- Currents
- Season 1
- Episode 57
How 250 Cameras Filmed Neill Blomkamp's Demonic
Released on 09/15/2021
[Narrator] Demonic, a new horror film set
in a digital simulation, used a new technology
called volumetric capture
to create its video-game inspired look.
250 Cameras is compressed into one 3D object.
[Narrator] This is Neill Blomkamp, the director
of Elysium, Chappie, and the groundbreaking District 9.
All of the science fiction films that I've done before
have maybe a tinge of horror to them
and this horror film has a tinge of science fiction to it.
[Narrator] Let's walk through Neill's process
of rolling 250 cameras all at once
to create Demonic's simulated world.
[Neill] So we travel into the mind of a person who's
in a coma and this experimental technology lets them get out
of their body, which they don't have control over,
into a virtual environment.
Why are you here?
[Narrator] It might feel like a video game,
but in reality, it's a specific location
in British Columbia.
In fact, everything you see here was captured
from real life people and places
and digitized using the techniques of photogrammetry
and volumetric capture.
Here are the steps in bringing the simulation to life.
Google Earth is a good way to think of photogrammetry
if you look at the cities in Google Earth in 3D.
It's the exact same process.
Those are just planes that are flying over cities
and taking tens of thousands of photos.
If you imagine walking around the house
and taking 100 photos around the house
and then you would use drones to get things
like what the roof surfaces would look like.
And then you would do a tour through the inside of the house
using handheld, still, you know, still shots.
I mean, we were just using Canon Mark Threes.
If you give all of those photos,
which are all still images, to a photogrammetry piece
of software, it'll pull out a three-dimensional house.
Its fidelity is a little bit low,
so blades of grass and trees and stuff would be more
like blobs, but it's still pretty good.
You can see the tree on the left is left
at a resolution level that I wanted to leave it at
which just makes it look very computer generated.
So now you have a 3D object that you can look at
from any angle sitting on a computer monitor.
[Narrator] Although photogrammetry
has been around awhile, volumetric capture hasn't,
especially not in filmmaking.
Volumetric capture is the idea
of grabbing three-dimensional holographic video
instead of two dimensional video of a performance of actives
at 24 times a second.
So it's essentially a motion version of photogrammetry.
So you're not locked into a single angle,
you have a three-dimensional stage play
of their performance.
So, in the case of demonic, if we have Carly and Natalie
in the same room acting with one another,
if you were to pause any frame in there,
you could move around them in three dimensions
because any individual one frame
is a frozen three-dimensional piece of geometry.
Filming in volumetric capture is very taxing.
It's a highly synthetic environment that is not great
for actors.
I mean, it's essentially a scaffold cage of cameras
that are around them.
We had 250 cameras and you want those 250 cameras
to be incredibly close to them.
And then when you get to the front door,
we would wheel in a plywood door that obscured her
as little as possible so it would just look
like a skeleton of a door
and that would give her something to push open.
If she goes upstairs, we'd bring in plywood stairs
that she would go up.
Instead of using VFX to lift up the mother
in this demonic possession idea of just being levitated
off the ground.
You would normally use a bunch of computers to do that,
but we actually just use traditional stunts rigging
with wires to lift her out
of the volumetric capture environment.
If you imagine a video game character that you can turn
around and look at it from any angle,
that is basically what you end up with.
[Narrator] One issue the production team ran into
was wrangling all the data.
Shooting in volumetric capture yielded
about 12 terabytes per day.
My brother and I had to bring in 24 computers
that we owned on the back of a pickup truck
to be able to help get the data off.
And then they would spend an additional 12 hours
getting that data off of the cameras
and clearing them for the next morning
and so that, by 7:00 AM, being done with the day before.
[Narrator] Once the footage is finally ingested,
computers go to work crunching all the camera angles
into a three-dimensional piece of geometry.
The first thing that you actually get is a point cloud,
that when you zoom back from it,
you can see it very clearly.
When you zoom into it, all of the points become separate
like they're floating atoms.
It's anywhere between an hour to several hours
to compute one frame.
You're doing, you know, thousands of frames.
It just, it took months.
[Narrator] In fact, VFX artists with the help of Unity,
a game engine used to make games like Pokemon Go,
Monument Valley, and Cuphead,
had to create a custom workflow with enhanced processors
in order to be able to render
the enormous volumetric data sets into virtual reality,
where the shots were then filmed.
You're basically dragging a three-dimensional actor
and placing them on the floor of your building
that you've gathered, also using photogrammetry.
So now it's like a video game.
Now you can look at it from any angle and you can light it
any way that you want and you can film it any way you want.
You take that virtual camera existing in the scene
on a computer and you tell it that any motion
that comes from this real handheld object in the real world
with the monitor on it,
which has motion capture points on it,
those motion capture points,
when the camera operator moves them,
you tell the virtual camera in your scene
to reference these motion capture points
and move based on what the camera operator is doing.
So as he pans right, your virtual camera
will exactly mimic what he's doing.
And then you take the video feed coming
from the virtual camera and you pipe it to the monitor
that he's looking through.
So he's effectively now inside the computer,
looking at the scene.
And so he can then walk around and frame shots.
[Narrator] There seems to be plenty of interlacing
between the worlds of filmmaking and game design.
Will the two disciplines merge in the future?
It seems to me where video game technology will go
is in a direction of more and more photorealism
on every level, like lighting, character, physics,
and particle simulations.
So it becomes an immersive world
for the person playing the game.
The idea of narrative in future gaming
or future immersive worlds may take a back seat
to allowing the gamer to just interact
in the way that they want,
like a Grand Theft Auto kind of open world.
It's all about the agency of the gamer,
where on the film side, or the TV side,
the whole point is to be a passive audience member.
So you're sitting and being told a story,
which is a very different experience.
Film has spent 100 years refining what it does.
The only way that I can see it really changing
would be something like volumetric capture,
where you could sit and watch the actors through VR.
You could have conversations taking place between actors
where you were sitting at the table with them
and it may be something that audiences find interesting
and useful and it may also not.
It's hard to know where that will go.
But I think that the revolutions of how stories are told
are basically quite locked in now.
What we see now, I think, will be there
for quite a few years.
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