THE
VISUAL EFFECTS
Academy Award-winning Visual Effects
Supervisor John Nelson ("Gladiator") supervised over 1,000 visual
effects shots from pre-visualization through post-production. Nelson and
his second-in-command, Digital Visual Effects Supervisor John Berton ("The
Mummy," "Men In Black 2"), began with a team of 20 at the
start of production in Vancouver. Ultimately, the department swelled to
thousands, occupying several effects houses for approximately eight months
of post-production, a relatively short period for the volume and sophistication
of the shots rendered. Digital Domain, WETA Digital, Image Engine, Rainmaker
and Pixel Magic were among the visual effects houses on the film.
The department's tasks were three-fold: create a credible, emotional performance
from Sonny, establish a world integrated with robots in the year 2035,
and make the huge, high-tech action sequences look seamless and believable.
"Sonny must look real for audiences to buy it," says John Nelson.
"Visual effects take the nuances and emotional energy that Alan Tudyk
creates on the set and brings it through in the CG robot. The level of
detail that an actor can create is amazing. Alan Tudyk gave us an incredibly
high standard to work towards."
"You do care about Sonny because he is an incredible character,"
adds Nelson. "He's a robot that can feel and improvise. He becomes
a reflection of us and that becomes a very powerful and potent storytelling
possibility. So we must have complete realism."
Will Smith embraced the idea of working with a digital character. "This
is a very revolutionary process," he says. "As an actor, it
makes it so much easier to really capture the emotional depth and comedy
of the individual scenes, because I actually get to play the scene looking
into someone's eyes rather than, like in the past, a tennis ball!"
"This is on the cutting edge of what we're trying to do with computer
graphics characters - finding better ways of making them interact with
the other characters and drawing on real acting performances," adds
John Berton.
Visual effects house Digital Domain won the coveted assignment of creating
the robots and specifically, breathing life and emotion into Sonny. The
Digital Domain team was led by supervisor Erik Nash ("Titanic,"
"Apollo 13,") and Animation Supervisor Andrew Jones.
I, ROBOT defines the world of Chicago in 2035 by filling it with robots
of every description and futuristic landscapes and skylines. "I,
ROBOT has the most complex and sophisticated CG work in movie history,"
says Wyck Godfrey. "Not only are we creating a photo-real CG character,
but that character is set against a CG background."
Award-winning
New Zealand-based visual effects powerhouse WETA ("The Lord of the
Rings") was charged with creating the broad sweeping shots that establish
the future world and the colossal sequences involving robots fighting,
as well as robots and humans fighting.
Two-time Oscar®-winner Joe Letteri ("The Lord of the Rings: The Two
Towers," "The Lord of the Rings: The Return of the King")
and Brian Van't Hul at WETA oversaw the grand spectacle 'David Lean'-type
moments of the film. "Only our 'cast of thousands' involves thousands
and thousands of humans and digital robots interacting," says John
Nelson.
The visual
effects team made the action sequences come alive on screen in a believable
manner. Epic battles, escapes from collapsing buildings, and chase sequences
through tunnels involving a variety of futuristic vehicles make up just
a few of the film's action set pieces.
"We can provide those high octane moments where movie-goers feel
like they're on a ride at Disneyland. But, when we're the most successful,
we're providing those moments in support of good storytelling and good
character development," says producer John Davis.
To pull off these large-scale sequences, the filmmakers first had to define
the rules governing the robot behavior. "We have action that people
have not seen before, because we're doing things with robots you could
never do with humans," says Nelson. "But their capabilities
are not limitless. The real issue is that there are rules in the world.
Gravity, for example: it's not just a good idea, it's the law."
"We wanted to say the old robots are this powerful and the new robots
are that powerful," adds Berton. "We decided that the old NS-4s
are roughly as powerful as a human, but the new NS-5s have about four
times more power."
With the help of impressive technological advances, the I, ROBOT visual
effects artists developed a new level of photo-realism that will seamlessly
integrate the CG images with practical sets and human characters. These
state-of-the-art effects tools included Global Illumination Lighting Models
(aka "Balls & Bots"), HDR (High Dynamic Range), Robo-Tile
and Encodacam.
The visual effects team required four passes to create each CG shot. The
'with' pass used robot proxies, which allowed Proyas to give direction
and frame the shot. The 'with' pass takes the process out of the synthetic
world and places it in the real world.
For the 'without' pass, the camera movement in the "with" pass
is repeated, with the actors but minus the proxies. The "clean"
pass is shooting the same action without actors or robots. For the "reference"
pass, also know to the crew as the "Balls & Bots" pass,
a chrome ball, a gray ball, and the human-sized lighting dummy (known
as "Ozzie") were pushed or walked through the frame to provide
critical lighting references.
I, ROBOT employs the latest research in light dynamics and image-based
rendering. "The level to which we are lighting these creatures is
very complex," says Nelson. "We are capturing more info about
lighting on our set than ever before… not just about placement of lights
and what that light does to an object, as was done in the past. Now, we
are also recording how bright those lights are."
The production used a special camera from Digital Domain called Robo-Tile,
which takes multiple pictures that range from extreme underexposure to
extreme overexposure, meaning that these pictures will read everything
from the deepest shadow to the brightest sun. Through high dynamic range
lighting, those images were then applied to light the environments and
characters that were created digitally.
Another creative tool, Encodacam, combined
the physical set with the digital set in real time, as cameras rolled,
to enable Proyas to direct both the virtual and the real worlds simultaneously.
The technology, developed by General Lift in Los Angeles, was created
for possible use on the "Matrix" sequels, but was actually first
used on the set of I, ROBOT. It is the latest method to bring the computer
graphics world onto the soundstages.
For some scenes, like an action set piece that has Spooner fleeing a house
that's being demolished around him by a "demo-bot," the filmmakers
used every trick of the trade, combining location and studio live action,
green screen, computer graphics, miniatures, and models. "Alex loves
to make shots that are detailed and complex and give a lot to the viewer,"
says John Nelson.
Vancouver-based visual effects house Rainmaker created the digital and
miniatures work for that sequence. Model builders spent several months
constructing 1/4 and 1/6-scale miniatures of Lanning's house; each was
destroyed in about three seconds. Approximately 30,000 man-hours were
necessary to get that few seconds of film.
The miniature house was constructed of 30,000 individual bricks, which
were cast in Toronto and matched to the exact color of the bricks that
were in the actual house built on location in Vancouver. A quarter scale
'demo-bot' model was also constructed to interact with the miniature of
Lanning's house. |