| Tommaso
Lanza
Based in London, Tommaso
is currently working on his MA in Interaction Design at the
Royal College of Art.
Alongside his work on the College's programme, he freelances
for various clients, including Nokia Design UK where he previously
worked full-time, specializing in advanced product visualization
technologies and user experience design.
Since before starting his design career, Tommaso always pursued
his great passion for visual effects ad motion graphics which
led him to work on various projects including the short film
"Armando", for which he produced all the effect
scenes together with Stefano Cieri (Laboratorio Linfa). The
two started a prolific collaboration since 2006.
He ernaed a BA (hons) in Industrial Design from the renowned
school ISIA in Rome, where he graduated with a research thesis
on Augmented Reality and product development.
When no deadline is keeping him busy, he dreams of a future
convergence of product, interaction design and visual effects.
Stefano
Cieri
Designer and digital
content creator, Stefano lives and works in Rome.
Since 2006 he teaches Fashion Design and Design Illustration
at the Academy of Fine Arts, Frosinone.
Since that same year, he works with Tommaso Lanza (DesignUnits),
with whom he produced the visual effects for the short Armando.
He also researches on sustainable informatics development;
on this topic he started the blog green pc (http://linfa.designunits.com).
In 2004 he earned his Degree in industrial design, with a
research thesis on sustainable design, at Istituto Superiore
per le Industrie Artistiche (I.S.I.A.), Rome. During the same
year he was tutor for the workshop Re-materialized at Zollverein
School for Design and Management, Essen (Germany) and, in
2005, for the thesis and research workshop Sustainable Design
at I.S.I.A., Rome.
He founded laboratorio Linfa together with Luigi Cuppone,
Raul Sciurpa and Mario Lamberti. The group works and researches
on the topic of sustainable development and its applications
in the design field.
Nokia Design
UK, rapid visuals
The London based Nokia
design studio relies heavily on state of the art visualization
technologies during all production phases. The tool set spans
across top of the line hardware-based raytracing, advanced
GPU based real-time shading and off the shelf rendering software.
Accurate visuals are crucial at all times, particularly once
the product is fully developed and only minor tweaks are expected;
the image sets produced in this last phase are used for marketing,
packaging and sometimes advertising.
In this context 3D rendering is now the preferred route because
of timing, costs and flexibility.
This method involves collecting final surface data skimmed
of all engineering details and partially reworking NURBS geometry
to make it suitable for high-definition rendering. In this
last step, which can often take as long as the shading / lighting
process, the surfaces have to be interpreted to simulate how
certain details will appear after manufacturing. This technique
greatly helps selling the shot and striking a perfect balance
between photography and illustration.
The actual rendering is performed via software, with commercial
tools. Lighting is controlled with HDR greyscale ramps to
avoid colour distortion while maintaining HDRI-like contrast.
The flexibility of the shading system is also extremely important,
since product tiering often involves different materials to
be used, while maintaining a shared visual quality.
Subdivision surfaces are also often used to replace certain
bits of geometry that require advanced texturing.
The final resulting data set is a curious interplay of many
different techniques to obtain what can be described as photorealistic
3D illustration.
Armando,
post-production. Title sequences and whispered effects in
Cineon 2K
The short film Armando
is sensibly different than most Italian short productions
for a series of reasons; above all, the strong desire of director
Massimiliano Camaiti to produce his short with the exact same
process and tools as a full-length feature.
The production started in 2005 and included professional actors
and operators. The short was shot on super 35mm film and also
extensively used both practical and digital effects.
This type of work on a low cost production needed, in some
cases, a unique approach to certain problems.
Visual effects need to take into account not only the plotline
but also the style of narration. In a short film the story
develops quickly and effects scenes have a short duration,
often resulting in a single cut.
In 'Armando' it was necessary to keep these scenes as short
as possible, due to the high cost of film transfers. Moreover
photographic quality effects aim at blending seamlessly into
the live action to support a particular moment of the narration.
For this reason the choice was to keep the effects as subdued
as possible.
During post-production, editing was the most time consuming
task, leaving little time to complete the effects sequences:
only four days from receiving the film scans to the final
delivery. Additionally, the workflow had to be simplified
to be able to work in high resolution with standard hardware.
One of the most challenging scenes required the simulation
of a wood floor breaking under the weight of Armando. The
nine second scene involved rotoscoping, 3D camera tracking,
modeling and 16bit texturing part of the floor, rendering,
compositing and colour grading in 2K Cineon (10bit log).
The title sequence was designed to underline the feeling of
heaviness which is present across the entire film; type had
subtle variations betwen cuts to convey a stronger feeling
of integration and graphic choerence during the sequence.
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