Introduction
3D computer graphics tend to be realistic and explicit. The creation of photo-realistic images by computer has been a long term goal of film industry and academia in computer graphic research (Safarian 2003), and arguably, the goal has nearly been achieved except for certain minor areas such as the realistic human face with expressions. Even this last challenge has possibly been solved as images showed in the recent live-action productions, such as The Curious Case of Benjamin Button (Fincher 2008) and Avatar (Cameron 2009).
However, if the purpose of computer graphic is for visual communication or storytelling, 2D graphical style is an alternative approach to create digital art or produce computer animations. The 2D graphical approach can benefit the animation production both aesthetically and economically.
Pete Docter, the director of Monster Inc. (2001) and Up (2009), suggested that it was important to consider the extent to which 3D computer production can benefit from observation and visual concept acquisition from animations that are made in traditional 2D approaches,
2D teaches reduction, and that’s what animation is really about, while 3D tends to be more additive. It’s very easy to suggest tons of details. But for me, the fun is reducing something down to its essentials; what makes a three-year-old girl cute, what makes a monster scary. (Docter quoted in Solomon, C 2005, p14)
Aesthetically, 2D graphical representation has at least no less potential than the conventional 3D geometrical looks. Moreover, the production work of animation decreases significantly without the consideration of re-assembling the details in the real world, especially in the lighting and texturing in the production pipeline. This gives animators and artists more time and energy to develop unique visual styles and to fine-tune characters’ performance.
The images created by 3D computer animation techniques to simulate the traditional forms present a unique hybridity. If we inspect 3D computer animations that simulate other animation forms carefully, some subtle variations from the traditional forms still can be spotted. For example, in some scenes of South Park (Stone and Parker 1997-), when characters move toward or away from cameras, the increasing and the decreasing of the characters size show the dimensionality of 3D environments. The slight differences create a hybrid style between cut-out animation and 3D computer animation.
In the project of Sophie’s Secret (2008), which is an animated short film produced with 3D computer techniques, I explored the possible approaches to create 2D graphical styles by directly referencing selected traditional animated works. In this paper, I will discuss the visual style ideas and technical issues that have arisen from the practice of production processes. A set of practical strategies to create animation with 2D graphical style by using commercial 3D computer animation packages was introduced.
Relevant works and techniques
There are certain attempts to produce feature length animations with 2D graphical styles from the original live-action source with the help of advanced computer algorithms. Waking Life (Linklater 2001) and Scanner Darkly (Linklater 2006) were filmed in live-action and then an in-house developed computer program called Rotoshop was applied to modify the footage and give it a painterly appearance. Renaissance (Volckman 2006), a 3D computer science fiction animation, applied motion capture to virtual characters. The film was rendered in a high contrast black-and-white style, which was influenced by the original comic book (Zahad 2006).
There are more 2D graphical styles created in short 3D computer animations, and these are usually screened in film and animation festivals. Some of them are produced by small studios to showcase their work; others are created by university students to present their capability in aesthetics and skills. For example, L’Enfant de la Haute Mer (Gabrielli, Marteel, Renoux and Touret 2001) and Le Processus (Grammaticopoulos 2001) are two animated short films that were created by students in SUPINFUCOM, a school in Valenciennes, France. Images in L’Enfant de la Haute Mer were rendered with 3D computer techniques to simulate the appearance of water colour painting (Cantor & Valencia 2004, p. 116). In Le Processus, black-and-white stripy textures are applied on characters and objects to present a woodcut-like visual style. Although the rendering technology and calculating power of computer have greatly increased and the ability to create realistic images have advanced in recent years, the 2D graphical style is still a popular form for the creation of unique styles of short 3D computer animations. In the animation theatre program in SIGGRAPH Asia 2008, five out of seventeen 3D animated shorts were rendered in various 2D graphical forms.
In addition to animation shorts, some TV commercials, music videos and game trailers experimented with graphical styles by creatively using 3D computer techniques. For example, PSYOP, a New York base studio, has produced TV spots and music videos that are acclaimed for their concepts and aesthetics. In some of their works, 3D computer technology is applied in combination with graphical design to create unique visual styles. Todd Muller, one director in PSYOP, described the concept in the production of a music video: “we wanted to give it a two-dimensional quality, but still have a lot of three-dimensional dynamics. There was a lot of interplay between 2D and 3D” (Romanello 2005). This ‘interplay’ between 2D and 3D really facilitates the possibilities of artistic performance as displayed in their works. As for game trailer, Monster Farm 5 Circus Caravan (Fujita 2006) is one video produced by Digital Media Lab Inc. In this video, 3D computer techniques were applied to render out 2D graphical images as the approaches used in PSYOP’s TV spots. Both PSYOP and Digital Media Lab took advantage of the 2D graphical styles to play visual tricks. For example, the object in the foreground blocks a character while the camera is moving and the character appears from a different angle or poses in a different location after the blocking object moves away.
The hybridity that is presented in my project can possibly be seen as one example of a hybrid aesthetic in contemporary digital art and cinema. The characteristics of hybridization in contemporary film and video have been widely discussed in New Media field. (Burnett 2004; Darley 1997; Hiltzik 2004; Manovich 2001; Safarian 2003). It has been an especially significant phenomenon of imagery creation with the aid of computer technology in the digital era (Crawford 2003). With the power of computer technology, digital filmmakers are able to produce moving images with the mixture of live-action footage, hand-drawn animated frames, digital still images and any other available source that can be converted to a digital format (Lister 2003). There are two levels of the hybridization. One occurs when traditional forms such as photography and cinema are transformed to new digital formats by the aid of computer technology (Darley 2000). The new digital formats allow more freedom of manipulation and further hybridization. The other occurs when previously separated media are merged to form ambiguous digital formats. Jirka (2004) suggests that the aesthetics in current mainstream 3D computer animations are hybridizations of Disney’s styles, live-action and 3D puppet animation. In some animations such as Ghost in Shell 2: Innocence (Oshii 2004) and The Prince of Egypt (Chapman, Hickner and Wells 1998), hand-drawn characters were combined with computer-generated 3D backgrounds and special effects.
On the technical aspect, many academic projects in computer science proposed specific algorithms to simulate artistic media. There is a research group called Non-Photorealistic Rendering (NPR), which emerged to focus on the graphical rendering of virtual 3D objects. NPR is a group of rendering techniques of computer graphics to use algorithms to output stylized graphical images that do not resemble the photographs taken from the real world (Strothotte and Schlechweg 2002). The inspirations behind these projects are to emulate traditional artworks such as drawing and painting. Wilson and Ma (2004) combined a geometry-based approach with an image-based approach to simulate pen-and-ink illustration. They proposed a workflow to render out images from 3D objects as reference images at first. The reference images were then calculated with algorithms to extract the silhouette edges. The cross-hatching was finally added in image-based process. Praun, Hoppe, Webb and Finkelstein (2001) have developed a real-time simulation system for pencil hatching. They pre-rendered hatching strokes on texture images and applied them back to 3D geometries.
Some large studios developed in-house programs or scripts for specific needs to illustrate 2D graphical styles from 3D objects. For example, the Disney studio has developed a system called Sable to render a painterly appearance for animated projects (Teece 2003). A set of hand-painted brushes are used as a library and mapped on curves that have been attached on 3D geometry. They integrated this system into their production pipeline with other commercial 3D computer program and in-house renderer.
The algorithms or specific software provided in these projects to simulate hand-drawn brush and inking are innovative. However, the researches in NPR often focus on a single solution at a time and seldom consider from a broader view of storytelling and visual communication. In many NPR papers, certain styles of paintings or drawings were used as visual references but visual styles of animations were seldom applied as references for technical development. Moreover, the algorithms developed by computer scientists may not easily be applied by designers or artists because of the underdevelopment of user interfaces. From an animator’s or an artist’s point of view, to code program or to develop a specific software are far from the creative process. The approach in this project is to use standard commercial 3D computer software to create similar effects. While many proposed algorithms focused on the simulation of specific traditional hand-drawn techniques such as pencil drawing and watercolor painting, I tried to directly reference traditional animated film. Toon shading, or cartoon shading is a technique to mimic the look of hand-drawn cartoons by creating a black outline around the perimeter of (3D) model, and simultaneously limiting the number of colours on the interior surface of the 3D models (O’rourke 2002). The toon shading technique and functions in standard 3D computer animation are my major tools of production in this project.
Visual references and experiments
As previously discussed, the methods I used in this project are to directly reference traditional 2D hand drawn animations and develop a set of strategies and ideas for further application. Certain parts of these visual experiments were consequently applied to the making of the short narrative animation, Sophie’s Secret. In this paper, I do not include the discussion on the overall narrative structure and plots of this short, but concentrate on the special visual styles that have been created through the experiments. Nevertheless, these experiments and strategies did enhance the storytelling in this animated short.
I selected visual references of animations produced in traditional 2D techniques as visual references based upon my personal preference as well as the similar spirit of reduction and visual simplicity presented in their works. The economic consideration and aesthetic concept in these animations are very similar to my initial motivation in the animation production. UPA’s (United Production of America) animations, especially Gerald McBoing Boing (Cannon 1950), Japanese anime and a contemporary French animation, Histoire tragique avec fin heureuse (Pessoa 2006), are my primary visual references and inspiration. In the following sections I use these visual references for the creation of a hybrid aesthetic and the induction of a set of visual strategies.
UPA From the late 1940s, United Productions of America (UPA) initiated a new aesthetic direction that was different from the dominant Disney style in animation production. Influenced by the early 20th century modern designs in illustrations and architecture, UPA’s artists developed visual styles by integrating the characteristics of abstraction and simplicity in modern design into their animation productions to compete with Disney’s animations (Klein 1996). Different from Disney’s detailed and realistic-oriented approach, images in UPA’s animation are usually simplified and graphically stylised. I chose Gerald McBoing Boing, UPA’s award winning animated short, as my first visual reference. In this animation, all characters were illustrated in simple shapes with outlines. Environmental backgrounds were simplified by removing lines that display perspective such as horizon or skyline. Space was suggested in the film by articles within the frame. The visual experiment in the 3D environment basically followed UPA’s minimum, suggestive space. The furniture and decoration in the first scene of Gerald McBoing Boing are characterized with curvilinear design. I tried to create models for furniture with similar curved outlines. The idea is to reduce the complexity of characters and background designs to simplify the production process and facilitate an effective expression of ideas. In this experiment, 3D objects are rendered by using toon shading techniques for a flat, graphical appearance with outlines. Many objects are rendered in a white colour to blend into a plain, white background. Figure 1 shows the wireframes of 3D geometry and rendered images, in which only outlines are read.
Fig. 1 a
Fig. 1 bFig. 1 - 3D geometries in wireframes (a) and 3D geometries with toon shading applied (b)
Fig. 2 - Examples of the offset between lines and shapesJapanese anime
Anime, or Japanese animation, has gained increasing popularity in worldwide scope in the last two decades. The popularity of anime is increasing in Western society for its distinctive aspects ranging from narrative to visual styles (Napier 2005). There are some visual conventions and special styles have been established for the efficiency of storytelling during the history of anime production development. Visual conventions are ‘not just limited to obvious cultural details but are unique stylistic ways of communicating and expressing feelings and ideas’ (Poitrais 2001, p. 59). Many conventions originally developed by artists for manga (Japanese comic book) were applied to anime. The reason is probably that many anime shows are adapted from popular manga. The most obvious anime convention regarding character design is the large eyes. I used this convention in the character design for the protagonist in Sophie’s Secret.
One anime convention that I applied in this project is the use of special objects such as flowers and sparkles to replace the characters’ backgrounds. This is done to express the characters’ emotions, especially the awakening of a love interest (Poitrais 2001). These alternative backgrounds that consist of special objects can also change drastically to demonstrate the sudden emotional change of a character for storytelling purposes. It is especially convenient in 2D cel and line animation among other traditional animated forms, because foreground characters and the background are usually drawn in different layers. These arbitrary backgrounds can be re-used for different characters when they have the same emotions.
Fig. 3 a
Fig. 3 bFig. 3 - The use of arbitrary background in this project
Fig. 4 - The ‘dry brush’ effects crested for a car and a motorbike
Fig. 5 - An image with buildings with texture projection
Fig. 6 a
Fig. 6 bFigure 6 - The speed lines and the frames of cross-dissolve in the visual experiment
Fig. 7 - Two test results of procedurally textured fishes
Fig. 8 - Some test results of the particle system for the fish model
Fig. 9 a
Fig. 9 bFig. 9 - The comparison of a frame in Histoire tragique avec fin heureuse (a) and in this project (b)
Fig. 10 a
Fig. 10 b
Fig. 10 cFig. 10 - The different stages of the simulation of the watercolor effect
Acknowledgements
The images and animated short presented in this paper is a part of my PhD study in RMIT University, Australia. I would like to express my appreciation to my senior supervisor, Dr. Marsha Berry, and my second supervisor, Dr. Dan Torre, for their kind support. I would also like to thank for the support from the Ministry of Education, Taiwan and National Science Council, Taiwan under the project number: 100-2410-H-026.
Yen-Jung Chang was born in Taipei, Taiwan. He studied in School of Film and Animation in Rochester Institute of Technology, USA. After graduation, he worked as an animator in Buffalo and Los Angeles. He went to study in the school of Creative media in RMIT university, Australia and was granted a PhD in 2009. He is interested in the research of animation aesthetics, visual storytelling in animation and animation history. The paper was presented in The 11th IASTED International Conference on Computer and Imaging (CGIM) in Feb 17-19, 2010, Innsbruck, Austria.
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All images reproduced with permission.
© Yen-Jung Chang
Edited by Nichola Dobson