Previsualization - Digital Pre-visualization

Digital Pre-visualization

Digital previsualization is merely technology applied to the visual plan for a motion picture. Coppola based his new methods on analog video technology, which was soon to be superseded by an even greater technological advance—personal computers and digital media. By the end of the 1980s, the desktop publishing revolution was followed by a similar revolution in film called multimedia (a term borrowed from the 1960s), but soon to be rechristened desktop video.

The first use of 3D computer software to previsualize a scene for a major motion picture was in 1988 by animator Lynda Weinman for Star Trek V: The Final Frontier (1989). The idea was first suggested to Star Trek producer Ralph Winter by Brad Degraff and Michael Whorman of VFX facility Degraff/Whorman. Weinman created primitive 3D motion of the Starship Enterprise using Swivel 3D software designing shots based on feedback from Producer Ralph Winter and Director William Shatner.

Another pioneering previsualization effort, this time using gaming technology, was for James Cameron's The Abyss (1989). Mike Backes, co-founder of the Apple Computing Center at the AFI (American Film Institute), introduced David Smith, creator of the first 3D game, The Colony, to Cameron recognizing the similarities between The Colony's environment and the underwater lab in The Abyss. The concept was to use real time gaming technology to previsualize camera movement and staging for the movie. While the implementation of this idea yielded limited results for The Abyss, the effort led Smith to create Virtus Walkthrough, an architectural previsualization software program in 1990. Virtus Walkthrough was used by directors such as Brian De Palma and Sydney Pollack for previsualization in the early '90s.

The outline for how the personal computer could be used to plan sequences for movies first appeared in the directing guide Film Directing: Shot By Shot (1991) by Steven D. Katz, which detailed specific software for 2D moving storyboards and 3D animated film design, including the use of a real-time scene design using Virtus Walkthrough.

While teaching previsualization at the American Film Institute in 1993, Katz suggested to producer Ralph Singleton that a fully animated digital animatic of a seven-minute sequence for the Harrison Ford action movie Clear and Present Danger would solve a variety of production problems encountered when the location in Mexico became unavailable. This was the first fully produced use of computer previsualization that was created for a director outside of a visual effects department and solely for the use of determining the dramatic impact and shot flow of a scene. The 3D sets and props were fully textured and built to match the set and location blueprints of production designer Terrence Marsh and storyboards approved by director Phillip Noyce. The final digital sequence included every shot in the scene including dialog, sound effects and a musical score. Virtual cameras accurately predicted the composition achieved by actual camera lenses as well as the shadow position for the time of day of the shoot. The Clear and Present Danger sequence was unique at the time in that it included both long dramatic passages between virtual actors in addition to action shots in a complete presentation of all aspects of a key scene from the movie. It also signaled the beginning of previsualization as a new category of production apart from the visual effects unit.

In 1994, Colin Green began work on previsualization for Judge Dredd (1995). Green had been part of the Image Engineering department at Ride Film, Douglas Trumball's VFX company in the Berkshires of Massachusetts, where he was in charge of using CAD systems to create miniature physical models (rapid prototyping). Judge Dredd required many miniature sets and Green was hired to oversee a new Image Engineering department. However, Green changed the name of the department to Previsualization and shifted his interest to making 3D animatics. The majority of the previsualization for Judge Dredd was a long chase sequence used as an aid to the visual effects department. In 1995, Green started the first dedicated previsualization company, Pixel Liberation Front.

By the mid-1990s, digital previsualization was becoming an essential tool in the production of large budget feature film. In 1996, David Dozoretz, working with Photoshop co-creator John Knoll, used scanned-in action figures to create digital animatics for the final chase scene for Mission: Impossible (1996). When Star Wars prequel producer Rick McCallum saw the animatics for Mission: Impossible, he tapped Dozoretz to create them for the pod race in The Phantom Menace (1999). The previsualization proved so useful that Dozoretz and his team ended up making an average of four to six animatics of every F/X shot in the film. Finished dailies would replace sections of the animatic as shooting progressed. At various points, the previsualization would include diverse elements including scanned-in storyboards, CG graphics, motion capture data and live action. Dozoretz and previsualization effects supervisor Dan Gregoire then went on to do the previsualization for Attack of the Clones (2002) and Gregoire finished with the final prequel, Revenge of the Sith (2005).

The use of digital previsualization became affordable in the 2000s with the development of digital film design software that is user friendly and available to any filmmaker with a computer. Borrowing technology developed by the video game industry, today's previsualization software give filmmakers the ability to compose electronic 2D storyboards on their own personal computer and also create 3D animated sequences that can predict with remarkable accuracy what will appear on the screen.

More recently, Hollywood filmmakers use the term Pre-visualization (also known as pre-vis, pre vis, pre viz, pre-viz, previs, or animatics) to describe a technique in which digital technology aids the planning and efficiency of shot creation during the filmmaking process. It involves using computer graphics (even 3D) to create rough versions of the more complex (visual effects or stunts)shots in a movie sequence. The rough graphics might be edited together along with temporary music and even dialogue. Some pre-viz can look like simple grey shapes representing the characters or elements in a scene, while other pre-vis can be sophisticated enough to look like a modern video game.

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