LOS ANGELES, November 15th: Rhythm & Hues recently delivered a new commercial
for Electronic Arts and Odiorne Wilde Narraway and Partners that promotes the
game publisher’s newest title, “NASCAR Thunder 2003.” Notable
for its high-concept premise and visually stunning execution, the spot features
CGI NASCAR cars zipping around the chariot racetrack of the 1959 epic, “Ben
Hur.” Directed by Rhythm & Hues helmer John-Mark Austin, the 30 second
spot began airing October 6th, coinciding with NBC’s coverage of the EA
500 NASCAR racing event.
Austin and his close-knit pit crew of seven digital artists braved numerous
technical challenges and clearance hurdles from both NASCAR and “Ben Hur”
copyright owner Turner Entertainment, while wrangling the Eisenhower-era background
plates against the nuances of modern NASCAR racing. In the end, Rhythm &
Hues created a photo-realistic look that preserved many of the visual elements
from “Ben Hur’s” widescreen 2.76.1 aspect ratio, seamlessly
rearranged for broadcast TV.
“We suspect that NASCAR racing standards weren’t at the forefront
of [Ben Hur Director] William Wilder’s design ideas,” quipped Austin,
who noted that the spot’s racetrack loosely approximates the NASCAR oval
at Bristol, Tennessee. “The goal from the outset was to preserve as much
of the original material as we could, while we narrowed down the width of the
‘Ben Hur’ dirt track to more closely resemble NASCAR proportions.”
Faced with losing important material on the left and right side of the frame,
the team laboriously rotoscoped key elements from the scenes and moved them
toward center, warped the perspective changes accordingly, then re-assembled
the scene at a narrower, television-friendly aspect. Austin noted “That
was certainly preferable to just cropping out and losing those details from
the shot.”
A number of additional visual effects tricks were employed to establish the
illusion of Roman citizens cheering a NASCAR stock car race. “The grandstands
were kept in motion by cloning small sections of the crowd from other scenes
and duplicating them over large areas, while color-shifting clothing and apparel
to minimize obvious replication,” said Austin.
Camera coverage for different angles in the stadium – including the crowd,
track and architecture - required a photogrametry process to project selected
stills against simple geometric surfaces. “We started with twelve minutes
of source material for the 30 second spot,” said Austin, “along
with 25 stills from several film sequences to locate the alternate views of
the elements we needed.” This enabled Austin’s team to create shots
that didn’t exist in the movie, but looked like they did, while limiting
the degree of perspective shift from the original material.
Another challenge faced was that the film’s original background plates,
scanned at 2K from an inter-positive supplied by Turner, exhibited a lot of
asymmetric shake and jitter, which made tracking and stabilization difficult.
Stabilizing one part of the image would inevitably lead to greater instability
elsewhere, and many elements needed to be hand-tracked into the composites.
The attention paid to finding the right amount of motion blur was just one
of many examples that demonstrate the spot’s level of detail. Motion blur
of the center island was executed independently for side-view racing shots since
the original “Ben Hur” chariot races were staged at 25-30 mph, while
NASCAR racers regularly exceed one hundred and eighty mph.
The quality of the game car elements provided by EA helped offset some of the
other challenges, according to Austin. “EA provided us with the game cars
at the beginning of the project and I have to admit we had a few initial reservations.
Typically, game models are too low resolution to be useful in a photorealistic
piece, but the cars EA gave us were quite impressive. We pretty much used the
geometry as-is for all but our foreground heroes, and even those were based
heavily on the EA models. I have to give kudos to EA for providing great material
from day one. In the past, this kind of data hand-off really wasn’t really
feasible and I think EA’s setting some amazing standards with the quality
of their models. Frankly, I can’t wait to play this game.”
Austin says he’s relatively certain that viewers will recognize the piece
as a playful nod to a filmic masterpiece, and that the integrity of the original
will remain untarnished as a result. Still, he expects a few double takes from
his list of production credits. “At least I’ll be able to say we
worked on Ben Hur - the NASCAR version.”
Amy Massingale, executive producer of Rhythm & Hues’ Commercial CG
production division, singles out Austin’s team as the secret weapon in
an arsenal that includes the resources of the studio’s high-profile film
division. Their dazzling visual effects and animation are featured in such recent
films as “Scooby-Doo,” “The Sum of All Fears” and “Men
in Black II,” and the upcoming “Solaris” for Steven Soderbergh.
“John-Marks’s team is our competitive edge when it comes to CG
commercial production. While we always have the option to harness the firepower
of the larger studio for any of our projects, John-Mark’s unit has the
strategic ability to scale to our clients’ diverse needs. Today’s
market demands that we provide nimble, yet equally creative solutions,”
concludes Massingale.
###
Scot Byrd <scotb@rhythm.com>
310-448-7477 direct / 310-448-7600 fax
|