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DELETE ME
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It was like the army.
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You followed orders,
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you did the right thing,
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you got rewarded.
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Some of the greatest films
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follow characters whose journeys
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span many years.
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Where are we gonna go
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but up?
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[cheering]
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But as filmmaking has evolved,
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so, too, have the tools filmmakers use
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to show characters aging and de-aging.
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You're right, Mr. Morgan!
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As filmmaking techniques
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have grown to include
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not just makeup and costumes
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but also digital technology,
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so has the need for innovations
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that ensure the integrity of actors' performances
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at any age shown on screen.
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Together, Martin Scorsese and his production crew,
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Netflix, and ILM
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have teamed up on The Irishman
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to push the boundaries
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of this visual effects process.
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The film takes place from 1949 to 2000,
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and it goes back and forth in time continuously.
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Problem is by the time I was ready to make the film,
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Bob De Niro and Al Pacino and Pesci
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could no longer play these characters younger
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in makeup
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and when I looked at the script, it turns out that,
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you know, it means I make half the film with Bob.
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Why do it?
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I'm shooting Silence in Taiwan
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and Pablo of ILM came up to me and said
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I think I could make them look younger,
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and I said I don't know,
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I can't have the actors talking to each other
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with golf balls on their faces,
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it maybe gets in the way with the actors
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and with the kind of film this is,
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they need to play off each other.
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I said, if you could find a way
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to lessen the technical aspects of it,
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that could work.
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So I just kind of took a breath
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and I said, you know, we'll develop the technology.
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I got on the phone with ILM and I said,
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I got a project!
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First thing that Danny said to me
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is this is too risky,
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don't do it.
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Right.
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I said well, is this the way
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you felt when you did Jurassic Park?
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And he just went like okay, fine,
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you got me there.
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I'm Rob Bredow,
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I'm the executive creative director
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and the head of Industrial Light and Magic.
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To get to partner with Netflix and take a risk
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on creating that technology while we're
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making the film
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is the kind of thing kind of ILM lives for.
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There have been many movies that have de-aged
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over the years,
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but this one really, where it's front and center
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and is part of the storytelling.
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We are used to difficult projects here at ILM,
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but on this one we have to take to the next level
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the performance capture, the lighting acquisition,
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the set scanning, because we need
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way more accuracy than ever before.
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The challenge of creating compelling
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and believable digital humans
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is really the holy grail of visual effects.
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My name's Paul Giacoppo
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and I was the digital character model supervisor
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for Irishman.
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It was important to us that this process not interfere
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with the acting or directing in any way.
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Knowing that, we decided
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what if we can't come up with a system
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that actually captures the performance
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and doesn’t touch anything else?
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The only way to convince anybody
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that this could be done is to do a test.
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I said why don't we shoot a scene that we all know
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that will ground us into the ages
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that we want for the movie?
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In New York on that test shoot,
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Bob came out and got in character,
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got in front of the camera, started reenacting
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the scene from Goodfellas…
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You're gonna get us all pinched,
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you fucking bozo.
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What's the matter with you?
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You're gonna get us all pinched,
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you fucking bozo.
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What's the matter with you?
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Everyone was completely silent, just in awe
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watching him reproduce the scene.
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Then, all of the sudden we heard booming laughter
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and everyone got super nervous, oh my god,
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someone's in big trouble, and all of the sudden,
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Marty popped up from behind the monitors
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and was exclaiming it's just like it was 25 years ago!
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When you came in to Netflix and you presented
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that test, that first opportunity,
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I remember before you walked in the meeting,
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I was very sort of doubtful, obviously
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the fact that it could be done.
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We found with the test that we did,
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it really was possible.
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So we immediately divided into two groups,
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one that was developing the camera system
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and the capture itself,
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and the other one that kept working on the software.
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One thing that was very important was that
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Marty would not feel restricted in any way
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in the way he shot this film
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because of the technology.
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To do that, we developed this new rig,
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which is the camera surrounded by
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two what we call witness cameras,
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which are infrared cameras.
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And so if you if you were to take a look
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at those infrared images,
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what you would see is that there's no shadows.
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Every one of the cameras is giving you
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a different point of view
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of that specific performance,
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and the more point of views you have,
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the better your 3D translation.
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Great.
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We shot a lot of the movie with two
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and sometimes three cameras simultaneously at least,
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with the complication of this technology.
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We had to test different rigs, different materials,
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cables, to figure out how to make a rig
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with three cameras that you could operate.
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Super balanced.
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We designed it to be rigid but
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at the same time allow us the flexibility
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to pan and tilt each of the cameras independently.
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It was called the Three Headed Monster.
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It didn't look like a monster to me though,
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it was kind of nice. Three sets of different videos
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and I'm just trying to deal with the actors.
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The biggest challenge I think was to try
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to distill what their younger selves
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looked like in this film.
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See if I can give you a hand.
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We spent about two years researching
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footage for the three actors.
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ILM downloaded a ton of their films so that we could
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study and research them and take screen grabs
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and just collect this huge library of their work.
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We went through an entire library of scenes
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extracted from all of their past films
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across a spectrum of ages.
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We realized that there was no
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one stereotypical Robert De Niro,
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there was no one idealized Joe Pesci.
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They bring something to the performance
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that changes the way they look.
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So we needed to actually come up
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with what was their persona
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for this movie, for instance Robert De Niro's
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around like mid 30s when he was in Taxi Driver
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and Deer Hunter, two very iconic roles for him,
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and even if you look at him in those movies,
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he looks slightly different,
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he took on a persona for each of those movies.
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Keep in mind that we were not looking to re-create
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younger versions of the actors,
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but rather new creations that are
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younger versions of the characters.
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What the fuck is this?
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It's empty.
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I know it is. I know it is.
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A big point of discovery for us was to learn about
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how each actor's face performed and how
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they used the anatomy of expression to create
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the characters that they were playing.
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From working with Marty, I knew
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it was going to be a very extensive and long movie,
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and so we knew we were going to have 1700 shots.
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Everything was about performance,
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so we had to be incredibly meticulous about
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preserving every detail of each of the actors.
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We didn't use our traditional animation pipeline,
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so we didn't have animators basically re-creating
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the performance of the actors in the film.
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My name is Douglas Moore,
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I'm a layout supervisor here at ILM.
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One of the very first things as part of this process
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was using our technology called Medusa.
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We did a Medusa capture of Robert De Niro,
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Pacino, and Pesci.
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And what that it is having them sit in a chair,
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and they'd go through a series of expressions
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that we'd call the facts expressions,
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and from that we would
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generate a series of models that can move
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then from one expression to another.
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What the software then would do would solve
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the way that animation, those shapes would
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blend together on a particular frame.
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The software's called Flux, the F stands for facial
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and the lux is for the lighting component of it.
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With Flux what we were trying to do is
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we were trying to capture
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the facial performance of the actors.
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We would take the images that were shot on set
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and we would use our tools to analyze the performance
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in order to create a 3D model of what was shot on set.
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Flux is able to see how the face is shaded
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and how the lighting is hitting it,
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and capture the subtle nuances, a little twitch here,
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a little wrinkle up in the nose, actually
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generate a lot of detail directly from the plate.
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Whenever our faces are moving or emoting or such,
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there's a lot going on that, as humans,
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our eyes and our brains know about but we ourselves
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don't actually think about.
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As your muscles move in your face and contract and relax,
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you're actually changing how blood flows
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through your face, and it's something
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that we had to work into our assets
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so that when they were actually talking and emoting,
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there was some life to their face
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that we wouldn't have had otherwise.
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We also studied many details like the pores of the skin,
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the way light scatters through skin,
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details like De Niro's classic mole,
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that characteristic feature, and each one of them
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we tried to create their most realistic younger self
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according to every piece of information
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and photographic and filmic evidence we could find.
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Not being required, for an actor, to have to wear
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all this bulky gear and, you know, all these things
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that distract from the performance,
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I think that technology is a game changer
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for these kinds of movies.
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Everybody's going to appreciate it.
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It's a good thing.
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It becomes a matter of taking all of these different
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tools in our pipeline and putting them together
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to solve these facial performances and then
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also take the solved facial performances
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and put them on their younger selves.
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The re-targeting part. Ah, damn, so difficult.
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The camera is making sense out of the pixels
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that it sees and the lighting and the texture
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and the infrared light. and you know,
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it's all kinds of, you know, a bunch of calculations.
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Then you take that and you make it look like
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a younger person, there's all kinds of
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different things going on
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there where you actually design the character,
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you pick up what's important, what is not,
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you know, what you want
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that behavior and likeness to be.
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And that is, like I said, not a math problem,
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it's an imagination problem.
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If we'd had to do this all work by hand,
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there's no way we could have done it
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to the level of detail that we did,
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because an animator isn't going to get
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all the details that we were able to get
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from these tools
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There was not an animator on this show,
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we had the Flux team and that was really it.
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With this new system, we were trying different
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disciplines of people. We started thinking,
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well what is this similar to?
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It is very technical, so we pulled in creature TDs
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and layout artists and effects artists that normally
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do particle sim, and they all brought
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something different to it.
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The first reaction is like,
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what so am I looking at?
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There's a lot of details that hopefully if we've done
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our work well, will be invisible.
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When you actually get them in a shot
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and you see them moving and talking
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and acting and it works,
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it's just an amazing feeling.
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It's a treat to know that
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what we're producing is something
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that is not only just a real recreation
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of the moment and the scene and the motion,
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but yeah that somebody like Martin Scorsese
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can look at that and say yeah, this is what I was looking for,
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this is what I was going for,
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this is the Robert De Niro young version that I remember.
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I think it's the first time this kind of thing is done
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for this type of narrative film,
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this type of character film.
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I think this is gonna be another one of those things
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that really does change the way films
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can be approached and the way actors can play
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themselves at different ages in a way that just
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wasn't possible before.
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I think I would want these to be
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a referendum on technology.
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If after they see this movie a bunch of actors
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say, you know what? I'm not wearing any markers.
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Right.
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Why do I have to wear markers?
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Why do I have to be in an environment where
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it's not conductive to my job,
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Right.
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my performance?
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That is the achievement that we want to portray.
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No one has taken audiences on a journey
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quite like Martin Scorsese with The Irishman,
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but as with every innovation in film,
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the technology is only as powerful as
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the performances that push the story forward,
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and this story
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can be felt in every frame.