IBC
With a roving brief to explore the
nexus of technology and art, Roy C Anthony is revelling in his new role
as global head of research at DNEG.
https://www.ibc.org/interview-roy-c-anthony-dneg/7485.article
“I’ve always seen technology and art as
interdependent,” says Roy C Anthony. “One inspires the
other, which unlocks creative potential which inspires further innovation.
It’s a virtuous circle.”
Anthony’s primary focus is on emerging
technologies, driving innovation within the domains of real-time technology and
the use of artificial intelligence to enhance the artist experience across
visual effects and animation. He holds patents in stereoscopy, VR /AR
display systems and calibration.
His previous job at Ventuz Technology saw
him working on real-time graphics in broadcast and live events, such as
in-camera AR and camera tracking on virtual sets. Prior to that he headed
up the research and innovation team at projection systems vendor Christie
Digital “working on tech solutions that could be reframed or presented in a
different way”, he says, “like a subversive marketing group”.
His team collaborated with directors and high frame
rate (HFR) pioneers Douglas Trumbull, Ang Lee and James Cameron and created
some seminal research work around the perception of HFR from an audience
perspective.
Despite these efforts, high frame rates have yet to
capture the cinema-goers’ imagination.
“High frame rates are just another tool in
the tool box along with stereo 3D and wide colour gamut for content
creators,” he insists. “If cinematographers only had a 50mm lens then whole
styles of shot simply wouldn’t exist. Technology is changing all the time and
HFR’s time will come.”
Gaming influence
Anthony grew up in the late 1970s with video
games as much an influence as cinema. The narrative experience of the Gen
Z/millennial generation is being shaped as much by gaming and 3D experiences in
VR as by stories told linearly on a giant 2D screen.
“Storytelling in computer games doesn’t have a
cadence locked to a specific frame rate,” he says. “There is no 24fps high
motion blur narrative experience for The Last of Us Part II [a single
player PS4 game set in post-apocalyptic America released last year]. It is
presented as fast as it needs to be in order to immerse you in the
story.”
He says storytellers are getting used to using
other mediums like gaming and VR to communicate their ideas. “Consumers have
the opportunity in some cases to become the cinematographer and move around and
create their own perspective and their own experience.
“It’s also a challenge for content creators. How do
you merge a directed experience inside of an environment where people are able
to move? Game designers are doing it all the time with subtle visual cues to
try to pull your focus towards an area and then reward you when you start
going in the correct direction. There are ways of integrating the user inside of
an environment in a meaningful way. There are so many ways to hack our
wetware [brain] and integrate us into story environments that don’t
exist in traditional presentation.”
Cloud community collaboration
In terms of production, an area of focus for
Anthony is around cloud and how the opportunity to stream content securely from
location to location offers producers a more integrated pipeline.
“It’s one where more individuals can contribute at
lower cost to the final solution,” he says. “You don’t necessarily have to be
on location to see dailies, you can have them streamed to where you are. The
idea of having to ship a hard drive with someone sitting on a plane seat can be
consigned to history.”
DNEG is a great example of a company with a
number of facilities around the world and contributors for projects
who could be based anywhere.
“We now have an opportunity to have our lighting
expert in Mumbai collaborate live with colleagues who are on a virtual set in
Vancouver. A virtual art department can create a previz with a
customer who can participate in that remotely through their mobile
device,” he enthuses.
“These kinds of technologies are enabling a lot more fusion and shrinking the size of the global studio to more of a community-oriented environment where we’re more like a little city together even while we are distributed globally.”
AI as production assistant
Another emerging technology showing genuine promise
for both the creative process and the bottom line
is artificial intelligence. Anthony is bullish on its prospects at
the heart of production.
“There are a lot of things that AI offers that
enhances the artist experience. When we think about AI as an assistive directed
technology it is providing you with an opportunity to express your creativity
with less friction.
“Let’s say you want to create a matte painting of
an epic backdrop and have a bunch of samples that you need to integrate into
Photoshop. You can do that today with tools that allow you to take disparate
inputs and output a harmonised composition. It might not be your
end point but it will get you to a higher level starting point extremely
rapidly.”
He points to research from the University of
Toronto, near where he lives, where audio as an input is being used
to drive character animation for multiple languages.
“The goal is not to replace the animator but to get
it to the point where the animator can bring it to the next level,” he argues.
“AI has a lot of potential to help express our creative potential by
simplifying a lot of frustrating tasks and accelerating work and enabling
artists to get that aha! moment as quickly as possible.”
The biggest buzzwords in film and TV production
just now are virtual production. DNEG itself has a new joint venture
with Dimension, which provides custom-built LED stages and is finalising plans
for permanent virtual production stages in the UK and North
America.
The studio also recently unveiled
the Polymotion Stage with Nikon and MRMC. This mobile
multi-solution studio is capable of capturing high-quality volumetric
video, image and avatar creation at up to 4K with integrated motion
capture.
“Virtual production is not just the on-set
experience with an LED volume,” he says. “It is a whole continuum of
technologies and while top of the range LED volumes are expensive,
quite a few other virtual production technologies are
democratised.”
Virtual production also incorporates previz,
much of which is now performed in VR or it could be using an iPad as a virtual
camera for plotting and planning. While this concertinas the traditionally
order of filmmaking, Anthony doesn’t think it spells the end of
post.
“I still think there’s going to be post
VFX just as VFX didn’t eliminate SFX,” he says. “But planning for an LED volume
shoot definitely has to be more front loaded. Even on traditional shoots the
idea of doing detailed planning ahead of time was important to get the shot you
want to achieve. Being able to put so much effort into pre-viz and planning
helps you make a better film technically.”
Instead of costly guesswork on set to be fixed in
post, virtual productions necessitate switching to a ‘fix it in prep’
approach in which post resources are reallocated to the pre-production
phase.
“Before we had massive chroma key greenscreen
effects for replacing entire environments, production was done for decades
by dressing a set and putting actors in it. Virtual production is really
no different. It is just providing an opportunity for VFX to contribute to that
traditional workflow.”
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