[This technology has had a major impact on films (sci-fi, etc) that 
composite CGA special effects with live action.]

http://www.latimes.com/technology/la-fi-animation28jul28,1,6115728.story?coll=la-headlines-technology

A Mind of Their Own
Artificial intelligence software enables animators to create detailed 
crowds filled with characters that can react autonomously to one another.

By Richard Verrier
LA Times Staff Writer

July 28, 2006


Lucas is terrified. The boy has water-bombed an ant colony. Now, he's being 
hauled before the Ant Queen.

Pointing and nodding, some 2,000 angry ants watch closely, flexing their 
mandibles and twitching their antennae. Still others are shaking their 
heads and chatting among themselves until a loud gong brings them to silence.

Creating such a detailed crowd scene in "The Ant Bully," a 
computer-animated film that opens today, once would have been too 
painstaking and costly. But thanks to artificial intelligence software, a 
single "brain" was created, allowing the ants to react autonomously to one 
another and their surroundings.

"The ants came out looking so real it was almost creepy," said Mark 
Thielen, crowd animation supervisor for the film at DNA Productions Inc. in 
Irving, Texas, one of the producers.

Sparked by the popularity of computer-animated movies, Hollywood is looking 
for new ways to stretch the art form's boundaries. So producers are using 
something that Walt Disney himself could have scarcely imagined: technology 
with the ability to create lifelike animated characters whose actions are 
guided by computers emulating human reasoning through artificial intelligence.

Known as Massive, the software is the brainchild of New Zealand computer 
graphics guru Stephen Regelous, who helped create the spectacular battle 
scenes featured in director Peter Jackson's "Lord of the Rings" trilogy.

Massive has since been used in such films as "King Kong" and commercials 
such as Budweiser's "The Wave" that aired during the Super Bowl and World 
Cup telecasts. In that ad, 97,000 virtual fans raise cards to create a 
collective image of a bottle of beer pouring into a glass.

"It's bringing characters to life," said Regelous, 42. "It's allowing 
artists to create something more than they've ever done before."

Major visual effects houses are now using Massive and other artificial 
intelligence software in increasingly elaborate animated movies, crafting 
scenes once deemed too costly to put on film.

"Artificial intelligence software is going to continue to allow us to tell 
more interesting and complex stories," said Chris DeFaria, executive vice 
president in charge of animation at Warner Bros.

The studio's "The Ant Bully" is the first U.S. animated film to use 
Massive, but others are coming soon. Industry leader Walt Disney Co.'s 
Pixar Animation Studios is employing the software for its upcoming films.

So are the producers of the Warner Bros. film "Happy Feet," a Robin 
Williams comedy about penguins that opens in November, and the upcoming 
Miramax Film Corp. release "Renaissance," a black-and-white animated film 
that used Massive to create a neighborhood set in a futuristic Paris.

Although many view the software as a breakthrough, the new technology has 
spurred debate in Internet chat rooms that cater to the tightly knit 
animation community. As with the advent of computer graphics and motion 
capture techniques, some artists fear that filmmakers will overuse the 
software at the expense of human creativity.

"There's always concern by the animators when a new piece of software comes 
out that it reduces their artistry by making it all mechanical," said 
visual effects producer Joan Collins Carey, who chairs the Los Angeles 
chapter of Siggraph, an organization that hosts an annual gathering of 
computer graphics experts. "Once they understand they are not threatened, 
then they embrace it."

A former freelance graphic designer, Regelous largely taught himself how to 
write software by studying books from a local library after attending one 
year of college. He and a friend launched their own computer graphics 
business and soon began making TV commercials.

Their work caught the attention of Jackson, who hired Regelous to work as 
technical director on the 1996 horror movie "The Frighteners."

Impressed with his ability to solve complex animation problems, Jackson 
approached Regelous about "The Lord of the Rings," which would require 
creating battles involving hundreds of thousands of warriors.

Jackson proposed an arrangement in which Regelous would write the software 
for Weta Digital Ltd., a New Zealand visual effects house the director 
co-founded. But Regelous would retain ownership of the code.

Huddled over a laptop computer at his home in Wellington, New Zealand, 
Regelous spent the next two years building the software to create the 
creatures that clashed in Jackson's battle scenes. His aim: to build 
characters that could interact with one another and their surroundings.

The process involved creating three-dimensional "agents" on a computer. 
Human actors were used to capture various motions for each agent. Regelous 
then crafted "brains" for the agents composed of thousands of 
interconnected nodes that enabled the agents to respond to sights, sounds 
and motions. Then he forged copies of a variety of agents to give each 
warrior or goblin distinct characteristics.

"I felt like I was opening a new frontier in computer animation," Regelous 
said. "I saw it as a fantastic experiment."

The experiment was a big success, enabling Jackson and his colleagues at 
Weta to create numerous memorable battle scenes for the three movies. In 
2004, the Academy of Motion Picture Arts and Sciences gave Regelous a 
science and engineering award for his work on Massive, which he licensed 
for use in various other films for $6,000 to $18,000 for each computer 
workstation. After leaving Weta Digital in 2002, Regelous founded Massive 
Software, which is based in New Zealand and has 20 employees. The company 
has been building its business with various Hollywood studios and virtual 
effects houses.

Its clients include Los Angeles-based effects house Rhythm & Hues Studios, 
which made extensive use of Massive for the elaborate battle scenes in Walt 
Disney's "The Chronicles of Narnia: The Lion, the Witch and the Wardrobe" 
involving thousands of gryphons, centaurs, fawns and other creatures.

"This was a really important tool for us," said Dan Smiczek, effects 
supervisor at Rhythm & Hues. "Because of the scale and the different types 
of characters we wanted to use, there was really no other way we were going 
to be able to do it."

As for "The Ant Bully," it took just seven animators a year building 40 
"brains" to do the thinking for thousands of ants.

"I wanted to make sure we had the firepower to show the sheer number of 
ants," said writer and director John A. Davis. "We had tons of crowd scenes 
that you could never have animated by hand. If we did, we'd still be 
working on the film five years from now."

*

Begin text of infobox

Behind the scenes

Program name: Massive

Creator: Stephen Regelous, 42, founder and product manager of Massive 
Software, based in Auckland, New Zealand.

What it is: A pioneering 3-D computer animation system that incorporates 
artificial intelligence, which emulates human reasoning. The system uses 
"agents" that have their own "brains" that enable them to react 
autonomously to the world around them.

Key feature: Enables animators to control and copy the agents — which can 
be such creatures as birds, humans and ants — to create scenes involving 
thousands of characters with distinctive traits and movements.

Recent applications: "The Ant Bully," "The Fast and the Furious: Tokyo 
Drift," "King Kong," "The Chronicles of Narnia: The Lion, the Witch and the 
Wardrobe."

*

Source: Times research

Los Angeles Times

================================
George Antunes, Political Science Dept
University of Houston; Houston, TX 77204
Voice: 713-743-3923  Fax: 713-743-3927
antunes at uh dot edu



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