Pixar: The math behind the movies - Tony DeRose

696,948 views ・ 2014-03-25

TED-Ed


Please double-click on the English subtitles below to play the video.

00:06
At Pixar, we're all about telling stories,
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but one story that hasn't been told very much
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is the huge degree to which math is used
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in the production of our films.
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The math that you're learning in
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middle school and high school
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is used all the time at Pixar.
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So, let's start with a very simple example.
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Anybody recognize this guy? (Cheers)
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Yeah, so this is Woody from Toy Story,
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and let's ask Woody to, say, walk across the stage
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from, say, left to right, just like that.
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So, believe it or not, you just saw a ton of mathematics.
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Where is it?
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Well, to explain that,
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it's important to understand
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that artists and designers think in terms of
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shape and images
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but computers think in terms of numbers and equations.
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So, to bridge those two worlds
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we use a mathematical concept called
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coordinate geometry, right?
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That is, we lay down a coordinate system
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with x describing how far something is to the right
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and y describing how high something is.
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So, with these coordinates we can describe
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where Woody is at any instant in time.
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For instance, if we know the coordinates of
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the lower left corner of that image,
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then we know where the rest of the image is.
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And in that little sliding animation we saw a second ago,
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that motion we call translation,
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the x coordinate started with a value of one,
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and it ended with a value of about five.
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So, if we want to write that in mathematics,
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we see that the x at the end is four bigger
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than x at the start.
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So, in other words, the mathematics of translation
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is addition.
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Alright?
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How about scaling?
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That is making something bigger or smaller.
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Any guesses as to what the mathematics of scaling might be?
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Dilation, multiplication, exactly.
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If you're going to make something twice as big,
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you need to mulitply the x and the y coordinates
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all by two.
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So, this shows us that the mathematics of scaling
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is mulitiplication.
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Okay?
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How about this one?
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How about rotation? Alright, spinning around.
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The mathematics of rotation is trigonometry.
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So, here's an equation that expresses that.
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It looks a little scary at first.
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You'll probably get this in eighth or ninth grade.
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If you find yourselves sitting in trigonometry class
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wondering when you're ever going to need this stuff,
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just remember that any time you see anything rotate
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in one of our films,
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there's trigonometry at work underneath.
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I first fell in love with mathematics in seventh grade.
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Any seventh graders? A few of you? Yeah.
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My seventh grade science teacher showed me
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how to use trigonometry to compute
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how high the rockets that I was building was going.
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I just thought that was amazing,
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and I've been enamored with math ever since.
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So, this is kind of old mathematics.
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Mathematics that's been known and, you know,
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developed by the old dead Greek guys.
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And there's a myth out there that all the interesting
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mathematics has already been figured out,
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in fact all of mathematics has been figured out.
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But the real story is that new mathematics
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is being created all the time.
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And some of it is being created at Pixar.
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So, I'd like to give you an example of that.
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So, here are some characters
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from some of our early films:
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Finding Nemo, Monsters Inc. and Toy Story 2.
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Anybody know who the blue character in the upper left is?
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It's Dory. Okay, that was easy.
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Here's a little harder one.
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Anybody know who's the character in the lower right?
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Al McWhiggin from Al's Toy Barn, exactly.
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The thing to notice about these characters
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is they're really complicated.
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Those shapes are really complicated.
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In fact, the toy cleaner, I have an example,
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the toy cleaner there in the middle,
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here's his hand.
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You can imagine how fun it was to bring this
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through airport security.
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His hand is a really complicated shape.
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It's not just a bunch of spheres and cylinders stuck together, right?
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And not only is it complicated,
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but it has to move in complicated ways.
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So, I'd like to tell you how we do that,
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and to do that I need to tell you about midpoints.
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So, here's a couple of points, A and B,
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and the line segment between them.
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We're going to start out first in two dimensions.
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The midpoint, M, is the point
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that splits that line segment in the middle, right?
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So, that's the geometry.
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To make equations and numbers,
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we again introduce a coordinate system,
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and if we know the coordinates of A and B,
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we can easily compute the coordinates of M
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just by averaging.
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You now know enough to work at Pixar.
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Let me show you.
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So, I'm going to do something slightly terrifying
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and move to a live demo here.
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So, what I have is a four-point polygon here,
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and it's going to be my job
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to make a smooth curve out of this thing.
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And I'm going to do it just using the idea of midpoints.
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So, the first thing I'm going to do
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is an operation I'll call split,
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which adds midpoints to all those edges.
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So, I went from four points to eight points,
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but it's no smoother.
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I'm going to make it a little bit smoother
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by moving all of these points from where they are now
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to the midpoint of their clockwise neighbor.
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So, let me animate that for you.
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I'm going to call that the averaging step.
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So, now I've got eight points,
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they're a little bit smoother,
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my job is to make a smooth curve,
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so what do I do?
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Do it again. Split and average.
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So, now I've got sixteen points.
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I'm going to put those two steps,
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split and average, together into something
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I'll call subdivide,
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which just means split and then average.
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So, now I've got 32 points.
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If that's not smooth enough, I'll do more.
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I'll get 64 points.
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Do you see a smooth curve appearing here from
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those original points?
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And that's how we create the shapes
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of our charcters.
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But remember, I said a moment ago
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it's not enough just to know the static shape,
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the fixed shape.
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We need to animate it.
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And to animate these curves,
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the cool thing about subdivision.
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Did you see the aliens in Toy Story?
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You know that sound they make,
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"Ooh"? Ready?
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So, the way we animate these curves
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is simply by animating the original four points.
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"Ooh."
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Alright, I think that's pretty cool,
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and if you don't, the door is there,
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it doesn't get any better than that, so.
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This idea of splitting and averaging
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also holds for surfaces.
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So, I'll split, and I'll average.
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I'll split, and I'll average.
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Put those together into subdivide,
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and this how we actually create the shapes
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of all of our surface characters in three dimensions.
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So, this idea of subdivision
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was first used in a short film in 1997
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called Geri's Game.
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And Geri actually made a cameo apperance
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in Toy Story 2 as the toy cleaner.
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Each of his hands
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was the first time we ever used subdivision.
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So, each hand was a subdivision surface,
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his face was a subdivision surface,
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so was his jacket.
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Here's Geri's hand before subdivision,
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and here's Geri's hand after subdivision,
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so subdivision just goes in and smooths out
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all those facets,
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and creates the beautiful surfaces
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that you see on the screen and in the theaters.
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Since that time, we've built all of our characters this way.
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So, here's Merida, the lead character from Brave.
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Her dress was a subdivision surface,
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her hands, her face.
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The faces and hands of all the clansman
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were subdivision surfaces.
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Today we've seen how addition, multiplication,
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trigonometry and geometry play a roll in our films.
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Given a little more time,
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I could show you how linear algebra,
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differential calculus, integral calculus
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also play a roll.
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The main thing I want you to go away with today is
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to just remember that all the math that you're learning
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in high school and actually up through sophomore college
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we use all the time, everyday, at Pixar. Thanks.
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