon the provided abstraction by using several different modeling methods The class diagram below shows those methods and outcomes 3D modeling method can be to create by hand scanning or modifying preset algorithms Creating by hand we mean the modeler constructs the components of the model such as points and their relation to each other simply by setting them separately by hand Some of the attributes the create class has are name location and layer Scanning is implemented by getting the model from a scanning technology which analyzes a real-world object or environment to collect data on its shape and possibly its appearance Modification is an umbrella term for number of techniques used for creating 3D models

3D modellns

artiat

Fig 6 Sequence Diagram

either by utilizing preset algorithms or implementing modification commands such as rotate bevel weld or move Just like the other two types of modeling techniques modify class has attributes like location name or layer

Conclusion Completing the object oriented modeling when class diagrams are completed and activities are ordered in a hierarchical form all in detail the result is the standardization of the whole process This will help

software developers to better understand the user needs and for the users it will provide easiness of interchangeable use of the programs Hopefully a unified structure might be developed among the different software being used by different animation studios Last but not the least with benchmarking efforts it is possible to expect a rise in the overall quality of the process

Future research on this path might be developing the complete model of the whole production process including the pre and post production phases

3D MODELING USE CASE

ORDER 3D CREATtS 3 0 MOOELING

MDDEl 3D MODEL ARTIST

[)I R~crOR

APPROVE REJECT

PROVlDEI ENHANCE

SOFTWARE SOITWAIE PROVIDER

PROVIDE ABSTRACTIONS

EDITOR

RampD ENGfNEER

~p MOOpoundLING ARTloT

Fig 7 Use Case Diagram

Can be

t CIliate

middotname loC1l n 1l ogt

t (is a kind of t J

MOltlify

nllm (ayer

Fig 8 Class Diagram

Modeltng Mol hods

Scan narne

5gt e kx 11

la y ll

References [1] 3D modeling Computer Desktop Encyclopedia Computer Language Company Inc 2007 Answerscom 23 Sep 2007 httpwwwanswerscomtopic3d-modeling-1

[2] Ampatzoglou A and Chatzigeorgiou A Evaluation of Object-Oriented Design Patterns in Game Development Information and Software Technology Volume 49 Issue 5 May 2007 Pages 445-454

[3] Bettis D E Digital Production Pipelines Examining Structures and Methods in the Computer Effects Industry Masters thesis Texas AampM University 2005

[4] Brown D Introduction to Object-Oriented Analysis Objects in Plain English John Wiley amp Sons p 93 2002

[5] Dowlatabadi Z and Winder C Producing Animation 1st Boston Focal Press 2001

[6] How We Do It 1995 Pixar Animation Studios 20 Sep 2007

[7] Kehr D An Old-Fashioned Cartoon of the West [Review] Review of Spirit the movie New York Times May 24 2002 Late Edition (east Coast) httpwwwproquestcom(accessed September 21(2007)

[B] Rossi Matti Information Modeling in the New Millennium Hershey PA USA Idea Group Inc 2001 pp 17B-179 httpsiteebrarycomllibmarmaraDocid=10019177 ampppg=17B

[9] Smith R INDUSTRY 2004 To Infinity and Beyond Film Comment 41 no 1 (January 1 2005) 49-50 httpwwwproquestcom(accessed September 21 2007) httpwwwpixarcomhowwedoitlindexhtml

[10] Workflow 1997 Blue Sky Studios 20 Sep 2007 httpwwwblueskystudioscomcontentlprocessphp

[11] Zhong C Modeling of Airport Operations Using Object-Oriented Approach PhD thesis Civil Engineering Department Virginia Polytechnic Institute and State University pp 9-1 B 1997

Page 6: OBJECT ORIENTED DESIGN PATTERNS IN CGI … 07, 2010 · PATTERNS IN CGI ANIMATED FEATURE FILM PRODUCTION PIPELINE ... summarizes the traditional animation process in ... Alpha Production

software developers to better understand the user needs and for the users it will provide easiness of interchangeable use of the programs Hopefully a unified structure might be developed among the different software being used by different animation studios Last but not the least with benchmarking efforts it is possible to expect a rise in the overall quality of the process

Future research on this path might be developing the complete model of the whole production process including the pre and post production phases

3D MODELING USE CASE

ORDER 3D CREATtS 3 0 MOOELING

MDDEl 3D MODEL ARTIST

[)I R~crOR

APPROVE REJECT

PROVlDEI ENHANCE

SOFTWARE SOITWAIE PROVIDER

PROVIDE ABSTRACTIONS

EDITOR

RampD ENGfNEER

~p MOOpoundLING ARTloT

Fig 7 Use Case Diagram

Can be

t CIliate

middotname loC1l n 1l ogt

t (is a kind of t J

MOltlify

nllm (ayer

Fig 8 Class Diagram

Modeltng Mol hods

Scan narne

5gt e kx 11

la y ll

References [1] 3D modeling Computer Desktop Encyclopedia Computer Language Company Inc 2007 Answerscom 23 Sep 2007 httpwwwanswerscomtopic3d-modeling-1

[2] Ampatzoglou A and Chatzigeorgiou A Evaluation of Object-Oriented Design Patterns in Game Development Information and Software Technology Volume 49 Issue 5 May 2007 Pages 445-454

[3] Bettis D E Digital Production Pipelines Examining Structures and Methods in the Computer Effects Industry Masters thesis Texas AampM University 2005

[4] Brown D Introduction to Object-Oriented Analysis Objects in Plain English John Wiley amp Sons p 93 2002

[5] Dowlatabadi Z and Winder C Producing Animation 1st Boston Focal Press 2001

[6] How We Do It 1995 Pixar Animation Studios 20 Sep 2007

[7] Kehr D An Old-Fashioned Cartoon of the West [Review] Review of Spirit the movie New York Times May 24 2002 Late Edition (east Coast) httpwwwproquestcom(accessed September 21(2007)

[B] Rossi Matti Information Modeling in the New Millennium Hershey PA USA Idea Group Inc 2001 pp 17B-179 httpsiteebrarycomllibmarmaraDocid=10019177 ampppg=17B

[9] Smith R INDUSTRY 2004 To Infinity and Beyond Film Comment 41 no 1 (January 1 2005) 49-50 httpwwwproquestcom(accessed September 21 2007) httpwwwpixarcomhowwedoitlindexhtml

[10] Workflow 1997 Blue Sky Studios 20 Sep 2007 httpwwwblueskystudioscomcontentlprocessphp

[11] Zhong C Modeling of Airport Operations Using Object-Oriented Approach PhD thesis Civil Engineering Department Virginia Polytechnic Institute and State University pp 9-1 B 1997