When Disney’s Paperman came out it discovered a new technique. This was using 3d vectors generated from animated geometry to create in-between frames of 2d drawn images or Motion Vector Inbetweening
Several VFX companies have started using this technique to dramatically cut the cost of 3d renders. By rendering on less frames i.e. 4, 6 or 8’s, a render that would take a week, takes a day. The quality might not be perfect with softening and the occasional jaggies. But this quality is more than good enough to make creative decisions with or show to the client as work in progress. Also because there are ‘real’ rather than motion vector frames rendered on every 4,6 or 8, quality control on details such as noise, sharpness and motion blur can be evaluated on these frames. Having this feature built into a 3d render engine would sure help a lot of filmmakers out!
I put aside a day to try and work this out in Nuke and this image bellow is as far as i got. For non occluded objects that have similar motion vectors it works well. But as you can see from the edges of the mauve square bellow. I still have a problem that occluded objects in depth from the camera that have different motion vectors and are not resolving correctly. I have a few ideas like blending motion vectors and creating edge mattes from contrast areas of the motion vectors, but I need some time, a nuke licence and help to solve the problem. In addition to working out this basic issue, the second problem that will need to be solved is how to deal with motion blur. The nuke code is below to copy and paste: If anyone with a grasp for vector maths can improve this please contact me!
In case you haven’t seen ‘Paperman’ watch it now, it’s wonderful!
EDIT: A RnD friend is currently helping me on this one.. Hope to get a result soon!
set cut_paste_input [stack 0]
version 9.0 v2
Camera2 {
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translate {0 0 5}
version 28
name Camera1
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CheckerBoard2 {
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Sphere {
translate {{curve x9 -1.649999976 x31.81542969 1.196943998 x54 -1.558774948} {curve x9 0 x31 -1.089066982 x54 0} {curve x1009 -6.159999847 x1054 -6.159999847}}
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multiply {1 0 1 1}
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MergeGeo {
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push $cut_paste_input
Reformat {
name Reformat1
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xpos 4811
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}
ScanlineRender {
inputs 3
overscan 200
motion_vectors_type distance
output_shader_vectors true
name ScanlineRender1
selected true
xpos 4692
ypos 282
}
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set N79ab0a00 [stack 0]
Shuffle {
in motion
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push $N79abe680
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Merge2 {
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Shuffle {
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Add {
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Merge2 {
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Merge2 {
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invert_mask true
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expr3 a
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push $N79ab0a00
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push $N79aa8000
STMap {
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Viewer {
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http://www.fxguide.com/featured/the-inside-story-behind-disneys-paperman/
http://www.dannykang.net/2013/02/03/dannys-picks-the-making-of-paperman/
http://image.diku.dk/larslau/papers/photonicsworkshop2012.pdf
http://ieeexplore.ieee.org/xpl/login.jsp?tp=&arnumber=1340385
http://dl.acm.org/citation.cfm?id=1174443
http://www.vuse.vanderbilt.edu/~bobbyb/doss/dossierArticle2.pdf
http://www.mee.tcd.ie/~sigmedia/pmwiki/uploads/Main.Publications/moriary_mscthesis.pdf
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