How ‘The Mandalorian’ and ILM invisibly reinvented film and TV production

“The Mandalorian” was a pretty good show. On that most people seem to agree. But while a successful live-action Star Wars TV series is important in its own right, the way this particular show was made represents a far greater change, perhaps the most important since the green screen. The cutting edge tech (literally) behind “The Mandalorian” creates a new standard and paradigm for media — and the audience will be none the wiser.

What is this magical new technology? It’s an evolution of a technique that’s been in use for nearly a century in one form or another: displaying a live image behind the actors. The advance is not in the idea but the execution: a confluence of technologies that redefines “virtual production” and will empower a new generation of creators.

As detailed in an extensive report in American Cinematographer Magazine (I’ve been chasing this story for some time, but suspected this venerable trade publication would get the drop on me), the production process of “The Mandalorian” is completely unlike any before, and it’s hard to imagine any major film production not using the technology going forward.

“So what the hell is it?” I hear you asking.

Meet “the Volume.”

Formally called Stagecraft, it’s 20 feet tall, 270 degrees around, and 75 feet across — the largest and most sophisticated virtual filmmaking environment yet made. ILM just today publicly released a behind-the-scenes video of the system in use, as well as a number of new details about it.

It’s not easy being green

In filmmaking terms, a “volume” generally refers to a space where motion capture and compositing take place. Some volumes are big and built into sets, as you might have seen in behind-the-scenes footage of Marvel or Star Wars movies. Some are smaller, plainer affairs, where the motions of the actors behind CG characters play out their roles.

But they generally have one thing in common: They’re static. Giant, bright green, blank expanses.

Does that look like fun to shoot in?

One of the most difficult things for an actor in modern filmmaking is getting into character while surrounded by green walls, foam blocks indicating obstacles to be painted in later and people with mocap dots on their face and suits with ping-pong balls attached. Not to mention everything has green reflections that need to be lit or colored out.

Advances some time ago (think prequels-era Star Wars) enabled cameras to display a rough pre-visualization of what the final film would look like, instantly substituting CG backgrounds and characters onto monitors. Sure, that helps with composition and camera movement, but the world of the film isn’t there, the way it is with practical sets and on-site shoots.

Practical effects were a deliberate choice for “The Child” (AKA Baby Yoda) as well.

What’s more, because of the limitations in rendering CG content, the movements of the camera are often restricted to a dolly track or a few pre-selected shots for which the content (and lighting, as we’ll see) has been prepared.

This particular volume, called Stagecraft by ILM, the company that put it together, is not static. The background is a set of enormous LED screens such as you might have seen onstage at conferences and concerts. The Stagecraft volume is bigger than any of those — but more importantly, it’s smarter.

See, it’s not enough to just show an image behind the actors. Filmmakers have been doing that with projected backgrounds since the silent era! And that’s fine if you just want to have a fake view out of a studio window or fake a location behind a static shot. The problem arises when you want to do anything more fancy than that, like move the camera. Because when the camera moves, it immediately becomes clear that the background is a flat image.

The innovation in Stagecraft and other, smaller LED walls (the more general term for these backgrounds) is not only that the image shown is generated live in photorealistic 3D by powerful GPUs, but that 3D scene is directly affected by the movements and settings of the camera. If the camera moves to the right, the image alters just as if it were a real scene.

This is remarkably hard to achieve. In order for it to work, the camera must send its real-time position and orientation to, essentially, a beast of a gaming PC, because this and other setups like it generally run on the Unreal engine (Epic does its own breakdown of the process here). This must take that movement and render it exactly in the 3D environment, with attendant changes to perspective, lighting, distortion, depth of field and so on — all fast enough so that those changes can be shown on the giant wall nearly instantly. After all, if the movement of the background lagged the camera by more than a handful frames it would be noticeable to even the most naive viewer.

Yet fully half of the scenes in “The Mandalorian” were shot within Stagecraft, and my guess is no one had any idea. Interior, exterior, alien worlds or spaceship cockpits, all used this giant volume for one purpose or another.

There are innumerable technological advances that have contributed to this; “The Mandalorian” could not have been made as it was five years ago. The walls weren’t ready; the rendering tech wasn’t ready; the tracking wasn’t ready — nothing was ready. But it’s ready now.

It must be mentioned that Jon Favreau has been a driving force behind this filmmaking method for years now; films like the remake of “The Lion King” were in some ways tech tryouts for “The Mandalorian.” Combined with advances made by James Cameron in virtual filmmaking, and, of course, the indefatigable Andy Serkis’s work in motion capture, this kind of production is only just now becoming realistic due to a confluence of circumstances.

Not just for SFX

Of course Stagecraft is probably also the most expensive and complex production environments ever used. But what it adds in technological overhead (and there’s a lot) it more than pays back in all kinds of benefits.

For one thing, it nearly eliminates on-location shooting, which is phenomenally expensive and time-consuming. Instead of going to Tunisia to get those wide-open desert shots, you can build a sandy set and put a photorealistic desert behind the actors. You can even combine these ideas for the best of both worlds: Send a team to scout locations in Tunisia and capture them in high-definition 3D to be used as a virtual background.

This last option produces an amazing secondary benefit: Reshoots are way easier. If you filmed at a bar in Santa Monica and changes to the dialogue mean you have to shoot the scene over again, no need to wrangle permits and painstakingly light the bar again. Instead, the first time you’re there, you carefully capture the whole scene with the exact lighting and props you had there the first time and use that as a virtual background for the reshoots.

The fact that many effects and backgrounds can be rendered ahead of time and shot in-camera rather than composited in later saves a lot of time and money. It also streamlines the creative process, with decisions able to be made on the spot by the filmmakers and actors, since the volume is reactive to their needs, not vice versa.

Lighting is another thing that is vastly simplified, in some ways at least, by something like Stagecraft. The bright LED wall can provide a ton of illumination, and because it actually represents the scene, that illumination is accurate to the needs of that scene. A red-lit interior of a space station, and the usual falling sparks and so on, shows red on the faces and of course the highly reflective helmet of the Mandalorian himself. Yet the team can also tweak it, for instance sticking a bright white line high on the LED wall out of sight of the camera but which creates a pleasing highlight on the helmet.

Naturally there are some trade-offs. At 20 feet tall, the volume is large but not so large that wide shots won’t capture the top of it, above which you’d see cameras and a different type of LED (the ceiling is also a display, though not as powerful). This necessitates some rotoscoping and post-production, or limits the angles and lenses one can shoot with — but that’s true of any soundstage or volume.

A shot like this would need a little massaging in post, obviously.

The size of the LEDs, that is of the pixels themselves, also limits how close the camera can get to them, and of course you can’t zoom in on an object for closer inspection. If you’re not careful, you’ll end up with Moiré patterns, those stripes you often see on images of screens.

Stagecraft is not the first application of LED walls — they’ve been used for years at smaller scales — but it is certainly by far the most high-profile, and “The Mandalorian” is the first real demonstration of what’s possible using this technology. And believe me, it’s not a one-off.

I’ve been told that nearly every production house is building or experimenting with LED walls of various sizes and types — the benefits are that obvious. TV productions can save money but look just as good. Movies can be shot on more flexible schedules. Actors who hate working in front of green screens may find this more palatable. And you better believe commercials are going to find a way to use these as well.

In short, a few years from now it’s going to be uncommon to find a production that doesn’t use an LED wall in some form or another. This is the new standard.

This is only a general overview of the technology that ILM, Disney and their many partners and suppliers are working on. In a follow-up article I’ll be sharing more detailed technical information directly from the production team and technologists who created Stagecraft and its attendant systems.

Google gobbling Fitbit is a major privacy risk, warns EU data protection advisor

The European Data Protection Board (EDPB) has intervened to raise concerns about Google’s plan to scoop up the health and activity data of millions of Fitbit users — at a time when the company is under intense scrutiny over how extensively it tracks people online and for antitrust concerns.

Google confirmed its plan to acquire Fitbit last November, saying it would pay $7.35 per share for the wearable maker in an all-cash deal that valued Fitbit, and therefore the activity, health, sleep and location data it can hold on its more than 28M active users, at ~$2.1 billion.

Regulators are in the process of considering whether to allow the tech giant to gobble up all this data.

Google, meanwhile, is in the process of dialling up its designs on the health space.

In a statement issued after a plenary meeting this week the body that advises the European Commission on the application of EU data protection law highlights the privacy implications of the planned merger, writing: “There are concerns that the possible further combination and accumulation of sensitive personal data regarding people in Europe by a major tech company could entail a high level of risk to the fundamental rights to privacy and to the protection of personal data.”

Just this month the Irish Data Protection Commission (DPC) opened a formal investigation into Google’s processing of people’s location data — finally acting on GDPR complaints filed by consumer rights groups as early as November 2018  which argue the tech giant uses deceptive tactics to manipulate users in order to keep tracking them for ad-targeting purposes.

The Irish DPC, which is the lead privacy regulator for Google in the EU and a member of the EDPB, said the advisory body’s statement is a reflection of the collective views of data protection agencies across the bloc.

The EDPB’s statement goes on to reiterate the importance for EU regulators to asses what it describes as the “longer-term implications for the protection of economic, data protection and consumer rights whenever a significant merger is proposed”.

It also says it intends to remain “vigilant in this and similar cases in the future”.

The EDPB includes a reminder that Google and Fitbit have obligations under Europe’s General Data Protection Regulation to conduct a “full assessment of the data protection requirements and privacy implications of the merger” — and do so in a transparent way, under the regulation’s principle of accountability.

“The EDPB urges the parties to mitigate the possible risks of the merger to the rights to privacy and data protection before notifying the merger to the European Commission,” it also writes.

We reached out to Google for comment but at the time of writing it had not provided a response nor responded to a question asking what commitments it will be making to Fitbit users regarding the privacy of their data.

Fitbit has previously claimed that users’ “health and wellness data will not be used for Google ads”.

However big tech has a history of subsequently steamrollering founder claims that ‘nothing will change’. (See, for e.g.: Facebook’s WhatsApp U-turn on data-linking.)

“The EDPB will consider the implications that this merger may have for the protection of personal data in the European Economic Area and stands ready to contribute its advice on the proposed merger to the Commission if so requested,” the advisory body adds.

We also reached out to the European Commission’s competition unit for a response to the EDPB’s statement. A spokeswoman confirmed the transaction has not been formally notified to it. 

“It is always up to the companies to notify transactions with an EU dimension to the European Commission,” she added. 

It is not yet clear whether or not the acquisition will face merger control review in the EU.

Update: A Google spokesperson has now sent this statement: “We are acquiring Fitbit to help us develop devices in the highly competitive wearables space and the deal is subject to the usual regulatory approvals. Protecting peoples’ information is core to what we do, and we will continue to work constructively with regulators to answer their questions.”

The company also pointed to its original blog post about the acquisition — highlighting the claims that: “We will never sell personal information to anyone. Fitbit health and wellness data will not be used for Google ads. And we will give Fitbit users the choice to review, move, or delete their data.”

This report was updated with additional comment 

MWC hangs by a thread after Nokia, DT and other big names back out

More big names are stepping Mobile World Congress, the world’s biggest phone and telecom trade fair, prompting the organizers to urgently decide what they wish to do going forward.

Nokia, one of the omnipresent firms at major tech trade conferences, won’t be attending this year’s Mobile World Congress. It cited health and safety concerns over coronavirus outbreak. Electronics giant HMD, which sells smartphones under Nokia brand, cited similar reasoning for its withdrawal, too.

The iconic Finnish firm, one of the cornerstone companies at MWC, and HMD have become the latest to back out of the trade fair. In recent days, scores of firms including Ericsson, Amazon, Vivo, LG, Facebook and Sony have withdrawn their participation from the world’s biggest smartphones-focused trade show.

German telecommunications giant Deutsche Telekom, BT, Britain’s biggest telecommunications group, and London-headquartered telecoms giant Vodafone have also backed out citing coronavirus outbreak, they announced on Wednesday. French-Italian semiconductor manufacturer STMicroelectronics is also not attending, it said.

However on Wednesday afternoon (CET) Orange denied a Reuters report it won’t attend, telling us it still hadn’t taken a decision on whether to pull out or not. “We are awaiting further communication from the GSMA regarding the event,” a spokeswoman for the operator said.

Orange CEO Stéphane Richard is the current GSMA chair.

MWC attracts over 100,000 attendees, abd thousands of companies and high-profile executives use this global platform to broker deals and unveil their upcoming gadgets and innovations to the world.

The trade fair also contributes to the bottom line of Barcelona city. This year, the four-day trade show was scheduled to take place from February 27.

“While the health and safety of our employees is our absolute priority, we also recognize that we have a responsibility to the industry and our customers. In view of this, we have taken the necessary time to evaluate a fast-moving situation, engage with the GSMA and other stakeholders, regularly consult external experts and authorities, and plan to manage risks based on a wide range of scenarios. The conclusion of that process is that we believe the prudent decision is to cancel our participation at Mobile World Congress,” Nokia said in a statement.

The high-profile no-shows should put more pressure on GSMA, the body that organizes the event, to cancel this year’s edition of the trade show. GSMA acknowledged the safety risks to attendees in an email on Sunday, but it ducked away from assuming any liabilities at the trade show. As my colleague Romain Dillet pointed out, the email appeared to have triggered companies to withdraw their participation.

On Tuesday, Spanish publication El Pais reported that the GSMA executives would meet on Friday and consider their next steps, which could include suspending this year’s event. A spokesperson declined comment to TechCrunch.

The GSMA executives have moved to have that talk today, according to a report. Earlier local press had reported the operator association had decided to go ahead with the event — but in a more recent update La Vanguardia reports the GSMA has called another meeting to discuss the future of MWC 2020.

The organization has previously declined to comment on internal meetings.

You can check out the full list of companies that have withdrawn from MWC so far this year below.

This report was updated with additional information about Orange and the developing situation at the GSMA

Relativity Space expands its rocket-printing operations into an enormous new Long Beach HQ

Building a rocket is a big operation, even when you’re printing them from the ground up, like Relativity Space . The launch startup is graduating from its initial office, which is a bit cramped for assembling rockets, to a huge space in Long Beach, where the company will go from prototype to first flight.

We recently visited Relativity at their old headquarters, which had the scrappy (literally — there were metal scraps everywhere) industrial feel you’d expect from a large-scale hardware startup. But except for the parking lot, there didn’t seem to be anywhere to put together… you know, a rocket.

So it was no surprise when co-founder and CEO Tim Ellis said that the company was just starting the process of moving to a gigantic new open-plan warehouse-style building in Long Beach.

Relativity CEO Tim Ellis is obviously excited about the new HQ.

“It’s a big step,” Ellis told TechCrunch. “It’ll actually be the first factory we fully build out with 3D printers. This new space is actually big enough that we’ll be printing the first and second stages, and the fairing at the same time. The new ceiling height is approximately 40 feet, which will allow us to build taller — about twice the height of our current facility. We’re on track to start shipping parts to Stennis for testing later this year.”

In addition to the three “Stargate” printers that can print parts up to 15 feet high, they’ll have three more that can go up to 20 feet and two that can go up to 30. It’s a bit hard to imagine a single printed rocket part 30 feet tall until you’ve seen some of the pieces Relativity has already made.

Not only do the rockets take up a lot of space, but the company itself is growing.

“From two years ago to now we’ve over 20X-ed our entire footprint as a company,” Ellis pointed out. In other words, it was starting to feel a bit overpopulated in their old spot near LAX.

This the space as it is now; the image up top is a render of how it will look once active.

Assembly of the launch vehicle, called Terran 1, its Aeon engines and R&D will all take place in the new HQ. It’s nearly 120,000 square feet, and will be built as a very high-tech manufacturing operation indeed. There will be no fixed tooling, meaning the factory can be rapidly reconfigured, and will be highly automated. The company’s 3D printers aren’t like the simple ones used for rough prototyping, but enormous, carefully monitored robot arms that perform real-time analysis of the metal they are laying down.

“It’s really the first autonomous factory, and it’s not just for rockets,” Ellis said. “Once we prove out the factory with this first launch vehicle, we’re convinced this works towards our long-term plan of launching factories to Mars and building a wide range of products that you’re going to need there. It’s on the path for the long-term vision but also a way for us to be a pioneer in this new value chain for aerospace.”

“It’s going to be cool,” he added.

The Raspberry Pi 4 gets more RAM for $35

The Raspberry Pi Foundation has updated its flagship model, the Raspberry Pi 4. It’s still the same awesome tiny single-board computer with a lot of connectors. But the entry-level device now comes with 2GB of RAM instead of 1GB of RAM for the same price of $35.

The foundation says that RAM prices have been dropping lately, so it has become cheaper to build Raspberry Pi devices with more RAM. If you want more RAM, you can still buy a 4GB model for $55 — the price hasn’t changed.

If you’re using a ton of 1GB models for your industrial projects, you can still buy the old 1GB model for $35. This way, it doesn’t create compatibility issues or you don’t have to split your fleet of Raspberry Pi devices between 1GB models and 2GB models. But makers and hobbyists should definitely buy the 2GB over the 1GB model from now on, as it’s the same price.

As the Raspberry Pi Foundation is approaching its eighth birthday, it is looking back at the evolution of the Raspberry Pi. The original Raspberry Pi also cost $35, but it is drastically more powerful today.

In eight years, you get a 40x CPU performance increase, 8x memory increase, 10x input/output bandwidth increase and there’s a Wi-Fi chip. This isn’t just a tiny computer to play around with. You can now do a ton of stuff with a Raspberry Pi, and even replace your desktop computer if you mainly use it for web browsing and basic tasks. The Raspberry Pi Foundation has sold 30 million devices so far.