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

From pitching Disney's Tron to opening the Stargate, all way through to Judge Dredd and X-Men, Research and Development Artist and Programmer Frank Vitz discusses how he got started in the visual effects industry and how his career in CGI evolved with the changing technology. He contributed to the visual effects of the late Doug Trumbull’s multimedia Luxor Las Vegas attraction, and its spiritual successor, Roland Emmerich’s ancient astronaut action movie and accidental franchise-starter, Stargate (1994).

Show Notes

From pitching Tron to opening the Stargate, Frank Vitz discusses his career as a Research and Development Artist and Programmer in the new episode of Ed Kramer’s CGI Fridays.

Vitz is best known for his work at animation studio Kleiser-Walczak Construction Co, where – alongside CGI Fridays host Ed Kramer and previous guest Jeff Kleiser – he contributed to the visual effects of the late Doug Trumbull’s multimedia Luxor Las Vegas attraction, and its spiritual successor, Roland Emmerich’s ancient astronaut action movie and accidental franchise-starter, Stargate (1994). 
His association with Kleiser goes back further than the company when by eerie coincidence, Vitz – then working for Robert Abel and Associates – found himself at ground zero for the birth of modern CGI: 1982’s Tron.

Frank Vitz currently works as Senior Art Director/CG Supervisor at Electronic Arts.

Frank Vitz's full IMDB profile reads:

How to Boil a Frog (Documentary) (cgi supervisor)
X-Men 2 (visual effects supervisor: Kleiser-Walczak)
Evolution (TV Mini Series documentary) (animator - 7 episodes, 2002) (visual effects supervisor - 7 episodes, 2002)
Corkscrew Hill (Short) (technical supervisor)
X-Men (visual effects supervisor: Kleiser Walczak)
The Amazing Adventures of Spider-Man (Video short) (visual effects)
The Rage: Carrie 2 (visual effects coordinator)
Judge Dredd (head of software: Kleiser-Walczak)
Stargate (software development: Kleiser-Walczak)
In Search of the Obelisk (Short) (head of software: Klesier Walczak)
TRON (systems programmer: Robert Abel and Associates)

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.

Frank Vitz: Hello, I'm Frank,
this and I opened the Stargate.

Ed Kramer: You had just an
extraordinary career that kind

of defines the history of CGI
and history of CGI projects

along the way, you know,
starting out in movies changing,

you know, transitioning to games
and working in VR. I did an

interview with Jeff Kleiser.
Yeah. And he was like every

other sentence. Yeah, we got to
thank Frank Fitz, for that. Oh,

yeah, thank Frank for that.
Also, you know, so

Unknown: I'm actually working
with him right now. And he's got

another project in the works,
that I can't really talk about

it. But it's the other kind of
thing where he, he always has

the great vision about what's
possible. And he goes, Yeah, we

can do that. Frank, how are we
going to do that?

Ed Kramer: Just made an amazing
career, you know, because his

timing was also from the
beginning of CGI till now.

That's right. The way I usually
start out these interviews is by

asking you, where you grew up,
where you went to school,

Unknown: okay, I was actually
born in Tucson, Arizona, and my

parents moved to California when
I was very young, because for

health reasons for my parents.
So I was lucky to grow up in

Southern California, you know,
learning about model rocketry

and studying math and science in
school. I never knew exactly

what I was going to do. I
thought I would go into

something having to do with
technology. When I graduated

from high school, I had an
opportunity to go to, I could go

to Stanford or to Occidental, or
to a couple other schools and I

picked Occidental, so I went to
Occidental College in Los

Angeles. But then I met my wife
Randy Savage there, and we kind

of branched off into a lot of
other adventures. We studied

abroad in Italy. I knew that I
was going to be trying to do

something that involves art and
technology from an early date.

Ed Kramer: What was the trail
that eventually led you to

Robert Abel and Associates?

Unknown: So when I graduated
from school, actually, I

graduated from Chapman
University in orange I moved

when we came back from Europe, I
went back to school at Chapman

got a job as a waiter like a lot
of people do, but I decided that

that was the beginning of the
microcomputer revolution, so I

decided I needed a
microcomputer. So they were

expensive at that time. So I
told my wife that I wanted to

build my own. So I set out
studying how to build micro

computers and built a s 100 Bus
computer with a Z 80 processor

in it from Chrome Emco. And I
brought home bags of parks and

gave them to my wife that you're
going to make the RAM board I'm

gonna with a wire wrap the Disk
Operating System Board and so I

taught myself all about
microcomputers because I thought

somehow computers was going to
be the future. This guy, a

friend of a friend caught wind
of the fact that I was doing

this and he was building a
company up to do automation for

industry. He was a graduate of
it. His name was Chris Knutson.

He had a company called Knutson
systems. And they are all about

microprocessor control systems
for automated manufacturing. And

he hired me and I started
working on stepper controlled

motor systems and solid state
interfaces to control devices.

It was fascinating stuff. But I
was unhappy because it was all

pure technology, there was no
art involved. So I cast around

and this was like in 1979, or
something like that. And I saw

this company called Robert Abel
and associates that appeared to

be using motion control
technology and a lot of you

know, combining a lot of
different technology together to

produce what we call multimedia
and those days and so I thought

How the hell am I going to get
him to hire me, I'm just a guy

who was a waiter, you know, with
a degree in communications who's

built his own computer. So I
prepared a really elaborate

resume to send to him that
actually worked. It was one of

these things where Bob Abell
would go out to go out to Palm

Springs with a stack of resumes
very popular company at that

time. And he said there No,
that's no good. Oh, this No, no,

that's not it. Oh, this one
looks nice. What a nice

envelope. I'll open that
envelope. Oh look, it's in a

really well embossed folder
printed on high quality paper

typeset no less. Oh, I'll open
that up. And then it went there.

And I spun the story that
because I knew how motion

control systems worked and had a
degree in art that I was the

perfect person for Robert Davis.
He says well, I'll give him a

shot. So I came in to get an
interview with with Bill Kovacs

and that was my first
introduction to the company.

Ed Kramer: Well this this is
amazing that I'm now talking

with someone first of all, who's
been a friend for years and

yeah, I can evolve that was
there at Robert Abel in the

belly of the I mean, it's not
the beasts but I mean yeah That

was the greatest thing that was
happening on the face of the

planet at the time.

Unknown: It was the convergence
at that time because Robert Abel

and Associates had motion
controlled cameras had down

shooting animation stands. It
had, you know, cell animation,

it had live action, miniatures,
optical printers, you know, all

that stuff. And they had the
nascent software, in cam con and

DirectX, and a few other things
that attempted to tie all of

that together into a coherent
whole. So it was it was a Yeah,

it was like the birthplace of a
lot of the stuff we do today.

Ed Kramer: And so did you.
Personally, did you hang out

with Bob Abel?

Unknown: I did he he interviewed
me and he was It was pretty

funny because I was in his fancy
office on the corner there

Highland and romaine when he was
interviewing me for the job. And

he was talking about all this
stuff. And off suddenly started

on buttoning his shirt and
taking his shirt off. And I

went, Oh, what kind of interview
is this going to be? You know,

and then Priscilla, his
assistant walked in with a with

a tuxedo on a on a hanger. And
he said, Sorry, Frank. I'm going

to another award ceremony this
afternoon. And I have to put on

my tuxedo, but I really want to
keep our interview going here.

You know. And so he changed into
his tuxedo while he was

interviewing me. And then he
says, You know what, you should

talk to Bill Kovacs. And I think
we there's a place for you here

or something like that. And I
was just, I was thrilled.

Ed Kramer: Wow, wow, that's
fantastic. I just, this is a

side note. And I don't know if
I'll even put it into the

project. But at the time you
were there. I was at a company

called Image West. Yeah, I
remember image West and image

West was just a block south of
you on North Island. We were at

North Island and oh, God, I'm
trying

Unknown: Willoughby, Willoughby.
Yeah, I know where that was.

Ed Kramer: Yeah, so it was just
like a block or two south of

where, and I had no idea that
all of this amazing stuff was

going on two blocks, you know, I
could have at lunchtime, I could

have walked over to tables, but
I was at image West. You know,

working on scanner mates at the
time. So crazy

Unknown: to me what a technology
that was. I remember we had a

thing that signpost up ahead,
Highland and Romain, you just

crossed over into the ABL zone.

Ed Kramer: That's, that's great.
And were you there when

Christina Hills was there? Yes,
I was. Because I worked with her

years later at an Industrial
Light and Magic.

Unknown: Yeah, that's very cool.
There were so many people at

Robert Abel and associates that
founded and went on to do so

many other things. I started
there as a technical director,

that's what they were, they were
hiring me for to take the

position of the guy who was in
charge of motion control

systems, not surprisingly,
because they built all their own

stuff. They had camera G with
the track cameras and all that,

because the guy whose job it was
to change who was in charge of

that department had committed
suicide. So I went, Oh, this is

not a auspicious beginning. But
But Bill COVID said, you know,

Frank, you're not. You're not
just a hard work, I think you'd

be a better technical director.
He put me there and introduced

me to Kenny Merman. And to Steve
Cooney and Randy Roberts and all

those types of people. I started
working on bringing ideas to

life rather than just bringing
machines to life.

Ed Kramer: Did you work on that
Randy Roberts piece with the

Memphis style characters with
the parasol? And

Unknown: yes, I did. By that
time I was in charge of the we

call it the raster graphics
department. Abel ran Evans and

Sutherland picture system vector
graphics systems, which we use

to simulate and preview what it
would look like to look through

a model camera or miniature
camera or whatever, all that

software and it was capable of
making really high resolution

vector images which were used on
the black hole intro and for

some of that sort of thing, but
we couldn't do Shadid raster

graphics, 3d Scan graphics, and
so I was instrumental in moving

into that area and inventing the
first version of April's raster

graphics system. And Randy
Roberts, Project high fidelity

was the inaugural project for
that it was an in house project.

It wasn't for clients, but it
was meant to show the potential

of it. And Curbelo was the
Technical Director on it. And I

was pulling my hair out trying
to get our icon, a spring buffer

to capture the beautiful stuff
that they were coming up with. I

was right there in it, but I
didn't I wasn't the technical

director with Randy at the time.

Lawrence Kao: I hope you're
Enjoying TGI Fridays with visual

effects pioneer Edie Kramer who
worked for George Lucas at

Industrial Light and Magic. If
you want to read more Star Wars

stories to companions got you
covered sign up to a companion

membership at the companion dot
app. That's www dot the

companion dot a PP. Now, back to
the show

Ed Kramer: but that's it's still
just an amazing era. Because

before that, I remember able did
that folded paper aeroplane that

flew through all those
environments. And that was just

wireframe. That's right. And it
knocked everybody's socks off at

the time. And then, you know,
just the following year or, you

know, just a couple of years
later. Now we're looking at

fully rendered shaded, texture
mapped, hierarchically animated

3d.

Unknown: That's right. It was a
explosion in stuff, you know,

and, and early on when I was
working with Kenny Merman, we

attempted to do shaded graphics
using the Evans and Sutherland

system we would, we did a series
for TRW all the changing,

changing pictures. And you know,
tomorrow is taking shape at a

company called TRW with birds
and fish, all those sorts of

things, and they combined hand
animation and vector imagery,

but we tried to shade them we
tried to fill them in tried to

make them look solid, because
the vector images were always

transparent, but never quite
even the stuff we did for Tron.

The opening title sequence was
done using the vector graphics

and it flickered and had all
kinds of weird anomaly. So it

was definitely a time of
transition. You know,

Ed Kramer: speaking of
transitions, you just made one

two Tron. Yeah. So tell us a
little more about because, you

know, I think our companion
subscribers are really

interested in movies and how the
stuff was actually used in

things that they remember from
their childhoods, you know,

right,

Unknown: right. Richard Taylor
was a former art director at

Robert Abel and Associates. And
he was always known for doing

really crazy stuff pushing the
technology to the limit. I think

he were I'm not positive but I
think he worked on some of the

second up commercials and things
like that. And he had gone off.

And unbeknownst to us,
unbeknownst to me anyway,

because I'd only been there at
April's for a few years when he

came back with this project
called Tron it was Lisberger his

idea of a world inside the
computer mostly people were

afraid to do it because they
thought that it was too wild and

too crazy. And Kenny merman
Iseman all knew that while we're

I would love to work on that, so
we had no idea what we were

getting into. But we went into
it. And while they were still in

the process of selling the
movie, we did a trailer or a

teaser for it, which had the
City of Lights using the

evidence Southern and picture
system, the idea would be that

you'd see what looked like a
city at night flying over like

Los Angeles at night, and then
it would transition into

circuitry with electrons flowing
along the streets and you would

go on into the into the game
world and that Richard Taylor

loved it so much that it became
the it segwayed us into doing

something like that for the
title sequence for Tron, which

looks really primitive by
today's standards. Now, you

know, but at the time, oh, oh,
3d flying over a city at night.

And now we're in a computer.

Ed Kramer: What's great is it's
making a comeback. Yeah, I keep

hearing from a lot of people
that they're trying to emulate

the look of the old stuff. Now
you did the title sequence for

Tron? Did you do any of the
other work in the film? I know

that the light cycles were what
NYSEG I believe in magic,

Unknown: they use the procedural
combinatorial geometry and they

were advanced in shading stuff.
We did the Kenny merman and I

and of course all the other
people can McGovern was on the

team and several other people.
We also did we called it Flynn's

ride or the real world to game
world transition, where, you

know, Jeff Bridges gets
digitised sucked into the

computer and hauled through this
kaleidoscopic digital world to

land on the world of Tron who
actually built a stable optical

bench and use that to build our
own film recorder with a flat

CRT screen because we had 6000
by 6000 addressable points,

which is a lot of resolution,
but it's all just vectors, but

we wanted it to be stable enough
that we could shoot a camera at

it and shoot multiple passes. So
we wouldn't be limited by how

much data the system could show
at once. We were traditional

animators schooled in that so we
came up with the idea of

layering things. And so some of
those shots would take you know

20 for hours or more 30 hours in
the darkened room with the film

recorder, capturing pass after
pass. And the way we got the

illusion of depth and solidity
was by carrying BiPAC mats, you

know, actual pieces of film that
would hold out part of the film

from being exposed by the light
on the CRT screen, and we could

create the sense of solidity in
depth, and the camera would roll

back and forth, back and forth,
you know, and sometimes you'd

have to go in there and change
the filters, we'd have like a

diffusion filter, or a little
star filter, all these things

that often fell to me. So I
would sit there in the Evans and

Sutherland room, you know,
managing the computer while it

was doing this. Frank, it's time
to change the filter, and I

change the filter. And so we had
a turnout, we had a light leak,

we thought we had a light leak
in the computer, I mean, in the

camera system. So we on that
real world, again, will

translation where the cameras
flying down through this tunnel

on there's all kinds of, you
know, effects flowing past you.

I had to go in there into the
room, and we taped up the door.

So they're no light could get in
and I had a couple of bottles of

water and a pizza and stayed
overnight, because we didn't

want to take the chance of, you
know, spurious, lightly ruining

the shot. And you know, so it
was bleary eyed, you know, 36

hours later, or whatever it was,
it was at least 24, I came out

and the shot was a hero. And so
I was really pleased about that.

And it turned out what we
thought was a light leak was due

to the film going through the
camera, the main film, and the

matte film would be separated
and then come back, the other

separated back come together as
the BiPAC mat would push it past

the gate of the camera. And that
was creating static electricity

and the static electricity cut
was causing flashing onto the

film. And the place where we
changed the mass most frequently

was right when you went through
the tunnel around the corner,

they created these blue flashes.
And Kenny merman looked at it

goes, You know what? Free
animation that's we'll keep that

effect. Oh,

Ed Kramer: that's just such a
classic story. Because I mean,

today, you know, well, why not
just digitise it and paint out

those frames?

Unknown: Exactly. We didn't have
that. No, we had did not have

that option.

Ed Kramer: It's, it's crazy.
Looking back. And you know,

what's great is that this, these
changes have happened so fast,

that it's still within the
memory of the people who used to

do it that way. And now do it,
you know, digitally just, you

know, in a microsecond.

Unknown: Yeah, I mean, you could
do a better job than we could do

on the on that title sequence
today in After Effects, you

know, probably in a few hours,
and it would be higher

resolution. But it wouldn't have
all those interesting little

pops and flickers and things
that make it look sort of I

don't know. Primitive, yes, but
also sort of genuine or

Ed Kramer: something? Well,
that's the effect that all these

people who are just now
discovering what we did, you

know, 3040 years ago, and people
are just now discovering it. And

that's the thing that they all
keep saying there was just

something about it. And what we
know is they were the

limitations that we were just
having to deal with. But now

everybody loves them. So yeah,
well, what a great, what a great

time to be alive.

Unknown: Yeah. Kenny Merman. And
I remember, late one, one, early

morning, you know, when the
camera was finishing up a shot,

we were talking about how the
visions we had for Tron were so

spectacular, but limited by the
technology we had to work with,

we felt that we had done a good
job trying to bring it to life.

But we we knew even then, that
this was going to be just a step

along the way. And that what we
had done would look primitive by

future standards, but we felt
really excited to be at least

getting people to look at that,
you know, in those days computer

animation in the movies, was not
that had not ever happened

before. So we knew that there
was going to be a lot of stuff

that would be eclipsed this but
at least we were part of the

birth of that whole new way of
seeing things.

Ed Kramer: Well, that's great.
And so before we move on from

Robert Abel, do you have any
other recollections from that

particular period of time? I
know you you achieved you rose

to management level I

Unknown: did. I was a it was
great because I bill Kovacs was

basically my mentor and, and he
was the one who was in charge of

the software system there but
you Robert even will and

Associates always built its own
software just for its own

productions. And so to
commercialise, it was never a

very viable option. They'll
Kovacs felt limited by that and

wished that he could do more. So
he actually left and formed

wavefront and took everything
that he had learned at Robert

Abel associates and built the
wavefront software package. And

when he left, he turned over to
me, the running of the software

department and r&d at Robert
Abel and Associates. And so when

when Bob Abel saw what wavefront
was able to do, he said, he

turned a lot of our resources
toward trying to take the ABL

software, which was never
intended for primetime use by

others, and to try to turn it
into a commercial thing. I

argued that it wasn't a great
idea. But it was a great idea,

actually, because people knew
how to use it. We had built a

suite of tools that mimics
everything that you see today, a

animation tool, a compositing
tool, a painting tool, you know,

all these different things. It
all work, but it was pretty

fragile. That was

Ed Kramer: the Abel image
research with Shannon, right?

Are everybody knows Joan
Collins, she was selling that

right? That's

Unknown: right. We actually sold
quite a few copies of it to

German companies. Stein,
Steiner, I think Steiner, some

schools and things like that.
That was ill fated in terms of

it did it. It was the one of the
contributors to the zeitgeist of

what, what constitutes a digital
animation studio software

package. But that was kind of
the closing chapter of April's

was when that was happening.

Ed Kramer: So yeah, of course,
Bob Abell passed away.

Unknown: Yeah. But he had, he
had a knack for finding people

like us, you know, and bringing
them together and throwing them

into the pot, you know, and
seeing what would come out of

it.

Ed Kramer: And, you know, the
entire history of computer

animation is the better for it.
You then made a transition to

Well, we talked about wavefront
and Bill Kovacs going to start

that I know that you've worked
with Jeff closer like I did for

many years on wavefront That's
right. So what was let's see

what what came next after Robert
able for you?

Unknown: Well, I decided I
wanted to be a consultant. So I

set up Frank admits technical
consulting on the banner under

which I would do work for people
actually worked for Kovacs here,

and they're, you know, writing
little tools. And I worked on

compact disc interactive, which
was one of the first sort of CD

based interactive things. And
then Jeff started having some

very interesting project, I
actually met Jeff at Bob Abels,

because Jeff was working on the
bid character for Tron and he

would come and visit with us and
so we hit it off. And he's, he

always had really ambitious
vision still does, you know, and

so we started collaborating,
we'll collaborate on a lot of

things from like, 19 must have
been 1988 through 2000 or so.

And you and I worked together on
several projects.

Ed Kramer: Yep, absolutely. All
of us work together on Stargate

and we know that there's a big
Stargate fandom in the

Companions, you know, viewers,
just so you met Jeff in 88. And,

yeah,

Unknown: or 87, something like
that. I can't remember the first

commercial project we worked on,
but we had ideas of Jeff's idea

of some Thespians, you know,
computer generated characters

that could act and you know,
take on a life of their own

still. It's just now coming to
fruition the way we envision in

those days, but, and no one knew
what we were talking about. He

came up and he and Diana came up
with the idea, you know, dozo as

a character to carry a message
about climate change in the

world, you know, that we're
causing our own ruin timely even

today for For heaven's sake, you
know, but the motion capture was

what we wanted to do. We want it
to be driven by a real a real

person. Perla Batali, I think
was her name. Who was the singer

in the song that I believe Diana
wrote that song? I think I'm not

positive. Don't quote me on
that. But it felt to me to try

to figure out how to map the
independent points of motion

capture system onto a
hierarchical skeletal animation

that had not been done in those
days yet. So we came up with

something that started worked
and the motion capture system

was capable of capturing about
20 seconds worth of animation

that was that was usable. So we
looped that and made the dozo

thing come to life and get You
and I were both sort of Starry

Eyed about that. And we realised
that this is as primitive as

that was with its little
glitches and stuff, the

potential for characters created
in animated in that way was just

over the moon,

Ed Kramer: it gives me chills
just to think about, you know,

we're talking about the very
first time, two people were

talking about doing this. And
now, you know, it's something

that everybody in the in the
world has seen over and over and

over and over and over. Yeah,

Unknown: oh, I thought of an
interesting aside there. Because

how did I get to that point of
hierarchical animation through

mocap, when there was a project
that we were talking to this

company called biovision. And
when I was at Abels, but it

didn't come to fruition. So when
I, when April's collapsed, I

went off and worked with them,
because I realised that they had

this idea of using motion
capture to analyse the

performance of athletes, in
particular golfers capture a

golf swing, and you could, you
would be able to analyse it, and

maybe help golfers become
better, and plus, golfers have a

lot of money. So it'd be a good
place to try to commercialise

that. So we took my ideas of
hierarchical animation driven by

mocap, and implemented it into a
piece of software that was

intended to be commercial for
capturing the performance of a

swing, it was a short duration,
just one swing. And then you

could look at the velocity of
the club head and all that sort

of thing. And that were your
knees were and give a person a

tape to take home with them with
exercises on how to improve

their golf swing based capture
based upon, you know, real data

about how their swing was. And
that capability was the

framework for being able to
capture that's where we that was

the crucible in which we tested
the ability to capture motion

data and convert it into a
hierarchical form that could

drive a 3d character. And so we
were set up well to try to do

dozo. And then you know,
everything else just flowed out

of that today, you can buy a
motion capture system and run it

on your iPhone.

Ed Kramer: Another thing that
people don't think about, is if

you watch the dozo animation,
you'll see that her body is

responding to the, to the motion
capture quite well. But there's

no skinning that's taking place
to keep the body parts together

and to hold the geometry in
place as as a top level activity

after the motion capture to
exactly geometry intact.

Unknown: Yeah, the whole
problems of multiple targets on

the outside of the body being
able to be interpolated into

where the real joints would be
to, you know, to create the

underlying motion of a skeleton
and then musculature over that

and skin sliding over that we we
thought about all that we had

no, no computer fast enough. And
Nora time to be able to solve

those problems like you can
today. But yeah, so it's it's

very uncanny valley the way she
moves, you know?

Ed Kramer: Yeah. And you know,
just as a side note, in 98, we

were working on the mummy. Yeah,
we developed all the ad

Industrial Light and Magic, you
know, and I was a CG supervising

sequence. And we develop
technology, not only to keep the

skin together, but to emulate
the movement of muscles

underneath the skin and yeah,
all that stuff. So it's, you

know, these were the humble
origins of, of this technology

that we take for granted that

Unknown: it's so fascinating how
there are so many people that

contribute to it as it gets
further and further along. And

things that were prototypes for
us have now been incorporated

into off the shelf tools that
you can buy. It's amazing.

Ed Kramer: Absolutely. I'm just
looking at your IMDB right now.

I've got a bunch of stuff up
here. I've got your AMD profile.

I've got all kinds of stuff in
front of

Unknown: me here. Did you send
one of your bots out to troll me

on the web? To find

Ed Kramer: out you know, again,
dude, you're going to the AI

solution. I just use brute
force. So it goes Tron in search

of the obelisk so Oh, yeah,
let's let's talk about what you

did on the Luxor project.

Unknown: Oh, man, that was
another crazy and visionary

project by Doug Trumbull. You
know that because of my

connection with Jeff. And also
because Jeff was in the

Berkshires. And Trumbull had his
thing out there. We became

involved in the project even
though it was for the Luxor

hotel in in Las Vegas, but it
was super ambitious and and it

had trouble bowls, show Scan
Type technology 60 frame per

second, this division plates,
you know, and I had a number of

unusual formats, kind of a dome
screen format for this motion

based ride part of it and got I
was just like in hog heaven, you

know, because we had money and
the, you know, all these great

technologies and things we
wanted to try to figure out how

to do with it, you know, and so
I could contribute not only to

the technology, but to the look
of it, which is always my sweet

spot, right? I mean, we had
procedural flame animation, I

wrote a little particle system
that we use for these blobby

creatures, they're looked like
they were made out of water, and

then they turned to glass, and
then they turned to armour. And

there was there was the first
fisheye lens distortion

correction programme that I
wrote was for that as a matter

of fact, also, I don't know
there are so many things we

could say about that. But that
was a really fun project because

it it pushed the envelope in
terms of the veil between the

you know, what you're seeing on
the screen and reality you

couldn't tell trembles goal was
to make you not able to tell

whether what you were seeing was
really happening there or was

happening behind the screen. So

Ed Kramer: for our listeners, I
just want to say that what this

was, this is one of three
attractions. And it was a show

scan presentation, where the
audience felt like they were

watching live people performing
in front, right, it felt to you

is sitting in the audience, like
you were watching a guy on

stage. But it wasn't it was the
show scan 60 frames a second

high resolution imagery, and the
stage was dark, everything was

dark. And it really looked like
that guy was there in front of

you. And then at some point,
this thing starts happening in

the sky. And you look up and
it's this amazing CGI, where are

these dancing characters, a male
character and a female

character, they're made out of
water, and then they're made out

of glass, and then they and
they're doing this beautiful

dance and then it starts getting
violent and they start you know,

fighting with each other and
wearing armour and, and it all

felt like it was happening right
there in front of you. And you

could not tell that it was being
projected on a screen. Yeah,

Unknown: it was it was mind
blowing. And then Trumbull was

such an expert at setting the
audience up and that it planting

the seed that you know, because
the the show scan was actually

running as you as the audience
was piling into this into this

auditorium. Right. And you
didn't know that though. So you

just saw the stage with a light
grid overhead people are sitting

down talking to themselves and
then a technician walks across

who you don't know is on on film
and then another one walks

across in front of the screen so
all this stuff is making sure

that he is completely blurred

Ed Kramer: that he got something
over didn't he like knocks

Unknown: yeah, there's a light
grid falls down and a guy comes

out on a ladder and puts it back
up and that was part of the film

rather than part of in front of
it so by the time the the

interviews that led to all that
crazy animation started you

believe that what you were
looking at was all happening

right there on the stage. It was
that was a brilliant setup, and

then we hopefully paid it off
with the with all the magical

effects.

Ed Kramer: That was an awesome
project. So

Unknown: were you on that
project

Ed Kramer: I supervised the the
theatre of time the 70 foot tall

VistaVision screen elevator? No,
the 90 degree VistaVision so it

was a 70 foot tall screen

Unknown: that was insane you
made you feel like you're going

down into the heart of the
underneath Las Vegas because

unbeknownst to most people there
was a secret crystal down there

that made you more likely to win
if you were to gamble at the

Luxor Hotel. Ah,

Ed Kramer: you know until you
just now said this I did not

know there was a relation
between that crystal and and

winning at the Luxor but but
there's I mean, and you're

talking about the the motion
based ride where you get the

story of Osiris and oh, actually
he's there's both of those.

There was the motion base. Yeah,
screen that wrapped around you

horizontally. And then there was
the one that I worked on, which

was the screen that wrapped
around you vertically, and every

seat was a balcony seat.

Unknown: That's right. Boy, that
was crazy, very ambitious.

Ed Kramer: And you know, it was
there for a long time, but none

of that is there anymore.

Unknown: Now it's like that's we
did a pretty good job on those

kinds of projects when we push
the envelope too. A new level at

sufficient quality that it could
last in a in an industry where

everything changes from year to
year if you could get to that

fidelity so your thing survives
for five years. That's amazing.

Ed Kramer: Absolutely. So any
other CGI things that you can

remember having to solve for
Luxor before we move on to

Stargate?

Unknown: No, I think that's, uh,
I know I'm there's lots of

things I could dredge up and not
right offhand.

Ed Kramer: Okay, well, we'll get
to judge dredge in a second. But

okay, so So make the transition
then from working on Luxor to

working on Stargate.

Unknown: By the time we got to
Stargate, we had at as you know,

because you were part of this,
we were kind of a boutique

company, you know, with clients
or walls, that construction

company. But the boutique
approach included all of the

tools necessary to do digital
visual effects at very high

resolution and frame rates.
That's kind of what Luxor set us

up for. I don't remember the
details of how we landed the

project. I was usually like,
like I've mentioned before, I'm

the guy that Jeff would call in
when we when the vision that he

was seeing required us to come
up with a new techniques to

solve them. But Roland Emmerich
the idea of this epic adventure

across time and space through a
portal. Oh my god, that was just

a fabulous idea. So we as you
worked on Stargate with me,

right? Oh, yeah, we had we had a
lot of different than Mecco

morph didn't you work on the
Mecco Morris

Ed Kramer: that that was me and,
but what was great was being

able to drive from our studio on
Sunset Boulevard down to Long

Beach to the to the Spruce Goose
dome. Oh, yeah. And go in there

and actually see the Stargate
that they were they were

building physic build a

Unknown: full scale Stargate
using that soundstage. That's

right, because we had the mother
our mothership for a plaza was

Act was the back in the
Berkshires, the studio there.

But we had an office in
Hollywood as well. And with a

team working on it, both places
as well as some satellite people

working. Yeah, the Stargate was,
you know, that was a

breakthrough thing for me to get
to work on on that, because I

was the set of individuals
visual effects supervisor for

the Stargate effect. And this
onstage supervisor for the live

action that said set the gag up,
which was in that vast space,

the Stargate was so impressive
to see. It actually moved and

rotated and everything.

Ed Kramer: I'm sure our
listeners are just like, Oh my

God, oh, my God. Oh, my God. So
what did you I, I remember

seeing initial drawings, where
you were figuring out where the

camera was going to be. And
they're there, what perspective

we were going to look at that
from and but you're pretty much

the guy who created the water
effect, and the Carthage and all

that

Unknown: it was you Roland
Emmerich is, as in my

recollection, had the idea that
he wanted the surface of the

Stargate instead of being
crackling energy, or grid or

anything like that. He wanted it
to be something fluid, and

organic and dynamic. So he had
the idea, I want it to be like

water, but we'll turn it on its
side. So the remind you of

water, but it'll then do things
that water could never do. And

Jeff Oaken was the visual
effects supervisor for the whole

movie. And we got together and
talked about that. And he goes,

Well, what do you what do you
think he means by that? You

know, because it's like, it was
almost like back to the ABL

days, we wanted to make
something new that reminded you

of something you've never seen
before, you know, so you have

this kind of a mind melt down
when you saw it. So I went off

and started trying to figure out
how we would do that. And you

know, looking at practical
effects. And whether were the

fluid simulation software at the
time was very primitive. So I

wrote a finite element model
programme that would take a mesh

of points, and compute the
propagation of force through it

over time. So you could emulate
ripples. You couldn't do a

breaking wave or anything like
that. But you could introduce a

perturbation, and then the
ripples would propagate out from

that. And if you could retrace
that and get a reflection, and

it looks pretty amazing. And so
we set about trying to figure

out how to, you know,
incorporate that into the live

action plate of the actors
walking up to this empty

Stargate. And that's where all
those drawings you talked about

came into play because the
important thing was be James

Spader and Kurt Russell walking
up toward this shimmering

glowing surface and see
themselves reflected in it as

they touched it. And bow I could
talk for a long time about that,

but the main gag was the fact
that the taking camera, the live

action camera from the front was
duplicated on the backside of

the empty Stargate with another
camera at exactly the same

distance away but a reflected
angle so it was seeing what you

would see through looking out
through the Stargate. I use that

to create an animating texture
map we couldn't really animate

and reflection map we couldn't
afford to raytrace in real time

so we used a reflection map.
Because of the place the

accurate placement of the two
cameras. The reflection worked,

it was accurate. And they had to
be synchronised in time that the

live action cameras had to be
frame, you know, frame to frame

accurate with each other. And we
also put a laser, a little red

laser light in the plane of the
imaginary Stargate. You have to

remember that Kurt Russell and
James Spader were walking up to

an empty Stargate. The only
thing was there were there are a

couple of grips shaking pieces
of mylar with 10k lights shining

on the rippling mylar to create
this kind of flickering light on

the actor's face while they're
standing in awe of something

that's not even there, you know,
a classic CG problem. That

worked out pretty well because
the laser beam created a

invisible plane where the
Stargate was when James Spader

reached his finger forward and
touched it, we could see the

little red line where his finger
passed through the surface and

use that as a point in our
because you know, there's all

digital by that point, we could
take frame by frame the live

action plate of him and
rotoscope away his finger as it

passed into the nonexistence
surface. There have been some

great work done with that going
forward from it. But that was

pretty, pretty cool. Oh, and
then of course, we shot real

footage of actual water to do
the fluid simulation stuff that

we couldn't do. And that was in
a big tank, a big cylindrical

tank with Jeff Oh can enrol and
Emmerich in all the you know,

the prime cameras facing this
tank with an air cannon facing

down into blow a big blast of
air into the tank. And we were

looking through the sides of the
tank, shooting wet for dry. So

what looks like water coming out
of the air, the out of the

Stargate was actually air going
into the water. It's an inverse.

It was a great gag that way
because it looked like water.

But it was doing things that you
couldn't figure out why it would

do that. And combine that with
the reflection effects. And

suddenly you've got the iconic.
I'm simplifying. Of course,

Eileen was the TD that put all
the pieces together to make it

into a seamless whole.

Ed Kramer: That's Eileen O'Neill
for our listeners. Yes, Eileen

Unknown: O'Neil.

Ed Kramer: She was good. Also,
Mary Nelson, I think worked on a

bunch of those.

Unknown: Yeah. It's weird when
we remember these things. I

always remember it from my
perspective. And it's easy to

get caught up in the technology.
And forget about the fact that

this kind of stuff, the scale
that we were getting to here now

requires just like any movie,
but even more so and CG, just

the talent of a huge crew of
people. You know, it's not, I

didn't do all that I just helped
provide the framework and

guidance for these very amazing
and creative people like

yourself to do it. Tell us about
the Mikko Moore's?

Ed Kramer: Well, we'll leave
that for another time. But okay,

I did. I did mention that when I
was talking to Jeff, so just for

anybody who hasn't heard that
yet, this was at a time where we

didn't really have either the
technology to make perfectly

believable CGI helmets. And we
didn't have the technology to

make them track perfectly. And
we didn't have the technology to

render it all in the amount of
time that we needed. We could

have, we did have the technology
to composite it. We could have

done that. Yeah. So what we
ended up doing was using the

actual pixels that were shot on
set, and using a software called

elastic reality, to actually
just kind of morph the pieces

around and make those shots
happen. They

Unknown: weren't great. They
were integrated in the

continuity, a character would
turn toward the screen and there

and, you know, they do that in
the Marvel movies all the time.

Now, they have magical helmets
that could dissolve and form.

But that was the first time
where you believed it. And it

wasn't like locked off shot.

Ed Kramer: Yes, the cameras
could continue moving with this

technique that we were using
because we were just using the

consecutive pixels from
consecutive frames. So that's

right. Yeah. Well, thanks. Okay.
Oh, do you want to tell us about

the first time you sent some air
into that tank?

Unknown: That was That was
hilarious. So yeah, that I kind

of to buzz through it really
fast but it was a very large

tank, cylindrical glass tank
that we were we had the the main

taking camera two cameras as I
recall to film the practical

effect that we hoped would
become the Stargate that set

when the Stargate erupts and
this big column of, of what

looks like water comes out like
I said it was it was actually

air going into the tank so we
had this air canning faced down

into the tank. And I don't
remember Jeff Oh, and my

somebody was very eager to do
it. You know, let's let's just

fire the air cannon and see what
happens. And I said wait a

second. We haven't really we
don't really know how much this

is going to how powerful the
aircon is maybe we should cover

the cameras up with plastic and
so forth. So in and is always

the case you don't have very
much time. Well, it's just no

no, no, take just a minute, you
know, cover it up. And so

counted down, press the solenoid
release valve, the air cannon

went off, blew air down into the
tank and pretty much emptied the

tank all over the whole
soundstage and water went

everywhere. And we were everyone
was so glad that we had at least

covered up the cameras.

Ed Kramer: That's great. So you
basically saved the production

with that. Oh yeah, well
thinking

Unknown: that probably wasn't
only me, but we dialled it way

back and then it started really
looking good. And I also did a

lot of tests, little underwater
tests in a pool and things like

that. I don't remember whose
idea it was but we also swirled

the water to create the strudel
is what rollin emerald Emmerich

called it, which was the
Stargate would, would erupt out

would come to Carthage out of
the front, you know, and then it

would the the reaction as it
went, the surface went back in

would cause this spiral out of
the back, which linked to the

transit tunnel to the other
worlds. And that was a practical

effect as well as kind of a
water vortex. The Carthage and

the strudel those are Jeff
Wilkins terms, I believe for

them.

Ed Kramer: And that's how it
really is out there, folks.

Yeah. And

Unknown: it became an iconic
effect. You know, I mean,

porthole effects are so
important in so many movies

like, you know, through the
looking glass, you guys done

stuff. Alex, we're looking at
similar the idea of going

through whatever portal that
Terry carries you to another

world. That's the moment of
transition, and I am happy with

how well our effects that are
Stargate effect appeared to

withstand the test of time,

Ed Kramer: just a shout out to
Jeff Williams, who did the

roller coaster of effect through
space and time at the other end

of that Stargate to, to
transition through the universe.

Unknown: Right, because the
Stargate linked you to that

network. And our idea was that
it was almost like they were a

net, you know, as a
transportation network, but

almost kind of like a neural
network with little nodes that

were linked by these transit
tunnels. And just like the one

of the soldiers said, when you
got to the end of that ride, and

you stepped out onto the planet
go, Oh,

Ed Kramer: what a rush. Yep,
yep. So okay, after Stargate, we

moved into Judge Dredd, I helped

Unknown: work on the law master
sequence to a large extent, you

know, trying to the idea there
being the law master,

motorcycles were flying
motorcycles that were very

dynamic, they could fly up the
sides of buildings, and there

was you know, turbulence. And
the problem was getting the live

action characters look like they
were on. We could do CG law

Masters by that point. In fact,
we could even use one of our

early attempts at Digital stunt
doubles. So you could longshots

have a law master with dread and
other characters writing them.

But to get the movement accurate
to look like they were really

writing them, we had to
incorporate real world physics.

And the way to do that was
coming back to motion capture.

So if you could put a person on
a Lawmaster mock up, that was on

a motion base, and then have a
motion capture system attached

to that stunt person you could
get, you could move the law

master motorcycle, and the
person writing it would react

and the forces were correct.
It's one of those common

problems we have in CG, that
people may not understand all

the math that's going on behind
the scenes or the physics, you

know, the mass and momentum and
forces and reactions, but when

they when it's wrong, they can
see it people we know through,

you know, millions of years of
evolution, how to interpret the

way things are supposed to look
in the real world. So we set

about trying to capture the way
people really would react if

they were flying a flying
motorcycle and is jerky. around.

So we built this giant mock up
of a law master. And we tried

driving with motion base, we
also put handles on it so we

could wobble it. We experimented
with various motion capture

systems, including flock of
birds, and also a motion capture

with motion analysis
Corporation's optimal track. But

the flock of birds was one of
the first ones with magnetic

sensors that you could wear a
suit. And it would in real time,

give you the position and
orientation of all the sensors

on a character's body. And we
could do real time testing and

see immediately rather than
having to go off and solve the

data and look at it later, which
we had to do in those days with

motion analysis.

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Ed Kramer: Just for our
listeners, that's because those

motion analysis were little
visual cues that had to be

filmed by cameras. And then code
had to be written to get, you

know, to figure out which marker
each camera was seeing. So that

it could be figured out to track
that marker in space. And it was

a very optical and, and
secondary kind of calculation

problem. Whereas with magnetic
it was actually transmitting

data,

Unknown: it was sending us the
position and orientation of each

of those markers in real time,
which was revolutionary at the

time. Yeah, that's a really good
point. And because the Today,

that same technology that you
just outlined, is we could do it

in, we can do it in real time
now. And so you see that you got

all those shows, everybody's
doing that in real time. But in

those days, the amount of
processing necessary to combine

all those different camera views
into one and keep track of all

the markers was too expensive.
So you would do a take, then you

process it, and then you would
review it, but our approach

allowed us to do it in real
time. And for the purposes of

the fidelity of these law
masters, they're flying around

and you know, bouncing and, and
almost throwing their riders

off. It looked great. And

Ed Kramer: so was that the the
big kind of advance from Judge

Dredd? Were there any other
samurai?

Unknown: Well, we did, I did
some, he flies, the Lawmaster

through a plasma display a giant
billboard, it was like a 3d

holographic plasma. And it's
opening and closing and Judge

Dredd makes it through just
before the plasma reforms. And

one of the, the, you know, one
of the bad guys that's chasing

him, flies through it on his law
master and gets blown to

smithereens. But that was
nothing that was standard by

then technology that we use for
that. That was the confusing

days when wavefront and alias
research and several other

companies were started milling
around, and Autodesk was

figuring out how to buy them all
up. Right.

Ed Kramer: And Maya was the end
result of that. And I know Jim

Horahan was involved and Santa
Barbara studios with with coming

up with the particle system that
became part of that's right,

Unknown: that was a great
particle system. I don't recall

I believe we were using wave
fronts particle system at that

time, although I had written a
particle system as well. My

particle system was super
lightweight, and could make

millions of particles but it
couldn't do a lot of fancier

stuff. I'm very proud of the
fact that my little particle

system, I gave it to Richard
Bailey doc Bailey, it was one of

his first particle systems,
that, of course, he's renowned

for what he did with billions of
particles and a lot of the

feature work that he did, I'd
like to think that, you know, he

got to play in the sandbox with
my original particle system as

part of starting that.

Ed Kramer: That's great. And I
know he was active for years in

at SIGGRAPH and doing the
introduction to SIGGRAPH. That's

right every year. Okay, so after
Judge Dredd, the rage carry, too

Is there anything you want to
mention about that before we

move into the amazing adventures
of Spider Man

Unknown: Oh, Ah, the rage was
was really interesting. I was

the onset supervisor for a lot
of the weird little effects that

we did. There were lots of
practical effects in that with

glass walls being shattered by
her telekinetic powers, you

know, when she comes back and
takes her revenge and all the

people that are treated her
poorly. And so they had that

fake glass that would blow the
walls out with giant air cannons

to blow them in onto the set. It
was quite dangerous, actually.

But even with all that stuff, we
still needed to add a CG debris

and smoke and stuff like that.
So that was a integration into

the live action plate. For in
support, you know, I call like

secondary effects. We also did
that for the a lot of there's a

lot of flames, she burned
everything, you know, she burned

the whole place to the ground. I
didn't have anything to do with

this, except that I had to work
within the context of this great

set that they built. I think it
was in Carolina, North Carolina,

it was a building in which there
was a huge opening in the

skylight that they could
evacuate all the air out of. So

they could like the whole set on
fire with gas, burn it for like

1520 seconds were all shot was
on and then shut it down and put

the fire out well enough that
the whole place didn't burn

down. And then we look at what
we shot and then add effects to

it. And Bo Janssen did a really
cool effect. I think he in the

team, maybe back in the
Berkshire is did this the shot

of the tattoo on her on her arm
coming to life. That was great.

Do you remember that shot?

Ed Kramer: I don't remember it.
But you know, I'm sure there's

plenty of listeners who do find

Unknown: it. She had a little
heart I think on her forearm and

this was when she really got mad
when she gets really mad. It's

kind of like, you know, the
power overcomes her, the

telekinetic power passes through
her. The tattoo started to grow.

And it looks like a thorny vine
that's wrapped around her arm

and down her arm and the camera
is moving as they see her face.

And you see this tattoo tracking
and deforming the shape of her

skin. And it was using the
techniques that you started with

the Mecco morphs but now applied
to adding an effect right on the

skin and making it look like the
skin was being deformed. That

was one of my favourite shots in
that movie.

Ed Kramer: Wow. Okay, well, now,
Spider Man. Spider Man,

Unknown: The Amazing Adventures
of spider man. That was a big

project.

Ed Kramer: Jeff talked about
squinching

Unknown: squinting. Yeah, yeah,
because there's lots of

different things that was my big
contribution to it closer was

Zach was well suited for this
because of our reputation for

being able to solve unusual
problems and create beautiful

solutions to them. And also
because we weren't in Hollywood,

because their Universal Studios
idea was to produce the ride,

kind of on the sly and in, you
know, in a secret location. They

had a big warehouse down in
Orlando, and then our studio

Jeff studio in the Berkshires.
But it was the idea of a dark

ride where you wouldn't be able
to tell what was real and what

was imaginary or what was CG in
the tradition of Mr. Toads. Wild

Ride is what I like to think of
you know, which was a car that

runs through a dark, it's a dark
ride goes through on a track and

different gags, startle you and
entertain you. But this was

taken to a whole nother level.
And their idea was to have

multiple screens, that would
present the story step by step

where the action and the
characters that you saw on the

screens, you couldn't tell
whether they were there, or they

whether they were CG. And in
order to do that, you had to get

rid of this this artefact, which
is that when an image is

projected onto a screen, and you
move your head from side to

side, or you walk past it, even
if it looks great from one

particular point of view, if
you're moving past it, your mind

immediately can see that it's a
projection on a surface. It's

you're not looking through into
a 3d world. And that's what the

squinching solved. And you know,
I can talk for hours about that.

But it does it was a really cool
idea. And I wrote some weird

algorithms to to make that
possible. So that such that from

the point of view of your car as
you're moving past a screen, we

could have Spider Man as long as
he didn't hit the edges of the

screen, he could actually come
forward and to you it looked

like he landed on your car and
combine that with the amazing

ride control hardware that they
had that they were evolving and

developing while we were doing
the graphics. You could have

sound effects and air effects
and The car can shake right when

spider man landed on your car,
creating lots of sensory cues to

reinforce the illusion that
spider man is right there. Look

mommy.

Ed Kramer: And and it really
worked. I mean, I remember going

I think it was the Orlando
SIGGRAPH where Yeah, put

together a screening for select
folks to

Unknown: go over and get a
customer. I'd have it Yeah,

Ed Kramer: exactly. I remember
that moment really well, when

spider man landed on the car,
and he was like, two feet in

front of you, or, you know, just
three or four feet in front of

you. It really looked like he
was there. And also, I remember

there was he came, somebody
crashed through a wall, probably

dakak. And, and one of the
bricks from the wall comes and

hits the windshield of the car
and you in the face? Yeah,

Unknown: that was great. It's
like 3d technology on steroids.

And, you know, the design of the
animation, which we work with,

with Universal Studios, team.
And our animators came up with a

lot of those different gags, you
know, to, to make it really pay

off. It

Ed Kramer: was really great. And
I think, well, actually, Jeff

just said that it's still there.
Yeah, 10 years ago, he said they

replaced this 70 millimetre
footage, they've been playing

that thing off of a film strip
for this long, those films

Unknown: would only run for a
certain period of time, then

they would have to print new
ones. So it was incredibly

expensive to say nothing of the
bob and weave of the film gate,

you know, and all the scratches
have evolved, they went to a

pure digital system, they
restored our archive, and did a

pass on the animation improving
the shaders and such, but it's

still pretty much the animation
that we developed, because it

was all locked to the way that
the ride moved. But they re

rendered it with much higher
fidelity and it's still stands

up.

Ed Kramer: I'll bet they did
that. Not only because they

wanted to, but because that was
the only way they could render

it with using today's shaders.

Unknown: That's right. And they
took our squinching. To be fair,

it was their idea. And they
patented the idea of the you

know, because we did it as work
for hire, but they applied that

those squinching techniques to
the Transformers ride and then

the Harry Potter ride the whole
idea of flying through a dark

world and seeing things
happening around you that you

can't tell whether they're
really real or not. It's really

powerful stuff. Right. And

Ed Kramer: that still has his
roots back in the Luxor.

Unknown: That's right.

Ed Kramer: Isn't that crazy?
There's

Unknown: a theme here, isn't
there?

Ed Kramer: There? There
certainly is. Okay, so any other

things about Spider Man of CGI,
historical import?

Unknown: Yes, there was a little
often overlooked contribution to

all these movies today, which is
in the area of pre

visualisation, you and I know
all about how important pre

visualisation is to getting a
movie, right, or in this case, a

a ride. But it's kind of
uncertain, because you don't see

it in the final result. But you
see the fact that it's good.

What Universal Studios did for
Spider Man is they built a

physical mock up a model of the
whole ride where the floor level

of the Imagine space was right
about a table height. And they

made it possible for you to sit
on a chair and ride around

through the model with your head
at the level where the the ride

vehicle would be. Based on the
scale of this model where all

the screens you pass by all the
screens, I think there were 14

screens, including the toroidal
screens and the flat screens.

And they were trying to get an
idea of what it would look like

what those sight lines would be.
And so we thought that was a

great idea. But we then built a
CG model of the entire ride in

Maya, and then got motion data
from Universal so we can drive a

simulated ride vehicle through
our CG model at exactly the same

pace and timing as the proposed
ride would run. And so we were

able to as a team with Universal
Studios and the the ride

hardware guys evolve the
performance of those when the

car would turn when they would
thump when SpiderMan landed on

and all those sorts of things.
And we can iterate on it. As

opposed to just waiting until
the ride hardware was

operational. We simulated the
entire ride, including the

screens that the animation was
going to be on. Because then in

Maya we could see the screens
relative to the position of the

ride and that became central to
the squinching working properly

so the illusion of the animation
on the screens would hold up but

it also was a powerful tool for
refining and extending seeing

the excitement of the ride
because you could try moves out

and try out, you know, slowing
the ride. vehicle down speeding

up, how far can you turn before
you break the illusion pre

visualisation for ride films was
something I had never done. We

did. We've always done previous
for any kind of animation for a

movie. But that was something
that was very interesting. That

is very interesting. And I
didn't know that when you do

that previous and then you get
down to the that mysterious dark

warehouse and see some film
that's you have the end process

of all this stuff, you've
created a piece of film, you

take it down there and run it,
you get in the vehicle and go

holy shit works, it actually
works.

Ed Kramer: Oh, that's great.
What a great feeling. A lot of

that stuff was then to later
inform the work that you did in

VR, you know, in Oh, yeah,
exactly like to present time,

but we're gonna get there. We
have really fun

Unknown: what a closing shot
there was there for me is

because we have people all over
the place working on the spider

man ride, that periodically we
would get together because you

in spite of the fact that you
could pre visit you could not

get the full effect, unless
you're there and the giant

screens and everything. So we
would fly down to Orlando, Jeff

Williams and Jeff Kleiser. And
me and the rest of the team, the

animators, and I remember one
time the soundstage wasn't open

yet but Jeff got out dropped,
stuck his laptop out on the

roof, you know, instead of his
antenna so we could get

connectivity, you know, and Jeff
had a camera and we were all

dressed in black. We felt like
we were some sort of special ops

guys going in to solve some
technical problem which we were

really but it really was
exciting.

Ed Kramer: You need to get some
kind of hat black hat with the

you know, the equivalent of
audit should say CGI instead of

FBI CGI. All right.

Unknown: No, don't worry about
it. Ma'am. We're with the CGI

team.

Ed Kramer: There you go. I'm
sure we have a lot of fans of

the X Men movies.

Unknown: Yeah, what a what a
great series of films those are

and I was happy and lucky to get
the lead the team that did the

mystique effects predominantly,
we did some other stuff in the

movies from almost all Mystique
effects in X Men one and X Men

two. Well, you were on that
project too. Are you?

Ed Kramer: No, no, I was not I
was already at ILM by that point

and talk about the evolution of
the effect. And then you can

tell a little bit about
technical details of of how you

got it to work. And

Unknown: all of the characters
and X Men have these incredible

powers. Some of them are more
flamboyant, you know, or energy

based and stuff, mistakes power
to be able to shape shift,

presented a unique challenge
because she needed D had to turn

into all the different
characters so that we had to

make an effect passed over her
body when she changed form, but

then have it also mapped
seamlessly into all the

different characters that she
was able to become. So that was

the main challenge. And we had
Daniel Roisman writing their

nonlinear transform software
that allowed us to do a shape

shift that wasn't just you know,
a morph over the whole body in

one pass, we could control what
part of the body would happen

when what we wanted to have was
this idea that her body would

organically go through a stage
where it would partially

dissolve and reform itself. And
this effect as it passed over

her body would leave behind a
normal looking human, for

example, and then it would turn
to this kind of almost squishy

substance and then turn into
mystique and in that process for

little scales would come through
the skin and erupt out and then

grow and then lie down. And it
all happened smoothly over time

driven by this process that had
like a front away front that

would pass along the skin. So
the ability to animate 3d

texture maps to control that
moment of transition, what they

were controlling was a set of 3d
assets that were the character

animating both as mystique and
as the target character in 3d

space. I'm kind of getting
Tongue Tied just trying to

describe it. But when it worked,
it was pure magic, because

Rebecca would turn toward the
camera and then this thing would

pass over her body and the
scales would erupt out and lay

back down and it was graceful
and beautiful. Not horrific. And

so that was the coolest thing
about Mystique in my mind was

that we were able to bring make
it seem almost effortless and

yet very dynamic at the same
time. Does that make sense?

Ed Kramer: Well, it makes sense
to me. I don't know. Much is

gonna make sense to people
listening. You know, the things

like this in words are Yeah,

Unknown: one of the things we
were doing then at that point,

we were refining the idea of
High Dynamic Range environment

probes the idea was not new by
that point but of going on set

and capturing, you know, 360
images of the set to capture the

lighting that was present on the
real world actors. And so, we

had been doing that at low
dynamic range. And I worked with

Paul Debevec, who helped me
figure out how we could capture

these environment probes in HDR,
and then use them, we actually

used a tool that he embedded we
where we could convert those

probes into high dynamic range,
individual light sources, which

we could then emulate the real
world lighting in CG without

having to retrace the whole
thing still was too expensive to

raytrace which we can get to
later too. But so getting that

the sense of the lighting being
accurate on these effects, while

the character was still in the
real world was was critical and

being able to make Mystique look
like she was in the scene while

she was transforming was a big
part of our success. That's also

Ed Kramer: a technology that
Paul Debevec pretty much

invented it, right, and it
revolutionised everything that

we do to make visual effects for
movies. Because before that

technique of capturing the
world, we were trying to look at

reference photos and trying to
say, Well, where did where was

this light positioned in 3d
space? Where was this light

position? What bulbs did they
use? You know, how bright was

this one, and we were just kind
of faced in the

Unknown: dark. Yeah, I was a big
fan and advocate for Paul's work

on that. And one of the first
tests we did for X Men was to

shoot some of those HDR
reference environment maps and

light, an arm as a single arm, a
synthetic arm that there's a

prototype Mystique effect passed
over so a human arm turned into

a mystique arm lit by CG lights
that mimicked the reference

footage of the practical plate.
And that was what we took to the

director and said, This is what
we think we can do. And Mike

think was a big supporter of us,
because He knew that that would

be important. And in effect,
like Mystique, it was not

flashing and flames and things,
it was a more intimate kind of

thing to have her changing shape
right before your eyes. And it's

Ed Kramer: become the signature
effect from the entire X Men

franchise.

Unknown: That's, I guess its has
and I remember one of the

effects people from the
subsequent movies that I didn't

work on. He had a quote, like,
how they went back and looked at

what we did. And they went, Oh,
my God, how did they do that?

How do we have to do better than
that? That made me pretty proud.

Ed Kramer: The next thing in
IMDb is corkscrew Hill.

Unknown: I wasn't involved in
the actual production, but I

helped Jeff set up the pre
visualisation. Again, it was

similar to Spider Man, much
smaller scale. But it was a very

innovative ride, in which the
whole audience is in a box and

the box is on a motion base. So
when the audience is in this

theatre, the box moves around.
And then there's a screen that

rides with you the whole time
rather than a separate screen

when that's locked to the
ground, and you're on a motion

base that moves. So we we
simulated that we set up kind of

like what we did for Spider Man,
we simulated the geometry and

the physical characteristics and
sidelines of that theatre, and

then had little 3d glasses that
you could put on. So you could

watch what the visuals would
look like from any point in the

proposed audience theatre for
corkscrew Hill. Because in

corkscrew Hill, the whole
audience gets shrunk down in

there inside a box that's being
cared carried by some magical

creatures through this weird
landscape and you're looking at

through the front of it. So
getting that that's a really

weird problem to solve to make.
You feel like you've been shrunk

down and the scale is proper,
and you know, have it pay off.

So I got to work on figuring out
how to prove that our approach

was going to work

Ed Kramer: nice. Now there's
something I'm I'm completely

ignorant of and fascinated by
just when I went to the IMDB and

I saw that you worked on this TV
mini series called evolution.

Unknown: Oh yeah. That was for
WGBH in Boston, I took a stab at

running my own animation studio.
Most of my work has been as an

independent consultant, you
know, independent CG Supervisor

for other companies, mostly
because that's in my experience

was the best way to get an all
the resources that I needed to

try out my harebrained ideas,
you know, I didn't have the

resources and visual by that
point, you know, a small team

could be put together and do
some great work. I decided to

try it myself, you know, on a
smaller scale. So, in Lincoln,

Massachusetts, I set up a
renderer for I'm in my basement,

and I hired four or five
animators. This was after I

landed the project by talking to
them. Lisa mirowitz was the

producer at WGBH. And they had
this series all about evolution,

it was a really cool idea is
like a classic Netflix series,

each segment was directed by a
different director, and would

feature a certain amount of
budget for visual effects to

show off what does DNA look
like? Or what does it look like

when someone sneezes? What Where
do the Where did the little

viruses go through the air,
which you know, is

Ed Kramer: particularly relevant
in the age of COVID.

Unknown: Exactly. And then we
also did the opening sequence

where life starting as DNA
recombining and you know,

growing and evolving up through
the water, and plants and trees,

finally, manifesting itself into
the tree of life, which was sort

of the logo for the Evolution
Series. It was a lot of work.

And I had an animation team,
including Simon shear and Kevin

noon, and some of the other
people from Kaiser was act that

was a big project. And it took
several years to get it done.

And it was exciting, really fun.
They were more about cost

effective animation, because we
had had hominids that look real

but you know, you couldn't
afford to do a full simulation,

and a lot of Mo capsa was hand
animated. And it was having a

variety of different effects in
support of whatever the thesis

of each segment was. So for me,
that was a it was a management

challenge. Anything else?

Ed Kramer: And that was just for
reference in 2002 that that was

going on. There's one more thing
in your IMDB and then we're

going to move into games and,
and VR and AI and everything

else that you've been into for
the last couple of decades here.

So how to boil a frog? What?

Unknown: Yes, I work with my
friend John Cooksey and my wife

Randy Savage was a producer on
that how to boil a frog is a was

a project that John Cooksey put
together, you know, about

climate change and overshoot and
everything that could go

possibly go wrong with our
planet. And he was he's very

passionate about it. And I
helped him by making a little

title sequence with it at the
beginning, which was the world

with a little pot on the top of
it and a frog who is sitting in

the pot, you know, as the water
gradually heats up, because, you

know, the how to boil a frog is
a metaphor for the fact that we

don't notice that the change is
happening so slowly and

inexorably that most people
don't realise that they're

slowly going to be boiled alive.
We did some fun low budget

animation for that show,
including stop action that my

wife directed. And I figured out
all the techniques for doing

stop action animation using ID
camera on a little stand and

stuff like that and some CG as
well.

Ed Kramer: And you know, just as
a side note about climate

change, I'm sitting here in
Denver last night it's 700 homes

and Boulder just burned to the
ground because we had super high

winds that brought down
powerlines and right in the

middle of highly residential
area we we lost a lot of houses

last night

Unknown: fires and floods here
in BC you know? Yep.

Ed Kramer: So are your living in
BC your your Are you officially

a Canadian?

Unknown: Yes, I am.

Ed Kramer: When did you do that?

Unknown: I think it was in 2007
or eight something like that.

I'm a dual citizen, American and
Canadian. i There's a whole

thing that happened with EA when
I came up here to work on the

convergence between the film
industry and, and gaming

engines. But after that, after
that got underway, I took a job

with EA in Stockholm. So we had
a dual residence. I lived in

Stockholm, and then also in
Frankfurt, Germany and my wife

and I will be going back and
forth. But we always maintained

our residents here in West
Vancouver. It's a beautiful

place.

Ed Kramer: It is I've been there
for a couple of SIGGRAPH. Now

we'll be there hopefully in
person in July or August of

2022. Hopefully,

Unknown: if that comes on, and
there'll be a party at my house,

we're

Ed Kramer: there. And in the
long standing tradition of

SIGGRAPH, so of course exactly
now that we have finished film,

how did you get involved in the
games industry? And how did that

transition

Unknown: occur? We were using
more and more real time

technology to do pre
visualisation, even some

effects. You know, this was like
in 2002 or three. And I was

starting to you know, evangelise
the idea of using game

technology as a tool to support
pre visualisation and

development of concepts for
films. I was talking about this

coming convergence between film
and game Games and how the

innovation had been happening in
the movies and you know, by for

life in games, but now, things
were starting to invert. And

people would come up with ideas
in games, even techniques in

games that would make their way
back into movies. And I thought

this is a really exciting kind
of direction that the whole

industry was taking someone whom
we all know Glenn Entus, from

Pacific data images. PDI had
recently moved to Electronic

Arts. And he was the chief
visual officer. I thought that

was the coolest title. He knew
that I was talking about this

stuff. And so he so frank, stop
talking about it, why don't you

come up here to EA and make it
so he wooed me from

Massachusetts to come to
Vancouver, where he and Don

Mattrick are essentially running
Electronic Arts from there. And

he wooed me by saying you will
be able to set up your own team

to investigate and develop
technology for this convergence

of which you speak. And it's
like, how can I turn that down?

You know,

Ed Kramer: that was like a
silver key on a platter or so.

Unknown: Yeah, exactly. I mean,
nothing ever works out as simply

and easily as you hope it will.
But that was the promise of it.

So I came to Vancouver and we
set up a team, we had lots of

interesting projects is right at
the beginning of the PlayStation

three launch. So we took some of
EAs software and managed to

create a real time playback
rendering of two boxers. It was

a that was like a conceptual
piece for boxing. And it wasn't

real time mocap but it was real
time cameras that could fly

around the sequence, and show
you the quality and fidelity of

movement and skin shaders and
everything that we could do with

bringing over a lot of the
techniques we had invented in

film characters, including
mystique and so forth. It was a

very heady time we had George
Bush who cough who had worked on

the Matrix films for the capture
of the agents and Neo skin

shaders in real time EA started
taking a lot of our work and

incorporating it into fight
night, the game and into

battlefield and stuff like that.

Ed Kramer: I'm just gonna read
some of these to our listeners

Need for Speed you were thanked
on technology Plants vs. Zombies

Garden Warfare. Art graphics
MSX. I know Henry worked on that

one, right. That's right.

Unknown: And also, Habib zarger
por worked on the Need for Speed

franchise. There were already
other people along with me who

were kind of crossing between
games and and film

Ed Kramer: and Habib's on my
hitless believe me for a good

he's great. One of these
interviews. I've worked with him

for many years at ILM sat next
right next to him in our office

when we were working on Twister,
so

Unknown: it's always so calm.
That's what I love about him.

You know, he's, he's doing this
crazy stuff. And yet he's just,

you know, it seems like
everything is always under

control,

Ed Kramer: always under control,
always got a smile on his face,

even tempered, and like you
solving unbelievably technical

problems. What were the things
that you were inventing for

those games that just hadn't?
hadn't been done before?

Unknown: Good question, we set
up a bunch of different

projects. Some of the early
things were the skin shaders,

getting the you know, skin
shaders that could capture

translucency, and ambient
occlusion and being able to do

those things in real time. And
there were lots of different

ways to implement them. So we
tested those, the real time

mocap was now a thing that we
could do did even though you

couldn't do that in a home, the
connects was coming online where

you could do some real time
mocap, if you could incorporate

that in your game, you'd have to
have a framework that could use

it, and then apply the shaders,
and you only have a certain

amount of computing power. So
you have to divide up the

shading with the processing of
the animation and everything.

But we were an r&d group. So we
were testing things and trying

to implement sample code that EA
could use. So I didn't initially

do anything directly in the
games and just provided

technology. I also work
continued my interest in high

dynamic range, you know now, in
real time, it's rather than

capturing an environment map for
a movie, we would try to render

in high dynamic range in the
game engine itself and EAS Paula

lines, graphics libraries, there
were one of some of the first

ones that would allow us to run
in real time in high dynamic

range. So that was interesting.

Ed Kramer: It was a time you
know, the I guess 2010s or 20,

teens, whatever we call them.
That was a time where so much

game technology was going on.
And you seem to be working with

every one of the game platforms
unreal unity Cry Engine, there

was even one I had not heard of.
So compare and contrast.

Unknown: Wow, that's a big one.
One of the cool acquisitions

that EA made was dice In
Stockholm with the Frostbite

engine, when da decided to
disband the fundamental research

park that we had been doing, it
was the worldwide visualisation

group that I was running under
Glen antas, they decided to

focus more specifically on
titles, and consolidated because

in those days EA which has grown
by virtue of acquisition, they

had invested and then acquired
dice. They also had a couple of

studios down in Los Angeles,
they have three or four

different rendering platforms,
and they thought it would be a

good idea to try to consolidate
that. And so rather than having

my group tried to invent another
whole one from scratch, they

decided to figure out which ones
would be the best. And I had an

opportunity with Johan Anderson,
genius guy at dice. He wanted,

he saw what we had been doing,
and he was in charge of the

rendering for frostbite, he
invited me over to Stockholm to

talk about how we could further
incorporate some of those ideas

and advance the agenda for
frostbite. And I don't think he

thought about this initially,
but it became possible that

frostbite could become the
engine for Electronic Arts, it

was pretty funny because EA
Sports at that time had an

engine called Ignite. Ignite
engine was the one that powered

all the sports games and
frostbite powered plant. Well,

later Plants vs. Zombies, but
battlefield primarily and

Mirror's Edge and things like
that. And so they decided to

have a contest between Ignite
and frostbite. Last vs fire,

this is a great metaphor, you
know, Jeff skeleton came over

from EA to Stockholm, and I
would show him what we were

doing. And we had all of this
evaluation that eventually they

decided on frostbite, partly
because by that time, I had a

group in Stockholm that was
doing content creation tools,

and helping guide what was
important for frostbite. While

these genius programmers
implemented it, and frostbite

had a clear roadmap to become
the dominant engine within EA.

So that was pretty cool.
Frostbite was a proprietary

engine. Frostbite was the engine
for EA and could only be used by

EA, whereas unreal is a engine
software platform that anybody

can use. And so there was two
opposing philosophies there that

were very interesting, you know,
it looks like Unreal is the one

that's really winning in the
long term now because of their

success in a number of titles
that they brought out that have

allowed them to push the
technology not only for their

own games, but for everybody's
game so far.

Ed Kramer: And where would you
go unreal versus unity

Unknown: that's been back and
forth over the years I think

their unity was more open source
in the original iterations of it

but then they became more
proprietary Well, unreal, became

more open, which it had been a
closed system to start with more

or less, but now it's more open
and they release all of their

source code. My friend Neil
Blomkamp is here in

Ed Kramer: the are friends with
Neil Blomkamp, though Yeah, he's

got his studio. What district
nine?

Unknown: Yes, exactly. He has
both studio is his operation

here in Vancouver, and he is a
unity studio and I've haven't

done any projects with them. But
we've talked about some

possibilities and he loves
unity. On the other hand, Kim

libreria unreal is a champion of
all things new and cool through

his avenues and underwriting
they have purchased three

lateral or acquired three
lateral which is the arguably

the best scanning and facial
animation system in the world as

part of Unreal now. So the all
these things we've been talking

about continue to evolve and
different alliances form and

we're moving the bar every year.

Ed Kramer: Let me throw two two
letter acronyms at you. Okay,

AI, and VR.

Unknown: Boy, that's those we
could talk for an hour or more

on each of those. I guess I
should throw it in the context

of your the chronology of my
experience. I didn't do much

with AI at all until I got to
AMD which was the my most recent

large company i i was the
Creative Director for frostbite

and then Creative Director for
CryEngine. AMD is arguably one

of the engines that power all of
those different software

platforms.

Ed Kramer: AMD is a chip maker
Correct? That's right.

Unknown: So this that that's why
I'm kind of pausing because I

don't know quite how to explain
my switching from software back

into hardware. It kind of goes
full circle from when I was

designing hardware. And now back
to the hardware that's running

the software we've been talking
about. AMD and Nvidia of course

are big rivals. And AMD wants to
be sure that their hardware, and

their plans for their hardware
incorporate all these things

that we've been talking about
their hardware runs PlayStation

and Xbox. And the big server
farms. They've, they're in, you

know, the Google and Amazon
clouds, but they realise the

importance of the publicity they
get out of their hardware being.

They're at the leading edge in
gaming. And in fact, they make

some of the best gaming, laptops
and things like that. So anyway,

Carlos Silva at AMD, did
something similar to what

happened to me with EA, he said,
Frank, why don't you come and

help us work on the actual
hardware that's powering these

things you're talking about, you
know, the next, what is the next

wave? And how can AMD do that?
So I spent three and a half

years working for AMD, not
directly on the hardware, but on

immersive technologies. The idea
there was what do we need from

AMD? And what do we need in the
ecosystems to allow real time

technologies, including AI, real
time AI and virtual reality? to

flourish I created with my team
in Markham, it was on the

outskirts of Toronto, the
immersive technology team there

created, as I usually do
prototypes of various new

techniques that show how you can
marry reflection mapping the

things we did for Stargate, you
know, offline, we showed how you

could capture in real time, a
high dynamic range video of your

environment, and then use that
as the lighting for a character

which you then insert back into
the video with a two frame

delay, and now your character is
being lit by the changing

lighting of the real world,
which you go, Oh my God, this

makes augmented reality. Now,
it's another way to make

augmented reality more
believable, because it doesn't

look like it's just flat
composited. So we did a lot of

things like that. And I got to
work with the designers of the

chips about what are the
important things that you need

to be able to do? Where's the
computational power?

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Unknown: We started exploring AI
driven characters where the

behaviour of the character would
be leveraging all this motion

capture data that we would have
a library of behaviours that a

character could do. But the
actual decision and the blending

between reactions to a player or
you know, a competitor would be

not just mechanically triggered,
but would be behaviorally

modified by an evolving a I was
quite a mouthful. And so we're

talking about intelligent
agents. That's exactly it. Yeah,

that's much more articulate way
of putting it. So you're always

good with that.

Ed Kramer: When we started
talking, we were talking about

the vector graphics for Tron.
Yeah, and now we're up to AI

driven autonomous characters for
games.

Unknown: That's right, that that
interact with you in the in the

real world, either through your
phone or your you know, your

laptop in real time.

Ed Kramer: And that seemed to be
lit by the environment they're

looking at that your

Unknown: both AMD and Nvidia now
have aspects of their hardware

dedicated to real time ray
tracing. And you know, my laptop

that I'm talking to you on right
now has an NVIDIA 3080 chip for

the graphics processor, and it's
got a risin AMD CPU, so they're

collaborating together and it's
capable of running real time. 60

frames per second ray tracing,
it just boggles the mind but you

know, it doesn't stop

Ed Kramer: because you said it
doesn't stop. Let's let's kind

of sum up where we are now in
the life of Frank Fitz because

you know, what's great about the
people who worked in at the

origins of CGI is we're all
like, you know, 3040 years

older, but we're still alive and
still kickin and still doing

stuff. So two part question,
first part look Looking back on

your career up to this point,
where do you see you fitting

into the timeline of CGI
history, and then just use a

little bit about the future.

Unknown: Just looking at what
we've talked about, I feel like

I've been, you know, weaving in
and out, you know, there's like

this giant population of people
working on things. And I've been

fortunate to be kind of jumping
back and forth, working in

various parts of that as the
front line of our knowledge

progresses. So I feel very
fortunate about that, because

I've spanned, like you said, the
timeline of a lot of it. And

various aspects of no one person
can, can be involved in

everything, obviously. But so
that makes me feel really good.

And it feels like a lot of the
things that I've been working on

are coming to fruition, you
know, the things we talked about

in that Kenny merman and I
talked about in Tron that we

could imagine, then we can now
do, and there's a sense that

there's, it's like, the toolkit
is way bigger the palette of

tools and brushes that we can
use, which opens up the best

part of it, which is, you know,
opportunity for creativity, I

feel like I've been part of that
I have come back home to West

Vancouver from working with AMD.
So now I'm back to Frank Fitz,

Creative Technologies, you know,
working, I think I can still

work on some projects on a
consulting basis, one by one,

that's my plan. And also, I've
always loved digital music. So

I've been putting together my
own high resolution, digital

audio system for capturing of
high quality audio and

processing it and I'll probably
be back with Jeff Plaza on that

again, because he's got a Dolby
Atmos studio in his garage that

I've been exercising with him
periodically. I'm active in the

VTS. So I think I might work on
that as well as something to do

with SIGGRAPH. So I know you're
very active in that. So I'll

probably be turning to you for
some ideas. I was consumed by

computer graphics for so many
years. And it actually wasn't

the only thing I thought of
along the way. Now I'm going to

try to realise some of my other
ideas, like both designs, and

you know, electric technologies
and things like that.

Ed Kramer: Frank, this has been
just the most fun, maybe we'll

update this in a couple of
years, I

Unknown: really appreciate you
doing this, because it's fun to

have someone like yourself who's
so knowledgeable about this

field, look back through the
processes and the pathways that

led us here and set it into some
kind of perspective. The thing

that Kenny and I noticed about
how the things we do in our

industry, it's unlike most other
art forms, the technology is

changing underfoot constantly.
And that has not changed yet,

even though we've gotten to the
point now, where you can't tell

when you watch a movie, whether
it's real, or CG, it still

continues to evolve and how we
as artists, cope with that and

stay abreast of it and, you
know, make sense of it and

decide what we want to do with
our talent is just an ongoing

problem and a challenge. So
that's kind of a way of saying

you know that here we are and
the magic never stops.

Lawrence Kao: Thanks for
listening to CGI Fridays with

Industrial Light and Magic alum
Ed Kramer, the companion is the

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