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The Drybones Bay Diamondiferous Kimberliteis a 3D animation we produced in 1996 - and updated recently (2002) with new graphics and in a new digital video codec. It is about a mining exploration project in the North West Territories. It has been shown at many mining conventions - including the 1997 Prospectors & Developers Association Convention (a major international mining convention held annually in Toronto). |
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The ProjectDrybones Bay is a deep inlet on Great Slave Lake, just 50km southeast of Yellowknife (in the middle of in Canada's North West Territories). Underneath it is a large diamondiferous kimberlite. It was discovered in the early 1990s, shortly after the Lac des Gras find. (Kimberlites are carrot-shaped volcanic intrusions from which diamonds originate. The North West Territories has recently opened up as a major centre of global diamond production.) We heard about this project in 1996, and found it a very interesting geological property. It is one of the largest kimberlites in North America, and very well located for both exploration and development -- much more conveniently-placed than the Lac de Gras mines (which are some 200km farther from Yellowknife, and in preliminary production). We soon proposed to the junior mining company exploring the site to do a 3D animation as a promotional tool to assist in raising finance at conventions, such as the PDAC. We produced it to run easily on a laptop computer at our client's booth. It seemed that 3D animation was the perfect way to show the impressive spatial qualities of the kimberlite -- especially the large size. They agreed. We finished the project in approximately two months, using a three-man team, an Amiga 1200 for 2D graphics, and a network of three PC computers for 3D development (the largest of which was a 166MHz Pentium 1, that we had to rent -- remember, this is 1996). (Needless to say we have much more powerful tools at our disposal today.) The ScriptWe decided to do the animation in three basic parts. First, an introductory flight over the tundra that followed a helicopter as it arrived to hover over Drybones Bay itself. Then a schematic underground view -- in which we show the actual kimberlite in relation to the surface terrain (partly to give a sense of its immense size). Finally we would follow our helicopter once more in a flight away from the bay. All the while text-data would appear as overlaid captions to give key points on the exploration project. Getting The DataUnfortunately, all the data on the project was in old-fashioned 2D paper format. The geological exploration was all being done in traditional means, with side- and top-view paper diagrams and cross-sections, magnetic survey print-outs, and overhead surface maps; and the larger surface terrain was available only in the form of standard government 2D topographic maps. (Digitized 3D versions of much of the tundra were not available at the time. In fact, we found an actual gap of uncharted terrain where the edges of two topo maps did not meet -- hopefully the Government of Canada has rectified this error by now.) Thus we needed to take all this 2D paper-based data and somehow convert it to 3D digital form. And we needed it to be scientifically accurate. The Surface AnimationFor the surface animation we retrieved existing 2D topographic maps and scanned them into a digital format as standard 2D graphics (literally, bitmaps). Next we painstakingly cleaned these maps up by hand -- using a standard paint program (on the venerable Amiga; today we would use Photoshop) to physically remove all grid-lines and numbers, elevation numbers, names, road symbols, building symbols, zoning designations, municipal names, et cetera. (Luckily this expanse of tundra was very remote, so there was little "human-civilization" data on the maps.) At the end we had a successive grayscale image of clean topographic "shapes": water was black, and each higher elevation was in a lighter shade of gray. (We also found the terrain was too flat -- with only about two or three elevation levels above the water-level. This would produce some very weird-looking hills -- a series of flat-beveled plains rather than round, rolling terrain. Therefore we added topographic layers between the existing layers, effectively doubling the topographic detail -- and enhancing the 3D look of the terrain -- while staying accurate to the essential character of the terrain.) We were then able to take this image and rastarize it -- convert it into a large 3D shape. Next we imported this 3D shape into a terrain generation program -- telling the program that the bottom level (black) was water, and that the remaining terrain was to be rendered as arctic tundra. This gave us our superficial 3D model of Drybones Bay. Then, using the terrain-generation program, we could animate fly-overs of this terrain fairly easily. | |
The Fly-Over...Now, we wanted to fly a HELICOPTER over the landscape -- to give the viewer a sense of perspective (again, our objective was to give an idea of the size of Drybones Bay and the kimberlite underneath it). And unfortunately we could not import a helicopter into the terrain generation program. The solution to this problem was ingenious... First we programmed and rendered out an animation of a fly-over of the terrain. The flyover began on the outside of the square area of terrain then spiraled into the centre, to end in a circular hover over the model of Drybones Bay itself. (We spiraled this flight path because it gave a fairly long flight in to the bay -- which, nevertheless appears as a straight journey, considering we are skimming along the ground -- all the while enabling us to keep the actual terrain model fairly small. After all, our poor Pentium 1's were being stressed to the limit by the many polygons in the terrain model. We also kept the angle low to the ground, and aimed in such a way that the edge of the world -- that is, the edge of our terrain model, which is actually quite close to the camera at times -- is never revealed.) Next, we built a simple rectangular block in 3D Studio. We ascribed our animation to one side of this rectangle -- turning it into a kind of rear-screen projector. Then we took a standard model of a Bell Jet Ranger helicopter and key-framed it in front of this rectangle, coordinating the position of the helicopter so it would be correctly oriented in front of the rectangle, and the terrain fly-by animation being rendered on the rectangle. The result seems to be a 3D animation of a helicopter flying over the terrain, but it is actually a simple "back projection" trick -- just like you'd see in an old movie, with two people talking in the back of a taxi while the window behind shows a grainy streetscape of New York drifting by. (Today, we would do all of this using AfterEffects, and standard compositing. This is what we did for some of the scenes in Building The Mine.) The Underground AnimationNext, we had to model the kimberlite itself. This job was somewhat more a matter of sheer modeling tenacity than "smoke and mirrors". Our chief modeler took a copy of our 3D surface terrain model -- as rastarized above -- and chopped it down so that we only had Drybones Bay itself. He then manually dissected the water plane from the rest of the terrain, replacing the water with a simple, blue-textured plane. Underneath the terrain, in the correct orientation was a model of the kimberlite -- the outline of which is based on the outline revealed in magnetic surveys. The shape is a reasonable "guesstimate" of what the kimberlite looks like -- if we could render the surrounding rock invisible. (The texture of the kimberlite was also done on the Amiga paint program -- it actually has the flecked grey-green "jade" appearance kimberlite has if you see it about two feet away. This is for cosmetics -- if truly revealed on this scale, it would just appear bland and brownish-gray, like any dirty rock) In the final animation of the underground kimberlite, we are able to slide away the water-surface, and give a numeric scale indication the size of Drybones Bay kimberlite (900m by 400m). Final Compression & MasteringNow it was down to the wire -- and our poor Pentium 1's were chugging away as fast as we could make them to render out all this material. Our final hurdle was to overcome the limitations of the early MPEG 1 "codec" (compressor-decompressor). (Today, the technology has advanced so much this part is hardly a bother, but back then it was the cutting-edge.) We were compressing our compression to try to get it all onto a single CD-ROM -- at one point we had "Windows" symbols flying out of the background due to an over-compression glitch. Finally we wound up writing our own compression software in order to deal with these limitations. All-in-all, though, it was a fun project! |
Click here for the download page for Drybones Bay, the remastered digital video... |
Drybones Bay - CreditsProduced & Directed by Tim Carter Main 3D Modelling & Software Development by Vijai Ramcharan Additional Software Develpment by Orion Gural Links for more about the actual Drybones Bay...
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