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  • At Pixar, we're all about telling stories,

  • but one story that hasn't been told very much

  • is the huge degree to which math is used

  • in the production of our films.

  • The math that you're learning in

  • middle school and high school

  • is used all the time at Pixar.

  • So, let's start with a very simple example.

  • Anybody recognize this guy? (Cheers)

  • Yeah, so this is Woody from Toy Story,

  • and let's ask Woody to, say, walk across the stage

  • from, say, left to right, just like that.

  • So, believe it or not, you just saw a ton of mathematics.

  • Where is it?

  • Well, to explain that,

  • it's important to understand

  • that artists and designers think in terms of

  • shape and images

  • but computers think in terms of numbers and equations.

  • So, to bridge those two worlds

  • we use a mathematical concept called

  • coordinate geometry, right?

  • That is, we lay down a coordinate system

  • with x describing how far something is to the right

  • and y describing how high something is.

  • So, with these coordinates we can describe

  • where Woody is at any instant in time.

  • For instance, if we know the coordinates of

  • the lower left corner of that image,

  • then we know where the rest of the image is.

  • And in that little sliding animation we saw a second ago,

  • that motion we call translation,

  • the x coordinate started with a value of one,

  • and it ended with a value of about five.

  • So, if we want to write that in mathematics,

  • we see that the x at the end is four bigger

  • than x at the start.

  • So, in other words, the mathematics of translation

  • is addition.

  • Alright?

  • How about scaling?

  • That is making something bigger or smaller.

  • Any guesses as to what the mathematics of scaling might be?

  • Dilation, multiplication, exactly.

  • If you're going to make something twice as big,

  • you need to mulitply the x and the y coordinates

  • all by two.

  • So, this shows us that the mathematics of scaling

  • is mulitiplication.

  • Okay?

  • How about this one?

  • How about rotation? Alright, spinning around.

  • The mathematics of rotation is trigonometry.

  • So, here's an equation that expresses that.

  • It looks a little scary at first.

  • You'll probably get this in eighth or ninth grade.

  • If you find yourselves sitting in trigonometry class

  • wondering when you're ever going to need this stuff,

  • just remember that any time you see anything rotate

  • in one of our films,

  • there's trigonometry at work underneath.

  • I first fell in love with mathematics in seventh grade.

  • Any seventh graders? A few of you? Yeah.

  • My seventh grade science teacher showed me

  • how to use trigonometry to compute

  • how high the rockets that I was building was going.

  • I just thought that was amazing,

  • and I've been enamored with math ever since.

  • So, this is kind of old mathematics.

  • Mathematics that's been known and, you know,

  • developed by the old dead Greek guys.

  • And there's a myth out there that all the interesting

  • mathematics has already been figured out,

  • in fact all of mathematics has been figured out.

  • But the real story is that new mathematics

  • is being created all the time.

  • And some of it is being created at Pixar.

  • So, I'd like to give you an example of that.

  • So, here are some characters

  • from some of our early films:

  • Finding Nemo, Monsters Inc. and Toy Story 2.

  • Anybody know who the blue character in the upper left is?

  • It's Dory. Okay, that was easy.

  • Here's a little harder one.

  • Anybody know who's the character in the lower right?

  • Al McWhiggin from Al's Toy Barn, exactly.

  • The thing to notice about these characters

  • is they're really complicated.

  • Those shapes are really complicated.

  • In fact, the toy cleaner, I have an example,

  • the toy cleaner there in the middle,

  • here's his hand.

  • You can imagine how fun it was to bring this

  • through airport security.

  • His hand is a really complicated shape.

  • It's not just a bunch of spheres and cylinders stuck together, right?

  • And not only is it complicated,

  • but it has to move in complicated ways.

  • So, I'd like to tell you how we do that,

  • and to do that I need to tell you about midpoints.

  • So, here's a couple of points, A and B,

  • and the line segment between them.

  • We're going to start out first in two dimensions.

  • The midpoint, M, is the point

  • that splits that line segment in the middle, right?

  • So, that's the geometry.

  • To make equations and numbers,

  • we again introduce a coordinate system,

  • and if we know the coordinates of A and B,

  • we can easily compute the coordinates of M

  • just by averaging.

  • You now know enough to work at Pixar.

  • Let me show you.

  • So, I'm going to do something slightly terrifying

  • and move to a live demo here.

  • So, what I have is a four-point polygon here,

  • and it's going to be my job

  • to make a smooth curve out of this thing.

  • And I'm going to do it just using the idea of midpoints.

  • So, the first thing I'm going to do

  • is an operation I'll call split,

  • which adds midpoints to all those edges.

  • So, I went from four points to eight points,

  • but it's no smoother.

  • I'm going to make it a little bit smoother

  • by moving all of these points from where they are now

  • to the midpoint of their clockwise neighbor.

  • So, let me animate that for you.

  • I'm going to call that the averaging step.

  • So, now I've got eight points,

  • they're a little bit smoother,

  • my job is to make a smooth curve,

  • so what do I do?

  • Do it again. Split and average.

  • So, now I've got sixteen points.

  • I'm going to put those two steps,

  • split and average, together into something

  • I'll call subdivide,

  • which just means split and then average.

  • So, now I've got 32 points.

  • If that's not smooth enough, I'll do more.

  • I'll get 64 points.

  • Do you see a smooth curve appearing here from

  • those original points?

  • And that's how we create the shapes

  • of our charcters.

  • But remember, I said a moment ago

  • it's not enough just to know the static shape,

  • the fixed shape.

  • We need to animate it.

  • And to animate these curves,

  • the cool thing about subdivision.

  • Did you see the aliens in Toy Story?

  • You know that sound they make,

  • "Ooh"? Ready?

  • So, the way we animate these curves

  • is simply by animating the original four points.

  • "Ooh."

  • Alright, I think that's pretty cool,

  • and if you don't, the door is there,

  • it doesn't get any better than that, so.

  • This idea of splitting and averaging

  • also holds for surfaces.

  • So, I'll split, and I'll average.

  • I'll split, and I'll average.

  • Put those together into subdivide,

  • and this how we actually create the shapes

  • of all of our surface characters in three dimensions.

  • So, this idea of subdivision

  • was first used in a short film in 1997

  • called Geri's Game.

  • And Geri actually made a cameo apperance

  • in Toy Story 2 as the toy cleaner.

  • Each of his hands

  • was the first time we ever used subdivision.

  • So, each hand was a subdivision surface,

  • his face was a subdivision surface,

  • so was his jacket.

  • Here's Geri's hand before subdivision,

  • and here's Geri's hand after subdivision,

  • so subdivision just goes in and smooths out

  • all those facets,

  • and creates the beautiful surfaces

  • that you see on the screen and in the theaters.

  • Since that time, we've built all of our characters this way.

  • So, here's Merida, the lead character from Brave.

  • Her dress was a subdivision surface,

  • her hands, her face.

  • The faces and hands of all the clansman

  • were subdivision surfaces.

  • Today we've seen how addition, multiplication,

  • trigonometry and geometry play a roll in our films.

  • Given a little more time,

  • I could show you how linear algebra,

  • differential calculus, integral calculus

  • also play a roll.

  • The main thing I want you to go away with today is

  • to just remember that all the math that you're learning

  • in high school and actually up through sophomore college

  • we use all the time, everyday, at Pixar. Thanks.

At Pixar, we're all about telling stories,

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TED-Ed】皮克斯。電影背後的數學--託尼-德羅斯(Tony DeRose) (【TED-Ed】Pixar: The math behind the movies - Tony DeRose)

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    阿多賓 發佈於 2021 年 01 月 14 日
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average

US /ˈævərɪdʒ, ˈævrɪdʒ/

UK /'ævərɪdʒ/

  • n. 平均
  • v. 算出...的平均數
  • adj. 平均 ; 一般 ; 平均的 ; 非常的 ; 通常的 ; 均分 ; 平均是 ; 普通
scale

US /skel/

UK /skeɪl/

  • n. 大小;規模;魚鱗;比例;等級;標尺
  • v. 測量;攀登;魚鱗
split

US /splɪt/

UK /splɪt/

  • adj. 分裂的;分離的;裂開的;(比賽)打成平局
  • v. 被劈開;被切開;撕裂;使分離;使不團結;分裂:劈開;(平均)分配
  • n. 分裂;分割;分裂
line

US /laɪn/

UK /laɪn/

  • n. 邊線;界線;具紋線的;繩 ; 線路 ; 壕溝 ; 皺紋 ; 血統 ; 界線 ; 輪廓 ; 主義 ; 命運 ; 軌道 ; 排列 ; 填滿 ; 線 ; 隊 ; 紋;字行;電話線;隊;排;(細長的)線
  • v. 沿著...排列
complicated

US /ˈkɑmplɪˌketɪd/

UK /'kɒmplɪkeɪtɪd/

  • v. 難懂的
  • adj. 複雜
surface

US /ˈsɚfəs/

UK /'sɜ:fɪs/

  • v. 在...上加表面;顯露;浮出(水面);浮出表面
  • adj. 表面的
  • n. 水面;(情緒、外表等)表面;(物體的)表面
system

US /ˈsɪstəm/

UK /'sɪstəm/

  • n. 組織 ; 體系 ; 主義 ; 學說 ; 制度 ; 順序 ; 身體 ; 宇宙 ; 系 ; 系統分類法 ; 合理的必勝法 ; 系統 ; 體 ; 體制 ; 制 ; 裝置
  • adj. 系統
shape

US /ʃep/

UK /ʃeɪp/

  • n. 外形 ; 模型 ; 幽靈 ; 身段 ; 狀態 ; 使具體化 ; 使符合 ; 取...之形 ; 具體化 ; 成為 ; 型狀 ; 象 ; 形 ; 形式 ; 形狀 ; 樣;(某物的)形狀;狀況;狀態;形狀;樣子
  • v. 使成形;塑造;塑造者
hand

US /hænd/

UK /hænd/

  • n. 一手牌;指針;體力勞動者;手;協助;掌控;船員
  • v. 傳遞
segment

US /ˈsɛɡmənt/

UK /ˈsegmənt/

  • n. 區段
  • v. 分割;切割(某物)

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