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Reviews
of SAND 2003 have featured in a variety of international publications
so far,
and you can read what people have said about the event below. |
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SAND
2003 Show Report courtesy of Benoit Guerville
3D World magazine Issue 48, February 2004.
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Medical
imaging, automated animation and cool new independent anime
steal the show at the recent Swansea Animation Days event.
Over
the four years since its inception, the Swansea Animation Days
event has kept on expanding. Originally focused exclusively
on special effects, SAND now covers such topics as videogames,
medical visualisation and film animation, and is aimed at professionals
and students alike. |
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The
first day of this year’s event, held in the grounds of
Swansea University, focused on 3D for medical imaging. The accurate
representation of the human body is crucial if 3D is to be of
any use in medicine, yet 3D medical imaging is not only used
in simulations to train medical students (particularly in the
field of Interventional Radiology) but also provides doctors
with tools for accurate diagnoses, preparing surgeries and sharing
information. |
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The
second day focused on animation and video games, with two presentations
of particular interest. Nick Perrett from Image Metrics demonstrated
the company’s impressive computer vision technology (which
could be described as automated rotoscoping) that can extract
animation files from any kind of video sequence. |
Shelley
Page (European Representative for Dreamworks Feature Animation)
and Bruce Steele (Director of Visual Effects at Glassworks)
gave a presentation on getting a job in VFX. The key points
were that you should keep you demo reels below the two-minute
mark, focus on your expertise (if you’re an animator,
modelling and texturing will be irrelevant and a few grey primitives
will do just fine), make it expressive and, if at all possible,
funny. And don’t forget to stick your contact info everywhere
you can. |
Day
Three was about Special Effects. Willi Geiger (Lead Technical
Director at ILM) and Martin Hill (Lead Technical Director at
Double Negative VFX) presented behind-the-scenes looks at recent
blockbusters such as Terminator 3 and The Hulk, offering a unique
perspective on how professional studios handle problems and
challenges in a production environment.
The
last day was a screening day, with classics like Ghost in the
Shell as well as the soon-to-be classic Belleville Rendez-Vous
(Les Triplettes de Belleville). Voices of a Distant Star, a
poetic 30-minute anime, was particularly inspiring to animation
artists of all genres as it was created by a single artist,
Makoto Shinkai, on his own computer with off-the-shelf software.
Events
like SAND are without doubt enriching experiences; whether you
learn a little or a lot, they offer the opportunity to be taught
by, and meet, experts face to face, and to discover how they
work. |

Show report
courtesy of Benoit Guerville
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Rise
of the Replicants : Developments in CG are fundamentally altering
our perception of historical events, argues Benoit Guerville.
3D World magazine Issue 48, February 2004. |
One
of Blade Runner’s many classic futuristic set-pieces is
the scene in which Harrison Ford uses a computer to ‘look
inside’ a photographic image, and uncovers hidden clues
about the Replicants. While this scene has always appeared unrealistic,
many of us still remember it vividly. It seemed fascinating
to be able to go behind the surface of a picture and unveil
a part of the past, a past that was forever frozen in the flattened
world of a 2D image. But this fantasy is becoming a reality. |
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During the recent
Swansea Animation days 2003 event, several presentations reminded
me strongly of the Blade Runner moment. One of them was by
Ed Hooks, an inspiring teacher who gives acting classes for
animators at Pixar and other such studios. He’d just
seen a documentary about the JFK assassination, and noted
that the only visual recording of the tragic event is amateur
footage shot from a single point of view. But the CGI reconstruction
presented in the documentary showed what happened on the ‘hidden
side’ of the film (on the other side of the presidential
car) using ballistic and forensic data.
Ed was shocked
because, when he saw this reconstruction, he realised that
several of his own personal intuitions about the assassination
were proved indubitably wrong. One of the most talk-about
events of the 20th century was taking on a new meaning in
front of his eyes, simply because of the CGI’s persuasive
ability to recreate what was behind the picture. You could
easily dismiss Ed’s reaction to the CG reconstruction
of the Kennedy assassination as a case of being overly impressed
– the technology has of course been around for a while
now. But you’d have missed an important aspect of his
argument: that this is about our perception of reality and
our capacity to recreate it. Let me tell you about Nick Perrett’s
presentation at the same show.
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Nick
presented Image Metrics’ computer vision technology, which
can derive animation files from any kind of video sequences.
Basically, if you want to animate something (a face, a crowd,
sea waves, etc.) just shoot it with your camcorder, and boom,
you’ve got an animation file that can give life to any
3D object. As an example, Image Metrics used the videotape of
a talking man to animate a Michael Jackson still. The result
was something truly amazing, because it didn’t look like
CG imagery, and was believable to an unprecedented degree. |
This
is not simulation or reconstruction anymore. This is the beginning
of a brand new world, one in which our perceptions won’t
be able to tell us what’s real and what’s not, where
virtual ghosts are increasingly tangible. Recent imaging technologies
are ‘defrosting’ 2D images to bring them back to
life in time and space: illuminating 3D worlds with image-based
lighting, and re-animating faces, crowds and waves. Back in
1982, when Harrison Ford was scrutinising his picture, this
may have seemed unbelievable. But today, with the 3D industry
still in its youth, we are preparing ourselves for an incredible
trip. We’ll soon travel onto the other side of the mirror,
the other side of the picture, to discover hidden secrets. And
when we do so, it will not look even remotely like polygons
and textures anymore. |
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SAND
by the Sea in Swansea : Show Report by Xavier Allard
Published in Generation 4 and
MCV France |
A
trip to Swansea for this year’s SAND event. Last year,
robotics and effective 3D modelling were the focus. This time,
the event exposed the technological link between leisure and
science, between computer games and medicine. |
Wales
as we imagine it is not very attractive: black clouds high in
the sky, a regional cuisine as ‘original’ as the
rest of Great Britain, old abandoned mines, a rugby team beaten
by England at the last World Cup… But once you are actually
there, the prejudices become blurred. Nevertheless, Wales can
make you feel somewhat morose. Nowadays, the old coal regions
of France are plagued by extremely high rates of unemployment.
Fortunately for the Welsh, they enjoy one of the lowest rates
in Europe. |
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So
what is the miracle cure? A political-economic choice which
rests largely on providing significant assistance to businesses,
extremely low taxes, the most modern telecommunications network
– so good that almost everyone benefits from ADSL, even
in the depths of the countryside. Moreover, the country benefits
from tremendous communication tools, such as the creation of
a direct broadband link with the east coast of America. And
many big names have fallen for the place. Last July, Airbus,
for example, opened a factory producing the wings of the future
A380. And that is not all. A great number of high tech industries
(biotechnology, electronics, multimedia, medical photography…)
set themselves up here day after day. The Welsh Development
Agency is at the root of this economic revival. Working in close
collaboration with the Minister for Economic Development, this
agency liases with those corporations wishing to establish themselves
in the region. And each year this same institution sponsors
the SAND conference (Swansea Animation Days), in Swansea. |

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SAND
2003 was an eclectic mix. Alongside presentations by radiologists,
3D animators and scientists, there were speakers from the big
movie and special effects corporations. In short, there was
something for everyone. Take for example the opposing themes
of the first two days. On Day 1, the participants were scientists
in the field of medicine. On Day 2, practically all the delegates
were from the entertainment industry. At first sight, these
two sectors have nothing in common. And yet…. |
The
Computer in the Service of Medicine |
If
on the first day the speakers were more doctors than gamers,
the vocabulary was nonetheless the same: motion capture,
real time, virtual reality and the ‘visible human project’.
Do you remember the ‘visible human project’,
which was in all the papers about 10 years ago? It involved
freezing a cadaver and then cutting it into fine slices. This
surprising project brought immense benefits to many scientists,
notably to Simon Barrick, from Primal Pictures. For several
years this British company has been reconstructing the human
body in 3D. But not in the way that animators would. Their model
includes every detail – the bones, the muscles, the blood
vessels… Unfortunately, Simon feels the task will never
be over: “One can always go into more detail”, he
explains. Not only that, but when he finishes the model he plans
to animate the body in a similar way to characters in a video
game. The difference will be his attention to detail. |
Whereas
in a video game, the skeleton of a character “contains
only about 20 bones”, his is composed of tens of thousands
of elements. This work could one day be used in the creation
of on-screen characters in video games, or to make cinematic
special effects even more believable. At this point you may
recall certain scenes in Hollow Man, a film by Paul Verhoeven
in which Kevin Bacon gradually becomes invisible. His skin disappears,
then his muscles… |
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From
the human body in general, the conference then turned its attention
to a more specific and more serious problem: breast cancer.
Peter Waggett, who works for IBM, has, over the years, become
a technological specialist in breast cancer screening. He explained
that the greatest problem with mammograms was related to storing
the data. This data is so important and so voluminous that it
takes up an enormous amount of space. So much so that 10% of
it is lost. By compressing the data to computerised format,
it becomes much more practical. This method provides trainee
doctors with access to thorough medical archives, enables doctors
to identify areas where tumours are more numerous than elsewhere
and, eventually, to diagnose cancers with the assistance of
a computer. |
Will
all this computerisation bring about a better world? Perhaps.
But a part of the discussion could seem quite worrying. An example.
With the help of his PDA, a patient could alert his doctor about
his illness. The doctor, who would receive the information on
his PALM, could then send a message to the pharmacist. In the
same way, a device would remind the patient when to take his
medication. Somehow this all comes across as cold and dehumanised…
That said, such a system could bring about great progress -
the intentions are certainly good. |
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Will
all this computerisation bring about a better world? Perhaps.
But a part of the discussion could seem quite worrying. An example.
With the help of his PDA, a patient could alert his doctor about
his illness. The doctor, who would receive the information on
his PALM, could then send a message to the pharmacist. In the
same way, a device would remind the patient when to take his
medication. Somehow this all comes across as cold and dehumanised…
That said, such a system could bring about great progress -
the intentions are certainly good. |

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After
immersion in the purely medical domain, SAND plunged next into
virtual reality with Professor Nigel John. It was difficult
not to be seduced by his presentation. He presented us with
software that would enable surgeons to operate from a distance
- this sort of programme could potentially merge with Simon
Barrick’s virtual human. The graphics were not exceptional,
but you could quickly understand what was happening. On the
screen, we saw a scalpel. It was possible to determine the angle
and the depth of the incision… Some bubbles escape (signifying
blood) - the operation is a failure. Game over, in a way! |
But
there is more. When he described the process of carrying out
an operation from a distance, it was much more spectacular.
And this has already taken place! In effect, a robot reproduces
the gestures made by the surgeon, who is situated at a distance.
Of course, the equipment must be very powerful: elaborate graphics
processors, high-tech peripherals (joysticks, gloves…),
a reliable network, scans that are realistic in every detail… |
Derek
Gould, consultant radiologist, was the next to take up the story.
Virtual reality offers many advantages in the field of radiology,
particularly to trainees. It allows teachers to increase the
difficulty level of the exercises presented to trainees, and
therefore produce better radiologists who are able to handle
more complex cases. Dr Gould talked us through some of these
complex cases, and showed us some unbearably gory photography.
It is not difficult to find parallels with video games here:
what appears on the screen is a representation of reality. |
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“Science”
in the service of gamers. |
Happily,
the second day was more playful. Richard Hince, motion capture
specialist, demonstrated recent advances in his field. To give
you some idea, the big thing at the moment is to capture the
movement of the eyelids, the humidity of the eye, the elasticity
of the skin… |

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Facial
animation is at the centre of much debate. The opposition between
animation and motion capture remains, but according to Richard
Hince, “the two techniques must be complementary, particularly
in the case of complex close-up animation, the knee, for example,
where a group of muscles is interacting”. Motion capture
penetrates the skin and tracks the movement of the muscles,
something that might be of interest to our scientific friends
of the day before. |
Up
next was Nick Perrett. He seemed somehow different from the
other presenters, but his techniques were relevant to everyone.
On the screen were three images: a golfer, a railway, and sperm.
Nick was addressing himself to three types of people: computer
gamers, technicians and doctors, and his concept proved to be
devilishly effective. It is possible to take a real image and
analyse it on a computer to extract global data from it, and
then use the computer to spot abnormalities. The golfer will
see his movement corrected, engineers will be able to see when
there are pieces of the rail track missing, and doctors will
be able to reveal abnormal activity in sperm. The guiding idea
is clearly to understand images better. And all the astonishing
possibilities for this technology arising from this conference
had this in common. The demonstration began with an apparently
comic animation of Michael Jackson’s face. One of the
project directors from Image Metrics, wearing no sensors on
his face, was able to make the face of the American star on
the screen repeat everything he said. The computer analysed
the researcher’s face and gestures and “copied”
them in real time onto the face of the singer. There are as
many useful possibilities as playful ones for this tool. Imagine,
for example, an online game in which your virtual character
moved his lips in sync with the words you said, and imitated
your gestures as you sat in front of your computer. |
Next
in line were all the representatives of the studios: Shelley
Page from Dreamworks (Shrek, Spirit…), Bruce Steele from
GlassWorks (a special effects studio specialising in music videos
and adverts), and Willi Geiger from ILM (who worked on Terminator
and Star Wars). Unlike the doctors, they had no need for more
powerful machines (perhaps they are better equipped: 800 Linux
machines, 300 petabytes of archived data every year at ILM…).
They all agreed that the most beautiful computer generated image
was nothing without an effective plot. |
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Shelley
showed us the trailer for Shrek 2, 40 seconds of pure pleasure,
with Puss in Boots, Cendrillon and a stormy relationship between
the ogre and his in-laws. Bruce Steele presented the latest
Massive Attack music video, in which the singer turns into a
butterfly. Sublime! Finally, Willi Geiger presented us with
some special effects from Hulk. On the screen, a puzzle: One
eye was real, the other CG, and it was impossible to know which
was which. Incredible! |

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In
conclusion, it is difficult not to make the comparison between
the needs of the scientists and the desires of the animators.
They are all advancing in the same direction. By improving technology
in the domain of entertainment, the medical world also benefits.
And the same is true for gamers, who will see more and more
realistic computer games appearing on the market.
by
Xavier Allard View
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Special
Effects Industry Meets With Students
Leading Lights Of CG World Gather In Wales
Digital Creative Arts magazine.
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Rounding
off the year in style, Swansea’s Taliesin Arts Centre
became a hotbed for digital talent as major Hollywood FX studios
showed face at the prestigious SAND 2003 exhibition.
The
annual event, staged by the Swansea Institute and sponsored
by the Welsh Development Agency, offered presentations, workshops
and seminars covering the hottest emergent skills in the fields
of movie special effects, feature animation, games development
and medical science. |
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Highlights
included a discussion by Willi Geiger, lead technical director
at Industrial Light and Magic, who revealed some of the methods
used to create effects for hit films The Hulk, Terminator
3 and Pirates of the Caribbean. |
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“SAND
is simply one of the best and most valuable animation conferences
I have ever attended,” said best-selling 3D author Ed
Hooks, presenter and workshop leader at the show. “It
gave me and others perhaps our first opportunity to see how
computer animation is being applied to a diverse array of disciplines". |
Also present was
Shelley Page, European Representative for Dreamworks Feature
Animation, who showcased some of the studio’s upcoming
features including Shrek 2 and presented clips of leading
independent projects from animators across Europe. In addition,
British effects houses Glassworks London, Double Negative
and One attended to divulge the latest developments in the
UK CG industry. This
year’s show will be held between 22-27 November 2004.
View
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SAND
2003 Festival in Swansea
published in Computer Arts magazine (France)
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Players
from all disciplines of Computer Graphics met up in the land
of King Arthur to show us the future of 3D. |
From
the 26th to 29th November, SAND 2003 (Swansea Animation Days)
took place in Wales, UK. Since the first event four years ago,
SAND has not stopped developing. Initially focussed exclusively
on special effects and animation, this year’s event welcomed
representatives from the worlds of computer games, medical visualisation,
anime, advertising and cinema. Held in the grounds of the University
of Wales, Swansea, the event appeals as much to professionals
as to students, who came in great numbers to attend presentations
by the big names in the CG industry.
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The
Future is 3D
Some years ago, in Blade Runner, Harrison Ford used a computer
screen to plunge into the interior of a photograph and look
at things that had been hidden behind other objects at the
moment the picture was taken. While this scene fascinated
many of us, we smiled at the impossibility of the technique.
However, in his presentation on the making of Terminator 3,
Willi Geiger, lead technical director at ILM, showed us how
computer graphics have enabled us to see through the torn
face of Arnold Schwarzenegger to the metal skeleton beneath.
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Despite
the technical prowess that goes into this type of special effect,
we are so used to it that we forget what it does to our perception
of reality. And, as Ed Hooks pointed out in his Acting For Animators
workshop at SAND 2003, “3D is about 20 years old –
not so much younger than the emergence of speech in films”. |
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SAND 2003 showed us just how little we know of what 3D has in
store for us in the years to come….
Nick
Perrett, marketing director of Image Metrics (www.image-metrics.com),
presented new motion capture technology that could revolutionise
the world of animation and 3D in general. Thanks to a system
of movement analysis and image recognition, Image Metric’s
software is capable of extracting animation data from any video
file (which is obviously 2D) and applying that data to a 3D
environment. In a particularly impressive example, Nick showed
a photograph of Michael Jackson’s face, which had been
animated using data extracted from a video file of another actor
speaking. The singer’s face came to life and spoke, and
it was one of the most realistic 3D animations we have seen
up until now. |
And
this software has even greater potential. Nick Perrett explained
that it would be quite possible to film the waves on beach rolling
in and out, to extract totally realistic animation data from
that video and then to apply that data to waves in a 3D scene.
Any element of the real world could be filmed and transformed
into 3D data.
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Seeing
the Invisible and Beyond
In his presentation, Ed Hooks made the point
that 3D is a way of seeing the invisible: thanks to medical
pre-visualisation tools we can visit the smallest corners of
the human body, and thanks to software such as that developed
by Image Metrics, we can see facets of reality that were previously
totally inaccessible. The presentations at SAND 2003 showed
unequivocally that, in the same way as Harrison Ford did in
Blade Runner, we can travel inside images, manipulate them and
transform them, and recreate those things that were previously
hidden from view.
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“Yesterday
evening,” Ed Hooks told us, “I came across a documentary
which reconstructed the assassination of Kennedy with the help
of computer graphics. Until now, only one film of that assassination
existed, captured by an amateur filmmaker at the moment of the
drama. Thanks to computer graphics, I was able to pass around
the other side of Kennedy’s car and see the events from
a point of view that could never before have been shown and
which transformed my understanding of the event.” |
Having
seen the ghostly face of Michael Jackson come to life as realistically
as if he were speaking in a news clip, it is difficult to talk
about this in terms of simple reconstruction. It calls into
question our perception of the world and of reality.
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It was astonishing
to see how much the various presentations – from medical
simulation, to computer games, to special effects –
were all moving in the same direction. Between them, the challenge
is to reconstruct a human being, realistic right down to the
tiniest detail, and to bring it to life in a world where everything
is virtual and yet made from real-world data. Things that
were frozen in the 2D archives suddenly take on a new life,
a new dimension. In the 1980s, when Harrison Ford scrutinised
the depths of a photograph, it seemed faintly ridiculous.
Back then we could only ever capture a 2D image of the reality
of a given moment.
But today, 3D enables
us to reconstruct this reality in space and time, so that
we can pass through to the other side of the photograph, the
other side of the mirror. Here we will discover things that
have remained hidden from our eyes for years, and with a level
of realism that exceeds that of simple reconstruction. 3D
artists and technicians from all over the world unite. You
have beautiful days ahead of you…
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The SAND events are organised by Swansea Institute |
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If
you have a review of SAND 2003 that you would like us to publish,
please contact us. |
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