“Spider-Man 3: Birth of Sandman” by Sony Pictures Imageworks
Notice: Pod Template PHP code has been deprecated, please use WP Templates instead of embedding PHP. has been deprecated since Pods version 2.3 with no alternative available. in /data/siggraph/websites/history/wp-content/plugins/pods/includes/general.php on line 518
Conference:
- SIGGRAPH 2007 More animation videos from SIGGRAPH 2007:
Notice: Array to string conversion in /data/siggraph/websites/history/wp-content/plugins/siggraph-archive-plugin/src/next_previous/source.php on line 345
Notice: Array to string conversion in /data/siggraph/websites/history/wp-content/plugins/siggraph-archive-plugin/src/next_previous/source.php on line 345
Title:
- Spider-Man 3: Birth of Sandman
Company / Institution / Agency:
- Sony Pictures Imageworks
Description:
Columbia Pictures’ “Spider-Man 3” reunites the cast and filmmakers from the first two blockbuster adventures for a web of vengeance, love, and forgiveness.
In the “Birth of Sandman” sequence, visual effects supervisor Scott Stokdyk, animation director Spencer Cook, and the team at Sony Pic-tures Imageworks show the creation of the Sandman villain. Starting with the movement of individual grains, the first 2,672-frame shot takes us through the gathering of sand to form a sand creature. The next 10 shots show Sandman’s struggle and emotional realization of his transformation. In the end, Sandman summons strength from a locket containing a picture of his daughter to compose himself back into human form.
Led by digital effects supervisor Ken Hahn, CG supervisor Bob Winter, sand-effects supervisor Doug Bloom, and software engineer Jonathan Cohen, Imageworks spent more than 10 man-years developing new tools and software to control particle systems for Sandman’s emotional character and effects performance, involving individual manipulation of millions of grains of sand.
Several different approaches to sand animation were taken, including: keyframe animation, physical simulation of individual sand grains col-lapsing and piling, erosion models for dynamic surfaces, and creating large-scale rigid-body-dynamics simulations of close-up sand grains.
Hardware:
Multiple systems including Dell, IBM, HP, Apple, and others Rendering farm: Thousands of CPUs
Software:
Modeling, animation, rendering, dynamics, and compositing:
a variety of off-the-shelf software, internally developed facility tools, and custom tools developed specifically for the show
Custom software: 3D rendering, data management tools, improved in-house hair pipeline, improved cloth simulation
OS: various
Additional Contributors:
Contributors: Sony Pictures Imageworks
Visual Effects Supervisor: Scott Stokdyk
Visual Effects Producer: Josh R. Jaggars
Digital Effects Supervisor: Kee-Suk Ken Hahn
Animation Supervisor: Spencer Cook
Digital Effects Producers: Christian Hejnal, Carey A. Smith
CG Supervisor: Robert Winter
Sand Effects Supervisor: Douglas Bloom
FX R &D Lead: Jonathan Cohen