HD Secrets of Star Wars

It’s no secret that director George Lucas is the most vocal — and
most successful —-advocate of fully digital feature production.
Working for him is one of the most challenging jobs a visual effects
supervisor or an engineer can take on. For the two most recent Star
Wars films, that task has fallen to Industrial Light & Magic’s John
Knoll, a digital guru whose resume includes a stint working on The
Abyss at ILM at the same time he and his brother Tom were creating a digital image manipulation program for the masses known
simply as Photoshop. While the air is “thin” up there at the Ranch,
Knoll clearly has an eye out for the working man. He sat down this
spring to talk about what anyone planning an HD VFX job needs to
know before they start shooting.
The Star Wars prequels have been an adventure in color space
from the start. While Episode I was shot in film, Lucas snuck
in a very short scene shot in film. The second of the series put
the early 24p HDCAM CineAlta cameras from Sony through
their paces. With Revenge of the Sith the crew took a leap into
John Knoll
a much richer color space with the new generation of Sony
RGB recording.
That digital-imaging experience served Knoll well as he navigated the technological thicket surrounding post on Star Wars
Episode III: Revenge of the Sith. “On Episode II, we used the
first-generation [Sony] CineAlta cameras, which worked well,
but we had to be careful of an overexposure characteristic,”
says Knoll. He explains that because the camera had a quick
fall-off at the top of the exposure, shooting brightly colored
objects could result in color banding rather than a smooth
transition from color to white.
“David Tattersall, our DP, had worked with the cameras before
we got into principal photography and tailored his shooting style
a bit,” he adds. “We got good images, but it was because we had
a good DP shooting them. When we went to III, almost every
aspect of the HD experience improved considerably.”
That was particularly true in post, where pumping high-quality digital images into a camera tells only half the story. For the
pixel-pushers on the visual effects crews, the format used in the
tape deck tells the rest. Episode III was shot using the latest generation of HD equipment: Sony HDC-F950 cameras and Sony
SRW-1 and SRW-5000 VTRs running 4:4:4 RGB using the SQ
Director George Lucas
recording rate of 440 Mb/sec (with additional hard disk recorders built by ILM). Compared to the earlier 4:2:2 format, the SR
4:4:4 format made a significant difference for the ILM crew.
» High-End HD Tips on next page ı John Knoll “Professional Hobbyist”
“We could push images further to increase contrast and
brighten up a shot,” says Knoll, who supervised 1700 of the
2500 shots for Episode III. “If George wanted to blow a shot up,
we had better images to begin with.” But, especially important
to ILM, the move from 4:2:2 YUV to 4:4:4 RGB also translated directly into higher-quality blue-screen extractions with
less effort.
Green Screen Blues
“When so much of the movie is shot against blue screen or
green screen, we rely on color-difference matting techniques,”
says Knoll. That means the more colors the better.
With the earlier equipment, RGB color from the camera was converted into 4:2:2 YUV format when it was
recorded. This format effectively slices the color bandwidth in half because one color value represents more
than one pixel. The result is fewer chroma (color) samples
than luma (luminance). This chroma sub-sampling combined with spatial sub-sampling effectively reduced HD’s
1920 resolution to 1440 for luma and 960 for chroma,
according to ILM HD Supervisor Fred Meyers.
“It’s based on science that says your eye isn’t as sensitive to
color transitions as to luminance,” explains Meyers. “That’s
valid, but it’s not optimum for images recorded on tape that
The increased color resolution of HDCAM SR
made it easier to get clear extractions for
blue screen and green screen shots.
are further manipulated, whether they’re used for compositing
and visual effects, digital intermediates and color-corrections,
or for blowing an image up.
In bluescreen extractions, it’s the fine lines that matter.
“Say an actor with a light-colored flesh tone is in front of
a blue screen,” Knoll explains. “The flesh tone is mostly
red and green with very little blue in it. It has extremely
high luminance and relatively low saturation color. It’s
immediately adjacent to a low-luminance high-saturation
color that’s on the far end of the color space. In 4:2:2, the
luminance makes that transition in one pixel, but because
the chroma has been subsampled, the color needs two
pixels. So trying to get fine extractions for hair and thin,
wispy objects without getting a bit of a line was tricky.
We got good results, but it was more work than with a
film scan.”
The problem was exacerbated when the 4:2:2 YUV was converted back into RGB. “When the color information which
is at half resolution gets reconstructed as RGB, you have to
interpolate those values,” says Knoll. “There’s always a little
round-off error.” Furthermore, the previous 4:2:2 recording
formats used only 8 bits for color (and some used 8 bits for
luminance as well).
With the new HDCAM SR 4:4:4 RGB, however, color
information is kept for each pixel, all 1920 pixels across
the image. The color stays RGB all the way. And, the format stores color using 10 bits per channel, allowing 1024
shades per color, not 8-bit’s paltry 256. That provides
more dynamic range for shadows and highlights. It makes
bluescreen extractions easier. And it means bandwidthsaving gamma encoding can now compete with log in the
quality race.
Gamma Raise
To be stored digitally, color must be encoded. CG uses linear
intensity, film uses log encoding, HD video uses gamma. “If
someone says they’re recording in video linear space, it’s a misuse of the term,” says Meyers. “What they mean is gamma.”
Meyers explains that with CG, to make images convenient
for use as texture maps, color is stored using linear intensity.
“It takes 16 bits or more to represent what the eye might see
in a scene — the brightness off a car bumper, the darkness off
a tree,” he says. “Most people say it takes more.”
Thus, to represent information recorded on a film
negative in less than 16 bits, studios use log encoding for
film scans and to exchange recorded files. 10-bit log, for
example, is a widely used file interchange format. “With
log encoding, you can characterize a negative from minimum to maximum density in a way that makes it possible
to match it throughout the film recording and printing
“ILM’s computer graphics department has tools for keeping
simple work simple,” says Knoll.
process,” says Meyers. “But, with log encoding, a greater
spread of bits is allocated to shadows than to highlights. It’s
film-centric, and it’s about densities.”
As might be expected, the earlier HD format with 8-bit
gamma encoding doesn’t always measure up to 10-bit log or
16-bit linear intensity. But 10-bit gamma does, according to
Meyers. “Now that you can encode material in gamma in 10
bits, you can record as much in the highlights as in the shadows, which means you can manipulate either,” he says. Meyers
believes that once people begin working with 10-bit gamma
encoding, they will see no reason to be limited to log encoding,
which is based on film recording.
“Film is now only one of the output formats,” says Meyers.
“HD, whether digital cinema, broadcast, DVD or other digital
media, no longer benefits from film-centric log encoding.”
And the advantages extend beyond the blue screen: “You
have more bandwidth and latitude in the overall image,” says
Meyers. “People are taking a lot of liberties these days in colorcorrection, manipulating the contrast, the saturation, and even
the colors. Having the additional resolution and bandwidth is
an advantage any time you need latitude to adjust the look of
the image.” s
High-End HD Tips
Talk about distance learning — from a galaxy far, far away come nine pieces of advice on
shooting HD and HDCAM SR from VFX supervisor John Knoll and HD Supervisor Fred Meyers.
4 Don’t Waste Bandwidth
If you have 10-bit gamma with curves that protect the top end of the exposure range, you have all the benefits perceived in
log plus the benefits from working in gamma space in shadow areas. If you record an image in log space instead, you’re wasting bandwidth.
4 4:4:4 RGB and 10-bit Color Don’t
Just Matter for FX Work
When you don’t have to convert the color space from camera
to tape deck to post, and when you have wider bandwidth
and more bit depth, you have a noticeably sharper image with
better color characteristics. This allows more latitude for better image manipulation.
4 Open Up for Depth of Field
“Rather than being right in on top of the action with wide
lenses, George tends to play further back with the longer
lenses,” says Knoll. Because the small imaging chip on the HD
cameras provides more depth of field per f-stop than film,
rather than shooting at 5.6 as they would with film, they
opened the lens. “We were shooting at 2 and 2.8 for a lot of
the movie. It meant the lighting package could be less.”
4 Use Plasma on Set
The crew, including
George Lucas (center),
monitored the action on
big, portable plasma screens.
The Star Wars crew didn’t squint at a video tap on a little CRT on set. They gazed at two 50-inch plasma monitors, one each for
A and B. And inside Meyers’ tent, calibrated HD monitors showed images in controlled lighting conditions. “You didn’t have
to wonder if that thing in the corner is in focus,” says Knoll. “And no matter what was happening on set with flashing lights
and weird colors, we could go into the tent and see what we were going to get.”
4 Use Video Noise Like Film Grain
The noise level in HD can be much lower than the grain level
on film, so you don’t have to separate the grain from elements
you’re working with. But you can use the noise level in digital
in the same way that you would push film to increase the
grain. You can treat it as a tool to get a gritty look.
4 More Data is Better
The amount of compression with the HDCAM SRW deck is less
than the D5, Panasonic or previous Sony HDCAM. And with 10bit 4:4:4 you’re putting more data on the tape. That makes the
elements in a major effects picture like Star Wars, all those blue
screens and green screens, superior and easier to extract.
4 Reduce the Resolve
Use lensing and creative filtering to reduce the resolving capability of the F950 cameras. Otherwise, the additional detail the
cameras capture in comparison to film (anamorphic 35mm and Super 35) would be objectionable in set pieces, make-up, costumes, and so forth.
4 Waveforms Rock
Inside Meyers’ tent, Knoll used waveform monitors to check
blue-screen exposures. “A well-exposed blue screen is going
to produce a totally flat line,” says Knoll. “If the line is spread
out, there’s an exposure difference top to bottom. If it has a
hump in it, there’s a hot spot. When we were shooting film
blue screen, I’d use a spot meter to check the exposure and
say, ‘It looks like you’re about a half-stop hot in the corner.’
Now I can see it on the waveform.”
4 Record Sound on Set
People assume that you need a separate system to record sound,
but there are 12 audio tracks on HD. If you record it on HD, it’s
already synced and you can pass it to editorial in one go.
Fred Meyers,
HD Supervisor,
in the HD tent
John Knoll, Professional Hobbyist
When John Knoll swings around from his desk, he comes
face to face with a wall-sized line chart that shows the progression of the 1700 visual effects shots he supervised for
Star Wars Episode III — Revenge of the Sith. The lines on
the chart start near the floor and slant smoothly upward.
When the last shot wraps, they’ll reach head height.
Knoll spends mornings in dailies and looking at individual shots. The afternoon is a mixture, from checking the
stage to looking at review requests for shots people want
to run overnight.
“A show like
this has to be
scheduled like
clockwork,” he
says. “You have to
make sure there
are no kinks in the
pipe, that everything is ready
when it’s supposed
to be ready.” He
turns to answer
a review request
Left to right: Rob Coleman, animation t h a t a p p e a r s o n
director, John Knoll and Gavin Bocquet, his monitor with
production designer, talk about sets at f o o t a g e o f O b i the Fox studios in Sydney, Australia.
Wan riding a lizard-like creature.
The TD needs to
put a digital light saber in Obi-Wan’s hand and wants to
know if he can fake it or if he needs to create a CG hand so
the fingers will close around the light saber. Knoll quickly
types a message telling him to create the CG hand.
To the right of his desk, a four-channel motion-control
system is planted squarely on the floor. If you drew a timeline between the heavy metal box and the wall chart, you’d
trace Knoll’s 20-year career in visual effects.
Knoll built the motion-control system while at USC film
school to put an Oxberry animation stand under computer
control so he could create a slit scan experimental film. It
was 1984 and the computer was an Apple II. Two years later,
he was a motion-control cameraman at ILM.
“I’d say my M.O. has always been: Develop a hobby, get
really good at that hobby, and turn it into a profession,” he
says. It turns out that his hobbies have influenced the way
visual effects are created by other professionals, too.
Take Photoshop for example.
Two years before Knoll arrived at ILM, Lucas had sold
Pixar and started a computer graphics department. During
a tour of the CG department, Knoll saw a demo of Pixar’s
Image Computer.
“The demo wouldn’t impress anyone today, but it knocked
my socks off,” he says. “They loaded a David deFrancisco
A demo of Pixar’s image-processing
computer coupled with his brother’s
interest in vision systems led Knoll to
start working on an image-manipulation
program that became Photoshop.
laser scan of a film element onto the Pixar frame buffer
and sharpened it. The implications weren’t lost on me. The
world was open to massive innovation. But the hardware
cost thousands of dollars.”
Not long after, the 23-year old went home to Michigan,
where he saw the image-processing programs his brother
Thomas was creating on a Macintosh for a doctoral thesis
in vision systems. The rest is history.
When he and his brother were about a year and a half
into creating Photoshop, Knoll moved into ILM’s computer-graphics department and The Abyss (1989) became the
first feature film to use a version of Photoshop. But by
then, Knoll already had a new project in mind — digital
compositing.
“The optical process was a slippery fish,” he says. “But with
a digital composite, when you fixed something it would stay
fixed, and you could keep making the shot better without
degrading the elements. There would be no limits.”
When a shot came up in The Abyss that would have been a
nightmare to composite optically — the door closing on the
pseudopod with a splash — Knoll and Jay Riddle jury-rigged
a way to do the composite digitally using the Pixar Image
Computer and an Exabyte tape drive. The tape drive was
necessary because the Pixar had only 16 MB of memory in its
frame buffer — enough to hold one high-resolution frame.
“It was kind of a crazy rickety process,” Knoll says. “But it
was really exciting. No one had done this before.”
By 1990, Knoll had become a visual effects supervisor and
when he took the effects helm for Star Trek: Generations in
1993, he turned another hobby into a profession. “I was bidding a shot where the Enterprise goes into warp drive,” he
says. “The numbers I got back from computer graphics were
depressing because it was bit like we were doing a dinosaur
movie. I’d been playing around with commercial tools, so,
as an experiment, I decided to do the shot myself.” He built
the model in Form Z and created the shot on a Macintosh
one weekend using Electric Image and After Effects.
“I became enamored with the idea of simple shots with
simple tools,” he says. So, when Star Trek: First Contact
showed up, ILM’s Rebel Mac group was born. The unit
moved from Star Trek to Star Wars Episode I, for which they
created the space battles, and on to Episode II. Eventually,
some Rebels left and founded The Orphanage.
“The Rebel unit succeeded themselves out of business,”
Knoll says. “Now, ILM’s computer graphics department has
tools for keeping simple work simple.”
Given Knoll’s M.O., you might think he’s moved onto
something else. You’d be right. Remember that old motioncontrol system beside his desk? He brought it into his office
for a reason — a little hobby project that he can’t talk about
yet using that system and a digital camera. Given Knoll’s
career trajectory, chances are it, too, could change the way
people create visual effects. s
Star Wars Technology Breakthroughs
“On a show for George there are always a ton of things to do for the first time,” says John
Knoll. “He writes whatever he wants and assumes that we’ll figure it out. He never limits his
thinking to what he knows can be done. I love working that way.”
4 Episode I
With 2000 shots, The Phantom
Menace had far more shots than
any ILM had worked on before,
and the most complex shots.
“There were so many things we
couldn’t do when we started the
show,” says Knoll, who points to a
few technology leaps. Cloth-simulation software and a method for
rendering crowds for shots with
more than 500 walking, talking
characters wearing clothes. Rigidbody simulation software to transition the droids from one model
into pieces that bounced realistically on the floor. And, for the pod
race, a way to generate 10 minutes
of screamingly fast CG terrain.
4Episode II
The biggest challenge for Attack of the Clones was creating the HD
infrastructure, according to Knoll. Secondly, Lucas wanted better
digital doubles.
George had had a frustrating experience on every picture
because stunts are dangerous, time-consuming and expensive, and
he maintained they forced an artificial cinematography and editing style on him,” says Knoll. “He wanted to decide the framing
and where to cut. The digital stunt performers had to be in waistup shots, so we had to do better skin and hair.”
4 Episode III
For Revenge of the Sith, the challenges were pipeline
efficiency and digital environments.
“George asked us to push environments toward computer graphics rather than miniatures when they could be
done either way,” says Knoll. “That mandate drove technology forward for creating 3D matte paintings.”
Reprint from Film & Video | May 2005 | ©2005 Access Intelligence, LLC