November 2004: Kim Libreri

Part 1: 
From Manchester U to the Academy Awards

Part 2:
Enter the Matrix

Part 3:
IRIDAS Joins the Team

Part 4:
Raising the Bar in VFX

Part 5:
SpeedGrade is Born

Part 6:
Kim Libreri's Filmography

 

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Raising the Bar in VFX

Just as much as it had an impact on filmmaking in general, The Matrix changed a lot for the artists who did the work. In 2001 a new custom facility was built. As work on the two Matrix sequels got off the ground, the new company grew rapidly. “At its height, ESC Entertainment was operating 2500 CPUs and had 350 employees.” But even with an army of people and machines the workload was monumental. The last months before each release were intense, even by normal high-stress postproduction standards. For the four months before the release of Matrix Reloaded and three months leading up to the release of Matrix Revolutions the team worked seven days a week nonstop. “We had set the bar so high for ourselves with the first film that nothing but the very best would do for these ones. The brothers were right there with us and they were great. We were all on a mission together. It’s an experience none of us will ever forget.”

Kim and his colleagues developed "U-Cap," a sophisticated system for capturing facial features and expressions.

Just as the bullet time sequences became signature elements of the first movie, the sequels each laid their own claims to pushing the VFX envelope: the white-knuckle highway chase scene in Matrix Reloaded and the stunning attack on the dock in Zion [Matrix Revolutions] are only two examples. From a technical standpoint the “Burly Brawl,” in which Neo battles an ever growing army of Agent Smiths, in the second film is among the most remarkable achievements. “The striking thing about this sequence is that it uses virtual humans,” points out Kim. The characters were computer generated, built upon complex live choreography and motion capture. “I believe our greatest achievement there was in our ‘universal capture’ technology for facial capture. It allowed us to create photo-realistic renderings of our principle actors for their 'virtual body-doubles'.”

The ability to create virtual humans came in handy for the team’s next project, Catwoman. “With three weeks to go on Catwoman we needed to add a short scene. We pulled it off and did the whole thing in CG!”

 

Which image is real and which is animated? This is just one example of how far the Matrix movies have raised the bar for VFX work.

Next: SpeedGrade is Born

 

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