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譯者: Jesse Chen 陳鉦翰
審譯者: Jheng-Han Chen
00:06
At Pixar, we're all about telling stories,
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皮克斯擅長說故事
00:09
but one story that hasn't been told very much
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但有個故事並不廣為人知
00:11
is the huge degree to which math is used
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就是運用在動畫中
大量的數學
00:14
in the production of our films.
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00:15
The math that you're learning in
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你在初中和高中
00:16
middle school and high school
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所學到的數學
00:18
is used all the time at Pixar.
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在皮克斯中無所不在
00:20
So, let's start with a very simple example.
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舉個很簡單的例子
00:23
Anybody recognize this guy? (Cheers)
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有人認識這他嗎?
00:26
Yeah, so this is Woody from Toy Story,
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這是《玩具總動員》裡的「胡迪」
00:29
and let's ask Woody to, say, walk across the stage
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讓胡迪走向另一邊
00:31
from, say, left to right, just like that.
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就像這樣,從左到右
00:34
So, believe it or not, you just saw a ton of mathematics.
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你相信嗎?
你剛看到了一堆數學
00:38
Where is it?
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在哪呢?
00:40
Well, to explain that,
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我解釋一下
00:42
it's important to understand
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你要知道
00:43
that artists and designers think in terms of
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藝術家和設計師腦子裡想的
00:45
shape and images
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都是圖像和意象
00:46
but computers think in terms of numbers and equations.
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但電腦裡運作的都是數字和方程式
00:49
So, to bridge those two worlds
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為了要讓兩者結合
00:51
we use a mathematical concept called
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我們運用了數學概念
00:52
coordinate geometry, right?
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稱為幾何座標
00:54
That is, we lay down a coordinate system
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我們設定一個座標系統
00:56
with x describing how far something is to the right
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x 軸表示物件向右移動的距離
01:00
and y describing how high something is.
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y 軸則決定物件的高度
01:02
So, with these coordinates we can describe
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有了座標
就能讓胡迪出現在任何地方
01:05
where Woody is at any instant in time.
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01:07
For instance, if we know the coordinates of
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舉例來說
如果我們知道
01:09
the lower left corner of that image,
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左下角圖像的座標
01:11
then we know where the rest of the image is.
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那就能知道其他的圖像在哪了
01:13
And in that little sliding animation we saw a second ago,
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剛才看到的動畫
01:16
that motion we call translation,
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就叫做平移
01:18
the x coordinate started with a value of one,
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x 座標值從 1 開始
01:21
and it ended with a value of about five.
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在大約 5 的地方停下
01:24
So, if we want to write that in mathematics,
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如果用數學的方式表示
01:26
we see that the x at the end is four bigger
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x 值比剛開始
大四個值
01:30
than x at the start.
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01:32
So, in other words, the mathematics of translation
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換言之,平移的數學
01:35
is addition.
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就是加法
01:36
Alright?
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對吧?
01:37
How about scaling?
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那進位法呢?
01:38
That is making something bigger or smaller.
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功能是讓物件變大或變小
01:41
Any guesses as to what the mathematics of scaling might be?
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猜猜進位法的數學應該是什麼?
01:44
Dilation, multiplication, exactly.
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擴大、乘法,沒錯
01:48
If you're going to make something twice as big,
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如果要把東西放兩倍大
01:49
you need to mulitply the x and the y coordinates
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x 值和 y 值都要加乘
01:52
all by two.
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都乘上 2
01:53
So, this shows us that the mathematics of scaling
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顯示了進位法的數學
01:56
is mulitiplication.
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就是乘法
01:57
Okay?
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好的
01:58
How about this one?
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那這個呢?
01:59
How about rotation? Alright, spinning around.
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讓圖像旋轉
02:02
The mathematics of rotation is trigonometry.
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旋轉的數學就是三角函數
02:06
So, here's an equation that expresses that.
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這是解釋三角函數的方程式
02:08
It looks a little scary at first.
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乍看有點嚇人
02:09
You'll probably get this in eighth or ninth grade.
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你在八或九年級時可能學過
02:12
If you find yourselves sitting in trigonometry class
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假如你坐在教室裡學三角函數
02:16
wondering when you're ever going to need this stuff,
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想著以後又不可能用到這東西
02:18
just remember that any time you see anything rotate
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只要記住
任何你在我們電影裡
02:21
in one of our films,
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看到會旋轉的東西
02:22
there's trigonometry at work underneath.
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就關係著三角函數
02:24
I first fell in love with mathematics in seventh grade.
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我七年級時第一次愛上數學
02:27
Any seventh graders? A few of you? Yeah.
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現場有七年級生嗎?
有一些是
02:29
My seventh grade science teacher showed me
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我那時候的自然老師告訴我
02:32
how to use trigonometry to compute
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怎麼用三角函數
02:33
how high the rockets that I was building was going.
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計算我正在建造的火箭高度
02:36
I just thought that was amazing,
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我當時覺得很神奇
02:38
and I've been enamored with math ever since.
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從此我就對數學死心踏地
02:41
So, this is kind of old mathematics.
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這有點老數學了
02:42
Mathematics that's been known and, you know,
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數學是在古希臘時期
02:44
developed by the old dead Greek guys.
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發展並廣為人知
02:47
And there's a myth out there that all the interesting
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有個傳說
有趣的數學都已被理解
02:49
mathematics has already been figured out,
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02:51
in fact all of mathematics has been figured out.
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事實上
是所有數學都已被理解
02:54
But the real story is that new mathematics
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但新的數學
02:56
is being created all the time.
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卻是一直持續的創造
02:58
And some of it is being created at Pixar.
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且有些是皮克斯創造的
03:00
So, I'd like to give you an example of that.
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我要舉個例子
03:02
So, here are some characters
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這些角色
03:04
from some of our early films:
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來自一些我們早期的電影
03:05
Finding Nemo, Monsters Inc. and Toy Story 2.
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《海底總動員》、《怪獸電力公司》、《玩具總動員 2》
03:10
Anybody know who the blue character in the upper left is?
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誰知道左上角那個藍色的角色是誰?
03:13
It's Dory. Okay, that was easy.
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是「多莉」,這很容易
03:15
Here's a little harder one.
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這個就比較難了
03:16
Anybody know who's the character in the lower right?
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有人知道右下角那個角色是誰嗎?
03:19
Al McWhiggin from Al's Toy Barn, exactly.
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「艾爾玩具城」的老闆「艾爾」,沒錯
03:22
The thing to notice about these characters
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注意這些角色
03:24
is they're really complicated.
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他們都很複雜
03:25
Those shapes are really complicated.
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他們的形體非常複雜
03:27
In fact, the toy cleaner, I have an example,
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清理玩具的爺爺
我有個樣本
03:31
the toy cleaner there in the middle,
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畫面中間的是清理玩具的爺爺
這是他的手
03:34
here's his hand.
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03:35
You can imagine how fun it was to bring this
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你能想像這隻手過海關
03:37
through airport security.
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會多麼有趣
03:40
His hand is a really complicated shape.
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這隻手的形狀很複雜
03:42
It's not just a bunch of spheres and cylinders stuck together, right?
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這不只是一堆球體和圓柱體黏在一起
03:45
And not only is it complicated,
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它不只很複雜
03:47
but it has to move in complicated ways.
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甚至還要進行複雜的活動
03:49
So, I'd like to tell you how we do that,
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我現在告訴你這怎麼做的
03:51
and to do that I need to tell you about midpoints.
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我要先告訴你什麼是中點
03:53
So, here's a couple of points, A and B,
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這裡有兩個點,A 點和 B 點
03:55
and the line segment between them.
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兩點間有一條線段
03:57
We're going to start out first in two dimensions.
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我們從兩個面向討論
03:59
The midpoint, M, is the point
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M 是中點
04:01
that splits that line segment in the middle, right?
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平分該線段
04:03
So, that's the geometry.
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這是幾何學
04:05
To make equations and numbers,
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為了寫出方程式和數字
04:06
we again introduce a coordinate system,
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我再次介紹座標系統
04:08
and if we know the coordinates of A and B,
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如果已得知 A 和 B 的座標
04:10
we can easily compute the coordinates of M
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就可以藉由算出平均
04:12
just by averaging.
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輕易得到 M 的座標
04:13
You now know enough to work at Pixar.
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你現在對皮克斯的工作已有足夠了解
04:16
Let me show you.
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我秀給你看
04:17
So, I'm going to do something slightly terrifying
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我要做的這個有點嚇人
04:19
and move to a live demo here.
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移動一個會動的樣本
04:22
So, what I have is a four-point polygon here,
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這裡有一個四角形
04:25
and it's going to be my job
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我現在要把這個
04:27
to make a smooth curve out of this thing.
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弄成圓滑的曲線
04:29
And I'm going to do it just using the idea of midpoints.
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只是運用中點的概念
04:31
So, the first thing I'm going to do
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我首先要做的
04:32
is an operation I'll call split,
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就是平均分割
04:34
which adds midpoints to all those edges.
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把各邊都加上中點
04:37
So, I went from four points to eight points,
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如此 4 個點就變 8 個點
04:39
but it's no smoother.
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這並沒有使其變圓滑
04:40
I'm going to make it a little bit smoother
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我現在要讓它圓滑一點
04:41
by moving all of these points from where they are now
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順時針移動這些點
04:44
to the midpoint of their clockwise neighbor.
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到鄰近的中點
04:47
So, let me animate that for you.
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移動一下
04:49
I'm going to call that the averaging step.
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這就叫做平均線移
04:51
So, now I've got eight points,
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現在上面有 8 個點
04:52
they're a little bit smoother,
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變圓滑了一些
04:53
my job is to make a smooth curve,
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我要把它弄得更圓滑
04:55
so what do I do?
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我該怎麼做?
04:56
Do it again. Split and average.
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重複剛才的動作
04:59
So, now I've got sixteen points.
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現在變16個點
05:00
I'm going to put those two steps,
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我現在要把平均分割和平均線移
05:02
split and average, together into something
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兩個步驟合在一起
05:04
I'll call subdivide,
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稱為細分
05:05
which just means split and then average.
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意思就是先分割再線移
05:07
So, now I've got 32 points.
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變 32 個點
05:09
If that's not smooth enough, I'll do more.
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如果不夠圓滑,就再重複一次
05:10
I'll get 64 points.
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變 64 個點
05:12
Do you see a smooth curve appearing here from
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有看到變形後的曲線
05:13
those original points?
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跟原來四個點的差別嗎?
05:15
And that's how we create the shapes
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我們就是如此創造出
05:17
of our charcters.
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各角色的外型
05:19
But remember, I said a moment ago
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但記得我剛說過
05:20
it's not enough just to know the static shape,
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只了解這種靜止且固定的形狀
05:23
the fixed shape.
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是不夠的
05:24
We need to animate it.
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我們要讓它動起來
05:25
And to animate these curves,
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讓曲線動起來
05:27
the cool thing about subdivision.
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這就是細分的厲害
05:28
Did you see the aliens in Toy Story?
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記得《玩具總動員》裡的三眼外星人嗎?
05:31
You know that sound they make,
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你認得他們的聲音
05:32
"Ooh"? Ready?
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「噢~」
05:34
So, the way we animate these curves
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看好
所以我們要移動這個曲線
05:36
is simply by animating the original four points.
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就只要移動原本的四個點
05:41
"Ooh."
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「噢~」
05:43
Alright, I think that's pretty cool,
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我覺得這很酷
05:46
and if you don't, the door is there,
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如果你不這麼覺得
大門就在那
05:49
it doesn't get any better than that, so.
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這對我們彼此都好
05:52
This idea of splitting and averaging
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平均分割與平均線移的概念
05:54
also holds for surfaces.
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也用在平面外觀
05:56
So, I'll split, and I'll average.
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先分割再線移
06:00
I'll split, and I'll average.
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再次分割和線移
06:02
Put those together into subdivide,
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兩個放在一起就是細分
06:03
and this how we actually create the shapes
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我們就是如此創造出
06:05
of all of our surface characters in three dimensions.
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角色的 3D 外型
06:09
So, this idea of subdivision
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細分的概念
06:10
was first used in a short film in 1997
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在1997年
我們首次運用在動畫短片
06:13
called Geri's Game.
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叫做《棋局》
06:14
And Geri actually made a cameo apperance
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主角「傑瑞」有立體的外表
06:16
in Toy Story 2 as the toy cleaner.
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他就是《玩具總動員 2》清理玩具的爺爺
06:19
Each of his hands
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他的兩隻手
06:20
was the first time we ever used subdivision.
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是我們第一次運用到細分
06:22
So, each hand was a subdivision surface,
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兩隻手都是細分後的表面
06:24
his face was a subdivision surface,
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臉部也是
06:26
so was his jacket.
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他的夾克也是
06:27
Here's Geri's hand before subdivision,
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這是傑瑞細分前的手
06:29
and here's Geri's hand after subdivision,
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這是細分之後
06:32
so subdivision just goes in and smooths out
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所以細分只是讓各個表面
06:34
all those facets,
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往內縮或往外凸
06:35
and creates the beautiful surfaces
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而做出漂亮的外觀
06:37
that you see on the screen and in the theaters.
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就成了你在電影院裡所見的那樣
06:40
Since that time, we've built all of our characters this way.
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從那之後
我們都是用此法創出角色
06:43
So, here's Merida, the lead character from Brave.
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這是《勇敢傳說》裡的「梅莉達」
06:46
Her dress was a subdivision surface,
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她穿的衣服就是細分表面
06:48
her hands, her face.
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雙手、臉都是
06:49
The faces and hands of all the clansman
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那些族人的臉、手
06:51
were subdivision surfaces.
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也都是細分表面
06:52
Today we've seen how addition, multiplication,
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今天看到了我們運用動畫角色上的
06:55
trigonometry and geometry play a roll in our films.
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加法、乘法、三角函數和幾何學
06:58
Given a little more time,
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如果再給我一點時間
07:00
I could show you how linear algebra,
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我就能介紹線性代數
07:01
differential calculus, integral calculus
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微分和積分
07:04
also play a roll.
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也如何囊括在內
07:06
The main thing I want you to go away with today is
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今天我主要是要讓你們知道
07:09
to just remember that all the math that you're learning
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記得你在高中到大二間
07:12
in high school and actually up through sophomore college
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所學的數學
07:15
we use all the time, everyday, at Pixar. Thanks.
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皮克斯無時無刻都在使用
謝謝
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