Fairy Magic: Enabling cinematic experiences on mobile devices in real-time.
Submitting Institution
University of UlsterUnit of Assessment
Art and Design: History, Practice and TheorySummary Impact Type
SocietalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media
Summary of the impact
Augmented reality supplements real-world experience by placing graphics over a live camera
feed in real-time. Smartphones are a popular and suitable device (ubiquity, portability, and
sensor features). However embedded industry practices delivered an inferior experience limiting
adoption. Maguire's research-informed innovative integration and implementation of visual
effects enabled a high-end cinematic experience. This included integration of user's
environment, interaction with characters, motion blur, 3D realistic character, facial animation,
exponentially increased capacity for customized narrative and new audiences. The outcomes
also expanded the aesthetic and genre of the narrative, sharing user experience and thus
reaching significant new user demographics.
Underpinning research
Maguire joined the University of Ulster as Professor of Animation in March 2010 and in May that
year identified potential to use the unit's research and 'art school' environment to investigate
strategies and technologies in order to connect areas of animation that are unconnected in
industry. Since their introduction, character based applications on smartphones have been
captivating audiences worldwide. Maguire hypothesized that their novelty would eventually
diminish as audience sophistication and expectations increased. His holistic research therefore
aimed not just to develop solutions to technical challenges, but also to widen emotional
vocabulary and increase realism. His initial research, leading to Fairy Magic in 2012, revealed:
- Unrealised capacity in the smartphone platform.
- Chasm between cinematic characters and those of mobile games.
- Burgeoning mobile market potential for new and neglected audiences.
- Limited character interaction and repeating narratives in existing products.
Although the mobile phone presented itself as good candidate for 3D animation, having an
advanced graphics processor that supported the graphic standard OpenGL ES, most
applications prior to his research in 2010 were rendered as simple 2D sprite animations or pre-
rendered movie sequences. Hardware bandwidth of mobile devices restricted the direct
implementation of cinematic technologies required for realism. He observed that visual effects on
Avatar involved a technically complex off-line workflow and a large-scale computer infrastructure
to generate one frame in 48 hours. Effective real-time phone graphics needed to deliver one
frame every 0.01 seconds. Maguire developed new ways to replicate film industry effects using
untapped real-time capabilities of the smartphone to create more appealing and engaging
visuals. His research identified key areas of opportunity:
- Facial expression; although appropriate for animation techniques delivered by existing
applications, was limited. In order to increase successful emotional engagement a more
comprehensive and modular range of emotion would be required. Maguire employed his own
research into the use of the Facial Action Coding System (Ekman, Friesen, 1978) in
animation for film to create a system that enabled every facial movement possible in the
mobile application, Fairy Magic.
- Real-time animation; existing character animations limited to pre-canned movies, restricted
narratives and user interactions. Assessment of untapped capacity in mobile devices,
together with skills and knowledge from two different domains, informed a completely
different method, real-time 3D character rendering. In Fairy Magic, Maguire applied his new
creative concept to prove that it was possible to bring 100's of modular based interactive
animations to mobile apps.
- Image Based Lighting; Maguire recognised that contemporary computer lighting models that
added more realism to film were beyond the hardware capabilities of the mobile platform. In
existing augmented reality applications the graphic layer placed over the camera had no
cognition of the background. In Fairy Magic, Maguire researched how to light real-time
characters with an unpredictable background by replicating Image Based Lighting.
- Motion Blur; the research uncovered motion blur as a problem with fast moving animations.
He investigated three existing techniques 1) real-time graphics delivery on desktop PCs, 2)
Monte-Carlo stochastic sampling in rendering for film, and 3) traditional 2D Cel animation.
His innovation drew on these unconnected practices to deliver on a method to mimic motion
blur on mobile devices for repetitive motion. This was implemented in Fairy Magic and the
underpinning research was shared with industry.
References to the research
1. Maguire, G. Fairy Magic. iOS App (2012) [Device or product available from Apple App store].
Slate Development Finance Agreement, Northern Ireland Screen, 2011-2012 £48,440 match.
Details of the impact
As the visual effects global talent pool increased and more favourable tax systems came into
effect elsewhere, production moved from its roots in the USA to other parts of the world. Faced
with an uncertain future, visual effects artists either lobbied the US government for trade
protection or moved with production. This research sought to explore another opportunity; `Fairy
Magic' became a vehicle to apply research and knowledge gained in visual effects to a different
sector and illustrated an effective route to other markets.
Maguire used techniques appropriated from film deemed too computationally expensive for
mobile by finding ways to mimic their visual properties and not their direct implementation.
In Fairy Magic he implemented a facial animation system based upon FACS, a comprehensive,
anatomically based system for describing all observable facial movement to expand the
emotional vocabulary of previously existing applications creating more expressive character
interaction. More empathy with a character would lead to more appeal and make a contribution
to affective computing.
Prior to his research, mobile animations were sprite based or memory intensive pre-rendered
movie files thereby limiting the narrative and character interaction. Maguire shifted from this
accepted industry standard to a more flexible method and increased interaction and narrative by
order of magnitude. In Fairy Magic, Maguire implemented real-time characters with 100 modular
based animations that could be blended together using human interaction and controlled
randomisation to create 1000's of combinations across multiple characters with a much smaller
footprint. This enabled room for `hero' animations. One such sequence drew upon the first
encounter between Tarzan and Jane in Walt Disney's animated classic. When the user holds
their finger on the screen for a period of time, a fairy will come and gingerly touch then hold their
finger.
Maguire recognised that Image Based Lighting (IBL), were each pixel of an image, typically a
hemispherical environment, is treated as a light source to illuminate a scene with thousands of
lights, was beyond the three light limit imposed by OpenGL ES. However, to embed the
character within the camera, environmental lighting would need to be considered. Fairy Magic,
recreates this visual aesthetic by sampling pixels either side of the cameras CCD and inputting
their colour values into dynamically lighting the real-time characters. Covering the lens and
observing the lighting change on the character can demonstrate this.
Motion blur, an artefact of mechanical film capture and now part of film lexicon is implemented in
computer graphics using Monte Carlo stochastic sampling (Cook, Carpenter, Catmull, 1987]. It
however, relies on interrogating vectors over several frames precluding its use on mobile. Motion
blur on fast animations such as beating wings, were recreated by using multiple objects
containing several static wing positions replaced in rapid succession to create this cinematic
illusion.
In September 2012, one week after `Fairy Magic' was launched, game developer Pocket Gems,
a game developer based in San Francisco with 2 of the top 3 grossing applications in the Apple
App Store, reached out to Maguire to discuss collaboration to bring Fairy Magic research to their
80 million users. On November 8th 2012, the Fairy Magic team signed an agreement with
Pocket Gems to co-develop a game using the research to be realised in 2014.
The expressive facial animation of Fairy Magic drew the attention of Nvidia Corporation, the
world leading design and manufacturers of graphics processing units for workstations and the
mobile market. Co-founder and CEO, Jen-Hsun Huang invited Maguire to disseminate his
research during Huang's keynote presentation at GTC in March 2013. The outcome `New Dawn',
showcased their cutting-edge GPUs and provided Maguire at University of Ulster with an
opportunity to develop a realistic human character using FACS based shape targets at a range
never previously accomplished.
NESTA concluded that the Creative Industries would become a key driver for the UK's recovery
from recession taking centre-stage as a major, high-growth contributor to the UK economy over
the next 5 years. Commenting on `Fairy Magic', Richard Williams, Chief Executive of Northern
Ireland Screen, said `we need to grow that good practice and do a lot more of it' (CAL Enquiry
2013). `Fairy Magic' and `New Dawn' research sought to engage with visual effects artists
between Europe and the USA, to expose the UK's growing animation workforce to a globally
collaborative environment whilst equipping them with the right skills to innovate, create and
communicate remotely.
Local industry benefited from the founding of an animation cluster, Toody Threedy. Initially, a
vehicle to disseminate knowledge and research it has become a hub for Foreign Direct
Investment as studios source talent for Game of Thrones (HBO, 2012), Dracula (Universal,
2014) and Edge of Tomorrow (Warner, 2014). With over 250 members it has increased
opportunities and built trust between Northern Ireland's animators and their global peers.
Flexible learning programmes delivered by the `Fairy Magic' crew's newly acquired knowledge,
standardised NI's animators on a single platform enabling companies to interoperate and
collaborate on projects. The media coverage (such as; The Arts Show (2012) TV, BBC, BBC2,
22 November 8pm) surrounding the launch of `Fairy Magic' promoted animation as a career
opportunity to a wider audience including children aged 10-18 with the formation of 3D Dojo, an
animation branch of James Whelton's Coder Dojo. These initiatives have embedded the
universities research and dissemination of knowledge as a key driver of economic development.
Games play a major role in learning and shaping our worldview. Board games are social devices
enabling us to interact and role-play with others. Pong, the first commercially available video
game had two paddles by default. As games developed with limited computing power single
player games against the computer evolved they reduced our gaming to a solo experience. The
internet enabled us to play with limited interaction but with a global audience. Augmented Reality
by the nature of its camera view brings us full circle to a more social shared experience. Looking
through `Fairy Magic's' camera you see your friends, your family, your environment to create a
hyper-local experience strengthening social bonds.
During the examination and exploration of the smartphone platform and while reproducing a
cinematic experience, it became apparent that the device could offer more than just a portable
screen. With a host of sensors continually gathering data in real-time, including accelerometers
and a compass it would be possible to place a real-time character anywhere in space. However,
this could place the characters in an inaccessible location behind the user. A home location had
to be developed to attract the character to a position in front of the phone enabling the user to
always have the character in view. As the character could appear anywhere on the screen, a
traditional user interface (UI) locked to screen space proved ineffective. The UI was therefore
decoupled from screen space and forced to follow the characters centroid ensuring all navigation
controls were relative to the character. E.g. Left became left of character and not left of screen.
The screen was not treated as a portal within the application but a sheet of glass. The
character's size was a consistent 10 cm across all devices and screen sizes. This contributed to
the character's existence in our world.
An intimate connection, modelled after Tarzan and Jane's first meeting by Glenn Keane (Tarzan,
1999) was created when the user held their finger on the screen. The character would reach
forward and touch the users finger as the smartphone's vibrate hardware was called upon to
create a tickle.
The phones front camera was used to pull the character into the experience. When the device
was laid flat, the camera input was switched from the user's point of view to the point at the user
themselves. The image was projected onto a polygonal height field allowing the user to see
themselves reflected in a pool along side the characters increasing the illusion of their existence.
Sources to corroborate the impact
The following are in the public domain- the citations recognise the innovation and impact.
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The Guardian `Fairy Magic', `10 Best iPhone and iPad apps this week'. August 12th.
http://www.theguardian.com/technology/appsblog/2012/aug/20/best-iphone-ipad-apps-wwe-
fleksy
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Irish Technology Leadership Group `Fairy Magic' Winner Best Game 2012, Innovation in
Entertainment Summit, Hollywood, CA, USA.
http://www.siliconrepublic.com/new-media/item/29458-ireland-at-the-dazzling/
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The Next Web Pick of the Day. (August 16th 2012) TNW has 7.2M monthly visits and
recognized `Fairy Magic is a spellbinding augmented reality iOS game for kids'.
http://thenextweb.com/apps/2012/08/16/tnw-pick-day-fairy-magic-spellbinding-augmented-reality-ios-game-kids/
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Venture Beat (5.5M monthly unique visitors) made public "Nvidia touts its latest graphical
sorcery in `New Dawn' tech demo" that confirms the ground-breaking research and rapid
adoption by industry. http://venturebeat.com/2012/07/27/nvidia-new-dawn-tech-demo/
-
Jen-Hsun Huang, CEO Nvidia Corporation, Keynote speech at GPU Technology
Conference, San Jose, CA, USA (2013) presenting `A New Dawn".
http://www.youtube.com/watch?v=CvaGd4KqlvQ
The following have provided letters that provide factual evidence in support of the
impact:
-
Director of Strategic Delivery, Department of Culture Arts and Leisure, UK. DCAL is the
NI government lead on the creative industries — will confirm the impact the research has had on
regional economic and cultural policy and strategy including Programme for Government.
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Chief Executive, Northern Ireland Screen, UK — will confirm the new audiences and impact
on open access technology. It's impact on building an indigenous sustainable creative industry
and the attraction of Foreign Direct Investment to the UK.
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Former Head of Global Operations, Lucasfilm Ltd, USA. (Now at Telltale Games) will verify
the impact of the technology and the workflow and Will confirm that the research is a stunning
example of the possibilities for modern mobile platforms.
-
Set Dress Lead, Pixar Animation Studios, USA Will confirm the innovative nature of the use
of visual effects techniques being appropriated for a mobile platform and has "all the hallmarks of
becoming a standard lighting model for all AR applications."
-
Animation Supervisor on New Dawn, Nvidia, USA will confirm they adopted the research
in `New Dawn', how the research has changed the perception of, and realization of limitations of
interactive experiences on mobile devices.