Appealing Business Model of Animation Films

The typical business model of making animation film is hit-driven, which starts from investment before production, and ends with returns from cinema [1]. One problem of this business model is the uncertainty of returns with high investment mainly cost by the high-budget and long production process, which evolves a lot labor work at design, texturing, modeling, etc. The uncertainty is caused by the uncertainty of the quality of the story due to insufficient time and budget on story development, and by the high cost of time and endeavor on the uncontrollable production process.

If we could replace the labor work of the production process with technology, the production period would be shortened from 3 or 4 years to less than 2 years, and the budget could be cut into half. With the fast production time, the studio has the control over iterately modifying the film in the production process with story changes, hence has more flexibility and less time-consumption on converting story changes into production. With the quality control and fast development of production with technology doing labor work, the studio has more certainty of succeeding at a movie. Investors would also be more confident to invest a movie with small budget.

Now the problem is, what are the specific labor work at animation production studios? If we could identify the labor work, then devise solutions to them, the approach of shortening production period is within reach.

Is it possible to attract investment for an automatic production pipeline if we build a mvp with automatic production pipeline, and test with animated shorts by animation studios to prove the efficiency of the pipeline (short time, high-quality, low budget compared with previous movies)?

To further the approach to an animation studio, does it help if I work with animation studio to design specific automation production pipeline for each movie?

Reference:

[1] Redesign Business Model of Animation Films

Perception and 3D Rendering

how would it look like if we blend human perception in 3D rendering? what if we configure parameters of physically-based rendering based on human perception – random thought from my walking at evening in a moist weather, chilly, and autumn foliages.

无邪 Innocent

你的笑 像一個童話

那麼無邪

即使守護夢想的艱辛超越了你的想像

彷彿一顆晶瑩剔透的晨露

那是你澄澈的心靈

這一切是那麼美好

彷彿詩一般的追逐

踏上夢的沙漠

本該這樣

有一顆清泉

是你的笑的印記

 


 

Your innocent smiling eyes

feel like a fairy tale

as difficult as it could be, to chase a dream

Like a crystal morning dew

It’s your clear soul

All these, feel so beautiful

The chasing feels like a poem

When you set your feel on the desert of a dream

That feeling warms your heart like home

All along the road

There is a clear spring

It is your eyes

 

一个午后

静静的,不远处的足球场间歇传来踢球的声音。卧室里就我一个人。我像海星一样懒散地躺在床上,刚刚从午睡中醒来。脑袋里空空的。听着球队断断续续的声音。我发现阳光静止在每一个角落,从南北两个大窗子外透进来。柔柔的阴影落在纱窗上、窗帘上、书桌上。书桌上的尘埃在阳光下好像金色的光粒一样,散开来。卧室里面温温的,暖暖的。空气中有些尘埃,还有点干燥。初冬就是这个感觉。

我喜欢这种闲暇、放空的时刻。没人打扰。尤其在上个周末和这星期头几天忙到几乎虚脱之后,我对这种感觉的依赖和怀念愈加清晰。好像回到了初中,爸爸妈妈留我一个人在家。球队的声音也让我怀念初中的闲暇时刻。我经常在体育课躲在操场的角落偷懒看小说,而班里大多数男生会组队在操场打篮球,传来类似的声音。

Lasting Dream

hm.. it was a dream a long time ago.. it never disappeared in my heart, as much time has passed since I had that dream. It’s so clear. always. So I started making that dream via an animation shorts. Because I love watching animations. I have no professional animation skills, but I’m doing it anyway.

dopamine

Monday

Our imagination is built on our inner emotion and perception of the real world. Whatever we see in the physical world is distorted in our mind by our mood, emotion, etc..

With this fact, any of human’s creative work (making animation films, photography, etc..) is a result of blending our inner emotion with real world.

It would be interesting to visualize our perception. It could be done by applying emotion, mood to 3D physically-based rendering.

This technology could be applied to …?

Short Animie

Just like literature, poem, quote, short animie could have a large impact. But it has to be the perfect combination of story, art, and sound to intriguing and inspire the audience’s full mind. Writing this to correct the bias of animie on a lot people’s mind.

Atmospheric Scattering Highlights

In short words, atmospheric scattering is the process of scattering away light when it’s traveling from a light source to a point. The light arriving the point is the result of multiplication of light at the light source and the transmittance between the light source and the point. Transmittance is related to the average atmospheric density (optical depth) between the light source and the point and the scattering constants, i.e. the exponential of optical depth multiplies scattering constants.

Atmospheric scattering is used to simulate sky color. Simulating sky color integrates atmospheric scattering to the light traveling process from sun to any view point in the atmosphere. Specifically, the sky color at any view direction from a view point in the atmosphere is the integration of in-scattered light at each sample on the view ray (starts from the view point and cast towards the view direction) to the view point. The light at each sample is the in-scattered light from sun to the sample. Chaining the process with a ray marching algorithm, the sky color at a specific view direction from any view point in the atmosphere can be approximated in the following steps:

  1. For each sample in the view ray:
  2. exp(scattering constants multiplies optical depth between sun and sample) -> transmittance between sun and sample
  3. exp(scattering constants multiplies optical depth between sample and view point) -> transmittance between sample and view point
  4. Sun light * transmittance between sun and sample  -> light arriving the sample
  5. light arriving the sample * phase function -> light reflected on the view ray
  6. atmospheric density at the sample * scattering constants -> scattering constants at the sample
  7. light reflected on the view ray * scattering constants at the sample -> remaining light after it’s scattered by the sample
  8. remaining light after it’s scattered by the sample * transmittance between sample and view point -> light arriving the view point from the sample, i.e. sky color from the sample
  9. accumulate the sky color from the sample to the final sky color

After all samples in the view ray direction are iterated by the ray marching algorithm, the final sky color is obtained from the 9th (ix) step.