Saturday, November 5, 2011

Avatar: Naiad Inspired

Seriously incredible shit.
Here's a quote before I dive into the simulated particles that made Avatar what it is, and what is really in store for Avatar 2 and 3. Cannot wait, as I can assume Naiad 0.6 has been announced to be released shortly, this blog will keep you updated on the goings on with that:

“What we learned (from Weta ) and have focused on since, which you will see in the Beta version:
- the importance of secondary “ballistic” particle sims driven by a “coarser” fluid sim:
we already knew this, but there was no time to properly add it to the Alpha – Weta threw together their own solution just for those shots. The Beta now has this and more built-in
- the importance of an efficient architecture:
exploiting modern hardware, such as the need to distribute simulations across multiple machines, using the GPU and adopting a parallel-friendly architecture all the way down to the lowest-level algorithms (JUMP)


Diego Trazzi, Technical Director of Weta, commented, “We simmed an impressive number of particles (up to 50 million at each sim) with Naiad and did a secondary simulation pass to uprez the resolution of the final sim. Naiad’s graph structure allowed us to do so. Given the unprecedented complexity of the sequence we also used some internally developed tools to merge and edit the simulation results, effectively multiplying the total number of particles.” Trazzi was the main Naiad artist on Avatar, and the primary artist on the VES Award winning shot – which was actually matched to a live action reference shot in the Jungle. “There are multiple simulations, the water coming out of the leaf eventually generates a secondary and third simulation based on the first one – which are the wet pass and the drips.”
 Here is a link to the Post-Production (Back end) of making Avatar.
http://www.tvtechnology.com/article/91722

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