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  • These two scenes almost 20 years apart, both showed their digitally created main character

    這兩個場景相隔近20年,都展示了他們的數字創作的主角

  • waking up.

    醒來後。

  • They also served as the big reveal of a technical breakthrough.

    它們也是一個技術突破的大揭祕。

  • Final Fantasy: The Spirits Within was one of the first movies with a realistic human

    最終幻想:靈魂深處》是第一批具有現實人類的電影之一。

  • CGI characterat least in theory.

    CGI角色--至少在理論上。

  • To our eyes today, the movement and textures make it look at best like a video game cutscene.

    在我們今天的眼中,這些動作和紋理使它看起來最多隻是一個視頻遊戲的剪輯。

  • But focus on the skin.

    但要把注意力放在皮膚上。

  • How did we go from lifeless skin to skin that, on Alita, a stylized character with giant

    我們是如何從沒有生命力的皮膚變成在《阿麗塔》中具有巨大的風格化角色的皮膚的呢?

  • eyes and a robot body, looks so much better?

    眼睛和機器人的身體,看起來好多了?

  • How do we make fake skin look real?

    我們如何使假的皮膚看起來真實?

  • That journey to realistic skin includes pore mapping, the appearance of light on apples

    通往真實皮膚的旅程包括毛孔映射、蘋果上的光線外觀

  • and chicken, and knowing the difference between a glass of whole and skim milk.

    和雞肉,並知道一杯全脂和脫脂牛奶之間的區別。

  • I'm finding it really hard not to feel like a total stoner thinking about my skin

    我發現真的很難不覺得自己是一個完全的石頭人,想著我的皮膚----。

  • I'm touching my face right now.

    我現在就在摸我的臉。

  • Honestly, when we go through looking at this stuff, we're all doing this and like

    "老實說,當我們通過看這些東西時,我們都在做這個,而且喜歡

  • trying to look in the mirror.

    試圖照鏡子。

  • My name is Nick Epstein.

    我的名字是尼克-愛潑斯坦。

  • I was a visual effects supervisor on Alita: Battle Angel.”

    我是《阿麗塔:戰鬥天使》的視覺效果主管。"

  • Alita: Battle Angel is a 2019 action movie based on the manga and it features a stylized

    阿麗塔:戰鬥天使》是一部基於漫畫的2019年動作電影,它的特點是風格化的

  • character that's perfectly believable.

    角色,是完全可信的。

  • She's come a long way from this guy, the Scorpion King from the Mummy Returns.

    她已經從這個傢伙,即《木乃伊歸來》中的蠍子王,走過了漫長的道路。

  • This shot is so infamous that the VFX YouTube channel Corridor Crew spent a whole video

    這個鏡頭是如此臭名昭著,以至於VFX YouTube頻道Corridor Crew花了一整個視頻

  • trying to fix it.

    試圖修復它。

  • There are a lot of problems, but a big one is the skin.

    有很多問題,但其中一個大問題是皮膚。

  • The Mummy Returns' Scorpion King is played by the Rock.

    木乃伊歸來》的蠍子王是由洛克扮演的。

  • You wouldn't know it.

    你不會知道的。

  • But Alita definitely resembles the actor who played her.

    但阿麗塔絕對與扮演她的演員很像。

  • We needed to make sure that we were capturing Rosa's performance, like the heart of the

    "我們需要確保我們捕捉到了羅莎的表現,就像心臟一樣。

  • movie was really Rosa's performance as Alita.

    電影中,羅莎扮演的阿麗塔的表現真的很好。

  • So we actually built a fully digital version of Rosa.

    是以,我們實際上建立了一個完全數字版的羅莎。

  • And then we could apply sort of our sort of more, I guess, normal realism factors and

    然後,我們可以應用我們的那種更多的,我想,正常的現實主義因素和

  • barometers to that.”

    "的晴雨表。

  • Getting that facial model right is a crucial first step for the skin's movement.

    把握好這個面部模型是皮膚運動的關鍵第一步。

  • When the hard work begins.

    當艱苦的工作開始時。

  • “I have four factors I think.

    "我有四個因素,我想。

  • Albedo, displacements, subsurface, and then dynamic changes and deformations and so on.”

    反照率、位移、次表層,然後是動態變化和變形等等。"

  • Albedo is the base color map for your character.

    反照率是你的角色的基礎顏色圖。

  • Imagine the color of a face in a void.

    想象一下,在虛空中的臉的顏色。

  • No features, no wrinkles, no lights shining on it.

    沒有特徵,沒有皺紋,沒有燈光照耀。

  • See how I make the cheeks a little red, the forehead a little lighter.

    看我如何使臉頰有點紅,額頭有點淺。

  • That base is crucial to realism, and it's incredibly dynamic.

    這個基礎對現實主義至關重要,而且它具有難以置信的活力。

  • Based on Rosa Salazar's real skin, they adjusted Alita's albedo map for different moods,

    根據羅莎-薩拉扎的真實皮膚,他們為不同的情緒調整了阿麗塔的反照率圖。

  • health, everything.

    健康,一切。

  • So we could then sort of compare the albedo map when she's like really angry, for example,

    "是以,我們可以在她非常生氣的時候比較反照率圖,例如。

  • with a neutral pose, and then extract basically like a blood flow map from that.

    以中立的姿勢,然後從中提取基本上像血流圖一樣的東西。

  • And the shader could then, when she gets angry in her performance, dial in that extra blood

    然後,當她在表演中發怒時,著色器可以在她的表演中撥出那個額外的血。

  • flow.”

    流"。

  • Displacement maps push the scan up or down.

    位移圖將掃描向上或向下推進。

  • Imagine how this little guy is flat, but features or a wrinkle here might change the height of

    想象一下,這個小傢伙是平的,但特徵或這裡的皺紋可能會改變高度。

  • his face.

    他的臉。

  • Look at all the detail in the Scorpion King's face here versus Imhotep's face in the next

    看看這裡的蠍子王的臉和下一張的伊姆霍特普的臉的所有細節。

  • shot.

    鏡頭。

  • That's the detail you can see in the close ups in Alita.

    這就是你在《阿利塔》中的特寫鏡頭中可以看到的細節。

  • It's way smaller than wrinkles.

    它比皺紋小得多。

  • We call it micro geometry, even pore level displacement that's what gives you your oiliness,

    "我們稱之為微觀幾何學,甚至是毛孔水準的位移,這就是給你的油性。

  • the specular response in your skin, which you can see even just looking at me in the

    在你的皮膚上的鏡面反應,你可以看到,即使只是看著我在

  • in the camera here, you know, my forehead is very different to my nose, very different

    在這裡的相機裡,你知道,我的額頭和我的鼻子非常不同,非常不同。

  • to my cheeks, and to my chin.

    到我的臉頰,到我的下巴。

  • Unfortunately, my forehead is quite shiny, my nose also shiny, but my cheeks less so

    不幸的是,我的額頭相當光亮,我的鼻子也很光亮,但我的臉頰不那麼光亮。

  • and that they're fairly isotropic, without direction, I have a very clear flow direction

    而且它們是相當各向同性的,沒有方向,我有一個非常明確的流動方向

  • that way, a flow direction this way.

    這樣,一個流動方向是這樣的。

  • We have a sort of reverse flow direction around my chin.

    我們在我的下巴周圍有一種反向的流動方向。

  • So we actually draw curves on along these flow lines.

    所以我們實際上是沿著這些流線畫曲線。

  • Some extreme close ups, we you know, we knew that the camera was going to basically fly

    一些極端的特寫鏡頭,我們知道,我們知道攝影機基本上是要飛的。

  • into Alita's eye.”

    進入阿麗塔的眼睛。"

  • But the difference between this face and this one isn't just the skin.

    但這張臉和這張臉的區別不僅僅是皮膚。

  • It's what happens beneath it.

    這是發生在它下面的事情。

  • My name is Henrik Wann Jensen, and I'm the chief scientist of Luxion, makers of Keyshot.

    "我的名字是亨利克-萬-詹森,我是Luxion公司的首席科學家,Keyshot的製造商。

  • And I specialize in computer graphics, in answering the question why do things look

    而我的專長是計算機圖形學,在回答為什麼事物看起來是

  • the way they do and how can you simulate it on a computer?

    他們的方式,以及你如何在計算機上模擬它?

  • See when we wrote the first paper as you may have noticed, we did some measurements in

    當我們寫第一篇論文時,你可能已經注意到了,我們做了一些測量,在

  • it.

    它。

  • So we actually went to the local supermarket with a laser pointer.

    所以我們真的帶著脈衝光筆去了當地的超市。

  • I was shining on on the on the milk, we were shining on the meat.

    我在照耀著牛奶,我們在照耀著肉。

  • And actually the guys who ran the supermarket came to us and what are you doing?

    而實際上,經營超市的人來到我們這裡,你在做什麼?

  • This is not good.”

    這不是好事。"

  • The big idea of that breakthrough 2001 paper, work that got the team to the technical Oscars,

    那篇突破性的2001年論文的大意,是讓團隊進入奧斯卡技術獎的工作。

  • was that the way they'd seen light bounce through food was true of almost everything.

    他們看到光通過食物反彈的方式幾乎對所有東西都是如此。

  • And if it could be simulated more quickly, that would make all computer graphics look

    而如果能更快地進行模擬,這將使所有的計算機圖形看起來

  • more real, including skin.

    更加真實,包括皮膚。

  • See how the laser bounces off the spoon?

    看到脈衝光是如何從勺子上反彈的嗎?

  • But when I put my hand in front of it, the light passes through, and even bounces around

    但當我把我的手放在它前面時,光線就會通過,甚至會反彈。

  • underneath?

    在下面?

  • This drawing breaks down as an illustration, because light passes through and bounces under

    這幅畫作為一個插圖被打破了,因為光線會穿過並在下面反彈。

  • our skin.

    我們的皮膚。

  • Computers could simulate subsurface scattering, like they do with this marble.

    計算機可以模擬地表下的散射,就像他們對這塊大理石所做的那樣。

  • But they did it by simulating every single bouncing light photon.

    但他們是通過模擬每一個反彈的光子來實現的。

  • That took way too long.

    這花了太多時間。

  • So most of the time, computer animation couldn't bother with it.

    是以,大多數時候,電腦動畫都不可能去理會它。

  • It makes the Rock look wronglight is bouncing off him, not passing through the

    這使岩石看起來不對勁--光線從他身上反彈,而不是穿過他。

  • skin.

    皮膚。

  • It affected other shots, too.

    這也影響了其他的拍攝。

  • In Shrek, they actually have a cookie guy and some milk.

    "在《史萊克》中,他們實際上有一個吃餅乾的人和一些牛奶。

  • And if you ever see that shot, it looks like white paint, which was exactly the example

    如果你看到那個鏡頭,它看起來像白色的油漆,這正是例子

  • we said if you don't do this properly, it's actually going to look like white paint.”

    我們說,如果你不好好做,它實際上會看起來像白漆。"

  • Jensen and his colleagues figured out how to simulate subsurface scattering more efficiently.

    詹森和他的同事想出瞭如何更有效地模擬地下散射的方法。

  • That changed animation.

    這改變了動畫。

  • Then in Shrek 2, they now knew about this technology.

    "然後在《史萊克2》中,他們現在知道了這項技術。

  • And then they went all in on the milk.

    然後他們全身心地投入到牛奶中。

  • So they had a ton of milk.

    所以他們有一噸的牛奶。

  • But they now did the full subsurface scattering.

    但他們現在做的是全面的次表面散射。

  • And so it had a little bit of an impact on that as well.

    是以,它對這一點也有一點影響。

  • it's funny because I went to talk to Sony and you never know what people are interested

    這很有趣,因為我去和索尼談,你永遠不知道人們對什麼感興趣。

  • in.

    在。

  • They say, oh, you're the milk guy.”

    他們說,哦,你是賣牛奶的。"

  • Subsurface scattering could efficiently simulate the different ways light passed through whole

    次表層散射可以有效地模擬光線通過整體的不同方式。

  • versus skim milk, and also skin, or at least the beginning of it.

    與脫脂牛奶相比,還有皮膚,或至少是皮膚的開始。

  • But when we created the initial subsurface scattering algorithm, you're set up based

    "但是,當我們創建最初的次表面散射算法時,你的設置是基於

  • on this assumption that you hit the skin and then everything is the same underneath.

    在這個假設上,你打到了皮膚,然後下面的一切都一樣。

  • And of course, real human skin is not like that.

    當然,真正的人類皮膚也不是這樣的。

  • We have different layers like epidermis, dermis.

    我們有不同的層次,如表皮、真皮。

  • And we looked at sort of the basic things that decide what humans can look like.

    我們看了一些決定人類可以看起來像什麼的基本東西。

  • And it turns out melanin, you actually have different melanin types, we have one that's

    而事實證明,黑色素,你實際上有不同的黑色素類型,我們有一個是

  • lighter melanin type, one that's more on the brown side, on the dark side, you have to

    較淺的黑色素類型,一個更偏向於棕色的,偏向於深色的,你必須

  • have mixtures of those to get the correct skins.

    有這些的混合物來獲得正確的皮膚。

  • You could actually do a very convincing, now, rendering of human skin.”

    你實際上可以做一個非常有說服力的,現在,人類皮膚的渲染。"

  • So, you know, I've talked about how we define regions for micro geometry, some of

    "所以,你知道,我已經談到了我們如何為微觀幾何學定義區域,一些

  • the things we did also revolved around dynamic scans.

    我們所做的事情也是圍繞著動態掃描進行的。

  • So we actually had footage of what scan data, so it's this 3d three dimensional data of

    是以,我們實際上有什麼掃描數據的鏡頭,所以它是這個三維立體數據的

  • Rosa running through Harvard lines of sort of every expression we could we could ask

    羅莎通過哈佛線的排序的每一個表達,我們可以我們可以問

  • her to do.”

    她要做的。"

  • Harvard lines are a series of sentences that help hit all the phonemeschunks of speech

    哈佛線是一系列的句子,有助於打擊所有的音素--語音塊

  • in a conversation.

    在一次談話中。

  • It's for audio, but it can help artists see every possible way somebody's mouth can move

    它是用於音頻的,但它可以幫助藝術家們看到某人的嘴巴可以移動的每一種可能方式。

  • when they're talking.

    當他們說話的時候。

  • I'm doing this video.

    我在做這個視頻。

  • It includes these things called Harvard lines, and I was hoping you could read some of them.

    它包括這些被稱為哈佛線的東西,我希望你能讀到其中一些。

  • [Reading overlapping Harvard lines]

    [閱讀重疊的哈佛線]

  • Early reviews for Final Fantasy: The Spirits

    最終幻想:精神》的早期評論

  • Within focused on it as a treat for the eyeballs.

    內專注於它是對眼球的一種享受。

  • Since then, increasingly complex simulations of not just skin but light and movement have

    從那時起,不僅是皮膚,還有光線和運動的越來越複雜的模擬。

  • made visual effects look even more real.

    使得視覺效果看起來更加真實。

  • The only question is how much further is left to go.

    唯一的問題是還能走多遠。

  • Take the winding path to reach the lake, note closely the size of the gas tank.

    "走蜿蜒的小路到達湖邊,仔細注意油箱的大小。

  • It snowed rained and hailed the same morning the meal was cooked before the bell rang.

    當天早上下了雪,下了雨,下了冰雹,在鈴聲響起之前,飯菜就已經煮好了。

  • What joy there is in living.”

    活著是多麼的快樂"。

  • One of the immediate effects that that sort of the visual effects industry they jumped

    "視覺效果行業的一個直接影響是,他們躍躍欲試。

  • on right away was if you also have someone who's lit from behind, you see light passing

    如果你有一個人從後面被照亮,你就會看到光從後面穿過。

  • through the ear.

    通過耳朵。

  • If you look at movies like like Harry Potter with Dobby, the character, they were the first

    如果你看一下像《哈利-波特》這樣的電影,多比這個角色,他們是第一個

  • to really adopt this technology.

    來真正採用這項技術。

  • They all had big ears so they were very excited about that, and you'll see a lot of glowing

    他們都有大耳朵,所以他們對此非常興奮,你會看到很多發光的東西。

  • light coming through the ears.”

    光線從耳朵裡透出來。"

These two scenes almost 20 years apart, both showed their digitally created main character

這兩個場景相隔近20年,都展示了他們的數字創作的主角

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