CGI Fridays – A Visual Effects Interview Podcast (Season 2 Coming Soon)

Pipeline Development Engineer / Artist Will Anielewicz talks about Pepsiman, Phantom Menace, Iron Man, and art in CGI Fridays Episode 8.

Show Notes

Will Anielewicz is an artist. Others have at various times used engineer or developer or sequence supervisor to describe what he does, but the Polish-born Canadian is motivated by a purer force. For all the credits on his IMDb, his proudest achievement is undeniably having his work exhibited in SIGGRAPH’s first-ever exhibition of computer art back in 1981. 

As a Pipeline Development Engineer / Artist, Anielewicz has been instrumental in developing the RenderMan, MentalRay and shader pipeline at Industrial Light & Magic, which is fitting given his role in launching the workstation that would become Maya.

What is CGI Fridays – A Visual Effects Interview Podcast (Season 2 Coming Soon)?

SEASON 2 COMING SOON!

Industrial Light and Magic alum and CGI educator Ed Kramer (Star Wars, Stargate, The Mummy, Galaxy Quest) catches up with pioneers and innovators to learn about the coolest VFX in our favorite films and how they got started in the industry. Hilarious, informative, and surprising, CGI Fridays is a must for anyone starting a career in visual effects or computer animation, as well as fans of behind-the-scenes stories from some of the biggest science fiction films of all time.

Will Anielewicz: I'm willing to
live it and I stuck a fork in

the parts I or at least help get
that fork in that part. It's i

That was my shot. Pirates of the
Caribbean

my official name is Virginia on
your leverage. When I came to

Canada as a youngster, I had a
choice of keeping my Polish name

or making it some other name.
And I had a choice of Wolfgang

or William and I went with
William because my last name is

difficult enough to pronounce I
just chose will on your leverage

on your leverage is difficult
enough for most North Americans

to pronounce I was called
Alphabet Soup constant as it is

right. So anyway, that's my
name. I was born in Poland came

to Canada when I was seven years
old. I didn't speak to anyone

until I was fluent in English. I
just didn't speak a word to

anyone until I can actually
speak English. And that was as a

kid and I started relating to
other kids and growing up in

Toronto, Canada. That's really
where I spent most of my life is

in Toronto, Canada. For sure. I
think of myself as a Canadian,

even though was born in Poland,
I decided to take computers. I

have no idea why actually, I do
have an idea why. When I was in

high school, my high school was
the first high school in Canada

to have a computer. Wow. Yeah,
the math teacher there who

interestingly enough is spaz
Williams, dad. No, you're

kidding.

Ed Kramer: I've studied from
spouse's dad, not from

Will Anielewicz: him. He had
enough wherewithal with the

boards of education in Canada
that he arranged IBM to instal a

computer in our high school, the
only high school in Canada had a

computer, I saw this computer
and I said, That's it. I'm gonna

live in this room. And something
just clicked for me. And I was

instantly attracted to it. And I
just spent the rest of my day,

every day in there doing
whatever I could learn that

really is why I went to computer
science. But I've always thought

of myself as an artist. But I
learned how to be engineer who

education and otherwise I sort
of ran the computer. Nobody else

knew how to run this thing. So I
just ran it. Anybody needed

anything I would make that
computer do it. It was gigantic

computer for those days. It was
in the mid 60s

Ed Kramer: Was this a punch card

Will Anielewicz: stack of punch
card and weird little boards

that you would put little jumper
cables into to code. So yeah,

there was punch cards and reel
to reel tape thing going on and

it mesmerised me. And there was
nothing else I wanted to do. For

whatever reason, the art part
really became my passion.

Although I went to university
and started learning coding, my

professor suggested I go into an
insurance company or I coded for

business practices, etc. And I
sit down I don't want to do

that. I want to make art with
these computers. And I tried to

build weird little what I called
a graphics, piano, just making

shapes. And then I started
making art plotter art, which I

could share with you. I've got a
little website that I put as

many of my old renderings every
month, I would generate an image

for the university publication
that they did every month, York

University, they had a
significant science department

and computer science again,
mentorship from one of the vice

presidents at York University.
You know, he said to me, if you

need anything in this
university, I can get it for

you. You want it I'll get it to
you any computer there anything

at all. And he just made it
available to me and I just made

a little pieces of art. His name
is Sheldon Levy. He was one of

the vice presidents he was very
influential. He got a lot of

funding, he became the president
of Sheridan College, which is

actually a very reputable
animation College. He was very

supportive. He actually arranged
for me to be an adjunct

professor, I was making plotter
art. The first one I think I

made was in 1977. I tried to
have gallery showings. One thing

I'm very proud of is SIGGRAPH
was initially very engineer

orientated scientific papers,
stebic documents. And then this

one year they decided to have an
art exhibition with people like

David in the original computer
graphics artists. That was the

very first art exhibit of
SIGGRAPH. Yes, I work feature

films. But to me, that was my
proudest moment. They got as

many people's art that they
could, and they created an

exhibition of it. Mine was in a
hallway in a gallery in Toronto.

The rest of the show was in a
gallery at the SIGGRAPH

conference and I got my name on
a list. There were probably 20

or 30 artists that were the very
first participant in SIGGRAPH

computer art exhibit. That was
my original goal is being an

artist and boom, there I am in
some SIGGRAPH conference art

show

Ed Kramer: if you were doing
plotter art was it just black

ink? on white paper, it was five

Will Anielewicz: pen plotter
that they had at York

University, the operator of the
plotter became a friend and

allowed me to run out of the ink
all the time, like my plots

would take a few hours to
generate. Usually it was a

minute or two for other people's
work because they would just

make pie charts and this and
that, but this is one example.

Oh, that's beautiful. Yeah, yes,
so I digitise to something in

this shape. And I've got other
ones too. They're a little bit

more graphic. Like I had a
playboy nude bunny, bunny girl

as part of another one,

Ed Kramer: I would never have
thought that was done on a

plotter. Right. This was in

Will Anielewicz: 1977 is when I
was working on all this stuff.

For our listeners

Ed Kramer: who want to know what
I'm looking at here is a

beautiful symmetrical butterfly
with all kinds of gradation of

oranges and yellows, and the
body is black. But there's a

translucency to everything, you
can see how things are pushing

outward from a central origin
point. And this is just lovely.

Will Anielewicz: Well, the blue
background pissed the plotter

operator a lot, because those
are tiny little circles in blue.

What code

Ed Kramer: were you using? Did
you just write all your own

software to make this happen.
But what

Will Anielewicz: this plotter
did is it allowed you to create

a series of points on a 2d graph
paper Cartesian coordinates and

just draw lines. That's what
this plotter was intended to do

is drawing lines. This is a poem
I wrote, This is what the

plotter was mostly used for is
writing lettering, doing bar

charts in C and then PL one, I
wrote code that would use

library calls to make this plot
or do stuff, the plotter would

be happily doing that, and then
one of mine would come on this

thing. And the plotter would
nearly jump off the floor

because it would just be moving
around and just jam and all

these things. The operator would
be looking at what's being made,

and he would like go, why is
that? Why would you use this

equipment to do that? This is
yet a different piece.

Ed Kramer: Is this sort of
abstract with rectangles? Yes,

seemed to be the golden mean
Exactly.

Will Anielewicz: Specifically
the golden mean, but one

vertical horizontal and just
experiments that I did. Changing

pen colours, again, me trying to
be an artist who I can't paint

with my hands. But I could paint
with this plotter. So this is a

little poem that I wrote. A lot
of this is math driven curves

that I could generate through
trigonometric functions. It was

my communist era. And I just
decided to make pieces like

this. In some ways. This isn't
great art, but I was the only

one doing this with a computer
at the time. You and Chuck Suri

me and Chuck Suri. Suri
published that render from

Cranston Suri and made it open
source and so anybody could copy

it and do whatever they wanted
to that was the origins of

Houdini. That was how Houdini
started.

Ed Kramer: You've got a lot of
expertise in Houdini, right. Oh,

yeah, it's my favourite. Really,
we'll get into that.

Lawrence Kao: I hope you're
enjoying CGI Fridays with visual

effects pioneer Ed Kramer, who
worked for George Lucas at

Industrial Light and Magic. If
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Ed Kramer: So how did you make
the transition from doing the

art which is beautiful. What was
the path that took you from this

to omnibus,

Will Anielewicz: this very savvy
producer manager who owned a

company called omnibus video,
which was California company

originally moved into Toronto
and wanted to start a commercial

division for making computer
generated commercials and John

Pinna Yeah, so he posted an
advertisement saying they're

looking for a computer animator,
this was in 1979. There weren't

any computer animators in 1979.
So I spotted this ad in the

paper, I thought, What the heck,
why is somebody looking for a

computer animator? There aren't
any. So I answered the ad. I had

been doing this kind of art for
quite a while I had a lot of

coding experience. And I
convinced them that I could be

your animator. I gave them this
portfolio that I had since they

had no other candidates at the
time because there just weren't

any in Canada. So they accepted
me to take on the job and that

was the beginning of my artists
demise. It was a full time job

significant pay. John had talked
New York Institute of Technology

to sell them the first computer
animation system for sale that

was from NYT. They had decided
they were going to sell that

system commercially. John
convinced them to sell it to

them and that's how I'm the best
got started is using the NYT

system and solid modelling
system. The modeller for NYT was

VI.

Ed Kramer: I remember using vi
as my text editor

Will Anielewicz: VI was the
modeller for that system. I had

to use vi to compute normals, or
at least type them in. But the

interface got fancier and
fancier. And we could end up

doing some animated geometry,
but really, it was very few

people can actually do it.

Ed Kramer: For our listeners,
the difference between solid

modelling and the kind of
modelling that you think about

that's done with traditional
polygons is that a solid

modelling system describe
mathematically things like a

sphere with a radius and an
origin point. And with those two

pieces of information and origin
and a radius, it could generate

the entire sphere as opposed to
having to compose it out of a

bunch of different polygons. If
you put one sphere into another

sphere, you could cut one sphere
out of another sphere, it's a

Boolean,

Will Anielewicz: in essence,
Boolean, yes, yes, intersection

union subtraction, that was a
way to model and mighty, but

again, incredibly cumbersome.
Anyone who is a modern day

computer artists that is an
animator or a modeller would

just go insane trying to
generate things with that

original system. It was so coder
century, you had to be an

engineer, in essence, to
generate almost anything with it

mean yeah, you could make a
sphere and just say radius

sphere, and say I want 10 of
these and create a text file

that describe that they came up
with ways of rendering such

things. And there was a tablet
and a pen system and animation

system that they called it but
it was nothing like modern day

Maya, or Houdini or soft maj or
have used the word blender to

I'm into Blender lately,

Ed Kramer: I saw the hands that
you did in Blender doing the

alphabet and the heart. That was

Will Anielewicz: lovely. Yeah, I
feel a bit clumsy. I wish I had

taken the time to be a character
animator, in all the years that

I spent in computer graphics,
like playing an instrument, you

need to do it often exercise a
lot and try doing things until

you become adept at it and
actually be able to do

performance, you know, emotional
action. And I just never had a

chance to spend a lot of time
with that. But I did quite a bit

of procedural type of animation,
as long as I could get an

algorithm of some sort to
execute motion was fairly

successful. If I had been more
of a character animator, it

would have been a bit more
satisfying for me. And so that

example that you just pointed
out my the hands doing the

alphabet. I'm currently working
on another little piece of song,

I'm a little teapot. I'm trying
to learn sign language to be

able to sing that song as CG
characters. For whatever reason,

I don't know why sign language
has become a focus for me, but

I'm not a character animator. So
it's really difficult for me to

make natural motion. I'm so
envious of people that do that

moving dinosaurs being able to
finesse that motion octopuses,

horses, or lions and people that
can make those creatures move

that takes years and years until
you get good at it. That's my

current little adventure is in
sign language. Getting a family

husband and wife and their child
are CG characters that are

singing I'm a little teapot.

Ed Kramer: I'm a little teapot.
I don't know why SIGGRAPH hasn't

adopted that as our official
theme song because the teapot is

small. Yeah,

Will Anielewicz: the Utah
Teapot, an icon of computer

graphics. That teapot is
everywhere. I mean, it's a

primitive in Houdini. It's a
primitive in Blender and 3ds

Max. That's one of the reasons
why I picked this song, the

bouncing ball that's in karaoke
songs, the ball bounces on the

word that's a teapot and my
little piece, and it's got the

word Utah on it. Anybody who's
done anything in computer

graphics immediately recognises
that teapot,

Ed Kramer: especially if they've
gotten one from one of the Pixar

teapots that they've been
creating for the last 20 years

or more, at least,

Will Anielewicz: at least that's
the great thing for me right

now. Because I'm retired, I can
work on whatever I feel like, if

I'm lazy that day, I won't do a
thing. Every time I get a bit of

juice gone. I can just work on
whatever I want.

Ed Kramer: What were some of the
projects that you worked on at

omnibus during that period of
time. I'm friends with Dave

sigue. So you know, you've all
worked with him.

Will Anielewicz: I have I have
he was one of the head engineers

and omnibus we did Hockey night
in Canada, the producer for

Hockey night in Canada kept
saying thicker, I want the

letters thicker, and we extrude
it until it was like 20 feet. Is

that enough? Is that 3d Enough?
For God's sake, it had to be

silver and gold and very shiny
was the kind of work that we did

at omnibus commercials and very
few film things. I worked at

omnibus for a number of years.
Then I worked at a company

called alias research, which
started what's now called Maya

when Autodesk bought them. The
name got changed to Maya.

Ed Kramer: I was an old
wavefront guy, so we can't let

that one go without wavefront

Will Anielewicz: of course yeah,
SGI is the one that bought both

of them. One of my pioneering
points in computer graphics. I

was the first employee of alias
they needed somebody to help

create the

Behind the Scenes situation
going on on this Pepsi man

commercial, most of the
commercials that was part of the

background going on CG people
that would make sure that

nothing silly was going on that
would make it almost impossible

to integrate a CG character into
a set or a camera angle the

cinematographers and the
director would go no, we don't

care what you think your job is
going to be getting that CG

character into this set. Don't
tell us how to shoot this

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Ed Kramer: For our listeners, if
you don't understand what match

moving is, if you've got a CGI
character, and you've got a

camera that's filming a live
action set, if you want to put a

CGI character into that room,
you have to create a virtual

camera inside the computer that
is acting exactly the way that

the physical camera acted, it's
got to do exactly the same pan,

it's got to do exactly the same
zooms if there's anything in the

scene that Pepsi man has to be
reflected into, you need to

create a piece of geometry that
matches that table and moves

exactly with that table so that
you can create computer

generated reflections in that
table and create shadows into

the environment, you need to
create a virtual camera that

exactly matches the actual
camera. And that's why these

measurements that Will's talking
about are so important, because

you have to know where was that
camera in physical space? How

high was that camera off the
ground? What lens did that

camera have? What was the
distance from that lens to where

the cameras focus, but these are
all parts of creating a match

move that allow you to then
create a CGI character that

seems to move exactly with the
live action background.

Will Anielewicz: That's a great
explanation of it. The stage

crew, the photographers, and the
people that do live action

shoots, knew nothing about that,
and didn't really care much

about that and just found it
annoying because it slowed them

down. Suddenly, somebody was
there telling them to pause

which costs a lot of money for
that entire crew to pause for a

few moments while somebody was
with a tape measure doing

strange things. It was
interesting to be a match moving

those days, I would think now
the way some of the modern day

live action integration works a
match movers no longer

unwelcome. They're very welcome.
There's a bunch of technology

that's available now that helps
with that in a big way, you can

triangulate, if you have a
special device that can scan the

set generates the geometry on
the fly

Ed Kramer: that's called LIDAR
LIDAR exam. It's a laser that's

shot out from an exact point on
the set and the laser looks

everywhere and where it hits an
object, it creates a point of

contact. By using that LIDAR to
scan a whole scene, you can

actually generate a 3d
environment as opposed to what

we used to do painstakingly. Now
LIDAR can capture that whole

scene using laser scanning 360
degrees, and it can also capture

texture information, the colour

Will Anielewicz: actually,
you're looking at Google Earth

nowadays, that's what they're
doing. They've got a truck

mounted LIDAR system that's
driving around in streets and

capturing buildings and sending
the full geometry backup to the

cloud so that Google Earth can
see walls and windows and all

kinds of structural things.

Ed Kramer: You made the
transition from commercials to

features on Star Wars Episode
One, what did you contribute to

Episode One,

Will Anielewicz: I got to work
on shots. I got to work on

texturing creating some of the
CG sets. I got to work on

lightsaber shots. I was a Star
Wars fan from the very beginning

when I saw the first original
movies for me to work on Sabre

shot was a magical experience
for me being a sci fi fan. I

just love doing that. There was
a shot where Darth Maul and the

other guy were in a fight. And
he was supposed to kick him in

the head. Well, he missed by
about three feet. I had to

stretch his leg to make it look
like it had contact with his

chin. I spent many a day trying
to figure out how to add more

the picture of his leg or the
moving action of his leg and

kind of stretch it in toward the
other guy's head just more

lighting technical Director type
of tasks on the Phantom Menace

today, let me work on whatever I
thought I could accomplish.

There was a couple of annoying
shots in there, which I didn't

understand why we were exerting
so much effort, there was an

angle where Darth maules Sabre
was right in front of the

camera, it was a close up shot
of him holding this lightsaber,

the plastic on the lightsaber
got so broken on set for

whatever reason that they
couldn't use that in the shot,

we had to figure out how to
match move and fix that

lightsaber. If somebody had
looked through the camera and

that shot and said, Hey, wait a
minute, just turn the lightsaber

two degrees, and nobody will
have to spend weeks working on

the shot, who knows how much
money would have been saved.

That was one of the other shots
that I had to work on is paint

out the weird broken up plastic
of a lightsaber, it was still a

great thing for me to work on
Phantom Menace, I got to work on

the next movie that was more of
a dev engineer scenario, we had

to develop some of the
reflection rendering approaches

at ILM, beyond what we were
doing before I was taking mental

ray reflection pipeline and
putting that together into a

rendering system. For the next
movie, I was very much involved

in the engineering aspect of
that writing shaders, getting a

pipeline going where you could
render in mental re render and

render man and merge the two
together so that they matched in

colour spaces and all kinds of
things. The second movie was

much more of an engineer role
that I had tried to help the IDI

artists to get their shots going
through Space Cowboys. Oh, yeah,

Space Cowboys, Clint was in his
70s he was in the movie, he did

not want to be upside down in a
harness, he refused to do that

we had to get his head into a
shot. That was one of the first

attempts at ILM to make a CG
generated face, there was a

bunch of modelling going on
texturing and all that. And then

also the spacesuit is the live
action suit was authentic, we

had to make it look just as nice
in a computer generated, I was

working on the shaders for that
I worked on shots, I worked on

lighting, and I did a bunch of
shader pipeline development.

Ed Kramer: When you say shader
development, obviously, I know

what you mean, explain to our
listeners what that actually

means.

Will Anielewicz: It means you
create a description that gives

the lighting person a way to
make something look forward to

real in order to do that, like
for faces and for eyeballs. And

that sort of thing. You have to
allow a painter artists to be

able to say, hey, this picture
of an iris of an eye goes into

this slot. In essence, you're
providing a way to have images

that are being glued onto
computer generated meshes so

that they look like what you're
trying to render. how shiny is

it how bright or dark it is what
resolution the images that's

supposed to glue on to geometric
meshes. That is really the

basics of shader writing. But
it's also getting involved in

some of the math points in space
that are supposed to be light

sources can actually look like
those lights really are in the

scene. And the shader has to be
able to react to that something

that looks like skin, something
that looks like the cloth mesh

of a spacesuit, something that
looks like nickel or gold, those

things have certain properties
that you can emulate. If you

give a shader enough flexibility
to go from gold to silver to

whatever other materials you
want to create and shaders give

the lighting artists the
flexibility to be able to make

it more like what they're trying
to simulate. Here's a little bit

of history for you about my
alias system. When Mike and I

first became involved with alias
he wrote to render we're sitting

in a room one day said okay,
what do we want? Do we want fast

or look good? What's the most
priority? Should it be really

quick at rendering? Or should it
look really nice? And Mike and I

decided, let's make it look
really nice. Yeah, it's slow.

But we want to make it look
really nice. We didn't tell the

owners that we didn't make that
decision. And unfortunately, the

alias system got a terrible
reputation for being

unbelievably slow. Still, it
looked really nice. As far as

renders, I may be the wrong
person to make decisions about

such things. But in the
beginnings of the alias system,

I thought making it look like
real stuff or real. That's the

thing. That's the challenge
here, not making it render

really

Ed Kramer: quickly. Alias was
the first system that allowed

you to use NURBS.

Will Anielewicz: Yes, yes,
that's because alias had hired a

professor who was implementing
NURBS. He helped bring that into

the renderer not necessarily
geometric primitives, but points

in space that described what a
nerd was and still be able to

apply texture maps to that too,
which was also very difficult.

That's because alias was focused
on cars. The first customer that

alias had with General Motors,
they wanted infinitely smooth

surfaces doing that with
polygons, that's hard. NURBS are

infinitely smooth. That's why
that became a focus of the alias

system, really, because General
Motors was trying to get away

from having to use clay they
wanted utterly smooth geometry

now

Ed Kramer: Next on our list here
in your IMDB is one of my

favourite visual effects films
AI Artificial and

Will Anielewicz: oh my god, I
loved working on that the best

part of that movie was the
storyboards what we got to see

the original storyboards were so
beautiful, so mysterious, there

was a darkness to that movie
that was clear through the first

half, it kind of turned into an
ET movie at the end. But the

original movie by the original
director who died before the

movie was finished was dark. The
AI thing was a beautiful,

wonderful experience. It was
sort of Blade Runner ish

aesthetic. A lot of the work
that I did on that was extending

the reflection pipeline that we
were developing an island

rendering an image with two
renderers was not easy. They

each use a little bit of
different math, different colour

spaces, trying to get the
geometry to match perfectly and

land on each other was an easy
making a bunch of materials

again, a lot of shader work, I
got to technical direct a number

of shots on AI as well, every
shot that had the weird little

creatures with guns. I was into
that the underwater shots I was

involved in some of that, for me
AI was just a beautiful,

beautiful movie. Yeah, so that
was really neat. Progressing,

creating the reflection pipeline
going on at ILM, mental ray and

render man combined. It went on
to men and black, I worked on

the guy who had very little
hair, a bulbous head, and his

body was sort of like a flying
saucer, and he had little flying

saucer creatures. To me that
looked like me, I was sort of

doing like a self portrait, I
did a lot of work making him

look for the real and the
transitions that have to happen.

And again, a lot of the
reflections going on in men and

black, I was behind the pipeline
for that, making it as easy as

possible for technical directors
to be able to render in two

different renderers and get a
good connection between render

man and mental ray, I was really
doing a lot of specialising in

mental ray, I got to actually
negotiate with the original

company, that own mental ray
with the ILM people to try and

get them to help with some of
the technical issues that we

were having with nickel Ray
being able to tell them about

some of the bugs that they had
and trying to convince him to

fix them for us. And they were
pretty cooperative. Because ILM

was a powerhouse. They were very
important mental ray, mental

images was the name of the
company,

Ed Kramer: and then in black to
shows you as sequence

supervisors. So that was kind of
a promotion.

Will Anielewicz: It was I got to
help other technical directors

run their shots. That was one of
the things I was trying to

convince the ILM dev department,
the engineers who were writing

tools for artists, hey, spend a
day with an artist and feel

their pain, then you can really
make tools that they'll

appreciate and be able to use
because if you're just a

software engineer, and you don't
know what these people go

through to make their scenes
look good, you don't really

understand what they need, what
would really make them happy.

Being a sequence supervisor and
being an engineer. I knew what

that was. I got to convince some
of the engineers to spend time

with artists just try and make
their life easier. Often. I

think software engineers don't
do this for a living don't do

scenes for a living. They just
don't understand what the

artists or what would make their
life you know, they can go home

finally, instead of having to do
things by hand over and over and

Ed Kramer: we have Pirates of
the Caribbean The Curse of the

Black Pearl Terminator three
Rise of the Machines.

Will Anielewicz: Pirates of the
Caribbean I took on I guess a

demotion in that I was working
on cloth sin. I did get involved

in the strangest shot in that
show where one of the pirates

gets a fork in his wood and I
that was a little gruesome I was

doing more cloth Sims multiple
shots. For me it also let me

know how difficult it was to
cloths him in those days, the

pipeline was a bit gruesome Zita
had to do it in layers, you had

to do a lot of things by hand.
Oh, and then of course, when the

pieces of cloth interpenetrated
you had to fix the shapes. And

you sort of did that by hand
keyframing them so that they

didn't look like they were going
through each other. So that's

really most of what I did on
Pirates of the Caribbean.

Ed Kramer: And then Terminator
three Rise of the Machines.

Will Anielewicz: Right? That was
more my mental ray pipeline dev

work and working on some
lighting, some shots and that

sort of thing. Nothing that
significant. I enjoyed lighting

a lot. I always saw myself as a
mixture of engineer, pipeline

developer and artist the more
shots I got to work on better

understanding it gave me what
things would make their life

easier. I was happy and willing
to do both on the Terminator

shots. That was the female
version of the Terminator. It

was a pretty darn challenging
movie. No question about it

didn't get as much attention as
the original but still it was

challenging. I was continuing on
my helping with the reflections

and using mental ray is in
conjunction with render man to

you know, in the pipeline that
was going on in Ireland,

Ed Kramer: you make a change.
It's a change that a lot of ILM

people made that was moving from
Ilm. to the orphanage, which was

just basically walking about 100
feet from the ILM building to

the orphanage building. Yeah,

Will Anielewicz: they call
themselves the orphanage because

they considered themselves
orphans of ilm, the people that

started the orphanage. All of
them worked at ILM. And they

decided to start this little
company that were lucky enough

to work on Superman Returns
siege, there were a number of

movies that they got to work on.
And some commercials, my heavy

interest in Houdini was why I
was at the orphanage, I was

tasked with putting together a
mental re rendering pipeline

there. So my combination of
doing simulations, we worked on

a Die Hard movie where a highway
was crumbling, I was working on

a bunch of simulation stuff
there. But also at the same

time, I was developing a mentary
layering pipeline system where

you could take the components of
a renderer, which in engineering

we talk are the specular
component, the diffuse

component, the ambient
occlusion, a bunch of the layers

that could be taken and
recombined in a composite, they

didn't really have a way to do
that I was tasked with having

every render split those things
out into separate files that

then could be conglomerated
together into an image later on,

I made that as automatic as it
could be at 1.1 of the owners of

the orphanage had tears in his
eyes when he saw because he had

for years been trying to do
that. And it was just nearly

impossible. In 3ds Max, I made a
system where nobody had to worry

about it. Every time you did a
render of a scene data was

generated that explained to a
pipeline that was reading that

data of how to recombine those
layers, nobody had to do a

thing, you could just render out
a scene all these files were

sprinkled out and then
recombined automatically.

Ed Kramer: That's called a o v
is a OBS right for anyone who's

listening and trying to figure
out what this means when you

light a scene light has a few
different components. The

specular component is what
creates highlights and

reflections. The diffuse
component is what just does the

basic overall lighting and
Ambient Occlusion provides

shadowing based on how close
things are to each other, what

will did was create a pipeline
where when you rendered it out,

it wasn't just all combined
together, the highlights would

be rendered as one pass and the
diffuse lighting would be

rendered as another and the
shadowing would be rendered as

another. So if the director had
said the scene is great, but the

highlights are too bright, can
you just tone those down a bit,

then you had the capability of
honing down the highlights

independent of everything else
that was going on in the scene,

or can you just lose the
reflections, they're a little

too strong in this area, you
could just pull down the

reflection pass. Or if you're
getting too much shadowing and

it's too dark in the crevices,
you can use a little less of

your ambient occlusion pass,
this represents a real turning

point in how CGI rendering was
done. That's

Will Anielewicz: a great
description that you just made

of what the issue was the
supervisor that was sitting in a

session with the compositor
could then say, hey, you know

their shins a little too bright.
Could you tone it down a bit and

in milliseconds that would
happen in front of him because

the composite or could just take
that layer and darken it a

little and reconstitute the
image. Normally, what that

visual supervisor would have to
do is sit with the lighting

artist and say net reflections a
little. Okay. You'll see the

results tomorrow as opposed to
sitting right there and seeing

it live right in front of them.
Oh, that's juicy. That's exactly

what I want the next day and the
old way of doing it. And that's

still a little bright. Could you
Okay, yeah, two days later, they

would see the result of that
because they'd have to rerender

everything totally giving the
orphanage supervisor the means

to do that is really why tears
came to his eyes, because that's

what he was wanting forever and
ever. It took me a number of

weeks to create that pipeline.
But there it was. Finally, they

could make aesthetic decisions
at the compositing session, not

like the lighter session if that
became a bit of a battle,

because sliders take value in
them being a lighter and making

lighting decisions. If you take
away that decision making out of

the lighters hand and give it to
the compositor or the lighters,

we're really in a sense
diminished. They were not

artists anymore. They were just
warehouse workers that made a

barrage of layers that were
really aesthetically turned into

a beautiful thing by a composite
or in some ways I was taking

something away from the lighter
and creating this pipeline for

the convenience of the visual
effects supervisor.

Ed Kramer: I remember feeling
that way but as a lighter

because that's what I was the
closer you got to what the

director and the visual effects
soup wanted, the less

manipulation that the composer
actually had to do

Will Anielewicz: exactly. And in
some ways, it would save the

time because instead of just one
image ended up with 12 images to

make a single frame of a shot,
the amount of disk space

multiplied dramatically a whole
bunch more images were needed,

especially when they were high
res that network traffic became

an issue. Those facilities
stopped hiring the really good

lighters, lighters that knew
photography knew what things

should look like to make it as
beautiful as possible. It's

debatable whether it's a good
thing or not, but having my boss

have tears in his eyes when he
saw the accomplishment of

something he'd been wanting for
years made it satisfying for me.

It's the same debate as is
happening with mocap and

animators character animators
got very annoyed with mocap and

ended up being unhappy that the
majority of their job was

cleaning up mocap it took away
from an animator who was good at

character animation turning into
more or less a janitor of data.

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Ed Kramer: I think a lot of that
has to do with the fact that ILM

is paradigm was trying to
incorporate CGI into live action

footage, everything that was
around it was moving with human

motion because it was actual
humans. Whereas a place like

Pixar or DreamWorks, the
animators could really stretch

their skills because they didn't
have to put their creature work

alongside of live action
characters, they can play with

the 12 principles of animation
as much as they want to

exaggerate overshoot, whereas at
ILM, we were trying to keep it

in the physical world realistic
looking. So we were kind of

limited in what our animators
could actually do.

Will Anielewicz: Right near the
secondary motion. The subtle

little bits of vibration that
happen in physical things that

jiggle around are difficult to
hand animate, certainly

destruction of a bridge that I
worked on on diehard that was

originally an animators
division. The animation

department wanted to do that.
But it looked animated, it did

not look like physical things,
we ended up doing a simulation

in Houdini for that the problem
was the director wanted the

event to match the live action.
So when the truck drove by, he

wanted that bridge piece to land
just in front of the truck. He

wanted it at frame 38. And the
only way to do that would be

keyframe animation. You can't
tell a simulation, how long it

should takes it's supposed to
try to emulate physics.

Sometimes it looks beautiful.
Sometimes it looks bizarre.

random numbers are generating a
motion. When you're doing a

simulation of destruction or
whatever kind of motion you're

trying to emulate. You pull the
lever hopefully the best takes a

while to simulate and it didn't
land at frame 38. Again, it's a

conundrum of the divisions of
production facility that's doing

CG the animation group has a
hard time making something look

physically correct in all its
complexities. But the simulation

division can't guarantee that
something's going to happen at

frame 38.

Ed Kramer: The last Mimzy is a
visual effects film that appeals

to families and all ages.

Will Anielewicz: Mostly it was
the orb that was like an energy

field. And that was all Houdini
mathematically generated motion

of lines making it look like an
energy field. Mostly that's what

I was involved in. That was a
fun movie.

Ed Kramer: Also at the orphanage
Iron Man shader development.

Will Anielewicz: Oh, yeah, the
orphanage invested a lot in

getting that project, they
actually created their own shot

just to be hired to do that
movie, they spent a lot on that

shot, the shot that they put
together as their bid for being

in the movie ended up in the
movie because the director loved

it so much loved the idea so
much. It wasn't in the original

script of the movie, but they
liked it so much. So they hired

the orphanage. My job was,
again, more mental ray

reflections, the material shader
development, making that

armature look as good as it did
on set in full CG was a

challenge. It had a kind of
iridescence to it that was

pretty difficult to emulate was
an unusual metal. It wasn't

really a metal that exists. It
was just something that whoever

created the actual models of the
Ironman suit. I don't know how

they made that material, but it
reacted to like very strangely,

the texture maps were incredibly
high resolution, the complexity

of the shaders, it took eight
hours a frame to render, you

know, I had to try and do
everything I could to get that

eight hours down to something
reasonable and really manage it

because it had to look this
photo real as possible and it

was a very, very close eye like
a headshot the entire frame was

a close up of the middle had it
was an extension of the mental

ray pipeline that I was putting
together. In the end the shot

the orphanage worked on the
animation got a bad review from

some of the people that got to
see an early preview of that

shot. They said it looked like a
video game. The producers of the

movie decided that it should be
taken out of the hands of the

orphanage and given to the
island one day, we had like 10

people from ILM come to the
orphanage offices and take away

everything. We had to give them
all the files, it was a bit of a

political scenario, it did end
up with a couple of shots that

stayed in the movie, but the
bulk of the movie went to Ilm.

And I think it was one of the
reasons why the orphanage ended

up belly up. By the way, another
silly little orphanage thing,

which not that many people know
about. I, by the way, loved

working with your furniture, I
was treated very well. I enjoyed

the people that work there.
There was a weird website that

was sharing what the artists
thought of the facility, they

rated from worst to best at the
time that I was there. And the

orphanage was dramatically rated
as the worst place in the

industry to work. And the reason
why is because there was a lot

of all nighters, a lot of
artists that had to spend many,

many hours working through until
their shots were done. I don't

know why but you take tippet
take ilm, you take a whole bunch

of other facilities that were
still alive and doing well. In

the day. The orphanage for some
reason was rated dramatically

the worst that confused me a
bit. There was a lot of

motivated people there. There
was a lot of excellent work

coming out of the place. Most of
the people were exile members

there, including the owners that
was to mesh with yesterday,

which was really critical there.
He was working at island there

was a division called the Mac
division or something like that.

I can't remember the group that
he was part of. And it was that

group that started

Ed Kramer: the orphanage that
was to mesh with John Rothbart

and Scott Stewart and Scott
Stewart Yes, take us up through

the present after

Will Anielewicz: the orphanage.
I started working at a company

working on photographic stills
bringing my eye into there. It

was mostly a Photoshop house
they hired me to develop their

computer generated pipeline
using Maya generating CG cars a

lot of emphasis on cars being
generated. After that I started

working for British chip
designer called Imagination

Technologies. They wanted to
create hardware like Nvidia GPU

renderer. But it was something
Imagination Technologies was

developing for telephones for
cell phone hardware, mobile

hardware that could do ray
tracing on the fly, I was making

imagery being able to generate
raytrace imagery on mobile

devices. It was not mental ray,
but I'm used to where I could

tell you exactly where every ray
was and at what stage it was and

how many bounces it had done in
this particular ray tracing

approach, which was a very smart
idea because it made ray tracing

very, very quick made it 100
times faster than it was in the

classic way. Imagination
technology was bought by a

Japanese company that decided to
get rid of the ray tracing

division in the US. That company
went belly up. I had been there

for about five years I worked on
a German magazine Der Spiegel,

which was a very political
magazine they like to do videos

was all about German
politicians. And I got to work

with a couple of guys on their
Spiegel that we were magical

together, I created a claymation
workstation that a claim Mater

could mould clay into action.
For me that was one of the first

times that could take my
engineering abilities and create

something for an animator that
made life easy for them. And we

created something quite
astounding. It won an award and

advertising award. It was all
made with claim so I got to be

part of a claymation world as
well. I started working on a

video for a band called Abba
with a large team a fella by the

name Steven Baron bomb was the
head person he was the owner of

that company as well making a
brand new Abba song that was

Abba when they were in their 30s
the whole concept was putting a

young Abba people onto the
bodies of standing Abba's a

brand new song that Abba had not
released yet we were all working

on creating photo real human
heads stitched on to stand in a

actors that lasted for a few
years. Somehow ABA decided to

get someone else to do the
finishing of that that video,

which was probably as expensive
as any video that's ever been

made. It cost millions of
dollars, two to five minutes in

length. A lot of animators doing
lip sync and everything for

real. There was hair done in
Maya that was simulated and had

a lot of technical issues that
we were trying to work out apart

from photo real looking hair.
The simulation of the hair had

technical issues. That was fun
for me too, because I got to do

some very nitty gritty pipeline
development on that project

helping animators get through
their day getting that rendering

pipeline worked out a lot of
engineering stuff to help the

lighters the enemy eaters Hair
simulation people. So I was much

more a part of the dev group
after that project sort of

melted. I had a physical
accident in my home, I fell off

my roof. My wife found me on my
driveway got sent to the

hospital got picked up by an
ambulance, I don't remember

three weeks of that event, they
had to cut half my skull off. I

spent a number of months in the
hospital recovering from that

this side from the seam right
here is plastic. That's high

density plastic right there.
It's like a whole hockey helmet.

They took a 3d scan of my skull
and printed this side. So like

they did a mirror image. And
this was inserted. What's his

2022? So it's about two years
that it's been in there. I can

tap on it. Yeah, it's medical
miracle. I don't know how they

manage that. It doesn't hurt.
This was all gone. Like I had no

skull there at all. For a while
they they had to take it out

because my brain was swelling.
And if they didn't take this

piece of skull out, I would have
died. I've recovered completely.

And now I'm back to my origins.
I'm retired. I call myself a

starving artist, which is how I
started in computer graphics.

And I get to do anything I feel
like doing on any day. I love

other people's opinions. If they
hate it, they can hate it. They

love it, they can love it, but
they can't tell me what to do,

which is very different for me.
And so I'm happily making

whimsical pieces that just bring
me joy and whatever I feel like

doing that day I do

Ed Kramer: you know that you
have so many friends who were so

concerned about you. I do

Will Anielewicz: know that
really is my daughter started a

little website and hundreds of
people set their well wishes and

in some ways, I think that's
probably what brought me back to

life. I should have been dead.
My brain was squished in and yet

somehow I'm back to life. I can
code again, I'm writing Python

code. I'm doing animated bits.
You know, every day is a new

little challenge for me. So in
some ways, I'm back to normal.

Back to having fun with computer
graphics.

Lawrence Kao: Thanks for
listening to CGI Fridays with

Industrial Light and Magic alum
Ed Kramer. The companion is the

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