Principles of VFX
The history of it all.
A Trip to the Moon
Georges Méliès
1903
- The first 'science-fiction' story.
- Méliès contributed to almost every aspect of the filmmaking process.
- A pioneer in editing, using the dissolve and fade technique to blend in multiple layers.
King Kong
Merian C. Cooper and Ernest B. Schoedsack
1933
- Groundbreaking use of stop motion and miniatures before the digital era.
- Miniature sets and background were matte painted on layers of glass for projections.
1963
Jason and the Argonauts
Don Chaffey
- Stop-motion skeletons are seperately shot with real footage of people fighting. Which justifies the resolution between the two layers.
- Timing and movement was key to matching the motion set by the skeletons.
1968
2001: A Space Odyssey
Stanley Kubrick
- Consindered as the pioneer in special VFX.
- Uses rotating sets to recreate the 'artificial gravity' as depicted in the film.
- Large amounts of projection and matte painting techniques.
1981
An American Werewolf in London
John Landis
- Emphasis on prothetics and make-up.
- Animatronics played a big role in bring this film to life, using no computer effects to achieve the mise-en-scene.
TRON
Steven Lisberger
1982
- Based on a video game.
- One of the first to use computer graphics.
- Glowing circuitry in suits to be drawn via matte painting.
Luxo Jr.
John Lasseter
1986
- The first fully digital animation by Pixar & ILM.
- Shadowing mapping was demonstrated by the lamp projecting lighting onto the surface and the ball. They called this 'self-shadowing'.
The Abyss
James Cameron
1989
- Cutting edge CG water simulation and facial animation.
- 75 seconds of effects took 6 months in post-production.
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The Lord of the Rings
The Two Towers
Peter Jackson
2002
- Andy Serkis' breakout role in playing Gollum, a fully motion-captured creature, voiced and acted by himself, which was orignally intended to be just a fully-CGI character.
Pirates of the Carribean
The Curse of the Black Pearl
Gore Verbinski
2003
- ILM introduced new ways of utilising the mo-cap technology for new CGI models.
- 23 people worked on just the costume simulation alone.
- An incredible sequence showing a seamless transition of Geoffrey Rush.
KEYWORDS
SPECTACLE
Blade Runner 2049
PERSPECTIVE/3D
Inception
THRILL
Tenet
ILLUSION
Inception
THEATRE
Portrait of a Lady on Fire
CREATURE
The Green Knight
CGI
Rogue One : A Star Wars Story
UNCANNY
Alita : Battle Angel
NARRATIVE
Blade Runner
Annotated Bibliography
1. Prince, S. (2010) Through the Looking Glass: Philosophical Toys and Digital Visual Effects. Projections, 4(2), pp. 19-40.
" Digital visual effects comes to us by way of the phenakistoscope."- Stephen Prince
Just like how modern culture has shaped the entertainment industry with its everlasting desire to chase for trend and ideas, the foundation of understanding our world's integral components led to the evolution of the visual effects we familiarise ourselves with today with tangible items, lighting and countless innovations that expanded our perception of transforming our imagination into reality, a dimension people can count on to tell great stories beyond the horizon of both Earth, space and even time. The rapid growth of industry-defying technology has enabled artists around the world to strive to erase the line that sets realism and hyper-realism apart.
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As time goes by, more people struggle to tell which part of visual effect is practically done, which indicates how far we've come in combining and evolving special effects to make them more versatile as ever. From inspiring Inception with the rotating set by Kubrick's 2001: A Space Odyssey to using dynamic screens in The Mandalorian and The Batman to showcase these visual effects now with fast, real-time rendering, immersing the actors and everyone around them as it motivates and reflects how much more has been done and how much more can be discovered through the power of storytelling, sound and production design.
2001 : A Space Odyssey
2. Prince, S. (2012) Digital Visual Effects in Cinema : The Seduction of Reality - Introduction
Despite the concept of a grand spectacle is argued to be discovered as early as the 1700s, Prince respectfully suggests that both Melies and Lumiere should be considered the pioneers of the rise of special effects as their work has more variety in style and they helped set the foundation of expanding the narrative culture, specifically Melies, whose career started as a magician, his creativity and imagination played a big part while transitioning to a filmmaker. The workload has risen substantially with visual effects, sometimes even more than building a large set as the decision making takes a toll in what to use, wasting more time and resources. As we reach the late 90s, the bar has been set to maximise creativity, but large companies where still at a stage of 'experimenting', they gain success but the process of using technologies in the digital era still differs in studios, like prioritising the practical and digtal elements to maintain realism with their hyper-realistic storytelling, Jurassic Park did exactly that with their use of animatronics in their smaller scale Velociraptors and CGI T-Rex.
Jurrasic Park
3. The Cinema of Attractions: Early Film, Its Spectator and the Avant-Gard -Tom Gunning
Fernand Léger interpreted the moving images as an exhibition by putting full focus on the power of visibility. But at a time where modernists are still at large, they disliked the rapid development in that medium, suggesting its betrayal to traditional art forms. Gunning mentions how Méliès' approach to filmmaking was ahead of its time, saying that cinema was shaped after the pursuit of the spectacular, not the storytelling as viewers only show up to spectate the the medium, not to understand it. His work on Le Vayage Dans La Lune (1902) shifts its narrative into the effects, under the influence of his career as a magician prior. The invisible effects, the floating, the cutting, the fading is all told by the objects, not the person.
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Many argued if the 'attractions' should be the driving force of cinema moving forward and that debate still lives on as the wonders still astonishes viewers wanting for more, completely ignoring the meaning behind doing such things. But it's the filmmakers that acknowledges the importance of storytelling through narrative, after the effects era thrive until 1907, films started looking back, refering to history as a way to respond back to the audience, acting as a new narrative medium, this meant the exhibitions weren't the only thing that mattered anymore. Futhermore, songs were incorporated into the medium, adding more depth to the narrative. The Spielberg-Lucas-Coppola cinema of effects impacted the industry in balancing both the effects and narrative, but more importantly, the compatibility of it all, hence the significance in making visual effects as versatile as ever.
4. "What is Digital Cinema?"- Lev Manovich
Manovich suggests the importance of storytelling through the power of digital advancement, the ability to create on screen objects and scenes without the need to physically interact with them becomes a new form of interaction in which leads to a new type of narrative medium. Solely relying on animation isn't the only solution in creating the impossible and spectacle anymore as more creative directions has shifted to a more practical approach in handheld cameras, artists being hired to construct photorealistic images. Manovich isn't questioning the necessity of the existence of digital effects but rather how it has transformed into the genre that defines today's cinema, simply replace and move on. He argues the repetitiveness of technologies used to recreate a large amount of effects in is under the influence of the birth of animation due to its fluid motion and impacting the frames used to generate slow or fast image movements.
Manovich is a professor in New York, he also founded the Cultural Analytics Lab. He's been listed as one of the key figures in shaping the future of the design industry for entertainment and technology.
5. George Lucas Discovers Computer Graphics - Alvy Ray Smith
Smith suggests that Schure, Lucas and Jobs were pioneers in exapanding the horizon of computer graphics but the discovery of this kind of technology can only reach so far in their timelines, which all took place before the 2000s, the digital era at the time could bring out the creators' visionary but through trials of experimentations rather than a concrete, precise way of approaching their visions.
During his time in California, Lucas had already began his series of influences through his obsession of computer graphics, which led to the development of media outside of filmmaking industry with audio editing tools such as the synthesisers. His knowledge of the utilisation of such 'trickery' astonished film productions, notably his work on Star trek II : The Wrath of Khan, as this rapidly transformed into a new breed of creativity, imagination, passion, job opportunities, business strategy and a new way of resource distribution involving practical elements of film productions. His work striked the emergence of John Lasseter, whose initial goal was to solely rely on computer-generated technology into a motion picture. Ed Catmull joining Lasseter meant a new perspective and new challenges coming their way when they wanted to grow within the industry with computer graphics.
6. The Uncanny Valley in Games and Animation - Angela Tinwell
Chapter 8.1 - Overcoming the Uncanny: A Question of Time
Tinwell, through many sources, ultimately comes to a conclusion in which describes the evolution of the audience's acceptance and understanding of the 'uncanny valley' as time passes. As they view more computer-generated models and performing complex animations, they begin to grow a critical response to how the 'uncanny valley' came to be, as well as the long process of creating these images from scratch, the sheer amount of data, whether if it's a video game or a motion picture, these companies use to replicate or generate a new reality on screen. It may be more forgiving through playing a video game as we get to control and interact with the world which is the key element for a video game that helps us escape, but for a film, all we do is view, listen and think as there may be more room to critisise the reality they're put in, negativity generates almost instantly, which could ruin the viewers' experience, in both a subjective and objective form of critism.
7. Digital Storytelling: The Narrative Power of Visual Effects in film (2008) - Shilo McClean
Chapter 11 - Byting off More Than You can Chewbacca: Summary and Conclusion
"The in-your-face special effects of these films are red herrings. Media coverage plays them up, and many viewers love to experience them, but they are not the most important manifestation of the digital turn in contemporary cinema." - Stephen Price
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McClean suggests the power of digital technology will eventually overcome its challenges and replace the source of ultimate storytelling over classic filmmaking techniques such as the practical filmmaking, explaining the over-complication of the path computers take in creative control, the artists having to witness the countless choices, approach and artistic diversity a simple algorithm will transform into. The amount of possiblities will leave not only the people behind the scenes clouded but also the audience as to questioning the decisions that had to be made to either achieve certain set pieces one may consider a 'spectacle', one might even question the necessity of such approach. Something as simple as a colour grade change or a character missing in the background due to continuity can possibly leave the viewers baffled and unsatisfied, which is what the big corporate companies struggled to do for a long time trying to deliver material that emphasises 'quantity over quality', which could be a sign where us, the viewers. have been craving for more content than ever, but at the end of the day, it is these creative controls that has initiated the building of a new reality, a new world in which millions or perhaps, billions will start fantasising over, even when the narrative doesn't stick the landing in terms of the the logic behind it or the lack of thematic presentation, hence the 'quantity over quality' phrase coming full circle, but in a negative growth.
8. The visual effects arsenal: VFX solutions for the independent filmmaker - Bill Byrne
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Chapter 10 - Science Fiction
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Whilst explaining the arsenal in which the 3D world is created, Byrne touched upon the many influences that ultimately made the sci-fi genre as popular as it is today. Notable mentions include Melies’ A Trip to the Moon and Kubrick’s 2001: A Space Odyssey with their ground-breaking technique in transferring the space that we all know as a myth such as the moving spaceship and the rotating walking set to a new, unknown reality. Star Wars was then brought into the discussion for the immersive CGI technology it produced in such a time period, essentially reducing many practical effects but in exchange, a longer process with a higher budget. This heavily dictated the ongoing culture and trend of securing a good start in their intellectual property, a story that us the viewers will invest in deeply into the lore, character motivations and the world they’ve allowed themselves to immerse themselves in.
Harvard Ref.: Byrne, B. (2009) The visual effects arsenal: VFX solutions for the independent filmmaker. London: Focal.
The King Kong comparison
1933
Utilises stop motion for the model and minatures sets to recreate the city landscape of New York.
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Relied on rear projection, actors perform in front of images while projected onto a screen placed begind them.
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Using two strips of film simultaneously to combine them being captured by the other.
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2005
The story takes place in the same year King Kong (1933) was released.
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It acknowledges the existence of the original.
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You can hear the original theme as a digetic sound in the background.
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Utilises motion capture technology performed by Andy Serkis, then turned into a CGI model.
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Director Peter Jackson used a large amount of the budget to construct an 18-inch model of the gorilla.
Invisible/Spectacular Effects
1917
"Down to Gehenna, or up to the Throne, He travels the fastest who travels alone."
GHOST IN THE SHELL
"Don't send a rabbit to kill a fox."
BLADE RUNNER 2049
"Within cells interlinked. Within cells interlinked. Within cells interlinked."
DUNE : PART ONE
“My Road Leads Into The Desert.”
Associations with the invisible effect
Verisimilitude - a theoretical concept that determines the level of truth in an assertion or hypothesis.
Mimesis - means "to imitate" and which itself comes from mimos, meaning "mime."
Imitation - the act of copying or imitating someone or something.
Mimicry - the action or skill of imitating someone or something, especially to entertain or ridicule.
Resemblance - a way in which two or more things are alike.
Photorealism - also known as Hyperrealism, New Realism, Sharp Focus Realism, an—names that
were all conceived to describe the work of many artists who used photographs as references for their artwork.
Representation - the action of speaking or acting on behalf of someone or the state of being so represented.
Ray Harryhausen
- American British animator
- Created a new form of stop motion model animation called 'Dynamation'.
Important figures for the development of CGI
John Lasseter
Alvy Ray Smith
Head of animation at Skydance Animation
Co-founder of Lucasfilm's Computer Division and Pixar
Edwin Earl "Ed" Catmull
Loren Carpenter
Computer scientist & co-founder of Pixar
Animations into live action remakes
The 12 principles of animation
VFX Breakdown Catalog
I handpicked a few vfx breakdowns by professionals who worked on these films long term, diving deep into the immense detail and process into setting a foundation of good vfx.
VFX studio based in London, founded in 1998
Given how Dune (2021) was my first ever IMAX experience, I had to include the clever and heavy process on creating the world of Caladan, Giedi Prime and Arrakis in such a different way, especially when I first saw the ornithopters in motion and how they utilized what they called 'sandscreens' to replace green screens that immerses both the actors and VFX artists to generate a good blend of the characters and the sand world. The large scale in production design, especially indoors, help massively in giving the actors a good foundation in understanding the story and world they're put in.
When I was first watched this back in 2019, it led to my love for the cyberpunk genre as well as the brutal evolution of the future depicted. Ridley Scott might have started this beautiful world filled with unfamiliar technology, but the vision of Denis Villaneuve and the mastermind behind the cinematography from Roger A. Deakins, Blade Runner 2049 managed to enhance and pay respect to the original. The miniatures used to create the LAPD Headquarters and Wallace Corp and the updated version of the Spinner vehicle still fascinates me deeply to this day.
Compositing
The process of combining multiple images to form a single, cohesive image.
Physical compositing (19th Century)
Star Wars Episode VI : Return of the Jedi
This traditional technique gathered matte paintings on glass to combine layers, this process had to be crafted extremely careful in order to give the sense of scale and storytelling.
DNEG - Chernobyl
DNEG - Dune Part One
Preparing for assignment 2 - Essay
Powerpoint
Essay - Question 1 - ‘Using historical examples, discuss how has Visual Effects impacted film narrative.’
Visual effects have not only allowed the growth of original, imaginative collaborations with other key elements of filmmaking, whether it’s the pulsing sound from an explosion done entirely on a composite with a green screen or the vibrant colour palette that expresses the mood and emotions of one character or atmosphere, leaving the audience in awe and full of questions. But none of this will ever be possible without the power of storytelling, the possibilities a linear or fluctuating narrative heavily reflects on the creative decision-making process on how much visual effects should be used or the level of practicality to enhance the in set experience to fulfill the director’s vision and help immerse the actors. However, some would argue the time jumps in reviving beloved franchises as a remake or a sequel brings out the best in freshly generated narrative rather than producing a series of projects that is released between months due to high demand from fans and even critics, presenting a certain sense of nostalgia while also introducing a brand-new mix of genre and technology in visual effects presented on screen due to the respective time period.
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Many forms of film narrative were presented through sound, mise en scene and even colour, without considering how a visual effect might come into play. Most big film companies through generations still, to this day, fear the overwhelming inevitability in the usage of any digital effects as it’s been driven by a narrative that runs through even the audience’s consciousness and that’s the true purpose of a computer taking over a background or directly replacing an item to simply save time, money and workload amongst the production staffs, we are witnessing a surge in green screens that might make both the actors and audience uncomfortable in their performance and viewing. Alternatively, virtual sets utilising real-time renders attempts to deviate from the excessive use of composites and artificial lighting by contributing to accurate lighting and scale to further enhance and blend a perfect mix of practicality and virtually produced sets. Le Voyage Dans La Lune/ A Trip to the Moon (Méliès, 1902) introduced how we can use practicality to present our imagination through basic camera movement and layers of paintings, which reflects how our brain manages to put so many different things together, never realising their connection to be as significant. This form of storytelling deepens our understanding by looking further into a subject or item, allowing us for more exploring or even interpreting a meaning for the decision behind each frame, and it is sometimes our critique and feedback that influences the filmmaker what to do next and what to improve. This is crucial to expanding the true purpose of entertainment, is that there must be a narrative that drives every motif, characteristics, context, tone, physical setting and so much more that defines how we view each frame, listen to sounds, love these characters. And it is not until the 1980s, where the digital industry thrives to tell their story through computers, processors and motion capture, acting as a reimagining of the classic Hollywood blueprint for setting up epic scale in action sequences, worlds and creatures that draws us in as we traverse the horizon we call anything but Earth. Here we look at Tron (Lisberger, 1982) with Tron: Legacy (Kosinski, 2010) and Blade Runner: The Final Cut (Scott, 1987) with Blade Runner: 2049 (Villeneuve, 2021). A 30 year gap gives us enough evidence and range in perspective to how technology has evolved, differentiated itself and completely shifted its trajectory in creating these digital effects to capture our curiosity we never knew we had compared to static images projected with light that initiated our interest in genres such as sci-if, thriller and psychological that had its limit to elevate the versatility in a narrative-driven spectacle.
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Walt Disney Productions was in charge for both the 1982 and 2010 film, you would at least imagine how much ambition was put in to create a digital frontier that directly echoes the real life computer takeover of the cinematic experience. Tron (1982) was regarded to be one of the earliest blockbusters to use extensive amount of CGI, a 15 minute use of the technology was widely considered ‘lengthy’ at the time knowing how much work and time was needed to be put in executing the digital aesthetic of The Grid, the lighting and colour was crucial in differentiating the good and evil with blue and orange, combining the backlit animation technique to allow the colour glow bright through the casts’ circuitry suits had to be hand-painted with over 75,000 frames of illumination. We immediately react to the absurdity of barely seeing any tangible objects, everything is lit by the colours that defines this world, when nothing can be relatable to the real world, we put ourselves as the third person on screen rather than as audiences. 28 years later, Disney continues the story of Tron with Tron: Legacy (2010), bringing back old casts and rebuilds the narrative with a more refined, breathtaking but also harsher looking Grid. With realistic cloud and light simulation, The Grid becomes more alive but also empty, a true mashup of the legacy Tron had for the digital frontier, reflecting the 28 year gap that enhances the structure and beauty of what The Grid once was.
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When director Ridley Scott envisioned another sci-fi flick, it became more than an inspiration to the cyberpunk genre – a timeless classic. Any director trying to predict the future is a daunting mission, a concept that not only has to stick its landing in letting the audience know that no matter how many weirdly shaped buildings or flying cars can be seen on a daily basis, it’s fictional but feels so relatable in a sense that not long after the film’s initial release, there’s been really concrete evidence that robots and vehicles in the sky will soon stop being a myth. Like Blade Runner 2049 (2017), a lot of practical sets and models were used as scale and aesthetic meant everything to capture the essence of living in the city of Los Angeles running brutal, relentless energy full of crime and mischief. It wasn’t necessary the impressive visual effects but the props and sheer details that incapsulates what it means to be a cop that hunts robots that looks just like us, act like us and be stronger than us, the floating billboard that invites you to ‘offworld’ without ever showing you what ‘offworld’ looks like in both film allows you to reimagine yourself as a replicant, living a life that attracts hatred and nothing else. For 2049 (2017), director Denis Villeneuve was widely considered as the best choice in directing a 30 year, long awaited sequel after his acclaimed filmography of sci-fi, cerebral thrillers. Veteran VFX companies such as Weta Digital and DNEG handled most of the sequel’s effects, most notably evolving the spinner vehicles, creating human-sized miniature sets of complex architecture to accompany an even larger scale of Los Angeles that evokes a callous environment and bringing back Sean Young’s character – Rachael, as she was from the original with intense CGI technology and a body double that need to match her movement and recreate her voice to properly reflect the power of the replicant production Tyrell had in the original and Wallace in 2049. Having cinematographer Roger A. Deakins be on board brings out the biggest difference between the two films, allowing the Academy Award-winning visual effects hyper-realistically showcase our ‘inevitable future’ while Deakins transforms a replicant hunt tale into a poetic, tragic but elegant frames that is now also a cult classic.
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In conclusion, you could state an argument in how well visual effects can be utilised depending on the passion from the director chosen by the film company that finalises the quality in telling the continuation of ambitious tales. But before the 21st century, both computer and practical effects had its limits in allowing us to put ourselves in that narrative because everything, including concepts, imagined worlds feel too new to a new era of audience. There will always be people who wants stories to be told without the highest of quality in any element of filmmaking, visual effects exist to tell the unimaginable, whether to make it look realistic or ridiculous, they have become versatile in easily evoke real human responses, we could be looking at a horned creature who can walk, a flying unicorn, flying cars in supersonic speed or robots who live among us, we can still feel fear, joy and confused witnessing these fictional entities tell their story, the audience realising the work being done to have these grand effects put to screen adds another layer of interpretation in the purpose of why a scene can be iconic, a world can be captivating, a character we can look back the old DVDs and relate to. It takes time to tell a good story, as it is to watch the power of visual effects grow.