From Satellite Control to Film and Computer Animation – Spin Out Ikinema
Submitting Institution
University of SurreyUnit of Assessment
Electrical and Electronic Engineering, Metallurgy and MaterialsSummary Impact Type
TechnologicalResearch Subject Area(s)
Mathematical Sciences: Applied Mathematics
Information and Computing Sciences: Artificial Intelligence and Image Processing, Computation Theory and Mathematics
Summary of the impact
Inverse kinematics mathematics developed at Surrey for satellite control
is being commercialised for motion capture, film animation and for
real-time animation in computer games through IKinema, a University of
Surrey spin-out company. Ikinema is the most advanced full-body IK solver
and has been used in films such as X-men First Class and Wrath
of the Titans 2; it is embedded in Luxology's modo-601, and is used
by major film studios including 20th Century Fox, Disney, Lucas
Film, ILM, and visual effects specialists and game developers such as
Framestore, Square Enix, and AudioMotion. IKinema currently employs 6
staff and is profitable, with 80% of sales revenues generated by export.
Underpinning research
IKinema technology originates from research undertaken by Dr. Pechev at
the Surrey Space Centre while he was researching on singularity avoidance
in control Moment Gyroscopes used in satellites.
A novel solution to a known problem that exists in areas such as
robotics, spacecraft control and computer animation was developed. The new
method is a computationally efficient numerical tool that solves the
inverse mapping problem, also known as the inverse kinematics problem.
Surrey's new method vastly reduces the time it takes to compute the
solution and as a result more degrees of freedom (hence more complex
systems) can be handled in real-time. Computational complexity in previous
solutions increased to the power 3 with increasing degrees of freedom
whereas the new solution increases linearly with increases in the degrees
of freedom. Real-time computer animation for games and virtual
environments was a logical first step to commercialise the findings due to
the necessity for solving highly complex systems in real-time and the size
of the commercial market. The algorithm can potentially also be applied to
the problem of protein folding for fast drug design, an area that is still
to be explored.
The research findings have been considered novel by the research
community and, quite independently, the step change that the solution
offers in both the robotics control area and the area of spacecraft
control received these very encouraging comments:
The author presents an insightful take on the singularity avoidance
problem for CMG steering. This work is one of the first innovations in
single-gimbal CMG singularity avoidance in roughly the past decade
(reviewer, American Institute of Aeronautics and Astronautics, Journal
of Guidance Control and Dynamics
The paper presents a novel and elegant solution to the problem of
inverse velocity kinematics, a topic that has not seen much innovation
in the past fifteen years. As such, it is a pleasant surprise (associate
editor for the IEEE Robotics and Automation)
References to the research
The underpinning mathematics technology that originated in the area of
satellite control was first published here;
1. A. Pechev, Feedback based steering law for control moment
gyros, AIAA Journal of Guidance Control and Dynamics, Vol.30, 3, 2007.
2. Alexandre Pechev, Inverse Kinematics without Matrix Inversion,
2008 IEEE International Conference on Robotics and Automation (ICRA),
Pasadena Conference Center, Pasadena, CA, USA, 19-23 May, 2008
The IP is covered by a number of granted and pending patent applications,
and trademarks have been granted;
Patent Number |
Country |
Country |
Status |
EP(FR)2188685 |
France |
31/01/2012 |
Granted |
EP(GB)2188685 |
UK |
22/02/2012 |
Granted |
EP(DE)2188685 |
Germany |
31/01/2012 |
Granted |
Patent Application Number |
Country |
File Date |
Status |
CN200880113784.1 |
China |
28/02/2010 |
Pending |
IN1255/DELNP/2010 |
India |
28/02/2010 |
Pending |
JP2010-522436 |
Japan |
28/02/2010 |
Pending |
US12/660447 |
United States |
28/02/2010 |
Pending |
Trademark |
Country |
Date |
Status |
US3989122 |
United States |
28/06/2011 |
Granted |
UK008379679 |
Community Trademark |
22/02/2010 |
Granted |
Details of the impact
A major success of the University of Surrey's cross disciplinary
Knowledge Transfer discovery programme was making the connection between
research in spacecraft control and its application to the acceleration of
animation software.
The technology embedded in IKinema represents a revolution in
computational efficiency and is the first really new advance in the field
of animation for many years. It creates a paradigm shift in the computer
game and film industries and will enable any company that controls it to
gain significant strategic advantage over its competition. Previous
animation technologies have been "straight-jacketed" by their huge code
size and processing requirement, and their inability to run in real-time
on any platform; IKinema's technology frees them from all of this with its
small code size by enabling very fast, very computationally efficient,
runtime animation on any platform. The technology which runs equally well
in a browser, has created opportunities for new business models and
revenue generation, protected by patent filings.
The underlying IP is relatively generic and applies to several areas,
including spacecraft control, robotics, protein folding, stress analysis
and computer animation. Patents are granted in France, UK, Germany and
pending in US, India, Canada and China. The IKinema trademark is granted
in US and Europe.
Surrey's research, now embedded in technology, is being commercialised by
IKinema, www.ikinema.com a spin-out
from the University of Surrey. The company, founded in 2010, employs 6
staff and is profitable, with 80% of sales revenues generated by export.
There are 3 main products offered by IKinema all based on the research
conducted at Surrey; IKinema Action for Maya, IKinema WebAnimate and
IKinema RunTime.
IKinema motion capture technology is now used by leading studios, such as
Hollywood 20th Century Fox, Disney, Industrial Light &
Magic, and the firm also counts US, UK, Japan with studios such as
Framestore, Luxology, Square Enix, Audio Motion and partners such as
NVidia, Autodesk, Intel, Vicon, Xsens and The Foundry.
Although no users have fully quantified the benefits in monetary terms it
has enabled them to speed up and improve their animation, pre-viz and
motion capture pipelines.
In a pilot test Microsoft estimated that iKinema software reduced
animation costs by 80%.Since animation is estimated as 50% of a game's
development cost this would reduce the overall cost by 40%. The 3D
modelling and animation market in 2008 was worth $237M, whilst the video
games market in 2011 was worth $65B.
20th Century Fox Director CINEDEV (Cinematic Development), comments:
"I am beyond excited to integrate IKinema into my performance capture
pipeline. IKinema's full body solver is unmatched in its ability to
duplicate human behaviour. It allows me to quickly adjust performance
capture on the fly with just a few controls. I no longer need to spend
hours tweaking curves to get a result. IKinema is now an essential part
of my process now and in the future."
Head of rigging at Framestore states;
"The IKinema solver is a fantastic solution for a wide range of
skeleton control issues,"
"By using IKinema's advanced solver settings and its extremely
flexible constraint system, we have been able to iteratively improve our
solving solution and accuracy. With the ability to easily reproduce this
same setup script on many shots, we will be shaving days and weeks off
our production time."
President and founder of Luxology stated;
"Bringing IKinema tech into modo was a smooth process for us,".....
"We also found that once it was in, the flexibility of the code allowed
us to adapt it to a wide range of applications, from simple-to-use
posing tools to sophisticated IK support for complex character rigs.
Each an essential piece of the modo 601 character animation experience."
VICON CEO and President comments:
"IKinema provides a new and exciting method of mocap data manipulation
inside of Maya. This is great news for Blade users!"
Difference Engine Studios comments:
"A breeze to use. The learning curve is incredibly shallow and short,
and it only took us a couple hours to be able to put together some
interesting rigs with it. This looks to save us a lot of time and money,
too. Amazingly, we are getting close to real-time broadcast-quality
animation with this system. In conclusion, this is one piece of software
that has gone from 'Interesting' to 'Must Have' in about two days."
For the quality of the invention and the potential international impact,
Dr. Pechev received the 2010 Royal Academy of Engineering Entrepreneurs
Award and the Royal Society of Edinburgh Enterprise Fellowship.
Sources to corroborate the impact
C1. CEO of Ikinema. Contact details provided.
C2. 20th Century Fox Director (CINEDEV) Contact details
provided.
C3. Framestore, Head of Rigging. Contact details provided.
C4. President of Luxology. Contact details provided.
C5. VICON CEO and President. Contact details provided.
C6. NPL http://www2.surrey.ac.uk/business/why/casestudies/KTA_Case%20Study_Ikinema.pdf
C7. UKTI http://212.137.70.163/investintheuk/whytheuk/successStory/233240.html
Related Media Articles
http://www.framestore.com/press/12pr/120330wot/index.html
http://www.cgchannel.com/2012/03/ikinema-ships-ikinema-action-2/
http://www.cgchannel.com/2011/06/99-plug-in-adds-motionbuilder-functionality-to-maya/
http://www.animationmagazine.net/vfx/luxology-integrates-ikinema-solver-into-modo-601/
http://www.eurograduate.com/lifestyle/article.asp?id=3603&pid=2
http://www.spacemart.com/reports/Smooth_moves_how_space_animates_Hollywood_999.html
Product review
http://www.3dworldmag.com/2011/06/25/review-ikinema-for-maya/
http://uk.reuters.com/article/2011/06/06us-videogames-factbox-idUKTRE75552120110606
3D and animation market http://ionpeddie.com/publications/3d-modeling-and-animation-market/#TOC