3D World

DEVELOPING SOLOGRAMS

HOW GIANT ADS WORKED AS A NEW FORM OF HOLOGRAM IN GHOST IN THE SHELL

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Technology has evolved to the point where 3D volumetric human beings can be projected onto city streets and made as big as skyscraper­s. Ash Thorpe developed the original ideas for the ‘solograms’, and in post-production the art department at MPC used movie shots to further the concepts for what amounted to 60 different ads lit by the surroundin­g environmen­t.

“I got in touch with Dayton Taylor at Digital Air, who designs bullet-time camera rigs, and asked him if we could create a dome of video cameras to capture the actor’s movement and run animated photogramm­etry on a frame by frame basis,” reveals Ghost in the Shell visual effects supervisor, Guillaume Rocheron. “The challenge is that you can’t just use a Canon 7D or a DSLR because if a camera is a quarter of a frame off, you can’t reconstruc­t the 3D model. We did a few months of R&D and worked out a perfectly synchronis­ed system that had 80 cameras at 2.5K, which created 24 cyber scans a second to produce a moving model with baked in textures. We processed the ‘voxelation’ to recreate volumetric footage of our actors that was then used to make the advertisin­g,” says Guillaume.

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