Math and Movies (Animation at Pixar) - Numberphile

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  • Опубликовано: 6 янв 2025

Комментарии • 523

  • @brianpso
    @brianpso 10 лет назад +48

    "My back pocket". The line and his face while saying it were priceless. Best answer ever lol

  • @lesconrads
    @lesconrads 10 лет назад +95

    This was a super smooth interview. I love how well rehearsed it was, probably because he has explained that stuff dozens and dozens of times. Really nice to watch. (Not to discredit the editing which probably helped too)

    • @numberphile
      @numberphile  10 лет назад +16

      lesconrads no discredit taken, Tony is just really good!

    • @jamez6398
      @jamez6398 10 лет назад +2

      Numberphile Well he is American.

    • @RareCandeh
      @RareCandeh 9 лет назад +13

      James Oldfield What does being American have to relate to any of this

    • @Seansplayground
      @Seansplayground 8 лет назад

      ygyuu7 NVuu

    • @Seansplayground
      @Seansplayground 8 лет назад

      ygyuu7 NVuuio

  • @LyrianFox
    @LyrianFox 10 лет назад +17

    Numberphile Thanks for this. I work in 3D Animation and have been wondering about the math behind Subdivision and limit surfaces for quite some time.
    On a side note, you asked Tony if everything comes out blobized, but in this vid, it doesnt seem like he answered the question the way you were expecting. The answer is no. In the 2d example, if we wanted one corner to be sharper than the others we add 1 or more vertices near the corner vert. The result is the averaging and splitting is tighter where we've added more vertex density resulting in a sharper smoothed corner

  • @wolgercon
    @wolgercon 10 лет назад +85

    To infinity and beyond appears less impressive when you realize infinity is just one step away from where you started.

  • @Viniter
    @Viniter 10 лет назад +162

    Wait a moment... Ed Catmull is the President of Pixar? The Catmull-Clark Catmull? I studied the Catmull-Clark subdivision the other year, but I never imagined the person behind it would also be responsible for some of my favourite movies. You sort of imagine an old dude in a small room of some university, when you think about the name behind an algorithm. You don't connect the people coming up with theories with the ones who put them into practice, although it makes so much sense This is awesome! :-)

    • @Meloncov
      @Meloncov 10 лет назад +21

      Yep, same guy. Pixar was founded as the computer graphics research wing of Lucasfilm, and in those first couple years they laid a ton of the groundwork for computer graphics.

    • @brianfreestone7872
      @brianfreestone7872 6 лет назад +1

      And, he went to the University of Utah. Go Utes!

    • @thhm
      @thhm 3 года назад +1

      "old dude in a university." lol thats also how i thought of him while learning about shaders, so this also blew my mind.

    • @nathanieleulin127
      @nathanieleulin127 Год назад +1

      As a computer science student, I'm thrilled

  • @jordanrozum
    @jordanrozum 4 года назад

    For those who know a little bit of linear algebra and are wondering about where the (A+4B+C)/6 thing comes from . . .
    Going from step 0 to step 1 can be thought of in terms of matrix multiplication like this:
    (A1) (4/8 4/8 0/8) (A0)
    (B1) = (1/8 6/8 1/8) (B0)
    (C1) (0/8 4/8 4/8) (C0)
    Or, if we call the matrix M and the vectors x0 and x1, we write x1=M * x0.
    The eigenvectors of M are (column) vectors v such that M * v is proportional to v. There are standard techniques for finding these eigenvectors and eigenvalues, which I won't go through here unless someone asks. The eigenvectors for this matrix are:
    v0 = (1,1,1), v1=(2,-1,2), and v2=(1,0,-1), (up to normalization, which we are free to choose however we like)
    and the eigenvalues (proportionality constants) are a0=1, a1=1/2, and a2=1/4. In other words, the following three equations hold
    M*v0 = (1)*v0
    M*v1=(1/2)*v1
    M*v2=(1/4)*v2
    Notice that we can write (A0,B0,C0) as
    A0*(v0 + v1 + 3*v2)/6 +
    B0*(2*v0 - v1 + 0*v2)/3 +
    C0*(v0 + v1 - 3*v2)/6
    So, what happens when we take M*(A0,B0,C0)? We can distribute M through the expression above and use our egeinvector equations (e.g., replace M*v2 with [1/4]*v2) to get
    M*(A0,B0,C0) =
    A0*([1]*v0 + [1/2]*v1 + [1/4]*3*v2)/6 +
    B0*([1]*2*v0 - [1/2]*v1 + [1/4]*0*v2)/3 +
    C0*([1]*v0 + [1/2]*v1 - [1/4]*3*v2)/6
    We can go again . . .
    (M^2)*(A0,B0,C0) =
    A0*([1^2]*v0 + [(1/2)^2]*v1 + [(1/4)^2]*3*v2)/6 +
    B0*([1^2]*2*v0 - [(1/2)^2]*v1 + [(1/4)^2]*0*v2)/3 +
    C0*([1^2]*v0 + [(1/2)^2]*v1 - [(1/4)^2]*3*v2)/6
    And in general . . .
    (M^n)*(A0,B0,C0) =
    A0*([1^n]*v0 + [(1/2)^n]*v1 + [(1/4)^n]*3*v2)/6 +
    B0*([1^n]*2*v0 - [(1/2)^n]*v1 + [(1/4)^n]*0*v2)/3 +
    C0*([1^n]*v0 + [(1/2)^n]*v1 - [(1/4)^n]*3*v2)/6
    As n gets large, the terms (1/2)^n and (1/4)^n go to zero and 1^n remains equal to 1, so we get
    limit of (M^n)*(A0,B0,C0) as n -> infinity=
    A0*(v0)/6 +
    B0*(2*v0)/3 +
    C0*(v0)/6
    = v0*(A0+4B0+C0)/6
    Or, back in vector form (recall v0=(1,1,1)):
    (A_infinity) ((A0+4B0+C0)/6)
    (B_infinity) = ((A0+4B0+C0)/6)
    (C_infinity) ((A0+4B0+C0)/6)
    So all three points converge to (A0+4B0+C0)/6.

  • @gnomee9447
    @gnomee9447 10 лет назад +20

    This is amazing! Two of my favourite subjects combined - maths and arts :)
    I'd love to have a job like his one day.

  • @TheMarkoSeke
    @TheMarkoSeke 10 лет назад +2

    Impressive video! You can tell that the man was very happy to share with the world how much math means to the animators.

  • @ZardoDhieldor
    @ZardoDhieldor 10 лет назад +5

    When I calculated some eigenvalues and eigenvectors in the first term of my math studies, I was bored. I _never_ imagined that the beauty of animated movies depended on it! :)
    Great overview, I'm really hoping for more! :)

  • @AmiYamato
    @AmiYamato 10 лет назад +94

    I'm so jealous you visited Pixar!

    • @kimberlywebster8166
      @kimberlywebster8166 10 лет назад

      ***** pou tree wq

    • @SuperKawaiiChannel
      @SuperKawaiiChannel 9 лет назад

      +Ami Yamato who wouldn't be :P

    • @tracen638
      @tracen638 6 лет назад +1

      Ami Yamato didnt expect to see you here.

    • @vancemccarthy2554
      @vancemccarthy2554 4 года назад +1

      This is only comment I've seen so far, come from a channel I know about, pop up in the middle of nowhere of youtube.

  • @monkeyman2497
    @monkeyman2497 10 лет назад +5

    Never should I hear the word "simple" in a Numberphile video.

  • @Ozitiho
    @Ozitiho 10 лет назад +67

    THERE IS A COMPUTERPHILE CHANNEL?!
    I WASN'T YET SUBBED TO IT?!

    • @OwenPrescott
      @OwenPrescott 10 лет назад +3

      There are a few other channels too!

    • @Ozitiho
      @Ozitiho 10 лет назад +5

      Owen Prescott As a software engineering student, I'm confident these two pander to me the most.

    • @OwenPrescott
      @OwenPrescott 10 лет назад +6

      Ozitiho Well programmers can also enjoy the space exploration, philosophy & physics. I'm only a designer and I'm subscribed to all of them. XD

    • @Tyranisaur
      @Tyranisaur 10 лет назад +12

      You're one of today's lucky 10k xkcd.com/1053/

    • @JamesV1
      @JamesV1 10 лет назад +3

      Ozitiho Bah, as a software engineering student, I enjoy learning about other things in my spare time!

  • @Kinsata
    @Kinsata 10 лет назад +13

    13:45 He missed an opportunity to say "To Infinity and Beyond!"

  • @picosdrivethru
    @picosdrivethru 9 лет назад +3

    as a 3d modeler, this was really awesome to watch. Much thanks!

  • @AurelTristen
    @AurelTristen 10 лет назад +81

    Thank goodness 3D Studio Max does most of this math for me O___O

    • @AdeptusSteve
      @AdeptusSteve 10 лет назад +1

      urgh... 3ds max... nope.. not for me

    • @AurelTristen
      @AurelTristen 10 лет назад +4

      Stefan Ehrenhaus Really? It is a fantastic and powerful program. In my case, it is a perfect middle ground because I do some game asset stuff and some CGI VFX stuff. If I was doing all of one or the other, I'd be on a different program. There is also the fact that I've been using 3Ds for 15 years. What is your preference, and why is 3DS 'urgh' for you?

    • @AdeptusSteve
      @AdeptusSteve 10 лет назад +6

      Kyle Biggs Well, my preference is Maya, im a character TD for film.
      Complex deformation is just more accessible in maya than in 3ds, thanks to python and c++ api.
      But you sure have your point with 15 years experience, i respect that. Sorry if for any offense.

    • @AdeptusSteve
      @AdeptusSteve 10 лет назад

      Kyle Biggs Yeah do it, its fun and worth a try for sure.

    • @smol_white_bat
      @smol_white_bat 10 лет назад +1

      Alexander Tamayo I use MODO. Ditched 3DSmax for it because it gave me headaches while I was learning how to model. Never looked back since. I'm still crappy at what I do, but now I don't feel the pressure of fighting with the software instead of fighting the problem I need to address. :)

  • @Leonelf0
    @Leonelf0 10 лет назад +69

    so, negative numbers result in swastikas? :D

  • @d4nielDayZContent
    @d4nielDayZContent 10 лет назад +9

    As Always: A video that answered questiones I never asked but always wanted to be answered!

  • @Visuwyg
    @Visuwyg 10 лет назад +1

    Woah. Today with all the readily available 3D Software it's kinda easy to forget that Pixar actually engineered all this Computer rendering stuff themselves.
    I can't say I understood what he explained, but still I can't wait for more.

  • @elwynbrooks
    @elwynbrooks 10 лет назад +1

    Wow!! Never realised there was so much maths in animation and art. Fantastic stuff!

  • @shaoronmd
    @shaoronmd 10 лет назад +1

    this reminds me of my Graphics elective class back in college where our final project was to create a model (animation optional) in C++ (openGL)
    Anyway, i remember when our prof was introducing us to Bézier curve, which is what the "midpoint split" you see at the start. Our prof told us the exact same concept is used in carpentry to curve sharp corners

    • @CodeXCDM
      @CodeXCDM 10 лет назад +2

      Don't forget Car Design... in fact, the reason they're called Bezier curves wasn't because he made them, but he publicized/popularized use when designing for auto maker Renault. Another designer (from Citroen) started using them a few years earlier... and the basis for these curves was made by Bernstein in the late 1800s.

  • @faielgila7375
    @faielgila7375 3 года назад +1

    No one seems to have called this out yet, but "Music by A113n Stewart" on the end card

  • @alberteinsteinthejew
    @alberteinsteinthejew 9 лет назад +4

    Wow I couldn't believe that 1,4,1 could make you laugh, sad, cry, and be entertained!

  • @StuziCamis
    @StuziCamis 10 лет назад +17

    No one made a 'to infinity and beyond' joke? I am disappoint. I am very disappoint.

  • @Ben786
    @Ben786 10 лет назад +2

    This was SO COOL! We need some more of this "awesome applications of mathematics" stuff on this channel! :D

  • @MadManMarkAu
    @MadManMarkAu 10 лет назад

    Very nice! It's refreshing to see a numberphile video with direct, tangible relations to real-world problems, and have it still be utterly elegant.

  • @MikeDawson1
    @MikeDawson1 10 лет назад

    To answer your question about them all turning into blobs - they can set a "weight" to individual edges, to make them harder rather than softer - where you want more definition in the model instead of a smooth blob

  • @leonciesla5456
    @leonciesla5456 10 лет назад

    One of the coolest videos yet. Really awesome you got an Interview with pixar

  • @cbbuntz
    @cbbuntz 10 лет назад

    Interesting observations:
    Each row of pascals triangle is generated by the convolution of the row above it by 1 1.
    Each progressive row becomes closer and closer to approximating a perfect gaussian curve [or e^(-x^2) ]

  • @McTheWarhammer
    @McTheWarhammer 10 лет назад +40

    Ha! They digitized the hand, get it? Digitized? I'll leave now.

    • @Abdega
      @Abdega 7 лет назад

      TheHammer I gettit

  • @ellaskultinas3817
    @ellaskultinas3817 7 лет назад

    Thank the lords I found this video. I had to pick a job that uses science and mathematics for an essay and I chose animating. I only found small things in other videos, but I got so many notes in this video. THANK THE LORDS.

  • @rangedfighter
    @rangedfighter 10 лет назад

    Thanks brady for bringing so much cool science stuff in a lot of different fields, kudos to you

  • @Kram1032
    @Kram1032 10 лет назад

    So nice! Eigenvalues are almost magical in what they allow you to do.

  • @xanokothe
    @xanokothe 10 лет назад +7

    Perfectly explained, thanks!

  • @Psylent
    @Psylent 10 лет назад +3

    The shading is what I wanted to see. Shadows can be very mathematically complex. show us a video on it pls

  • @hglundahl
    @hglundahl 10 лет назад

    A great illustration of the principle that mathematical infinity doesn't mathematically exist.
    "B at infinity" = "(1 A at infinity + 4 B at infinity + 1 C at infinity) : 6"
    = (1 A at zero + 4 B at zero + 1 C at zero) : 6 (accessible without an infinity of steps)

  • @davidlewis117
    @davidlewis117 8 лет назад

    Watched this like 3 times for some reason. Learned something useful about all rendering. Weird this is unknown by many who use this. tried to explain this to friends in AutoCAD/Image Design and ended up just showing this video.

  • @Somerandomdude-ev2uh
    @Somerandomdude-ev2uh 10 лет назад +74

    HACKED there are 33 likes and 0 dislikes 33+0 = 330 but there are only 301 views

  • @Mr.MattSim
    @Mr.MattSim 10 лет назад

    And now I love both math and cartoons even more.

  • @TakeWalker
    @TakeWalker 10 лет назад

    This was really fascinating. Thank you, Pixar!

  • @Angelking93
    @Angelking93 10 лет назад

    No wonder Pixar wins so many awards. They spend years developing a quality film.

  • @AdesignerIn
    @AdesignerIn 10 лет назад

    Thanks for videos numberphile

  • @dinkleberg3863
    @dinkleberg3863 9 лет назад +4

    going to hopefully be doing Computer Visualisation and Animation at Bournemouth Uni, the artistic side of computer animation is awesome but the Maths side is so damn interesting, really glad that were going to be looking at the Maths, not sure whether this'll be covered but hope so, seems really interesting:3

    • @Oshizle1
      @Oshizle1 9 лет назад

      I agree. Is that what you'll be learning with your major that math behind it or the artistic side?

    • @dinkleberg3863
      @dinkleberg3863 9 лет назад

      Omar Arias both, plus some computing:3

  • @tritonmole
    @tritonmole 10 лет назад

    I`m amateur 3D animator and i didn`t realize before this video how interesting is Autodesk`s offered smoothing tool for 3ds max and maya.

  • @Pedritox0953
    @Pedritox0953 4 года назад

    I love this interview

  • @jainaadi
    @jainaadi 10 лет назад

    love the A113 double easter egg at the end!!

  • @TheTrueRandomness
    @TheTrueRandomness 10 лет назад

    Wow, he's really really good at explaining this.

  • @zumgugger
    @zumgugger 10 лет назад

    He's explaining in a very clear way. Thanks.

  • @Smonjirez
    @Smonjirez 10 лет назад +2

    Yay it took me about 45 minutes to code a simple program that can do exactly the same (as the 2-D program he showed) ^^. I found the way it could create quite interesting fractal-like patterns very interesting :). I'll experiment a bit more with it, to see if I can create some interesting mathematical art with it.

  • @DeathlyTired
    @DeathlyTired 10 лет назад +1

    That was glorious.

  • @CtrlShiftGo
    @CtrlShiftGo 10 лет назад

    This is a fantastic video, I used to do computer graphics as a hobby and I always wondered how these processes worked.

  • @ProjSHiNKiROU
    @ProjSHiNKiROU 10 лет назад

    The averaging of points reminds me of affine combination (in my linear algebra textbook, but not taught in my course).

  • @djadmadu93
    @djadmadu93 10 лет назад +2

    ty daddy pixar ♥
    love your work ♡

  • @fluideight
    @fluideight 10 лет назад

    Awesome job! One of my favorite Numberphile episodes to date!

  • @4mathieuj
    @4mathieuj 10 лет назад

    Always nice to see a vid of yours!

  • @pand1024
    @pand1024 10 лет назад

    One of your best videos! Maybe even better then when you ran over the calculator.

  • @LordSwordbreak
    @LordSwordbreak 10 лет назад

    Tony DeRose is somehow, mysteriously, a near-exact personification of a Pixar employee I had in my mind since I came to know about Pixar :)

  • @christopher8116
    @christopher8116 10 лет назад

    This was awesome, I learned SuperA, SuperB, SuperC. Turns out, I have an interest in Math but back in High School I encountered teachers that turned me off from learning math. I also knew that computer animation is Math and I have to start learning Python soon, okie dokie :)

  • @satellite7391
    @satellite7391 9 лет назад +1

    "Where did you get 1, 4, 1 again?
    "From by back pocket."
    "Okay!, look here smart ass." Interviewer probably

  • @samre3006
    @samre3006 4 года назад

    This makes me so happy and curious. Exciting field.

  • @Pitusha
    @Pitusha 3 года назад

    This video is so mind blowing 🤯 I work in 3D now and I had no idea who those guys from "Catmull-Clark Algorithm" for subdivision came from!!! And for me, subdividing polygons is only a matter of clicking a button, I had no idea about that "moving points" part and the "weights" part, I just thought it was an average and that's all 😆

  • @morgengabe1
    @morgengabe1 8 лет назад

    Another special video, Haran!

  • @Seth_M-T
    @Seth_M-T 10 лет назад

    Really exciting stuff, Brady! You must have loved it there...

  • @matheus.amazonas
    @matheus.amazonas 10 лет назад +1

    Amazing video, please keep making more of these.

  • @rush2489
    @rush2489 10 лет назад +2

    More computer graphics / geometric calculation math videos please.
    Especially anything done by Edwin Catmull or similar fields!!!

  • @TheMarkoSeke
    @TheMarkoSeke 10 лет назад

    OMG Geri's Game was such a sad movie for me. Even though it had the upbeat music playing, and the man seemed like he was happy, it was just so sad for me to watch it.

  • @TopherT1
    @TopherT1 10 лет назад

    I never would have guessed all this was needed to make a movie.

  • @TheiLame
    @TheiLame 10 лет назад

    9:22 is the blue dot the last stadium or what happens when you do the SPLIT once again? It remains the same?

  • @RedKommunist
    @RedKommunist 10 лет назад

    Absolutely brilliant

  • @taylorraywhitehead
    @taylorraywhitehead 10 лет назад

    So cool. Geometry is awesome.

  • @dfsfklsj
    @dfsfklsj 10 лет назад

    Fun fact about Toy Story- the character of Andy was allegedly named after Andy Van Dam, a Brown University professor who mentored many people on the animation team. In one scene, you can find Andy Van Dam's book about computer animation on a bookshelf.

    • @SerBallister
      @SerBallister 10 лет назад

      Was this Andries Van Dam ?

    • @dfsfklsj
      @dfsfklsj 10 лет назад

      SerBallister
      Yeah, that's him.

    • @SerBallister
      @SerBallister 10 лет назад

      Wow, interesting fact. One of the first CGI books I studied was one of his.

  • @TwasADream22
    @TwasADream22 10 лет назад

    That was superb!

  • @Ellyerre
    @Ellyerre 10 лет назад +1

    That link in the end to subscribe to computerphile was a bit sneaky. I mean, you press a button and then there's things in you're subscriptions feed. Some people might call it "Voodo Witchcraft".

  • @thefillingers
    @thefillingers 7 лет назад

    Beautifully done!

  • @XanTheDragon
    @XanTheDragon 7 лет назад

    Huh. I had no prior education to 3D modelling when I got started - I taught myself everything up to what I know today. It's interesting to know that what I do after making my low-poly representation to turn it into a higher detail model is a trick used by this guy as well.

    • @ShredST
      @ShredST 7 лет назад

      Uh, Ed Catmull invented the trick. See Catmull-Clark subdivision.

  • @imoliver1222
    @imoliver1222 10 лет назад

    This is awesome!!

  • @SidharthMakhija
    @SidharthMakhija 10 лет назад

    Really cool video....Tony DeRose also gave a TED talk on this subject...not as detailed though!

  • @ronaldlijs
    @ronaldlijs 10 лет назад

    Fantastic video, keep them up!!

  • @Splatpope
    @Splatpope 10 лет назад

    5:00 : this is not an emergent property, he pretty much described a spline

  • @theperpetual8348
    @theperpetual8348 10 лет назад

    I'd love the ability to play around with this software, to see exactly how different weights turn out.

  • @flaviorodriguez
    @flaviorodriguez 10 лет назад

    So nice!!!

  • @MofoWoW
    @MofoWoW 10 лет назад

    This is awesome!

  • @CBMaster2
    @CBMaster2 10 лет назад +1

    Great video!

  • @antivanti
    @antivanti 10 лет назад

    I remember in 1995. I was 14 and watched Toy Story at the cinema with my then 12 year old cousin and we were both constantly going "Woah! That must have taken ages to render! Did you see that reflection?" Yes we were, and still are, nerds =)

  • @Uranstab
    @Uranstab 10 лет назад

    The music is fantastic

  • @Un4GivNX
    @Un4GivNX 10 лет назад

    Whoah that was so interesting! :D Thank you!

  • @yanwo2359
    @yanwo2359 10 лет назад

    Very interesting and well presented.

  • @ManolitoMystiq
    @ManolitoMystiq 10 лет назад

    Quality material as usual. But please, check your microphone levels. This is not the first time that the sound is clipping a whole lot. You did show us that you are checking your sound by asking what your interviewees had for breakfast. So maybe it’s a post processing issue?
    Anyway great job, but please do something about the sound issues.

  • @AJoe-ze6go
    @AJoe-ze6go 10 лет назад +2

    Very interesting.

  • @EcceJack
    @EcceJack 10 лет назад

    Very well explained, thank you!

  • @dbrhoads
    @dbrhoads 10 лет назад

    When should we expect the 2nd video in this series? Awesome stuff! Thanks!

  • @Endureth
    @Endureth 10 лет назад

    I would have liked to have seen the 1-4-1 ran through the computer to see how smooth of a circle it actually produced. I believe you, it's just the only one you didn't actually show.

  • @noseman123
    @noseman123 10 лет назад

    This is fascinating stuff.

  • @PatrickCassidy-wd9si
    @PatrickCassidy-wd9si Месяц назад

    Is there a place where you can play with that software interface? That would be fun for my students (and perhaps educational, as well).

  • @linabear55
    @linabear55 10 лет назад

    Just so cool!

  • @Cybeonix
    @Cybeonix 10 лет назад

    Truly interesting stuff. Love it.

  • @aaronclark2599
    @aaronclark2599 3 года назад

    Somehow this reminded me of your "floating body" video but without the floating.

  • @DustinRodriguez1_0
    @DustinRodriguez1_0 10 лет назад

    I was really hoping he was going to discuss the mathematics behind radiosity!

  • @azlhiacneg
    @azlhiacneg 10 лет назад

    Any other hard core pixar fans out there? Now I know their magic and can totally animate a movie as good as Monsters Inc. !!!! Looking forward to the new movies that are coming out!!!!

  • @ErikvanBlokland
    @ErikvanBlokland 10 лет назад

    Super, thanks for this!

  • @rathelmmc3194
    @rathelmmc3194 10 лет назад

    Pretty awe inspiring. What do you need magic for when you got Math.