Reality invades animation

There is something mildly amusing and ironic going on in the world of animation.

It is the desirability of including realism in the form of land- and cityscapes.

After spending lots of time making up fake worlds (that, um, to a geologist look fake), animators have turned to real-world datasets to make their fake worlds look real.

Most amusing is that this discovery has brought the recognition that there is a lot of data. One was Big Hero Six, where real data about San Francisco was used to create the fictional San Fransokyo. The most recent example is Pixar’s The Good Dinosaur, which apparently used USGS DEMs in order to create background landscapes that look like landscapes should look. (Indeed, it appears that Bryce Canyon, Monument Valley and perhaps part of the Colorado Rockies are used from GG’s perusal of the film). That story notes that this resulted in the use of far more data in a single image than in entire movies. This is no surprise to any earth scientist who has played with 1m LIDAR images, though to be fair probably a lot of their data use was in spreading vegetation on their landscapes.

Ironically, there is a long history of software designed to try to simulate landscape development.  One particular program that stands out was Bryce, which used an unusual interface and fractal optics to create photorealistic images of artificial landscapes.  Of course, the trick was to create the landscape in the first place. You wonder how long it will be before they hire geomorphologists who can operate the CHILD software to produce geologically reasonable topography from some specified geology…

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