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| Kramer:
fx sorcerer |
| Photo:Noah Berger |
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dward
A. Kramer came face to face with the monster, and experienced not
fear, but clarity.
The year was 1999. The monster was a mummy with 300-year-old flesh
hanging off its bones. Kramer '77, a computer-graphics sequence
supervisor for George Lucas' Industrial Light & Magic, was
working on lighting the mummy for the upcoming feature film in
which the creature was to have a starring role.
"I was all of a sudden hit by this feeling," Kramer recalls. "I
remembered when I was a kid and was into all these monster magazines.
What was on my screen was exactly like what was in my magazines.
I thought, 'Oh my God, I actually grew up to do the kind of thing
that I thought was so cool.' "
If you saw swarms of scarabs in The Mummy, tornadoes in Twister,
sixty squirming puppies in 101 Dalmatians, the rock monster in
Galaxy Quest, the werewolf in Van Helsing, or just about anything
to do with water in The Perfect Storm, you saw Ed Kramer's work.
"It's kind of fun to be able to mention something and have
somebody say, 'Oh yeah, I remember that!' " he says, sounding
like a kid who's found a permanent home in a Never Never Land for
computer geeks. "My whole career, I feel like I've been living
on the edge of the latest and greatest all the time."
Convincing computer-generated imagery, or CG, calls for a programmer's
mind and an artist's eye. For someone like Kramer, who has that
combination in spades, it's a heckuva way to make a living. What
he does is technically complex and evolves rapidly as new methods
are invented, but in a nutshell: He takes the background that the
film director has shot, adds an object that was never there, and
makes it look real. Sometimes that involves making a giant kick
up dust as he walks or tornadoes twist across the horizon. At other
times, it means creating lighting on a monster or a boat deck that
matches the lighting in the background shot. Or it involves compositing,
pulling together all of the computer-graphics elements and integrating
them seamlessly with the background.
The result is what moviemakers hope will help usher moviegoers
into the suspension of disbelief that keeps them riveted to their
seats. When Dracula bares his fangs in Van Helsing, your blood
pressure shoots up. When a 200-foot wave looms over the boat in
The Perfect Storm, your heart leaps into your throat.
Kramer works out of ILM's headquarters building in San Rafael,
California, just north of San Francisco. Walking through the building
is like taking a tour of the history of the feature-film special-effects
industry. ILM has been doing special effects since 1975 and the
making of the original Star Wars movie, released in 1977. Visitors
are greeted by a life-size model of a Storm Trooper; around the
next corner is Darth Vader standing next to R2-D2. ILM is considered
one of the leaders in the advanced digital-effects industry. The
company pioneered, among other things, the development of motion-control
cameras and optical compositing. It has won fourteen Academy Awards
for visual effects and sixteen more for technical achievement.
A huge amount of the work that ILM does is what Kramer calls "practical
effects"--things like miniature sets or models that exist
in the real world. But Kramer's work in computer graphics concerns
the "unreal" world. In Van Helsing, he covered the werewolf
in computer-generated fur, gave the vampire brides flowing hair,
and helped the digital "double" for the star, Hugh Jackman,
do the stunt work that the flesh-and-blood actor never could have
achieved.
Some of the movies Kramer has worked on have big-bang special effects--tornadoes,
exploding comets, tumultuous seas. "The first killer wave
you see in The Perfect Storm, the huge wall of water--that was
my work," he says proudly. Basically, the more complex and
realistic-looking it is, the tougher it was to do. The Perfect
Storm is a perfect example. Computer-generated boats had to float
with believable buoyancy, mist blowing off the top of waves had
to look wispy, and objects flying off the boat and splashing into
the sea had to have weight and trajectory. Kramer and dozens of
others used special software to make the scene come to life in
a believable, photo-realistic way.
"The human eye knows what's real and what isn't," Kramer
says. "If I look at something and it doesn't look quite right,
I have to figure out, well, what about that is not looking right?
Is it the scale? The density? Does it need to be more particulate?"
"The mist coming off the tops of waves is a pretty good example.
There's a whole new technology called 'particle systems' that allows
us to animate millions of infinitely small particles. And we animate
them using basically the language of physics: things like gravity
and wind and turbulence," he says. "No one had ever done
anything even approaching what we did on Perfect Storm. It was
totally uncharted computer-graphic technology. This was the first
time that computer-generated water had to mix seamlessly with real
ocean water."
In fact, he says, he has yet to work on a movie and rely solely
on known techniques, even those already invented by ILM. "There's
never been a project where we've said, 'We have all the technology
to do that.' That's why people come to ILM. A great deal of the
groundbreaking work is done here. In some shows, every single shot,
we have to develop new techniques. That was true of The Perfect
Storm. And The Mask. When Jim Carrey turns into a tornado--ILM
had to invent ways to do that."
Not surprisingly, the same holds true with the movie he's now working
on, a sequel to The Mask called Son of the Mask. However, he says,
it is too early in the production stage for him to be able to reveal
any specifics. For this latest project, Kramer is a "sequence
supervisor," overseeing teams of computer-graphics artists
known as technical directors. He himself started as a technical
director when ILM hired him back in 1994. He was put to work doing
the CG equivalent of working with a needle and thread. "The
first thing I did at ILM was 'sock' an elephant," he says,
referring to the technique of using special software to stitch
together a computer model by removing all the seams and cracks
in the image. "We were able to realistically show muscles
and fat working under the surface of the skin of the elephant.
When the foot hits the ground, it ripples through his chest," he
says.
"And immediately thereafter I had to sock a monkey."
Kramer socked things so well that he was promoted to sequence supervisor
in 1998 and now oversees the work of an average of ten technical
directors on any given film. On a typical day, Kramer wanders from
desk to desk, looking over shoulders, sharing software tips, and
answering questions. "The paradigm of special effects here
at ILM differs from the stylized, fully computer-generated techniques
of Pixar or Dreamworks," he says. "Here, we have to invent
techniques to mix computer-generated effects with live-action footage
shot by the director, where the audience sees them side by side.
Whether it's vampires, dinosaurs, Dalmatian puppies, or 200-foot
ocean waves, our technical and artistic challenge is to create
images that look so photo-realistic that you can't tell where in
the frame the real footage ends and the CG begins."
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