moana: performing water - amazon web services · moana: performing water ben frost alexey stomakhin...

2
Moana: Performing Water Ben Frost Alexey Stomakhin Walt Disney Animation Studios Hiroaki Narita Figure 1: Small scale interactions (le), Simulation Activation (middle) Walls of water (right) ABSTRACT For Disney’s Moana, water was a dominant part of island life, in fact it had a life of its own. Presenting itself as a character, water was ever present, in a multitude of shapes and scales. An end-to- end water pipeline was developed for this lm [Garcia et al. 2016], including the creation of proprietary uid APIC solver [Jiang et al. 2015] named Splash. is gave us physically accurate simulations. e challenge with performing water was to provide art-directed simulations, defying physics, yet remaining in a grounded sense of possibility. Incorporating natural swells and ows to support the building of designed shapes limited anthropomorphic features, and played to our goal of communicating that this character is the ocean as a whole. CCS CONCEPTS Computing methodologies Physical simulation; Procedural animation; KEYWORDS fx, eects, water, uid, character ACM Reference format: Ben Frost, Alexey Stomakhin, and Hiroaki Narita. 2017. Moana: Performing Water. In Proceedings of SIGGRAPH ’17 Talks, Los Angeles, CA, USA, July 30 - August 03, 2017, 2 pages. DOI: hp://dx.doi.org/10.1145/3084363.3085091 1 COLLABORATION We treated the water character as any other character in the pipeline, with rigging providing a base framework for the layout and anima- tion departments. Eects added ow curves, and a pre-baked low resolution simulation to accompany the rig for visualization pur- poses. e consistent base mesh and ow curve inclusion ensured that the data received farther downstream was easy to abstract for All images © 2017 Disney Enterprises, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for prot or commercial advantage and that copies bear this notice and the full citation on the rst page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). SIGGRAPH ’17 Talks, Los Angeles, CA, USA © 2017 Copyright held by the owner/author(s). 978-1-4503-5008-2/17/07. . . $15.00 DOI: hp://dx.doi.org/10.1145/3084363.3085091 eects treatments. e Layout Department sculpted the shapes to hit compositional goals. e Animation and Eects departments worked in collaboration to determine character performance. In particular working together to identify how much movement was to be done in animation, prior to eects simulations and treatments being added. Providing broad stroke movements, and establishing timing, Animation played a key role in making sure the founda- tion of the character worked for the shot direction, and the Eects Department. It was key to collaborate with the Animation Department in identifying the strategy for each shot, and understanding who would be adding what in order to plus the performance. 2 APPROACH Initial development led to the creation of a single workow, built around the upstream rig. Demands for performance water within the lm became more prevalent, with additional behaviours, nar- ratives, and emotional states desired. is lead to the primary workow becoming the foundational bookends of a process that adapted to be far more modular. Having consistent data from up- stream allowed for this modularity to work, and for the designing of additional procedural workows that could plug into the main system. Each component was an open workow, giving artists a basis for bespoke renements. Shots could be treated as one-os, yet derivatives of a common core network. A combination of simu- lations, and procedural deformations were assembled to author the core eects deliverables. 3 WATER AS A CHARACTER Figure 2: Water character integrated with the ocean.

Upload: others

Post on 04-Jul-2020

10 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Moana: Performing Water - Amazon Web Services · Moana: Performing Water Ben Frost Alexey Stomakhin Walt Disney Animation Studios Hiroaki Narita Figure 1: Small scale interactions

Moana: Performing WaterBen Frost Alexey Stomakhin

Walt Disney Animation StudiosHiroaki Narita

Figure 1: Small scale interactions (le�), Simulation Activation (middle) Walls of water (right)

ABSTRACTFor Disney’s Moana, water was a dominant part of island life, infact it had a life of it�s own. Presenting itself as a character, waterwas ever present, in a multitude of shapes and scales. An end-to-end water pipeline was developed for this �lm [Garcia et al. 2016],including the creation of proprietary �uid APIC solver [Jiang et al.2015] named Splash. �is gave us physically accurate simulations.�e challenge with performing water was to provide art-directedsimulations, defying physics, yet remaining in a grounded senseof possibility. Incorporating natural swells and �ows to supportthe building of designed shapes limited anthropomorphic features,and played to our goal of communicating that this character is theocean as a whole.

CCS CONCEPTS•Computingmethodologies→Physical simulation; Proceduralanimation;

KEYWORDSfx, e�ects, water, �uid, characterACM Reference format:Ben Frost, Alexey Stomakhin, and Hiroaki Narita. 2017. Moana: PerformingWater. In Proceedings of SIGGRAPH ’17 Talks, Los Angeles, CA, USA, July 30- August 03, 2017, 2 pages.DOI: h�p://dx.doi.org/10.1145/3084363.3085091

1 COLLABORATIONWe treated thewater character as any other character in the pipeline,with rigging providing a base framework for the layout and anima-tion departments. E�ects added �ow curves, and a pre-baked lowresolution simulation to accompany the rig for visualization pur-poses. �e consistent base mesh and �ow curve inclusion ensuredthat the data received farther downstream was easy to abstract for

All images © 2017 Disney Enterprises, Inc.Permission to make digital or hard copies of part or all of this work for personal orclassroom use is granted without fee provided that copies are not made or distributedfor pro�t or commercial advantage and that copies bear this notice and the full citationon the �rst page. Copyrights for third-party components of this work must be honored.For all other uses, contact the owner/author(s).SIGGRAPH ’17 Talks, Los Angeles, CA, USA© 2017 Copyright held by the owner/author(s). 978-1-4503-5008-2/17/07. . .$15.00DOI: h�p://dx.doi.org/10.1145/3084363.3085091

e�ects treatments. �e Layout Department sculpted the shapes tohit compositional goals. �e Animation and E�ects departmentsworked in collaboration to determine character performance. Inparticular working together to identify how much movement wasto be done in animation, prior to e�ects simulations and treatmentsbeing added. Providing broad stroke movements, and establishingtiming, Animation played a key role in making sure the founda-tion of the character worked for the shot direction, and the E�ectsDepartment.

It was key to collaborate with the Animation Department inidentifying the strategy for each shot, and understanding whowould be adding what in order to plus the performance.

2 APPROACHInitial development led to the creation of a single work�ow, builtaround the upstream rig. Demands for performance water withinthe �lm became more prevalent, with additional behaviours, nar-ratives, and emotional states desired. �is lead to the primarywork�ow becoming the foundational bookends of a process thatadapted to be far more modular. Having consistent data from up-stream allowed for this modularity to work, and for the designingof additional procedural work�ows that could plug into the mainsystem. Each component was an open work�ow, giving artists abasis for bespoke re�nements. Shots could be treated as one-o�s,yet derivatives of a common core network. A combination of simu-lations, and procedural deformations were assembled to author thecore e�ects deliverables.

3 WATER AS A CHARACTER

Figure 2: Water character integrated with the ocean.

Page 2: Moana: Performing Water - Amazon Web Services · Moana: Performing Water Ben Frost Alexey Stomakhin Walt Disney Animation Studios Hiroaki Narita Figure 1: Small scale interactions

SIGGRAPH ’17 Talks, July 30 - August 03, 2017, Los Angeles, CA, USA B. Frost et al.

Having collaborated on the base character animation, the re-quirements for emotion and dynamism were established. An initialwire simulation provided secondary movement, lag and further�uidity of motion. A guided �uid simulation was then run overthe surface. �e animation rigs �ow curves were applied to controlthe main directionality of the �uid. Artists also had the ability tomanually comb these directions. Using the gradient of the mainsurface volume as the direction, a uniform two-dimensional noisewas applied to the position. �e resulting curves maintained theiroverall �ow tangent, but pointed towards or away from the sur-face. Sampled into a vector volume, these directions relative to thesurface gradient, and velocity, were key to enabling a proprietaryseeding method, FAB [Stomakhin and Selle 2017]. �is allowedfor the perpetual birthing and sinking of particles, and provideda consistent volume of �uid. Typically the simulation was run ina rest position, and bound to animation. Controls were added toblend between simulation, and the base model, as desired, to eitherreduce or increase the activity of the performance.

We devised a combination of projection and blending methods tointegrate the skirt of the character with the ocean surface. �e skirtsimulation module advected �ow towards the character, and alsoreacted to the forces of the ocean expression authored by the layoutdepartment. By leveraging geometry and vdb blending techniquesthese simulations were combined into a single level set ready torender through our proprietary level set rendering pipeline.

Secondary e�ects such as surface foam, drips and bubbles wereadded to further enhance the dynamic aesthetic.

4 SIMULATION ACTIVATIONMany shots required the water to perform an action, then breakapart naturalistically. �is grounded the e�ects in the natural world,and ensured the character does not appear overly articulated abovethe main ocean level.

Using the main bound simulation as a source, a secondary simu-lation was emi�ed into. In the instance of the ocean performing ahigh �ve with Moana, we used Moana’s hand to detect the initialcollision, emi�ing �uid from the localized contact area. As the wa-ter retracts, further breakup is applied manually via noise, erodingaway the base simulation, and replacing it with new gravity com-pliant particles. Collision objects were also used in the secondarysimulation for further naturalistic interactions.

5 WALLS OF WATER�ere are two sequences in the �lm that featured parting of theocean – seemingly the same e�ect, each however on a completelydi�erent scale. In the smaller scale scene, the shoreline parts fortoddler Moana. �e brief was to create an aquarium-like feel, some-thing non-threatening and beautiful. Base shapes were modelled,and ocean deformations were applied to the top portions of thewalls. We found the walls needed to be very smooth in order to limitrefractions and allow the audience to see far into the water. �eindex of refraction was also modi�ed in some scenes. Additionaldynamic elements were added for foam, bubbles, and additionalsplashes were surface details when required. Less is more withthis treatment, whereas the climactic sequence of the �lm encom-passed everything previously learnt to be applied. �e opening of

Figure 3: Final water wall render.

the ocean itself utilizes art-directed �ow curves. �e scale of theenvironment meant conventional solutions struggled to processover such distances. Distributing the simulation gave us access tothe much needed RAM required, a key feature of Splash.

Once established, the walls of water sustained for the subsequentshots in the sequence. We needed to design the water wall set piecein an economical way, and something relatively light for artists tohandle.

Using a modular approach, we created high resolution wall panelsimulations, with accompanying whitewater and sand churn el-ements. �e panels were reused multiple times, translated, timeo�set and mirrored along the axis of the trench. Artists used aproxy representation to compose the layout in real time. �e datacould then be deformed in its new location to adhere to featuresof the modelled wall design. We reused the huge data set as o�enas possible. Bypassing the custom deformation and using genericpanels also gave a saving. �e transform and time o�set data wereparsed into a proprietary level-set compositor. �is handled themultiple surface blends. Additional point blending was required forthe particle-based elements to be tileable. �e economical natureof the work�ow was key to ensure the sequence was delivered ontime.

Collaboration early in production set the foundation for consis-tent data and deliverables. Modularity of approaches allowed for�exibility, using speci�c work�ows as a base to further customize.�ese aspects were key to enabling artists to make the water to feelnatural, yet exist in a world far from that.

ACKNOWLEDGMENTSBre� Boggs, Michael Catalano, Benjamin Fiske, Sam Klock, DaleMayeda, Alex Moaveni, Erin Ramos, Dave Rand, Toby Rosen, Sco�Townsend, and Marlon West.

REFERENCESJ. Garcia, S. Drakeley, S. Palmer, E. Ramos, D. Hutchins, R. Habel, and A. Stomakhin.

2016. Rigging the Oceans of Disney’s “Moana”. In SIGGRAPH ASIA 2016 TechnicalBriefs (SA ’16). ACM, New York, NY, USA, Article 30.

Chenfanfu Jiang, Craig Schroeder, Andrew Selle, Joseph Teran, and Alexey Stomakhin.2015. �e A�ne Particle-in-cell Method. ACM Trans. Graph. 34, 4, Article 51 (July2015).

Alexey Stomakhin and Andrew Selle. 2017. Fluxed Animated Boundary Method. ACMTrans. Graph. 36 (2017). Issue 4.