By Erin Murphy
It's an assignment that might daunt even Steven Spielberg: Make a movie that spans billions of years, from the birth of the cosmos to the present day, and that illustrates in breathtaking detail the rise and development of life on Earth, down to the intricacies of a DNA strand--all in 35 minutes.
Next to this, bringing a few velociraptors to life seems like a piece of cake.
"We definitely had some bad moments when we wondered if we could do what we said we could," admits Bayley Silleck, the writer, director, and co-producer, with Jeffrey Marvin, of Cosmic Voyage, the newest film made in the giant-screen IMAX format. On the 6-year journey to its premiere this year at the Smithsonian Institution's National Air and Space Museum, Cosmic Voyage ended up breaking new ground on several fronts. That's only fitting for a film that uses the most up-to-date scientific theories about the Big Bang, quarks, and black holes to provide insight into the age-old question: What is humankind's place in the universe and in time?
Ironically, Silleck and Marvin found their inspiration for Cosmic Voyage not in the latest scientific journals but in a 40-year-old Dutch science text called Cosmic View , written by schoolteacher Kees Boeke to help his students understand their place in the cosmos. It begins, Silleck says, with a picture of a girl sitting in front of a school, and then it looks at the scene from 10 meters away. It continues enlarging the field of vision tenfold, and before long the picture encompasses the universe. Then the book goes in the other direction, using the same approach, to shed light on the tiniest elements of the universe--protons, neutrons, and eventually quarks, the smallest building blocks of matter. Cosmic Voyage takes the same tack, employing what came to be called a "cosmic zoom" to whisk viewers to the edges of the universe and into the heart of an atom.
Once you've tackled space, what's left except time? The second half of Cosmic Voyage recreates some of the major events in the history of our universe, starting with the Big Bang. Viewers hitch a ride on a comet that streaks through the young solar system and slams into the developing Earth, where life begins to grow and evolve toward Homo sapiens.
For students of movie-making, though, the most extraordinary aspect may be the high-tech tools used to bring this production to life.
When they came up with the idea for Cosmic Voyage in 1990, Silleck and Marvin conceived of it as a film that would blend the visually stunning IMAX format with computer animation, which was just beginning to make its mark in Hollywood. IMAX creates a picture so vastly different from conventional film--incredibly sharp and so large that it must be projected on screens up to eight stories high in custom-built theaters--that most directors treat it as a special effect. Marvin and Silleck, however, perceived IMAX as the perfect medium in which to present the most complex, fascinating, and technically demanding computer-generated effects.
Supercomputers on the Set
Almost half of the 35-minute film consists entirely of computer animation, and 4 minutes of that is spent painstakingly bringing to virtual life supercomputer simulations based on the most current data on the Big Bang, how galaxies condense, and what happens when galaxies collide. In charge of this "data-driven visualization" was Donna Cox, president of Creative Visualizations Unlimited and professor of art and design at the University of Illinois National Center for Supercomputing Applications (NCSA), who brought to a production teeming with innovative technology perhaps the most intriguing tool of all.
The Virtual Director, developed by Cox and NCSA colleagues Bob Patterson and Marcus Thiebaux, lets filmmakers look at computer animation a new way--from the inside--and then guide the camera's movement through the sequence. Instead of viewing the animation on a small desktop monitor, directors can literally immerse themselves in THE SCENE by entering NCSA'S Computer-Assisted Virtual Environment (CAVE). A small but very high-tech room, the CAVE has computers controlling each of its walls and its floor. The computer graphic scene is rear-projected on each of these surfaces, putting the director smack in the middle of it all.
Able to see the "big picture," so to speak, the director can decide how the audience should see it. Wearing 3-D goggles and a headset, the director carries a wand that both represents the camera and takes the place of a computer mouse. As the animation scene plays, the director moves the wand to control the focus and perspective of the camera. Meanwhile, Virtual Director stores various camera paths so that the director can decide among them later.
"Directing" computer-animation sequences in the conventional manner--viewing the animation on a desktop computer monitor and using the mouse to navigate through it frame by frame--can be tedious, time-consuming, and frustrating for the director and the animator, who must move and click the mouse thousands of times during every animation sequence. Patterson, in fact, left the film special-effects field after suffering computer-related injuries.
Cox reports that she and Patterson have talked to major film studios about applying Virtual Director to Hollywood features. There is great potential for the technology both in computer-animation and live-action sequences; a director could model the set on the computer and then use Virtual Director to try out various camera angles and paths long before the set is built or the actors arrive.
The Technology Behind Toy Story Drives the Cosmos
Although Cosmic Voyage would have been significantly more difficult to make without the Virtual Director technology, it would have been downright impossible without the massive strides made in computer-animation software and computer technology in the last 5 or 6years. In 1992, Cox and her team created 45 seconds of simulation-based computer animation illustrating galaxies colliding to show to potential Cosmic Voyage investors. (The Motorola Foundation eventually contributed most of the funding, along with the National Science Foundation and the National Air and Space Museum.) Although the image resolution in that footage was only a tenth as sharp as that of the animation in Cosmic Voyage , each frame took a mind-numbing 12 hours to compute--and movies run at 24 frames per second. "We didn't know how we were going to do this," Cox recalls. "We had to get the frames down to 10 or 15 minutes." Fortunately, between 1992 and the spring of 1995, when the computer simulations for Cosmic Voyage were run, Silicon Graphics Inc. developed powerful new computers and Pixar, the company behind Toy Story , created versatile animation software. Making Cosmic Voyage was possible--if far from simple.
The massive amounts of data for the three-dimensional computer simulations of the Big Bang, colliding galaxies, and condensing galaxies came from some of the members of a Science Advisory Committee formed to ensure that the science depicted in Cosmic Voyage was sound. But even they weren't prepared for just how much data was needed to create visual simulations detailed enough for the IMAX format, with its extremely high resolution--about 4,000 by 3,000 pixels as opposed to 640 by 480 pixels for conventional video resolution. "IMAX is such an unforgiving format," Cox says. "When we told the scientists that even the largest simulations they'd run were too small, they gasped."
So the researchers (including astrophysicists Frank Summers of the Princeton University Observatory and Chris Mihos and Lars Hernquist of The University of California at Santa Cruz) drafted huge new simulations for the film. How huge were they? The production team logged 950 hours on a Cray C-90 supercomputer just to run the simulation of the colliding galaxies. Storing the data presented a whole new problem: "We started stuffing disks with data into empty spaces in closets," Cox says with a laugh.
Data Deluge
When the thousands of frames of simulation-based computer animation were finally completed for Cosmic Voyage , they had to be sent from the NCSA in Illinois to Santa Barbara Studios in California for film reading. Founded by Cosmic Voyage visual-effects supervisor John Grower, who oversaw the film's remaining 10 minutes or so of computer animation, Santa Barbara Studios had to translate the data to the IMAX film format. Although the production team had employed the Internet extensively to trade data back and forth while finalizing the images, the amount of data to be filmed was so massive that it would have brought the Internet to its knees, Cox says. The disks had to be loaded in special anvil cases, similar to the ones musicians use for their instruments, and shipped air cargo. As fate would have it, the airline lost some of the precious cases on the return trip (Cox eventually tracked them down in an airport hangar), and for safety's sake, Cox hand-carried the disks on the next trip to Santa Barbara Studios--even booking an extra airplane seat for them.
The gigabytes of data have created more than pretty pictures on a giant screen. "Some of the scientists have told me that we're finding new science here because of the resolution," Cox reports. "They were actually quite surprised at some of the things they saw."
"What we're hearing from people is that Cosmic Voyage is a spectacular science-education film," Silleck says. "It'll bring more kids into science, and that's one of my goals, especially inner-city kids....If we can get them excited about science, they'll be able to overcome their obstacles."
Narrated by acclaimed actor Morgan Freeman, Cosmic Voyage will reach IMAX theaters around the country in the coming months, after an exclusive engagement at the National Air and Space Museum as part of the celebration surrounding the 150th anniversary of the Smithsonian.
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