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Surf Up

Surf UpThese course notes cover new tools, processes and pipelines that were developed to make Surf ’s Up a reality. These course notes are intended to serve as a reference for some of the more unique aspects of the Surf ’s Up production pipeline. Many aspects of the production of the film share a lot in common with other CG feature films and have been intentionally omitted.

TABLE OF CONTENTS:

  • 1. Introduction
    1.1. Abstract
    1.2. About the Film
  • 2. Making an Animated Documentary
    2.1. The Premise
    2.2. Found Footage
    2.3. The Live-Action Camera
    2.3.1. The HandyCam System
    2.3.2. The Hardware and Software
    2.4. Slow Motion and Time Manipulation
    2.4.1. High Speed Photography
    2.4.2. Step Printing
    2.4.3. Ramped Camera Speeds
  • 3. Animation
    3.1. Animation Team
    3.2. Character Designs
    3.3. Cody’s animation rig and controls
    3.3.1. Body Rig
    3.3.2. Face Rig
    3.4. Character Development
    3.4.1. Development Tests
    3.4.2. Cycles
    3.4.3. Cycle Library
    3.5. Performance Animation
    3.5.1. Premise
    3.5.2. Body Language
    3.5.3. Acting
    3.5.4. Style
  • 3.6. Layout / Animation Pipeline
    3.6.1. Rough Layout
    3.6.2. Layout / Animation Interaction
    3.6.3. Animation Pipeline
    3.6.4. Final Layout
    3.7. Animating the Shape of the Wave
    3.7.1. Goals
    3.7.2. Rig Builds and Wave Types
    3.7.3. Animation Rig
    3.7.4. Animation Tools
    3.7.5. Visualization Aides
  • 3.8. Surfing
    3.8.1. Rig Configuration
    3.8.2. Constraint System
    3.8.3. Surfing Technique
  • 4. Making Waves
    4.1. Introduction
    4.2. Goals and Challenges
    4.2.1. Slow Motion
    4.2.2. Control vs. Simulation
    4.2.3. Wave Verification
    4.2.4. Establishing Waves Early in Pipeline
    4.3. Wave Shot Pipeline
    4.3.1. Rough Layout Department
    4.3.2. Animation Setup Department
    4.3.3. Animation Department
    4.3.4. Final Layout Department
    4.4. Wave Rig
    4.4.1. Wave Geometry
    4.4.2. Animation Controls
    4.4.3. Wave Space
    4.4.4. Wave Trains
    4.4.5. Wave Riders
    4.4.6. Wake Visualizer
    4.4.7. Whitewater System
  • 5. Wave Effects
    5.1. Introduction
    5.2. The Wave and the Ocean
    5.3. Wave Trains
    5.4. Foam
    5.5. Wave Geometry Spaces
    5.6. Creating Correct Motion Blur
    5.7. Wave Particle Features
    5.7.1. Lip Spray
    5.7.2. Whitewater
    5.7.3. The Foam Ball
    5.8. Rendering a Lot of Points
    5.9. Summary
  • 6. Wave Shading
    6.1. Introduction
    6.2. Artistic Goals: Realistic vs. Stylized
    6.3. Rendering the Water: Wave Zones
    6.4. Rendering the Particles
    6.5. Compositing: Putting It All Together
    6.6. Filming Waves Documentary Style
    6.6.1. Underwater Camera Housing
    6.6.2. Board Mounted Video Camera
    6.7. Examples of Waves
  • 7. Biographies
    7.1. Presenters
    7.1.1. Rob Bredow
    7.1.2. David Schaub
    7.1.3. Daniel Kramer
    7.1.4. Danny Dimian
    7.1.5. Matt Hausman
    7.2. Additional Contributo
    7.2.1. R. Stirling Duguid
  • 8. Acknowledgements
    8.1 Acknowledgements
    8.2 Imageworks Credit Roll

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