1 00:00:04,160 --> 00:00:07,480 Speaker 1: Get in touch with technology with tech Stuff from stuff 2 00:00:07,520 --> 00:00:14,200 Speaker 1: works dot com. Hey there, and welcome to tech Stuff. 3 00:00:14,200 --> 00:00:17,280 Speaker 1: I am your host, Jonathan Strickland. I'm an executive producer 4 00:00:17,320 --> 00:00:22,000 Speaker 1: at Cal's stuff Works, and I am a Disney fanatic. 5 00:00:22,840 --> 00:00:24,680 Speaker 1: People who have listened to this show for a long 6 00:00:24,720 --> 00:00:29,080 Speaker 1: time are already aware of that fact. I love Disney, 7 00:00:29,200 --> 00:00:31,720 Speaker 1: I love the Disney movies, I love the Disney Parks. 8 00:00:32,000 --> 00:00:35,000 Speaker 1: I've done episodes about different aspects of the Disney parks, 9 00:00:35,520 --> 00:00:41,400 Speaker 1: and earlier in ten I had planned on going to 10 00:00:41,560 --> 00:00:46,360 Speaker 1: Disney World and uh in twenty seventeen, Disney World over 11 00:00:46,400 --> 00:00:50,640 Speaker 1: at the Magic Kingdom started a brand new fireworks display 12 00:00:50,720 --> 00:00:54,240 Speaker 1: called Happily ever After. And after I heard about it 13 00:00:54,320 --> 00:00:56,800 Speaker 1: and heard what was going to be part of Happily 14 00:00:56,800 --> 00:00:59,360 Speaker 1: ever After, which would include three D projection mapping, I'll 15 00:00:59,360 --> 00:01:02,800 Speaker 1: talk about that this episode. I realized that this was 16 00:01:02,840 --> 00:01:05,600 Speaker 1: a really cool idea. I could use that as a 17 00:01:05,680 --> 00:01:08,959 Speaker 1: specific example and take the opportunity to talk about the 18 00:01:09,000 --> 00:01:13,120 Speaker 1: technologies that make that show possible. So, in the interest 19 00:01:13,160 --> 00:01:14,880 Speaker 1: of full disclosure, I want to let you guys know 20 00:01:15,000 --> 00:01:17,560 Speaker 1: I reached out to Disney and told them what I 21 00:01:17,560 --> 00:01:20,160 Speaker 1: wanted to do and asked if they might be able 22 00:01:20,280 --> 00:01:23,880 Speaker 1: to set up an interview with one of their imagineers 23 00:01:23,959 --> 00:01:29,440 Speaker 1: who was responsible for working on this this project. So 24 00:01:30,520 --> 00:01:33,440 Speaker 1: I did that and I heard back from Disney. They 25 00:01:33,480 --> 00:01:37,679 Speaker 1: were very, very gracious. They informed me that they did 26 00:01:37,680 --> 00:01:40,760 Speaker 1: not have any opportunities for any interviews during the time 27 00:01:40,800 --> 00:01:42,800 Speaker 1: when I was going to be at Disney anyway. I 28 00:01:42,880 --> 00:01:45,520 Speaker 1: told them this, you know, the span of the week 29 00:01:45,920 --> 00:01:50,000 Speaker 1: where I would actually be at the park. However, they 30 00:01:50,040 --> 00:01:54,680 Speaker 1: did give me a one day park hopper pass so 31 00:01:54,720 --> 00:01:58,760 Speaker 1: that I could go I which I used. So I 32 00:01:58,800 --> 00:02:02,000 Speaker 1: just wanted to make that full disclosure because while there 33 00:02:02,040 --> 00:02:07,160 Speaker 1: was no agreement about doing a show or having access 34 00:02:07,200 --> 00:02:09,680 Speaker 1: to anything, it was literally they said, thank you for 35 00:02:09,720 --> 00:02:11,880 Speaker 1: your interest. Here's a day at the park. I just 36 00:02:11,919 --> 00:02:13,600 Speaker 1: want to let you guys know that that had happened, 37 00:02:13,960 --> 00:02:15,560 Speaker 1: because you know, I want to be on the up 38 00:02:15,600 --> 00:02:18,119 Speaker 1: and up. But I had planned on doing the show anyway. 39 00:02:18,400 --> 00:02:24,079 Speaker 1: So yeah, alright, So what that's what is happily ever After? Well, 40 00:02:24,160 --> 00:02:29,320 Speaker 1: it is the successor of a show that was called Wishes. Uh. 41 00:02:29,440 --> 00:02:32,760 Speaker 1: This is the big nighttime show at the Magic Kingdom. 42 00:02:33,200 --> 00:02:38,520 Speaker 1: Wishes was primarily a pyrotechnics show, a fireworks display and 43 00:02:39,160 --> 00:02:41,880 Speaker 1: I was kind of sad to see Wishes go. Wishes 44 00:02:41,880 --> 00:02:45,240 Speaker 1: had been around for I think thirteen years at the 45 00:02:45,320 --> 00:02:49,600 Speaker 1: Magic Kingdom Park and then uh they decided to swap 46 00:02:49,639 --> 00:02:54,760 Speaker 1: it out. I had a personal connection to Wishes because 47 00:02:55,040 --> 00:02:59,320 Speaker 1: Wishes was hosted and I use air quotes for hosted 48 00:02:59,480 --> 00:03:02,160 Speaker 1: by jim NYE. Cricket. The voice of Jiminy Cricket was 49 00:03:02,360 --> 00:03:08,240 Speaker 1: one of the narrators for the show Wishes. And I 50 00:03:08,240 --> 00:03:11,440 Speaker 1: don't want to ruin the magic for anybody, but Jiminy 51 00:03:11,520 --> 00:03:15,480 Speaker 1: Cricket used to be voiced by an actor named Eddie Carroll, 52 00:03:15,840 --> 00:03:18,440 Speaker 1: and Eddie Carroll was a friend of the family. He 53 00:03:18,520 --> 00:03:22,040 Speaker 1: passed away a few years ago, but Eddie Carroll's a 54 00:03:22,040 --> 00:03:25,360 Speaker 1: friend of the Strickland family, and so it was kind 55 00:03:25,400 --> 00:03:27,440 Speaker 1: of sad to see that show go because that was 56 00:03:27,480 --> 00:03:31,079 Speaker 1: another connection to someone I had known and had had 57 00:03:31,160 --> 00:03:34,239 Speaker 1: hung out with. Very nice man. Uh So I was 58 00:03:34,280 --> 00:03:36,200 Speaker 1: sad to see that go, but I was also excited 59 00:03:36,240 --> 00:03:40,800 Speaker 1: because I I don't think anything at Disney should be 60 00:03:41,240 --> 00:03:46,280 Speaker 1: considered as a as a forever and ever permanent kind 61 00:03:46,320 --> 00:03:50,400 Speaker 1: of installment, because then you don't ever have the opportunity 62 00:03:50,640 --> 00:03:54,560 Speaker 1: to experiment and innovate. And I think that Walt Disney 63 00:03:54,680 --> 00:03:59,320 Speaker 1: was very much concerned with the concept of innovation, so 64 00:04:00,200 --> 00:04:03,920 Speaker 1: I am glad that they had the chance to make 65 00:04:03,960 --> 00:04:08,120 Speaker 1: this new show. Fireworks in Disney date back a long way. 66 00:04:08,240 --> 00:04:11,320 Speaker 1: The first fireworks display at a Disney park was at 67 00:04:11,320 --> 00:04:14,360 Speaker 1: Disneyland in nineteen fifty eight. It was called Fantasy in 68 00:04:14,440 --> 00:04:18,359 Speaker 1: the Sky. As I said, Wishes was the most recent 69 00:04:18,880 --> 00:04:22,320 Speaker 1: fireworks display over at the Magic Kingdom until earlier in 70 00:04:22,760 --> 00:04:25,640 Speaker 1: sev It was kind of cool. It had five hundred 71 00:04:25,720 --> 00:04:30,120 Speaker 1: fifty seven firing queues that meant at five fifty seven 72 00:04:30,160 --> 00:04:32,440 Speaker 1: different points during the show they would fire off at 73 00:04:32,520 --> 00:04:38,240 Speaker 1: least one, if not multiple fireworks. H and so it 74 00:04:38,320 --> 00:04:40,440 Speaker 1: was neat to see that show. I hope you had 75 00:04:40,440 --> 00:04:41,720 Speaker 1: a chance to see it. If you've ever been to 76 00:04:41,720 --> 00:04:43,080 Speaker 1: the Magic Kingdom, I hope you had a chance to 77 00:04:43,080 --> 00:04:45,160 Speaker 1: see Wishes. It was pretty good, but happily ever after. 78 00:04:46,120 --> 00:04:49,359 Speaker 1: Has a lot of new technologies involved in it, not 79 00:04:49,440 --> 00:04:52,480 Speaker 1: just fireworks, not just spotlights, not just lasers, but also 80 00:04:52,600 --> 00:04:54,800 Speaker 1: three D projection mapping, which has been used a couple 81 00:04:54,800 --> 00:04:58,440 Speaker 1: of times in Disney's past, including a notable one. The 82 00:04:58,640 --> 00:05:02,440 Speaker 1: first noted use of three D projection mapping was at 83 00:05:02,440 --> 00:05:07,400 Speaker 1: a Disney Park, but this was the first truly major 84 00:05:07,680 --> 00:05:11,039 Speaker 1: use of it in a big Disney show that was 85 00:05:11,080 --> 00:05:16,080 Speaker 1: meant to be a kind of a nightly performance. And 86 00:05:16,680 --> 00:05:19,640 Speaker 1: there's a lot of different breakdowns online you can find 87 00:05:19,760 --> 00:05:24,040 Speaker 1: for the show that kind of explain the flow of it. 88 00:05:24,480 --> 00:05:26,960 Speaker 1: One of them is on w d W Magic. It's 89 00:05:27,000 --> 00:05:30,240 Speaker 1: called Deconstructing Happily. Ever, after it breaks it down like this, 90 00:05:30,360 --> 00:05:33,400 Speaker 1: it says that there are seven sections to the show, 91 00:05:33,440 --> 00:05:37,279 Speaker 1: and the first one is called Desiring the Dream. This 92 00:05:37,360 --> 00:05:41,240 Speaker 1: is their terminology. It's not necessarily the internal one, but 93 00:05:41,320 --> 00:05:43,760 Speaker 1: Desiring the Dream, which sets the scene and features the 94 00:05:43,839 --> 00:05:46,880 Speaker 1: first instances of projection mapping. I'll explain what that means 95 00:05:47,040 --> 00:05:49,719 Speaker 1: a little bit later in this episode. The second section 96 00:05:50,080 --> 00:05:54,680 Speaker 1: is called Boldly Beginning the Journey, and that one has 97 00:05:54,720 --> 00:05:58,320 Speaker 1: some various laser effects along with projection mapping and some fireworks. 98 00:05:58,760 --> 00:06:02,440 Speaker 1: Then you have friends on the Journey. Section four is 99 00:06:02,680 --> 00:06:07,440 Speaker 1: Love is the Journey. Section five is Overcoming Adversity, which 100 00:06:07,440 --> 00:06:10,720 Speaker 1: includes both projected and real fireworks, which is kind of cool. 101 00:06:10,800 --> 00:06:16,120 Speaker 1: They'll have a projected firework on the castle itself and 102 00:06:16,160 --> 00:06:19,480 Speaker 1: then it will transition to a real firework in actual space, 103 00:06:19,600 --> 00:06:23,440 Speaker 1: so you watch as a pretend firework is fired off 104 00:06:23,920 --> 00:06:25,960 Speaker 1: on the scene of the castle and a real one 105 00:06:26,000 --> 00:06:28,760 Speaker 1: takes off right at the same point, so that you 106 00:06:28,839 --> 00:06:31,440 Speaker 1: can then have that perfect transition. It's a really neat effect. 107 00:06:32,240 --> 00:06:34,880 Speaker 1: Section six is the Heroes Happily ever After, and the 108 00:06:34,920 --> 00:06:38,279 Speaker 1: final section is find your Own Happily ever After. Meanwhile, 109 00:06:38,279 --> 00:06:41,200 Speaker 1: the Disney Wiki has a slightly different naming system for 110 00:06:41,320 --> 00:06:45,240 Speaker 1: these that goes with Happily ever After, wish Adventure, Friendship, 111 00:06:45,440 --> 00:06:49,440 Speaker 1: Love Adversity, Heroes fight Back, Peace Restored, and Happily ever 112 00:06:49,480 --> 00:06:54,080 Speaker 1: After referees. Each section has various effects, characters, music, and 113 00:06:54,200 --> 00:06:58,160 Speaker 1: dialogue associated with it. So let's talk about how how 114 00:06:58,200 --> 00:07:00,800 Speaker 1: all this works. I mean, it's when you experience it 115 00:07:00,839 --> 00:07:05,080 Speaker 1: as a show. You're hearing music, you're hearing dialogue, You're 116 00:07:05,160 --> 00:07:10,239 Speaker 1: seeing the imagery projected directly onto the castle, Cinderella's castle 117 00:07:10,280 --> 00:07:13,000 Speaker 1: at the Magic Kingdom. You're seeing the fireworks, you're seeing 118 00:07:13,000 --> 00:07:16,040 Speaker 1: the spotlights, you're seeing the lasers. How do you coordinate 119 00:07:16,080 --> 00:07:18,360 Speaker 1: all of that? The answer, by the way, spoiler alert, 120 00:07:18,440 --> 00:07:22,480 Speaker 1: is computers. Yeah, that's pretty much what you have to use. 121 00:07:22,560 --> 00:07:26,200 Speaker 1: But obviously there's a lot of different individual components here. 122 00:07:26,520 --> 00:07:30,240 Speaker 1: So let's start with fireworks. So we actually did a 123 00:07:30,440 --> 00:07:34,440 Speaker 1: pair of episodes about fireworks, uh a few years back 124 00:07:34,440 --> 00:07:37,640 Speaker 1: back in tween. This would be when Lauren vogeo Baum 125 00:07:37,760 --> 00:07:40,320 Speaker 1: was my co host, and Lauren and I did these 126 00:07:40,320 --> 00:07:44,760 Speaker 1: two episodes about fireworks. They are titled tech Stuff Lights 127 00:07:44,880 --> 00:07:49,600 Speaker 1: Some Fireworks. That one published on July twenty fourteen, and 128 00:07:49,640 --> 00:07:52,840 Speaker 1: the second part was called Fireworks Part two because apparently 129 00:07:52,880 --> 00:07:55,960 Speaker 1: we ran out of creative ways of naming episodes. That 130 00:07:56,000 --> 00:07:59,560 Speaker 1: one published on jen But I'm gonna go over some 131 00:07:59,600 --> 00:08:03,520 Speaker 1: of the salient facts so that we understand what's happening, 132 00:08:04,040 --> 00:08:07,160 Speaker 1: because I don't need to go in as much detailed 133 00:08:07,200 --> 00:08:09,480 Speaker 1: since we already have episodes. But it's been a few years, 134 00:08:09,600 --> 00:08:12,600 Speaker 1: so let's catch everybody up. First of all, what is 135 00:08:12,600 --> 00:08:16,080 Speaker 1: a firework? Well, it's an explosive or combustible device designed 136 00:08:16,080 --> 00:08:19,880 Speaker 1: to create an impressive light display and or loud noise. 137 00:08:20,320 --> 00:08:23,440 Speaker 1: These days, the most common basic ingredient and fireworks is 138 00:08:23,440 --> 00:08:27,920 Speaker 1: called black powder, which is similar to gunpowder. It's made 139 00:08:28,000 --> 00:08:32,600 Speaker 1: from sulfur, charcoal, and potassium nitrate, also known as saltpeter. 140 00:08:33,200 --> 00:08:37,440 Speaker 1: So those are your three basic ingredients for gunpowder. If 141 00:08:37,440 --> 00:08:42,640 Speaker 1: you remember from The Wonderful musical seventy. That's what Adams 142 00:08:42,720 --> 00:08:45,679 Speaker 1: was asking of his wife Abigail to send them saltpeter 143 00:08:46,240 --> 00:08:49,560 Speaker 1: because they needed it for their guns. Legend states that 144 00:08:49,600 --> 00:08:52,920 Speaker 1: fireworks were created by accident when a chef in China 145 00:08:53,080 --> 00:08:57,280 Speaker 1: was mixing together sulfur, saltpeter, and charcoal in a kitchen 146 00:08:57,600 --> 00:08:59,880 Speaker 1: and discovered that if you compressed it and then lit 147 00:09:00,000 --> 00:09:03,400 Speaker 1: it on fire, it would ignite with explosive force. There's 148 00:09:03,440 --> 00:09:07,319 Speaker 1: no word whether the chefs survived this discovery, or if 149 00:09:07,360 --> 00:09:10,720 Speaker 1: perhaps noodles found their way to the moon. No one 150 00:09:11,120 --> 00:09:14,880 Speaker 1: really knows, and in fact, this is probably an apocryphal story, 151 00:09:14,920 --> 00:09:19,120 Speaker 1: but it is a popular one. Another potentially apocryphal story 152 00:09:19,120 --> 00:09:22,600 Speaker 1: traces the origin of fireworks back to a specific monk 153 00:09:23,200 --> 00:09:26,920 Speaker 1: named Le Sian who lived in China about one thousand 154 00:09:27,000 --> 00:09:30,360 Speaker 1: years ago. But there's so many different sources that use 155 00:09:30,440 --> 00:09:35,000 Speaker 1: the exact same phrasing to describe the story that to me, 156 00:09:35,120 --> 00:09:38,360 Speaker 1: it sounds like they're all working from a a single 157 00:09:38,440 --> 00:09:42,400 Speaker 1: primary source, or they're perpetuating a whole lot of copying 158 00:09:42,440 --> 00:09:45,920 Speaker 1: and pasting. At any rate, it sounds like there's a 159 00:09:45,920 --> 00:09:49,640 Speaker 1: lot of plagiarism is a strong word, let's just say 160 00:09:49,760 --> 00:09:53,960 Speaker 1: very creative writing going on here, and I can't find 161 00:09:54,000 --> 00:09:57,720 Speaker 1: anything that actually confirms or denies that legend. It may 162 00:09:58,000 --> 00:10:00,680 Speaker 1: very well have an element of truth to it, or 163 00:10:00,720 --> 00:10:03,880 Speaker 1: it could be completely baseless, and it's just one of 164 00:10:03,920 --> 00:10:09,200 Speaker 1: those things that's been passed around by multiple people. Scholarly sources, however, 165 00:10:09,520 --> 00:10:12,920 Speaker 1: point to the development of gunpowder originating sometime around the 166 00:10:12,960 --> 00:10:17,400 Speaker 1: eleventh century Common Era in China. Other people worked on 167 00:10:17,440 --> 00:10:20,920 Speaker 1: it as well over the following centuries. Roger Bacon discovered 168 00:10:20,920 --> 00:10:24,560 Speaker 1: in the thirteenth century that black powder burned with a 169 00:10:24,640 --> 00:10:26,920 Speaker 1: quick flash if you lit it. So if you just 170 00:10:27,000 --> 00:10:29,040 Speaker 1: had black powder loose and you lit it, it would 171 00:10:29,840 --> 00:10:33,360 Speaker 1: go flash and just be gone. But if you were 172 00:10:33,400 --> 00:10:36,400 Speaker 1: to compress it by packing it into a container and 173 00:10:36,440 --> 00:10:40,840 Speaker 1: then you lit it, it would explode and go boom. 174 00:10:40,880 --> 00:10:46,000 Speaker 1: And that's because you have the basic needs for fire 175 00:10:46,600 --> 00:10:50,880 Speaker 1: in very high concentration in a small area. Uh. That 176 00:10:50,920 --> 00:10:53,200 Speaker 1: means that means you've got fuel. Fuel in this case 177 00:10:53,280 --> 00:10:56,040 Speaker 1: is the in the form of charcoal and sulfur, and 178 00:10:56,120 --> 00:10:59,920 Speaker 1: you have oxidizer that would be the potassium nitrate. Oxidizer 179 00:11:00,120 --> 00:11:02,760 Speaker 1: are the thing that allows fuel to burn. The one 180 00:11:02,800 --> 00:11:06,920 Speaker 1: we're really familiar with is oxygen, thus the name you 181 00:11:06,960 --> 00:11:11,800 Speaker 1: may remember the triangle that's required to have fire. You 182 00:11:11,840 --> 00:11:16,520 Speaker 1: need fuel, heat, and oxygen. Technically, you don't really need oxygen. 183 00:11:16,600 --> 00:11:19,760 Speaker 1: You need an oxidizer. Oxygen just happens to be one 184 00:11:19,880 --> 00:11:24,080 Speaker 1: of the oxidizers. It's the most plentiful one around us 185 00:11:24,320 --> 00:11:27,280 Speaker 1: on normal day to day basis. Pretty much when it's 186 00:11:27,320 --> 00:11:29,760 Speaker 1: not around us, we tend to not enjoy ourselves so much, 187 00:11:29,960 --> 00:11:33,400 Speaker 1: so we're really familiar with that one. Modern fireworks tend 188 00:11:33,400 --> 00:11:36,280 Speaker 1: to use other stuff as oxidizers. Uh Like you know, 189 00:11:36,320 --> 00:11:39,000 Speaker 1: potassium nitrate was very popular for a while, but it's 190 00:11:39,040 --> 00:11:42,080 Speaker 1: not used as much these days. It's not as environmentally 191 00:11:42,080 --> 00:11:46,319 Speaker 1: friendly as some other oxidizers. It creates byproducts that could 192 00:11:46,320 --> 00:11:51,960 Speaker 1: potentially be harmful to say, surrounding wildlife or people, So 193 00:11:52,320 --> 00:11:56,079 Speaker 1: potassium nitrate is not used as frequently in modern fireworks. 194 00:11:56,559 --> 00:12:00,160 Speaker 1: We're seeing more stuff like sodium and potassium pair your 195 00:12:00,240 --> 00:12:04,160 Speaker 1: date being used instead or pariah date, I guess is 196 00:12:04,200 --> 00:12:06,600 Speaker 1: the best way of saying it. Pariah date, not perio date. 197 00:12:07,040 --> 00:12:09,240 Speaker 1: Don't write to me, I know and messed it up. 198 00:12:10,440 --> 00:12:13,679 Speaker 1: The colors created from fireworks are dependent upon the materials 199 00:12:13,720 --> 00:12:17,520 Speaker 1: that you place inside those fireworks. Because different stuff burns 200 00:12:17,559 --> 00:12:21,080 Speaker 1: with different color flames. We've learned this over centuries where 201 00:12:21,120 --> 00:12:24,480 Speaker 1: people have worked with various materials, they've caught on fire 202 00:12:24,679 --> 00:12:27,240 Speaker 1: and we've looked at the flames and said, oh, that's pretty. 203 00:12:27,880 --> 00:12:31,199 Speaker 1: So if you want to have different effects with your fireworks, 204 00:12:31,200 --> 00:12:34,400 Speaker 1: you would add different types of metallic salts, that kind 205 00:12:34,440 --> 00:12:37,599 Speaker 1: of thing to your mixture in order to create the 206 00:12:38,200 --> 00:12:41,720 Speaker 1: sparking effect that you want. So here's a quick guide 207 00:12:42,000 --> 00:12:46,199 Speaker 1: to some of your basic colors. If you wanted red fireworks, 208 00:12:46,880 --> 00:12:51,079 Speaker 1: you would generate that by burning strontium salts, lithium salts, 209 00:12:51,280 --> 00:12:55,160 Speaker 1: lithium carbonate, strontium carbonate, which would give you a very 210 00:12:55,240 --> 00:12:58,800 Speaker 1: bright red. Strontium carbonate would So those are your reds. 211 00:12:59,240 --> 00:13:01,520 Speaker 1: If you wanted to create orange, you would use calcium 212 00:13:01,520 --> 00:13:05,480 Speaker 1: salts or calcium chloride. If you wanted yellow, you'd use 213 00:13:05,520 --> 00:13:09,880 Speaker 1: sodium salts like sodium chloride. If you wanted green, you 214 00:13:09,880 --> 00:13:13,280 Speaker 1: would go with barium compounds and a chlorine producer, so 215 00:13:13,400 --> 00:13:16,760 Speaker 1: barium chloride. If you want blue, you would go with 216 00:13:16,840 --> 00:13:21,040 Speaker 1: copper compounds and a chlorine producer, so copper chloride. You 217 00:13:21,080 --> 00:13:23,320 Speaker 1: want purple, then you would want to mix blue and 218 00:13:23,360 --> 00:13:27,319 Speaker 1: red together. It's kind of like grade school. And that 219 00:13:27,360 --> 00:13:30,720 Speaker 1: meant that you would mix together strawntium and copper. Typically, 220 00:13:31,240 --> 00:13:34,440 Speaker 1: if you wanted silver effects, you would use something like aluminum, 221 00:13:34,520 --> 00:13:39,920 Speaker 1: titanium or magnesium in there to get the explosive patterns. 222 00:13:39,920 --> 00:13:41,679 Speaker 1: Because that all that does is just give you color. 223 00:13:41,760 --> 00:13:45,720 Speaker 1: It doesn't automatically make the fireworks spread out in a 224 00:13:45,720 --> 00:13:48,840 Speaker 1: particular shape. If you want a specific shape, you would 225 00:13:48,880 --> 00:13:53,160 Speaker 1: have to pour them these metallic salts into lumps made 226 00:13:53,160 --> 00:13:57,360 Speaker 1: of clay or a kind of Doughey material. These would 227 00:13:57,840 --> 00:14:03,079 Speaker 1: end up being pocket of that material, and they're about 228 00:14:03,080 --> 00:14:06,080 Speaker 1: three or four centimeters across, and in the industry they 229 00:14:06,120 --> 00:14:09,199 Speaker 1: refer to these things as stars. So each one's three 230 00:14:09,280 --> 00:14:12,600 Speaker 1: or four centimeters across. You might have a whole bunch 231 00:14:13,080 --> 00:14:16,360 Speaker 1: in a single firework, but each one of these would 232 00:14:16,360 --> 00:14:20,360 Speaker 1: represent a blast of color like one of those big 233 00:14:20,360 --> 00:14:23,240 Speaker 1: sparks you see in fireworks. So you're talking about lots 234 00:14:23,240 --> 00:14:26,920 Speaker 1: and lots of them in the really big ones. And uh, 235 00:14:27,400 --> 00:14:32,400 Speaker 1: the way you place them inside the firework determines where 236 00:14:32,400 --> 00:14:34,960 Speaker 1: they're going to go, just based upon where the blast 237 00:14:35,120 --> 00:14:38,720 Speaker 1: is right, You've got a essentially a black powder core 238 00:14:39,160 --> 00:14:43,280 Speaker 1: that's going to force everything into different directions, and you 239 00:14:43,440 --> 00:14:47,240 Speaker 1: place the stars around the core in the particular uh, 240 00:14:47,840 --> 00:14:51,480 Speaker 1: the particular arrangement you want in order to create the 241 00:14:51,520 --> 00:14:54,880 Speaker 1: effect you're going for. It's pretty cool that you can 242 00:14:54,920 --> 00:14:58,560 Speaker 1: do this, you know, manually, if you wanted to. In fact, 243 00:14:58,600 --> 00:15:01,240 Speaker 1: there are a lot of places that still do this 244 00:15:01,320 --> 00:15:05,640 Speaker 1: manually because frankly, you're you're working with stuff that's pretty dangerous, 245 00:15:05,720 --> 00:15:07,640 Speaker 1: so you want to be really careful with it. You can't, 246 00:15:07,800 --> 00:15:10,880 Speaker 1: you know, you can't treat black powder casually or you're 247 00:15:10,920 --> 00:15:14,680 Speaker 1: gonna have an explosion on your hands. Now, typical firework 248 00:15:14,760 --> 00:15:17,720 Speaker 1: rocket will have several stars packed into it, and like 249 00:15:17,760 --> 00:15:19,640 Speaker 1: I said, they had to be placed meticulously in the 250 00:15:19,720 --> 00:15:22,240 Speaker 1: rocket to get that desired effect. And then they use 251 00:15:22,280 --> 00:15:25,840 Speaker 1: a time delay fuse that would lead to the burst 252 00:15:25,960 --> 00:15:28,840 Speaker 1: chamber of black powder, which the stars are centered around. 253 00:15:29,200 --> 00:15:31,560 Speaker 1: So you typically have two different kinds of fuses in 254 00:15:31,600 --> 00:15:34,040 Speaker 1: your firework. You have a quick burning fuse that will 255 00:15:34,080 --> 00:15:38,760 Speaker 1: go to the uh the launch blast of black powder. 256 00:15:39,480 --> 00:15:42,080 Speaker 1: You can think of a firework is having two chambers, 257 00:15:42,320 --> 00:15:46,000 Speaker 1: the first one being the launch chamber. That's what's going 258 00:15:46,040 --> 00:15:49,160 Speaker 1: to provide the force necessary to propel the firework into 259 00:15:49,200 --> 00:15:51,600 Speaker 1: the air. Disney is a little different, but we'll talk 260 00:15:51,600 --> 00:15:54,320 Speaker 1: about that in a second. So your typical firework, you 261 00:15:54,360 --> 00:15:57,960 Speaker 1: would have that first black powder bunch that shoots the 262 00:15:58,000 --> 00:16:02,920 Speaker 1: firework into the air. The fuse would then lead to 263 00:16:03,040 --> 00:16:06,600 Speaker 1: a more slow burning fuse, And by slow we're talking 264 00:16:06,640 --> 00:16:09,680 Speaker 1: about degrees here. It's not like it's super slow, but 265 00:16:10,480 --> 00:16:14,240 Speaker 1: it would burn slower so that the secondary charge, the 266 00:16:14,360 --> 00:16:19,520 Speaker 1: burst charge, will explode at a precise timing, typically when 267 00:16:19,520 --> 00:16:21,800 Speaker 1: you want to get to the the top of the 268 00:16:22,000 --> 00:16:25,960 Speaker 1: arc of the fireworks flight. So you time this out 269 00:16:26,040 --> 00:16:28,920 Speaker 1: by measuring out how much black powder you're using. This 270 00:16:29,000 --> 00:16:31,720 Speaker 1: is all based upon also the weight of the firework. 271 00:16:31,760 --> 00:16:33,280 Speaker 1: When it's all finished, like, you have to do a 272 00:16:33,280 --> 00:16:35,480 Speaker 1: lot of math. You have to figure out how heavy 273 00:16:35,560 --> 00:16:38,680 Speaker 1: is the firework, how much force is the blast powder 274 00:16:38,680 --> 00:16:42,280 Speaker 1: going to create when it's doing this lift, how fast 275 00:16:42,320 --> 00:16:45,000 Speaker 1: will it get to the top of its flight path, 276 00:16:45,760 --> 00:16:48,320 Speaker 1: and how long does the slow burning fuse have to 277 00:16:48,320 --> 00:16:53,440 Speaker 1: be in order for the burst black powder to ignite 278 00:16:53,440 --> 00:16:56,920 Speaker 1: at the proper time to ignite all those stars and 279 00:16:57,000 --> 00:16:59,280 Speaker 1: send them out in the various directions. There's a lot 280 00:16:59,320 --> 00:17:02,640 Speaker 1: of math involved often that that's just for one firework. Also, 281 00:17:02,680 --> 00:17:05,360 Speaker 1: you've got to remember, based upon the way you design 282 00:17:05,520 --> 00:17:08,840 Speaker 1: the firework, you're gonna get very different effects. Obviously, if 283 00:17:08,840 --> 00:17:12,080 Speaker 1: you've seen any fireworks displays, you've probably seen somewhere it's 284 00:17:12,119 --> 00:17:15,119 Speaker 1: just a very bright star flying through the sky, or 285 00:17:15,160 --> 00:17:18,239 Speaker 1: another one where it's a really cool kind of uh 286 00:17:18,800 --> 00:17:22,560 Speaker 1: cascade effect. All of these are based upon the way 287 00:17:22,600 --> 00:17:26,040 Speaker 1: that you've actually packed the powder and the stars together, 288 00:17:26,840 --> 00:17:30,480 Speaker 1: so really precise. And it's fascinating to me that we 289 00:17:30,560 --> 00:17:32,879 Speaker 1: ever figured this stuff out because I look at it 290 00:17:32,920 --> 00:17:35,960 Speaker 1: and I think it's so pretty how much trial and 291 00:17:36,160 --> 00:17:39,720 Speaker 1: error was necessary to understand exactly how to do this correctly? 292 00:17:40,240 --> 00:17:42,000 Speaker 1: Would I have had the patients to do it, or 293 00:17:42,040 --> 00:17:44,880 Speaker 1: would I be known as Johnny the three fingered idiot 294 00:17:46,200 --> 00:17:49,360 Speaker 1: who probably worked a little too closely with black powder. 295 00:17:49,400 --> 00:17:50,840 Speaker 1: I think we all know the answer to that, so 296 00:17:50,880 --> 00:17:52,520 Speaker 1: you don't need to write me and tell me. I 297 00:17:52,640 --> 00:17:55,679 Speaker 1: know what the answer is. So let's just be thankful 298 00:17:55,720 --> 00:17:57,560 Speaker 1: that people who are smarter than I am were the 299 00:17:57,560 --> 00:18:02,959 Speaker 1: ones who developed fireworks. Now, more advanced fireworks may have 300 00:18:03,040 --> 00:18:05,760 Speaker 1: multiple burst chambers, so not just the one, they might 301 00:18:05,800 --> 00:18:09,840 Speaker 1: have multiple ones so that you get extra effects from 302 00:18:09,880 --> 00:18:12,560 Speaker 1: the same firework. You don't have to fire multiple ones 303 00:18:12,560 --> 00:18:16,400 Speaker 1: to get it, and you might have different break charges 304 00:18:16,480 --> 00:18:20,280 Speaker 1: in between these different chambers, so that you can have 305 00:18:20,520 --> 00:18:23,640 Speaker 1: them ignite at different points of the flight, and therefore 306 00:18:23,760 --> 00:18:28,600 Speaker 1: you get very different effects as a result. The shape 307 00:18:28,640 --> 00:18:31,040 Speaker 1: of the firework bursts is determined by the arrangement of 308 00:18:31,080 --> 00:18:33,560 Speaker 1: the stars inside the projectile and whether or not it 309 00:18:33,680 --> 00:18:36,600 Speaker 1: is a multi break firework. The shape of the shells 310 00:18:36,680 --> 00:18:39,600 Speaker 1: also determines the shape of the explosion, and here is 311 00:18:39,640 --> 00:18:43,880 Speaker 1: a collection of your basic types of fireworks. Shells. You've 312 00:18:43,920 --> 00:18:48,040 Speaker 1: got palm which contains large comets or charges in the 313 00:18:48,040 --> 00:18:51,760 Speaker 1: shape of a solid cylinder that travel outward, explode and 314 00:18:51,800 --> 00:18:54,240 Speaker 1: then curved downward like the limbs of a palm tree. 315 00:18:55,160 --> 00:18:58,800 Speaker 1: You have round shells. These explode and spherical shape, usually 316 00:18:58,880 --> 00:19:02,680 Speaker 1: of colored stars, so very typical firework that you would see. 317 00:19:03,040 --> 00:19:06,320 Speaker 1: A ring shell explodes to produce a symmetrical ring of stars. 318 00:19:06,359 --> 00:19:11,920 Speaker 1: Another very typical firework willow. This contains stars. High charcoal 319 00:19:11,960 --> 00:19:15,840 Speaker 1: composition makes them burn longer that fall into the shape 320 00:19:15,840 --> 00:19:18,639 Speaker 1: of willow branches and may even stay visible until they 321 00:19:18,720 --> 00:19:21,119 Speaker 1: hit the ground. So this is that cascading effect I 322 00:19:21,160 --> 00:19:24,520 Speaker 1: was talking about a second ago. Round dell shells. These 323 00:19:24,560 --> 00:19:28,520 Speaker 1: burst into a circle of maroon shells that explode in sequence. 324 00:19:29,160 --> 00:19:33,600 Speaker 1: Chrysanthemum shells. These burst into a spherical pattern of stars 325 00:19:33,640 --> 00:19:36,800 Speaker 1: that leave a visible trail with an effect somewhat suggestive 326 00:19:37,000 --> 00:19:41,240 Speaker 1: of the flower pistol shells like a chrysanthemum shell, but 327 00:19:41,359 --> 00:19:43,679 Speaker 1: has a core that is a different color from the 328 00:19:43,720 --> 00:19:47,240 Speaker 1: outer stars. So you get a contrast maroon shell which 329 00:19:47,359 --> 00:19:52,439 Speaker 1: makes allowed bang and serpentine bursts to send small tubes 330 00:19:52,480 --> 00:19:56,200 Speaker 1: of incendiaries skittering outward in random paths, which may culminate 331 00:19:56,200 --> 00:20:02,000 Speaker 1: in exploding stars. Obviously, these are all basic types of fireworks. 332 00:20:02,080 --> 00:20:04,880 Speaker 1: There are others, and there are combinations of these as well. 333 00:20:05,560 --> 00:20:07,680 Speaker 1: Like I said, fireworks have the two chambers, you've got 334 00:20:07,680 --> 00:20:10,560 Speaker 1: the different fuses that will allow those different chambers to 335 00:20:10,600 --> 00:20:13,280 Speaker 1: ignite at different points of the flight. To me, it's 336 00:20:13,280 --> 00:20:16,080 Speaker 1: a very low tech but elegant solution to making an 337 00:20:16,080 --> 00:20:18,199 Speaker 1: explosion happen exactly when you want it to and to 338 00:20:18,320 --> 00:20:21,320 Speaker 1: get the effect that you're hoping for. And typically you 339 00:20:21,320 --> 00:20:25,399 Speaker 1: would launch fireworks, these big ones anyway, from mortars and 340 00:20:25,440 --> 00:20:29,080 Speaker 1: a mortar firework mortar typically it's just a tube that 341 00:20:29,160 --> 00:20:32,919 Speaker 1: has one end sealed off, so the base of the 342 00:20:32,960 --> 00:20:35,639 Speaker 1: firework goes down against the bottom of the tube, you 343 00:20:35,760 --> 00:20:38,440 Speaker 1: light it, use the tube to aim the firework at 344 00:20:38,440 --> 00:20:41,600 Speaker 1: the right angle, flies out the end, and shoots off 345 00:20:41,680 --> 00:20:44,439 Speaker 1: preferably exactly where you want it to, and then it 346 00:20:44,480 --> 00:20:50,080 Speaker 1: blows up. Pretty simple design. Some mortars have sparkers at 347 00:20:50,080 --> 00:20:52,679 Speaker 1: the base of them, and those are hooked up to 348 00:20:52,760 --> 00:20:56,000 Speaker 1: a control board which could also be hooked up to 349 00:20:56,040 --> 00:20:59,399 Speaker 1: a computer program, so the computer program can send a 350 00:20:59,440 --> 00:21:02,919 Speaker 1: command that will send a electric current down the wire, 351 00:21:03,320 --> 00:21:07,000 Speaker 1: sparking the sparker, which then ignites the fuse for the 352 00:21:07,040 --> 00:21:09,760 Speaker 1: firework and fires it off. If you have a computer 353 00:21:09,800 --> 00:21:12,960 Speaker 1: program that has everything coordinated in it, then you just 354 00:21:13,080 --> 00:21:15,800 Speaker 1: run the program. As long as all the fireworks are 355 00:21:15,800 --> 00:21:18,439 Speaker 1: set up ahead of time, then it should work pretty 356 00:21:18,480 --> 00:21:21,160 Speaker 1: well and you will have your fireworks going off at 357 00:21:21,200 --> 00:21:24,399 Speaker 1: the appropriate time. If you wanted to actually time this 358 00:21:24,440 --> 00:21:27,040 Speaker 1: out properly, then you kind of have to work backwards. 359 00:21:27,119 --> 00:21:29,639 Speaker 1: You have to figure out what point in the show 360 00:21:29,920 --> 00:21:32,240 Speaker 1: you want something to happen, and you mark down the 361 00:21:32,280 --> 00:21:35,639 Speaker 1: time stamp. So you start the show, you have a 362 00:21:35,680 --> 00:21:37,520 Speaker 1: moment in the show and you say this is when 363 00:21:37,560 --> 00:21:40,320 Speaker 1: I want the firework to go off. You mark the 364 00:21:40,320 --> 00:21:44,640 Speaker 1: time stamp down and you start working backwards. So you 365 00:21:44,680 --> 00:21:47,760 Speaker 1: take the firework that you're planning on firing and you say, 366 00:21:47,800 --> 00:21:50,000 Speaker 1: all right, well I need it to explode at this point, 367 00:21:50,040 --> 00:21:52,920 Speaker 1: So that's the explosion point. How long does it take 368 00:21:53,200 --> 00:21:56,879 Speaker 1: for the quick fuse to burn to the or the 369 00:21:56,880 --> 00:22:00,640 Speaker 1: slow fuse to burn to the burst chamber? How long 370 00:22:00,680 --> 00:22:03,639 Speaker 1: does that take? Based upon that, we know know how 371 00:22:04,080 --> 00:22:06,439 Speaker 1: long back how far back we need to go for 372 00:22:06,480 --> 00:22:09,119 Speaker 1: the birst chamber to light Based on that, you can say, 373 00:22:09,160 --> 00:22:11,520 Speaker 1: all right, well, how far does the lift chamber need 374 00:22:11,600 --> 00:22:14,560 Speaker 1: to uh? When does that need to light up in 375 00:22:14,720 --> 00:22:16,600 Speaker 1: order for the burst chamber to be in the right 376 00:22:16,600 --> 00:22:19,520 Speaker 1: position at the right time. So you just keep working backward, 377 00:22:19,840 --> 00:22:22,040 Speaker 1: and as you do that, you start to finally get 378 00:22:22,080 --> 00:22:23,840 Speaker 1: to the point where you say, this is the moment 379 00:22:23,880 --> 00:22:25,960 Speaker 1: in the show where I have to launch so that 380 00:22:26,040 --> 00:22:29,040 Speaker 1: at this later moment I get the effect I want. 381 00:22:29,640 --> 00:22:31,679 Speaker 1: And as long as you're being very consistent with the 382 00:22:31,680 --> 00:22:34,640 Speaker 1: way you're producing your fireworks, you should get the same 383 00:22:34,680 --> 00:22:38,360 Speaker 1: effect more or less every show. There might be small 384 00:22:39,320 --> 00:22:42,520 Speaker 1: changes based on weather and some other things that are 385 00:22:42,600 --> 00:22:45,200 Speaker 1: kind of outside your control. There're gonna be some small 386 00:22:45,280 --> 00:22:48,879 Speaker 1: change differences in quality, for example, with fireworks. But for 387 00:22:48,920 --> 00:22:51,600 Speaker 1: the most part, you're gonna be pretty consistent because physics 388 00:22:51,720 --> 00:22:54,560 Speaker 1: is like that. If physics were not like that, we 389 00:22:54,560 --> 00:22:58,679 Speaker 1: wouldn't have physics, because you have to have the world 390 00:22:58,720 --> 00:23:00,880 Speaker 1: makes sense in order for us to be able to 391 00:23:00,920 --> 00:23:04,320 Speaker 1: talk about rules. If the world didn't make sense, then 392 00:23:04,800 --> 00:23:10,880 Speaker 1: fireworks would be even more dangerous than they already are. Disney, 393 00:23:10,880 --> 00:23:14,120 Speaker 1: as I mentioned, it is slightly different from this typical 394 00:23:14,200 --> 00:23:17,960 Speaker 1: mortar approach. They don't they don't use mortars with sparkers. 395 00:23:17,960 --> 00:23:21,200 Speaker 1: They typically use mortars that have air compressor guns in them, 396 00:23:21,240 --> 00:23:24,679 Speaker 1: so they can actually use compressed air to fire a 397 00:23:24,720 --> 00:23:27,919 Speaker 1: firework into the sky. Now, what that means is that 398 00:23:27,960 --> 00:23:32,400 Speaker 1: their fireworks don't require this lift chamber of black powder 399 00:23:33,040 --> 00:23:37,600 Speaker 1: because the lift is created from the burst of compressed 400 00:23:37,640 --> 00:23:40,880 Speaker 1: air behind the firework, So they can actually cut down 401 00:23:40,880 --> 00:23:42,760 Speaker 1: on the amount of black powder they need to use 402 00:23:42,840 --> 00:23:47,320 Speaker 1: for each rocket that's in their show. That also means 403 00:23:47,359 --> 00:23:49,680 Speaker 1: that they cut down on the amount of smoke they 404 00:23:49,720 --> 00:23:53,240 Speaker 1: generate per fireworks show because they're not burning as much 405 00:23:53,240 --> 00:23:56,960 Speaker 1: black powder. So there is a practical, uh side effect 406 00:23:57,040 --> 00:23:58,879 Speaker 1: to this. Besides the fact that you know they can 407 00:23:59,000 --> 00:24:03,600 Speaker 1: use compressed air to to get fireworks into motion and 408 00:24:03,680 --> 00:24:06,920 Speaker 1: into into the right place before they explode. Now I've 409 00:24:06,960 --> 00:24:10,040 Speaker 1: got a lot more to talk about with the various 410 00:24:10,640 --> 00:24:13,639 Speaker 1: technologies that are used and happily ever after. But before 411 00:24:13,640 --> 00:24:16,080 Speaker 1: I get into that, let's take a quick break to 412 00:24:16,200 --> 00:24:29,879 Speaker 1: thank our sponsor. All Right, so we've covered fireworks, but 413 00:24:30,080 --> 00:24:33,600 Speaker 1: there are other elements too happily ever after that we 414 00:24:33,640 --> 00:24:37,280 Speaker 1: need to talk about, and another one would be laser lights. 415 00:24:38,640 --> 00:24:41,359 Speaker 1: We covered lasers in an even more recent episode of 416 00:24:41,359 --> 00:24:44,760 Speaker 1: tech Stuff than we did fireworks. That episode was Pew 417 00:24:44,840 --> 00:24:50,720 Speaker 1: Pew Lasers, which published on June four, so super recent. 418 00:24:50,920 --> 00:24:54,840 Speaker 1: I'm not gonna go into any real big detail with 419 00:24:54,960 --> 00:24:57,840 Speaker 1: lasers because of that, but I'm gonna give you a 420 00:24:57,920 --> 00:25:00,320 Speaker 1: little bit of an overview just in case you for gotten, 421 00:25:00,440 --> 00:25:02,760 Speaker 1: and that way you don't have to necessarily go and 422 00:25:02,800 --> 00:25:05,120 Speaker 1: dig up that old episode to really get a full 423 00:25:05,160 --> 00:25:08,040 Speaker 1: appreciation of the technology that is making the show happen. 424 00:25:09,080 --> 00:25:12,520 Speaker 1: Laser used to just be an acronym, right, but now 425 00:25:12,640 --> 00:25:16,080 Speaker 1: it is a a noun all on its own. We're 426 00:25:16,119 --> 00:25:19,679 Speaker 1: so proud of this word that it's now achieved true 427 00:25:19,720 --> 00:25:25,920 Speaker 1: noun status. The acronym stands for light amplification by stimulated 428 00:25:26,000 --> 00:25:31,040 Speaker 1: emission of radiation, which sounds naughty, but it's not. It 429 00:25:31,240 --> 00:25:36,600 Speaker 1: just means that you're using energy to stimulate the electrons 430 00:25:36,720 --> 00:25:41,560 Speaker 1: that are in orbit around certain atom nuclei, which when 431 00:25:41,600 --> 00:25:44,119 Speaker 1: you put it that way, doesn't sound nearly as exciting. 432 00:25:44,880 --> 00:25:49,080 Speaker 1: Lasers are monochromatic, which means they produce one wavelength of 433 00:25:49,200 --> 00:25:53,679 Speaker 1: light and thus one specific color because the wavelength of 434 00:25:53,760 --> 00:25:59,400 Speaker 1: light it directly corresponds to the color of light. This 435 00:25:59,480 --> 00:26:01,840 Speaker 1: is true both in the visible spectrum and outside of it, 436 00:26:01,880 --> 00:26:04,960 Speaker 1: but obviously outside of the visible spectrum, it really isn't 437 00:26:05,000 --> 00:26:07,800 Speaker 1: something we can perceive. You can have infrared lasers, but 438 00:26:07,840 --> 00:26:10,720 Speaker 1: you wouldn't be able to see them, But anything that's 439 00:26:10,720 --> 00:26:13,639 Speaker 1: in the visible spectrum, obviously the wavelength would have to 440 00:26:13,720 --> 00:26:18,879 Speaker 1: be a specific length in order for us to perceive it. 441 00:26:19,440 --> 00:26:23,040 Speaker 1: Um that type of light really depends upon the amount 442 00:26:23,119 --> 00:26:27,639 Speaker 1: of energy that the electrons are releasing during the lazing process. 443 00:26:27,760 --> 00:26:31,679 Speaker 1: That in turn is dependent upon the material you're using 444 00:26:31,920 --> 00:26:37,639 Speaker 1: in order to have your lasing medium. So you choose 445 00:26:37,640 --> 00:26:40,879 Speaker 1: your lasing medium that will do that will determine exactly 446 00:26:40,880 --> 00:26:43,320 Speaker 1: how much energy you have to pour into the medium 447 00:26:43,359 --> 00:26:48,680 Speaker 1: to excite the electrons. When the electrons emit that excess 448 00:26:48,800 --> 00:26:51,080 Speaker 1: energy when they want to return to their ground state, 449 00:26:51,119 --> 00:26:53,680 Speaker 1: which I'll talk about in just a second, that will 450 00:26:53,800 --> 00:26:57,159 Speaker 1: end up taking the form of photons, and the photons 451 00:26:57,200 --> 00:27:01,000 Speaker 1: will be of the wavelength the actual light will be 452 00:27:01,040 --> 00:27:06,840 Speaker 1: of the wavelength that is dependent upon uh that lasing medium, right, 453 00:27:06,920 --> 00:27:10,679 Speaker 1: So it all comes down to your choice of materials. 454 00:27:10,680 --> 00:27:12,400 Speaker 1: That tells you how much power you have to put 455 00:27:12,440 --> 00:27:15,320 Speaker 1: into it in order to stimulate the electrons, and thus 456 00:27:15,400 --> 00:27:17,439 Speaker 1: what color of light you're going to get out of it. 457 00:27:17,560 --> 00:27:20,959 Speaker 1: At the end of it, all the light waves that 458 00:27:21,000 --> 00:27:23,480 Speaker 1: come out of a laser are in phase with one another. 459 00:27:23,560 --> 00:27:27,280 Speaker 1: That means they all crest and descend in their wave 460 00:27:27,359 --> 00:27:30,680 Speaker 1: patterns the same way, which also means you can pack 461 00:27:30,720 --> 00:27:34,680 Speaker 1: a whole bunch of light waves together really tightly. Think 462 00:27:34,720 --> 00:27:41,160 Speaker 1: about like putting together some curved pieces of track from 463 00:27:41,200 --> 00:27:44,320 Speaker 1: a railroad set, and you have a whole bunch of 464 00:27:44,400 --> 00:27:47,960 Speaker 1: curves that are the same grade, so they're all of 465 00:27:48,040 --> 00:27:51,680 Speaker 1: the of the same same gentle curve to the right, 466 00:27:51,760 --> 00:27:54,480 Speaker 1: let's say, and you've got a stack of them, Well, 467 00:27:54,480 --> 00:27:57,240 Speaker 1: they stack together really nicely because they all take the 468 00:27:57,280 --> 00:28:00,359 Speaker 1: same shape. This is the same idea, but because you 469 00:28:00,359 --> 00:28:03,840 Speaker 1: have all of these light waves in phase with one another. 470 00:28:03,920 --> 00:28:07,800 Speaker 1: You can pack them together very tightly, they don't jumble up, 471 00:28:07,960 --> 00:28:10,560 Speaker 1: and that's how you get coherence. That's how you get 472 00:28:10,560 --> 00:28:14,960 Speaker 1: a coherent laser. That's what we call that. To get 473 00:28:14,960 --> 00:28:19,800 Speaker 1: a little more granular, atoms have electrons that orbit the 474 00:28:19,880 --> 00:28:22,920 Speaker 1: nuclei of the atom. That's of course the protons and 475 00:28:23,160 --> 00:28:26,879 Speaker 1: or well protons and possibly neutrons. You gotta have a 476 00:28:26,920 --> 00:28:29,119 Speaker 1: proton there, but you may or may not have a 477 00:28:29,160 --> 00:28:32,760 Speaker 1: neutron there, depending upon the actual atom in question. The 478 00:28:32,800 --> 00:28:38,440 Speaker 1: electrons orbit these nuclei at a particular distance or really 479 00:28:38,480 --> 00:28:43,400 Speaker 1: a particular potential range from the nuclei. We tend to 480 00:28:43,480 --> 00:28:46,360 Speaker 1: draw it in very simplistic terms. The reality is a 481 00:28:46,400 --> 00:28:49,360 Speaker 1: bit more messy. But we talk about electron shells, these 482 00:28:49,720 --> 00:28:53,920 Speaker 1: energy shells that electrons will inhabit, and each energy shell 483 00:28:54,000 --> 00:28:58,200 Speaker 1: has a certain number of vacancies available, and electrons will 484 00:28:58,200 --> 00:29:02,360 Speaker 1: take on the vacancy that is closest to the nuclei, 485 00:29:02,640 --> 00:29:06,880 Speaker 1: and then other electrons will take the next closest once 486 00:29:06,920 --> 00:29:09,720 Speaker 1: an entire shell fills up. Well, if you pour energy 487 00:29:09,800 --> 00:29:13,680 Speaker 1: into an atom, that energy will then transfer over to 488 00:29:13,760 --> 00:29:16,880 Speaker 1: the electrons and the ones that are on the outermost 489 00:29:17,040 --> 00:29:20,040 Speaker 1: shell can be excited so that they jump out even 490 00:29:20,120 --> 00:29:24,920 Speaker 1: further away from the nucleus. Once that energy that you're 491 00:29:25,000 --> 00:29:29,680 Speaker 1: using to energize the electrons goes away, the electrons will 492 00:29:30,080 --> 00:29:33,480 Speaker 1: try and return to their ground state, that outer electron 493 00:29:33,560 --> 00:29:35,720 Speaker 1: shell that they normally would be in if they had 494 00:29:35,800 --> 00:29:39,520 Speaker 1: not just been boosted further out. As they do, so 495 00:29:39,600 --> 00:29:42,800 Speaker 1: they have to give up that excess energy they've picked up. 496 00:29:43,680 --> 00:29:47,280 Speaker 1: Otherwise they're just too they're just too darn Swoll for 497 00:29:47,440 --> 00:29:51,520 Speaker 1: that energy shell, and you can't have a Swoll electron there, 498 00:29:51,560 --> 00:29:53,560 Speaker 1: so they have to give up that energy. They do 499 00:29:53,640 --> 00:29:57,040 Speaker 1: that in the form of photons. So again the type 500 00:29:57,040 --> 00:29:59,920 Speaker 1: of material you're using determines how much energy you're poor 501 00:30:00,080 --> 00:30:03,160 Speaker 1: ng in, and that in turn determines the type of 502 00:30:03,200 --> 00:30:06,840 Speaker 1: photon the wavelength of light that will be emitted when 503 00:30:06,840 --> 00:30:11,000 Speaker 1: the electron comes back down to its ground state. Uh 504 00:30:12,160 --> 00:30:15,160 Speaker 1: So that that kind of gives you the overview of 505 00:30:15,160 --> 00:30:19,280 Speaker 1: how lasers work in a very general sense. There's also 506 00:30:19,360 --> 00:30:21,440 Speaker 1: obviously a lot of other elements. You have to have 507 00:30:21,440 --> 00:30:23,280 Speaker 1: a power source, you have to have a lens of 508 00:30:23,320 --> 00:30:27,480 Speaker 1: some sort. Typically there's some interesting mirrors there. The lazing 509 00:30:28,640 --> 00:30:33,280 Speaker 1: system tends to involve a chamber that has UH mirrors 510 00:30:33,680 --> 00:30:36,160 Speaker 1: on either end of the chamber, one of which is 511 00:30:36,320 --> 00:30:40,520 Speaker 1: only partially silvered, so that you can have the lasers 512 00:30:40,560 --> 00:30:46,000 Speaker 1: continuously stimulate the lasing medium and thus emit more laser 513 00:30:46,120 --> 00:30:50,000 Speaker 1: light until it can escape out of the partially silvered 514 00:30:50,080 --> 00:30:53,400 Speaker 1: part of the chamber. It's pretty cool, Like you start 515 00:30:53,480 --> 00:30:56,000 Speaker 1: looking into it and you realize, yeah, I understand why 516 00:30:56,080 --> 00:30:59,400 Speaker 1: James Bond villains really considered the laser a go to 517 00:31:00,080 --> 00:31:04,360 Speaker 1: doomsday device, because these are pretty interesting things here. The 518 00:31:04,560 --> 00:31:07,160 Speaker 1: lasing medium itself kind of acts as an amplifier for 519 00:31:07,280 --> 00:31:11,760 Speaker 1: laser lights, so again a very important component for your laser, 520 00:31:12,240 --> 00:31:16,160 Speaker 1: and two different things, two different factors really determine how 521 00:31:16,240 --> 00:31:20,000 Speaker 1: well laser light shows up at any given time. Those 522 00:31:20,040 --> 00:31:23,320 Speaker 1: two things would be the wavelength of the light itself, 523 00:31:24,080 --> 00:31:27,840 Speaker 1: so where in the spectrum does it fall, and how 524 00:31:27,920 --> 00:31:31,440 Speaker 1: much power was put into the laser. So if we're 525 00:31:31,440 --> 00:31:34,960 Speaker 1: talking about just the visible spectrum, since anything outside of 526 00:31:35,000 --> 00:31:38,200 Speaker 1: that really doesn't matter because we can't see it. Uh, 527 00:31:38,240 --> 00:31:42,480 Speaker 1: the wavelength we would wind is around five nanometers. That's 528 00:31:42,520 --> 00:31:46,160 Speaker 1: ideal for brightness and it produces a green laser. So 529 00:31:47,000 --> 00:31:49,880 Speaker 1: if you're wondering why so many laser pointers were green 530 00:31:50,000 --> 00:31:53,400 Speaker 1: for the longest time. It's because that one shows up really, 531 00:31:53,400 --> 00:31:56,720 Speaker 1: really well with relatively low amounts of power. You don't 532 00:31:56,760 --> 00:31:59,040 Speaker 1: need to pour a lot of energy in in order 533 00:31:59,040 --> 00:32:02,080 Speaker 1: to get a nice visible laser beam. But if you 534 00:32:02,120 --> 00:32:04,600 Speaker 1: wanted other colors, you could get them, but it might 535 00:32:04,680 --> 00:32:07,200 Speaker 1: require you to pour more energy into it, which means 536 00:32:07,200 --> 00:32:09,320 Speaker 1: you might need a bigger battery, or it might drain 537 00:32:09,360 --> 00:32:13,240 Speaker 1: batteries faster. Uh, there are other considerations you have to 538 00:32:13,280 --> 00:32:16,640 Speaker 1: make so you can make lasers of all different types 539 00:32:16,680 --> 00:32:19,640 Speaker 1: of colors. It just requires a lot more energy, and 540 00:32:19,720 --> 00:32:23,120 Speaker 1: if you pour enough energy in to a laser, it 541 00:32:23,240 --> 00:32:27,160 Speaker 1: becomes hazardous. Right. A little bit of power can go 542 00:32:27,240 --> 00:32:30,440 Speaker 1: a long way with certain wavelengths, but with others. If 543 00:32:30,480 --> 00:32:32,640 Speaker 1: you're pouring a lot of energy in, you can have 544 00:32:32,760 --> 00:32:35,400 Speaker 1: enough energy there for the laser to do some damage 545 00:32:35,760 --> 00:32:39,320 Speaker 1: when it comes into contact with something else, like like 546 00:32:39,680 --> 00:32:44,400 Speaker 1: your hand or your eyeball. So lasers can be particularly 547 00:32:44,480 --> 00:32:47,000 Speaker 1: dangerous once you start getting up there in power. I 548 00:32:47,000 --> 00:32:49,040 Speaker 1: mean they can be dangerous even at low power, but 549 00:32:49,480 --> 00:32:51,920 Speaker 1: the higher power you go, the more dangerous they can be. 550 00:32:52,000 --> 00:32:56,040 Speaker 1: And in fact, you can buy lasers at ridiculously powerful 551 00:32:56,360 --> 00:33:01,680 Speaker 1: levels just online. If you into some of them strong 552 00:33:01,760 --> 00:33:05,520 Speaker 1: enough to do things like, uh, produce a beam that's 553 00:33:05,560 --> 00:33:08,960 Speaker 1: concentrated and hot enough to light a match, or pop 554 00:33:08,960 --> 00:33:13,080 Speaker 1: a balloon, or burn a hole through a thin piece 555 00:33:13,080 --> 00:33:17,040 Speaker 1: of wood. That kind of thing. It buyer beware, it's 556 00:33:17,120 --> 00:33:21,040 Speaker 1: dangerous stuff. But anyway, Disney uses lasers not to burn 557 00:33:21,120 --> 00:33:24,280 Speaker 1: through the castle because that would be incredibly expensive they'd 558 00:33:24,320 --> 00:33:28,200 Speaker 1: have to replace it every day, but rather to create 559 00:33:29,400 --> 00:33:33,240 Speaker 1: embellishments in their show. So if you watch Happily ever After, 560 00:33:33,320 --> 00:33:35,600 Speaker 1: and there are, by the way, videos online where you 561 00:33:35,640 --> 00:33:38,800 Speaker 1: can watch the whole show from beginning to end. Disney 562 00:33:38,840 --> 00:33:42,080 Speaker 1: in fact live stream the very first Happily ever After, 563 00:33:42,160 --> 00:33:44,400 Speaker 1: and I believe the video from that live stream is 564 00:33:44,440 --> 00:33:46,880 Speaker 1: still available online. So you can watch that first one. 565 00:33:47,840 --> 00:33:50,080 Speaker 1: You'll see the moments where the lasers come in and 566 00:33:50,120 --> 00:33:52,640 Speaker 1: they will appear to draw on the castle, and the 567 00:33:52,640 --> 00:33:57,320 Speaker 1: projection mapping, which we'll talk about next, follows along, so 568 00:33:57,360 --> 00:34:01,400 Speaker 1: that you have what looks like a laser pint brush 569 00:34:01,520 --> 00:34:06,560 Speaker 1: and it looks like it's actually making the castle change color. Again, 570 00:34:06,640 --> 00:34:08,760 Speaker 1: that's all part of the projection mapping. It's all timed 571 00:34:08,760 --> 00:34:11,680 Speaker 1: out very precisely. So all of these lasers have to 572 00:34:11,680 --> 00:34:16,520 Speaker 1: be computer controlled, and they're all controlled from their various stations. 573 00:34:16,560 --> 00:34:20,879 Speaker 1: They're all on gimbals that are motorized so that they 574 00:34:20,880 --> 00:34:24,080 Speaker 1: can be pointed in the very specific direction they need 575 00:34:24,080 --> 00:34:26,719 Speaker 1: to be in at the angle they need, and they 576 00:34:26,719 --> 00:34:31,920 Speaker 1: can all be controlled simultaneously through the computer process. So 577 00:34:31,960 --> 00:34:34,759 Speaker 1: it's all been programmed so that every single motion is 578 00:34:34,840 --> 00:34:38,600 Speaker 1: precise and the lasers are all going exactly where they 579 00:34:38,640 --> 00:34:41,360 Speaker 1: need to be. Now, that's obviously very challenging for a 580 00:34:41,440 --> 00:34:44,320 Speaker 1: human being to do. If I were holding a laser pointer, 581 00:34:44,640 --> 00:34:49,000 Speaker 1: the further away I am from my target, the more 582 00:34:49,080 --> 00:34:52,359 Speaker 1: dramatic any movement I make is going to be. At 583 00:34:52,440 --> 00:34:55,440 Speaker 1: the far end of it. Right, you can just imagine 584 00:34:55,920 --> 00:35:01,520 Speaker 1: if you have a laser that's pointing at a castle 585 00:35:01,600 --> 00:35:06,080 Speaker 1: that's a hundred and fifty two feet away, tiny little 586 00:35:06,160 --> 00:35:09,520 Speaker 1: motions on your end are going to be translated into 587 00:35:09,600 --> 00:35:13,480 Speaker 1: giant ones across against the castle. Even though it's a 588 00:35:13,520 --> 00:35:16,759 Speaker 1: small beam of light, you'll see it move in dramatic 589 00:35:16,800 --> 00:35:19,400 Speaker 1: ways just with tying little motions. So all of this 590 00:35:19,480 --> 00:35:22,000 Speaker 1: has to be controlled by machine. All has to be automated, 591 00:35:22,880 --> 00:35:25,480 Speaker 1: and you program it very precisely in a computer. Now, 592 00:35:25,480 --> 00:35:30,239 Speaker 1: the computer model has to understand and I used to 593 00:35:30,320 --> 00:35:34,760 Speaker 1: understand loosely here, but it has to understand the dimensions 594 00:35:34,800 --> 00:35:37,560 Speaker 1: of the canvas you're painting against. In this case, it 595 00:35:37,560 --> 00:35:40,719 Speaker 1: would be the Cinderella's Castle at Magic Kingdom and Walt 596 00:35:40,760 --> 00:35:45,200 Speaker 1: Disney World. And by knowing that, it knows how precisely 597 00:35:45,360 --> 00:35:49,800 Speaker 1: to move the laser pointer so that it will create 598 00:35:49,840 --> 00:35:52,920 Speaker 1: the effect specifically where it needs to go, and it 599 00:35:52,920 --> 00:35:56,640 Speaker 1: can make very smooth and consistent motions. That's the other 600 00:35:56,719 --> 00:36:00,839 Speaker 1: important thing for any show of this nature, you consistency. 601 00:36:00,920 --> 00:36:04,000 Speaker 1: So you want the show tonight to be just as 602 00:36:04,040 --> 00:36:05,719 Speaker 1: good as the show that was last night, and you 603 00:36:05,760 --> 00:36:07,600 Speaker 1: want tomorrow's show to be just as good as the 604 00:36:07,640 --> 00:36:10,120 Speaker 1: last two. So you want to make sure everything is 605 00:36:10,480 --> 00:36:13,960 Speaker 1: as controlled as it possibly can be, knowing that there 606 00:36:14,000 --> 00:36:15,719 Speaker 1: are certain elements that are going to be outside of 607 00:36:15,719 --> 00:36:18,920 Speaker 1: your control, things like weather conditions. That's not something you 608 00:36:18,960 --> 00:36:22,520 Speaker 1: can really have a say over. So that can that 609 00:36:22,719 --> 00:36:25,520 Speaker 1: covers the lasers, and there are all sorts of different 610 00:36:25,560 --> 00:36:27,840 Speaker 1: colors of lasers that are used in this one. I 611 00:36:27,920 --> 00:36:30,440 Speaker 1: want to say that there are yellow ones or gold 612 00:36:30,480 --> 00:36:33,520 Speaker 1: ones that are part of Happily ever after. But there 613 00:36:33,520 --> 00:36:36,600 Speaker 1: are different colors as well, and those come into various 614 00:36:36,640 --> 00:36:40,479 Speaker 1: points of the quote unquote story of the show. There's 615 00:36:40,520 --> 00:36:43,360 Speaker 1: kind of a loose story. It's more like a little 616 00:36:43,440 --> 00:36:49,200 Speaker 1: vignettes that happened throughout the the experience rather than a 617 00:36:49,239 --> 00:36:53,200 Speaker 1: traditional narrative. But that's that technology. Now let's move on 618 00:36:53,680 --> 00:36:56,759 Speaker 1: to projection mapping, which I'm really excited to talk about 619 00:36:56,800 --> 00:36:58,680 Speaker 1: because projection mapping is one of those things I just 620 00:36:58,719 --> 00:37:02,440 Speaker 1: think is super cool. There are tons and tons of 621 00:37:02,560 --> 00:37:07,480 Speaker 1: videos online showing what projection mapping is, and if you 622 00:37:07,719 --> 00:37:10,840 Speaker 1: see some of the better ones, the effects are really 623 00:37:10,960 --> 00:37:16,120 Speaker 1: breathtaking because they're very convincing from the proper angle. But 624 00:37:16,280 --> 00:37:18,880 Speaker 1: you have to have conditions just right. You need the 625 00:37:18,960 --> 00:37:21,279 Speaker 1: lighting to be just right so that the projection you're 626 00:37:21,280 --> 00:37:25,759 Speaker 1: looking at doesn't get ruined by a lot of ambient light. 627 00:37:26,040 --> 00:37:28,719 Speaker 1: The more ambient light you have, the more you can 628 00:37:28,760 --> 00:37:33,640 Speaker 1: see the the object that's behind the projection. The less 629 00:37:34,480 --> 00:37:37,640 Speaker 1: uh immersive the experience will be, or the less convincing 630 00:37:37,640 --> 00:37:40,240 Speaker 1: the experience will be. But if you're wondering what projection 631 00:37:40,239 --> 00:37:43,200 Speaker 1: mapping is, since I haven't really defined it, it is 632 00:37:43,239 --> 00:37:46,480 Speaker 1: the display of an image on a non flat or 633 00:37:46,640 --> 00:37:49,840 Speaker 1: non white surface. So in other words, it's like projecting 634 00:37:49,880 --> 00:37:54,560 Speaker 1: onto a film screen, only anything could be a film screen. 635 00:37:54,600 --> 00:37:59,640 Speaker 1: Any three dimensional object could, in theory, be your film screen. 636 00:38:00,080 --> 00:38:02,680 Speaker 1: The technique has been used for a few years to 637 00:38:02,760 --> 00:38:06,520 Speaker 1: great effect at various concerts and celebrations. If you've ever 638 00:38:06,560 --> 00:38:09,040 Speaker 1: seen one in person, you know how dramatic the effects 639 00:38:09,040 --> 00:38:11,239 Speaker 1: can be. With the right lighting and projection. As I 640 00:38:11,280 --> 00:38:14,360 Speaker 1: was mentioning earlier, you can make a building seemed to 641 00:38:14,360 --> 00:38:16,840 Speaker 1: come alive, or to fall apart, or turn into a 642 00:38:16,840 --> 00:38:19,560 Speaker 1: giant puzzle. Uh. There are a lot of different videos 643 00:38:19,560 --> 00:38:22,239 Speaker 1: on YouTube. Just go and look up projection mapping. You're 644 00:38:22,239 --> 00:38:26,200 Speaker 1: gonna see some incredible stuff. Projection mapping has also been 645 00:38:26,239 --> 00:38:31,480 Speaker 1: called spatial augmented reality, because you are augmenting reality with 646 00:38:31,719 --> 00:38:36,399 Speaker 1: a overlay of information, in this case, projected information. Most 647 00:38:36,440 --> 00:38:39,480 Speaker 1: of the time we think of augmented reality as some 648 00:38:39,560 --> 00:38:43,359 Speaker 1: sort of headset we're wearing where we've got display in 649 00:38:43,400 --> 00:38:45,840 Speaker 1: front of us, and we're looking at a video feed 650 00:38:46,200 --> 00:38:49,280 Speaker 1: of the world around us, not really the real world. 651 00:38:49,320 --> 00:38:51,680 Speaker 1: We're looking at it through the camera lens, so we're 652 00:38:51,680 --> 00:38:54,080 Speaker 1: looking at kind of a monitor, and then we have 653 00:38:54,200 --> 00:38:57,080 Speaker 1: digital information overlaid on top of that display, and that 654 00:38:57,160 --> 00:39:00,080 Speaker 1: gives us that augmented reality. This is a differ or 655 00:39:00,080 --> 00:39:03,239 Speaker 1: an approach to augmented reality. It is just as legitimate. 656 00:39:03,280 --> 00:39:08,120 Speaker 1: It is where you are directly projecting onto reality reality itself, 657 00:39:08,840 --> 00:39:11,919 Speaker 1: so rather than having a screen in front of you, 658 00:39:11,920 --> 00:39:14,120 Speaker 1: you're looking at the world. It's just that the world 659 00:39:14,200 --> 00:39:16,799 Speaker 1: also happens to have something projected on top of it 660 00:39:16,880 --> 00:39:20,880 Speaker 1: that augments the experience, which is kind of cool that 661 00:39:21,000 --> 00:39:24,680 Speaker 1: it allows you to to make the definition a little 662 00:39:24,680 --> 00:39:27,680 Speaker 1: more broad when it comes to augmented reality. It's also 663 00:39:27,719 --> 00:39:30,600 Speaker 1: been known as video mapping, and Disney, as it turns out, 664 00:39:30,680 --> 00:39:34,520 Speaker 1: has a really long history with it. Disney has perhaps 665 00:39:34,600 --> 00:39:39,600 Speaker 1: the first implementation of projection mapping, and that would date 666 00:39:39,719 --> 00:39:43,520 Speaker 1: all the way back to nineteen sixty nine and a 667 00:39:43,520 --> 00:39:49,960 Speaker 1: little part called Disneyland, California. Disneyland in nineteen sixty nine 668 00:39:49,960 --> 00:39:53,359 Speaker 1: opened up a brand new attraction that brand new attractions. 669 00:39:53,840 --> 00:39:57,799 Speaker 1: Probably it's definitely in my top three. It is the 670 00:39:57,840 --> 00:40:01,920 Speaker 1: Haunted Mansion, uh, a ride that is also beloved by 671 00:40:02,000 --> 00:40:05,200 Speaker 1: Holly Fry here at How Stuff Works. Holly is a 672 00:40:05,280 --> 00:40:10,040 Speaker 1: huge Disney fan and she loves the Haunted Mansion as well. 673 00:40:11,160 --> 00:40:14,840 Speaker 1: For a good reason it's a fantastic ride, and the 674 00:40:14,880 --> 00:40:18,240 Speaker 1: attraction used a lot of different cool lighting and special effects, 675 00:40:18,239 --> 00:40:22,600 Speaker 1: including the amazing Pepper's Ghost effect, which we've talked about 676 00:40:22,600 --> 00:40:25,279 Speaker 1: on a previous episode of tech Stuff. In fact, I 677 00:40:25,320 --> 00:40:27,480 Speaker 1: think I did a full episode of tech Stuff just 678 00:40:27,640 --> 00:40:32,320 Speaker 1: on the Haunted Mansion several years ago. But the effect 679 00:40:32,400 --> 00:40:36,040 Speaker 1: I want to talk about here is one that involves 680 00:40:36,200 --> 00:40:42,680 Speaker 1: five sculptures, five busts. There are five bust sculptures that 681 00:40:42,719 --> 00:40:47,520 Speaker 1: are in the graveyard sequence of the Haunted Mansion, and 682 00:40:47,840 --> 00:40:51,520 Speaker 1: they are of five figures that are singing the song 683 00:40:51,600 --> 00:40:56,040 Speaker 1: Grim Grinning Ghosts, and um, it's actually the singers. That's 684 00:40:56,080 --> 00:41:00,120 Speaker 1: their faces that are projected onto these busts. Of the 685 00:41:00,160 --> 00:41:05,160 Speaker 1: bus themselves are plain white figures that are designed in 686 00:41:05,200 --> 00:41:08,560 Speaker 1: the shape of the heads of those singers. But then 687 00:41:08,600 --> 00:41:13,279 Speaker 1: the singers were shot on film singing along to this song, 688 00:41:13,440 --> 00:41:17,560 Speaker 1: Grim Grinning Ghosts. That footage is then projected on top 689 00:41:18,000 --> 00:41:22,760 Speaker 1: of these static sculptures, So the sculptures have no moving parts. 690 00:41:23,440 --> 00:41:25,840 Speaker 1: Their mouths are not moving, the eyes are not opening 691 00:41:25,840 --> 00:41:30,640 Speaker 1: and closing, there's no articulation whatsoever. That effect is completely 692 00:41:30,680 --> 00:41:34,279 Speaker 1: generated by the projection that's on top of the sculptures. 693 00:41:35,000 --> 00:41:38,760 Speaker 1: And this was again back in nine, so very forward 694 00:41:38,800 --> 00:41:41,239 Speaker 1: thinking when it comes down to the effects you would 695 00:41:41,239 --> 00:41:44,439 Speaker 1: want for your amusement park. Uh. And it's a really 696 00:41:44,480 --> 00:41:47,880 Speaker 1: early example of projection mapping, perhaps the first one, although 697 00:41:47,920 --> 00:41:53,200 Speaker 1: I don't have any confirming evidence to say so. Uh. 698 00:41:53,520 --> 00:41:56,440 Speaker 1: You have to have the projector lined up precisely with 699 00:41:56,520 --> 00:42:02,040 Speaker 1: the object. It has to be uh calor braided exactly 700 00:42:02,360 --> 00:42:05,560 Speaker 1: so that you can get this effect properly. If it 701 00:42:05,600 --> 00:42:11,800 Speaker 1: weren't done so, then the images of the face would 702 00:42:11,800 --> 00:42:15,560 Speaker 1: not line up with the actual carved face of the sculpture. 703 00:42:16,040 --> 00:42:18,879 Speaker 1: Think of it in terms of a movie screen. If 704 00:42:18,880 --> 00:42:21,520 Speaker 1: you have a movie screen and the projector was off kilter, 705 00:42:22,239 --> 00:42:24,600 Speaker 1: then the picture you're looking at would not line up 706 00:42:24,600 --> 00:42:27,520 Speaker 1: with the screen and things would look strange. You may 707 00:42:27,560 --> 00:42:29,920 Speaker 1: have even seen this, Maybe you've gone to a film 708 00:42:29,920 --> 00:42:33,960 Speaker 1: where the projectionist had not corrected for it properly, and 709 00:42:34,000 --> 00:42:37,239 Speaker 1: the the view of the film was a little too 710 00:42:37,280 --> 00:42:39,120 Speaker 1: low or a little too high. It's little too low. 711 00:42:39,560 --> 00:42:41,920 Speaker 1: Then you might see stuff like boom mix that are 712 00:42:41,960 --> 00:42:45,000 Speaker 1: not actually cut out of the shot. They are just 713 00:42:45,280 --> 00:42:48,600 Speaker 1: typically out of view because the projectionist lines up the 714 00:42:48,640 --> 00:42:52,320 Speaker 1: film in such a way. That you would not see it. Typically, 715 00:42:53,920 --> 00:42:55,799 Speaker 1: same sort of thing is true with projection mapping, but 716 00:42:55,960 --> 00:42:58,080 Speaker 1: to a much greater degree. You have to be very 717 00:42:58,120 --> 00:43:01,320 Speaker 1: precise with how the projection line up with the third 718 00:43:01,360 --> 00:43:04,960 Speaker 1: three dimensional object that it is hitting. Disney actually received 719 00:43:04,960 --> 00:43:09,680 Speaker 1: a patent in ninete about projection mapping. The patents title 720 00:43:09,920 --> 00:43:14,920 Speaker 1: is Apparatus Method for Projection upon a three Dimensional Object, 721 00:43:14,960 --> 00:43:18,520 Speaker 1: which again was pretty much projection mapping. And from that 722 00:43:18,560 --> 00:43:21,719 Speaker 1: patent is the following statement, which really sums up the 723 00:43:21,800 --> 00:43:25,080 Speaker 1: challenges that you face if you want to create this effect. 724 00:43:26,480 --> 00:43:29,840 Speaker 1: The projection of an image onto a three dimensional object 725 00:43:29,880 --> 00:43:33,800 Speaker 1: having various contours and shapes is not an easy task. 726 00:43:33,960 --> 00:43:37,120 Speaker 1: It is generally known that the correction of all optical 727 00:43:37,160 --> 00:43:41,960 Speaker 1: distortion problems inherent in flat two dimensional image projection is 728 00:43:42,080 --> 00:43:46,479 Speaker 1: especially difficult when working with three dimensional projection surfaces. These 729 00:43:46,520 --> 00:43:51,120 Speaker 1: problems include proper image registration on the object, proper keystoning 730 00:43:51,480 --> 00:43:55,719 Speaker 1: corrections to ensure appropriate perspective appearances, and focusing of the 731 00:43:55,760 --> 00:43:59,200 Speaker 1: image within a specified range of depth. So what that's 732 00:43:59,239 --> 00:44:03,719 Speaker 1: saying is, when you've got a distorted screen, which is 733 00:44:03,800 --> 00:44:08,160 Speaker 1: essentially what a three dimensional object would be, you can't 734 00:44:08,200 --> 00:44:12,120 Speaker 1: just easily map a two dimensional image on top of it. 735 00:44:12,120 --> 00:44:15,440 Speaker 1: It's It's kind of like if you grabbed a paper 736 00:44:15,480 --> 00:44:18,279 Speaker 1: map and try to lay it down on top of 737 00:44:18,280 --> 00:44:20,520 Speaker 1: a globe. While the paper map has been designed in 738 00:44:20,560 --> 00:44:25,600 Speaker 1: such a way to mimic the Earth, but obviously lots 739 00:44:25,640 --> 00:44:28,560 Speaker 1: of different considerations had to be taken into effect to 740 00:44:28,640 --> 00:44:31,319 Speaker 1: make that happen. When you are trying to convert a 741 00:44:31,320 --> 00:44:34,840 Speaker 1: three dimensional object into a two dimensional rendering, you have 742 00:44:34,920 --> 00:44:37,839 Speaker 1: to make some sacrifices. You can't just slap the map 743 00:44:38,080 --> 00:44:40,719 Speaker 1: back onto a globe and have it look perfect. It's 744 00:44:40,760 --> 00:44:43,400 Speaker 1: not going to You have to You would have to 745 00:44:43,400 --> 00:44:46,480 Speaker 1: warp things within the image in order to have it 746 00:44:46,560 --> 00:44:48,880 Speaker 1: line up properly so that it would look the way 747 00:44:49,040 --> 00:44:51,760 Speaker 1: it should on a globe. The same thing is true 748 00:44:51,760 --> 00:44:55,160 Speaker 1: with projection mapping. You actually have to warp the image 749 00:44:55,560 --> 00:44:57,719 Speaker 1: so that when it's overlaid on top of the three 750 00:44:57,719 --> 00:45:01,400 Speaker 1: dimensional object, you get the effect. Do you one. Now 751 00:45:01,400 --> 00:45:04,799 Speaker 1: I'm gonna talk a lot more about projection mapping, but 752 00:45:04,960 --> 00:45:08,160 Speaker 1: first let's take another quick break to thank our sponsor. 753 00:45:15,800 --> 00:45:19,280 Speaker 1: Let's talk a little bit about the concept of spatial 754 00:45:19,400 --> 00:45:22,719 Speaker 1: augmented reality. I mentioned I mentioned earlier that's sort of 755 00:45:22,719 --> 00:45:27,520 Speaker 1: the academic name for what is projection mapping. This became 756 00:45:27,560 --> 00:45:30,120 Speaker 1: an area of study really in the late nineteen nineties. 757 00:45:30,200 --> 00:45:32,919 Speaker 1: So even though Disney had pioneered some of this work 758 00:45:32,960 --> 00:45:36,120 Speaker 1: in the late nineteen sixties, it wasn't until the nineteen 759 00:45:36,160 --> 00:45:39,280 Speaker 1: nineties that a lot of work was being done on it, because, again, 760 00:45:39,400 --> 00:45:42,160 Speaker 1: to do it on a big scale was really tricky 761 00:45:42,360 --> 00:45:45,279 Speaker 1: unless you started taking a computer science approach, and that's 762 00:45:45,280 --> 00:45:48,080 Speaker 1: exactly what was going on in the nineties. That was 763 00:45:48,200 --> 00:45:51,640 Speaker 1: largely the domain of a group of researchers who are 764 00:45:51,680 --> 00:45:55,279 Speaker 1: working at the University of North Carolina Chapel Hill. They 765 00:45:55,360 --> 00:45:58,359 Speaker 1: wrote a paper called the Office of the Future, and 766 00:45:58,400 --> 00:46:00,880 Speaker 1: in that paper they imagined an office that would have 767 00:46:01,000 --> 00:46:04,200 Speaker 1: lots of projectors everywhere, and the projectors would allow you 768 00:46:04,280 --> 00:46:10,319 Speaker 1: to turn work spaces into all sorts of different augmented experiences. So, 769 00:46:10,400 --> 00:46:13,440 Speaker 1: for example, let's say that you're working on a collaborative project, 770 00:46:13,760 --> 00:46:17,239 Speaker 1: you might use all these different projectors to allow you 771 00:46:17,360 --> 00:46:22,279 Speaker 1: to work uh interactively in an environment that would let 772 00:46:22,280 --> 00:46:25,360 Speaker 1: you visualize exactly what you're talking about, even if what 773 00:46:25,440 --> 00:46:28,319 Speaker 1: you normally would use just spreadsheets. So it's kind of 774 00:46:28,360 --> 00:46:32,800 Speaker 1: a cool idea, but very heavily relied upon this idea 775 00:46:32,920 --> 00:46:36,799 Speaker 1: of projection mapping. One of the people working on that 776 00:46:36,880 --> 00:46:40,600 Speaker 1: was Ramesh Rascar is one of that University of North 777 00:46:40,600 --> 00:46:42,960 Speaker 1: Carolina group, and he also worked on a tech that 778 00:46:43,000 --> 00:46:47,600 Speaker 1: he called shader lamps. Shader lamps would allow you, through 779 00:46:47,600 --> 00:46:52,000 Speaker 1: projection to create different effects on stationary three dimensional objects, 780 00:46:52,560 --> 00:46:56,680 Speaker 1: as if you were using a digital canvas. So you 781 00:46:56,760 --> 00:46:59,759 Speaker 1: might think of shaders on graphics, you know, Shaders are 782 00:46:59,840 --> 00:47:02,720 Speaker 1: things that allow you to work with light in different ways. 783 00:47:03,080 --> 00:47:05,600 Speaker 1: That was the purpose of shader lamps to create light 784 00:47:05,719 --> 00:47:08,719 Speaker 1: in specific ways to protect against three dimensional objects and 785 00:47:08,719 --> 00:47:10,919 Speaker 1: then create the different effects that you want. And there's 786 00:47:10,920 --> 00:47:14,000 Speaker 1: actually a really cool video that I watched where he 787 00:47:14,080 --> 00:47:18,640 Speaker 1: walked through this process and he showed a neutral colored vause. 788 00:47:18,880 --> 00:47:21,239 Speaker 1: The vase was sort of an off white color, is 789 00:47:21,280 --> 00:47:25,520 Speaker 1: just plain, no texture, no pattern on it, and projected 790 00:47:25,560 --> 00:47:28,720 Speaker 1: different images onto it so that it had a pattern 791 00:47:28,840 --> 00:47:30,960 Speaker 1: or it appeared to have texture. The one that I 792 00:47:31,040 --> 00:47:34,840 Speaker 1: really liked was one where it was a very convincing 793 00:47:35,000 --> 00:47:40,319 Speaker 1: illusion that there was a patterned vase rotating perhaps on 794 00:47:40,400 --> 00:47:44,240 Speaker 1: like a lazy Susan, But it turned out the vase 795 00:47:44,360 --> 00:47:47,319 Speaker 1: was completely stationary. It was not rotating at all, it 796 00:47:47,400 --> 00:47:53,000 Speaker 1: was just a solid color vase. It was the image 797 00:47:53,040 --> 00:47:55,799 Speaker 1: that was making it look like it was rotating. It's 798 00:47:55,840 --> 00:47:58,799 Speaker 1: the same basic principle that we have for film. We're 799 00:47:58,800 --> 00:48:02,600 Speaker 1: watching a series of images that, when they are played 800 00:48:02,640 --> 00:48:07,080 Speaker 1: back at a certain frequency, appear to simulate movement. Same 801 00:48:07,120 --> 00:48:10,799 Speaker 1: thing is true with projection mapping, but it required that 802 00:48:10,880 --> 00:48:15,200 Speaker 1: you have this approach where you are conforming the image 803 00:48:15,200 --> 00:48:21,200 Speaker 1: projected to the object shape and size. So it's a 804 00:48:21,239 --> 00:48:24,000 Speaker 1: little more tricky. It's not just well, let's move the 805 00:48:24,000 --> 00:48:26,400 Speaker 1: projector a little bit closer to the screen or a 806 00:48:26,400 --> 00:48:29,080 Speaker 1: little further away from the screen because the image that's 807 00:48:29,120 --> 00:48:32,720 Speaker 1: being shown is too big or too small. It also 808 00:48:32,800 --> 00:48:37,200 Speaker 1: involves the actual contours of the device you're or the 809 00:48:37,200 --> 00:48:39,680 Speaker 1: the object you're using. And he pointed out the two 810 00:48:39,680 --> 00:48:44,800 Speaker 1: main problems of projection mapping are aligning each individual projector 811 00:48:45,000 --> 00:48:47,320 Speaker 1: so that the images they display line up with the 812 00:48:47,360 --> 00:48:50,800 Speaker 1: physical features of the three dimensional object itself. So, for example, 813 00:48:50,920 --> 00:48:54,200 Speaker 1: corners or in the case of Cinderella's Castle at Disney, 814 00:48:54,400 --> 00:48:57,040 Speaker 1: you've got the different parapets, you've got the different doors 815 00:48:57,080 --> 00:49:00,399 Speaker 1: and windows. All of that has to line up icily 816 00:49:00,480 --> 00:49:03,360 Speaker 1: with the the projection or else you're gonna have this 817 00:49:03,440 --> 00:49:06,840 Speaker 1: weird overlay effect where the image is not quite on 818 00:49:07,000 --> 00:49:10,480 Speaker 1: top of the physical part of the castle it's supposed 819 00:49:10,480 --> 00:49:13,800 Speaker 1: to be laid against. So that's one of the two challenges. 820 00:49:14,000 --> 00:49:16,799 Speaker 1: The other big one is you typically need more than 821 00:49:16,840 --> 00:49:19,839 Speaker 1: one projector because you have to hit an object at 822 00:49:19,920 --> 00:49:22,799 Speaker 1: various angles, and if you have one projector, all that 823 00:49:22,920 --> 00:49:25,279 Speaker 1: light is just coming from one side, and if you're 824 00:49:25,280 --> 00:49:28,600 Speaker 1: at any other viewing point around this three dimensional object, 825 00:49:28,840 --> 00:49:31,360 Speaker 1: you're not going to get the effect of the projection. 826 00:49:31,640 --> 00:49:34,080 Speaker 1: So you have to have multiple projectors all aiming at 827 00:49:34,120 --> 00:49:38,400 Speaker 1: the same physical object. They each have to be calibrated 828 00:49:38,440 --> 00:49:41,480 Speaker 1: properly with that object, with respect to the object and 829 00:49:41,520 --> 00:49:45,440 Speaker 1: with respect to each other, so that the seams of 830 00:49:45,480 --> 00:49:49,560 Speaker 1: those images line up precisely. If you have a character, 831 00:49:50,040 --> 00:49:53,319 Speaker 1: and animated character show up on one side of the 832 00:49:53,360 --> 00:49:56,279 Speaker 1: castle and then make his or her way around to 833 00:49:56,320 --> 00:49:59,400 Speaker 1: the other side of the castle, and in that journey 834 00:50:00,120 --> 00:50:03,560 Speaker 1: that character gets handed off from one projector to another, 835 00:50:04,120 --> 00:50:07,320 Speaker 1: obviously you need to have that lineup as as best 836 00:50:07,360 --> 00:50:11,040 Speaker 1: as possible to have a seamless experience. You can cheat 837 00:50:11,080 --> 00:50:14,520 Speaker 1: a little bit with an object like Cinderella's castle, because 838 00:50:14,520 --> 00:50:17,120 Speaker 1: you could have the character go into or appear to 839 00:50:17,200 --> 00:50:20,800 Speaker 1: go into a tower or a window or a door, 840 00:50:21,360 --> 00:50:23,920 Speaker 1: and it's kind of like a cut in a film. 841 00:50:23,960 --> 00:50:26,760 Speaker 1: You could then have the character emerge from another window 842 00:50:26,960 --> 00:50:29,480 Speaker 1: or another door, and it's being handled by a totally 843 00:50:29,520 --> 00:50:32,239 Speaker 1: different projector, and because you had the character move out 844 00:50:32,280 --> 00:50:34,680 Speaker 1: of sight for a moment, you don't have to have 845 00:50:34,760 --> 00:50:37,839 Speaker 1: that truly seamless experience. You don't have to have those 846 00:50:37,840 --> 00:50:43,000 Speaker 1: two projectors synchronized so precisely that there's no overlap, where 847 00:50:43,000 --> 00:50:46,640 Speaker 1: otherwise you might end up with quasi Modo having four arms, 848 00:50:47,040 --> 00:50:51,600 Speaker 1: which would make him even less quasi modo, or more 849 00:50:51,680 --> 00:50:55,880 Speaker 1: quasi and less modo whatever. Hunchback of Notre Dame is 850 00:50:55,920 --> 00:51:01,360 Speaker 1: a terrible Disney movie. Come at me, so very difficult 851 00:51:01,360 --> 00:51:04,720 Speaker 1: problems to solve, and typically you have to design computer 852 00:51:04,840 --> 00:51:08,160 Speaker 1: software in order for you to be able to do this. Uh, 853 00:51:08,239 --> 00:51:11,800 Speaker 1: you being the person trying to create projection mapping. Luckily 854 00:51:11,920 --> 00:51:14,920 Speaker 1: for us, if we were interested in doing our own 855 00:51:14,920 --> 00:51:19,239 Speaker 1: projection mapping project, there are lots of software packages out 856 00:51:19,280 --> 00:51:22,120 Speaker 1: there that are designed to do this, and typically the 857 00:51:22,160 --> 00:51:24,080 Speaker 1: way it works is you would download one of these 858 00:51:24,080 --> 00:51:27,800 Speaker 1: software packages, which tend to cost and a few hundreds 859 00:51:27,800 --> 00:51:31,760 Speaker 1: of dollars, somewhere between three hundred and eight hundred dollars 860 00:51:32,160 --> 00:51:35,719 Speaker 1: truly is not that much. When you look at video software, 861 00:51:35,920 --> 00:51:38,960 Speaker 1: there's a lot of video editing software that's in that range. 862 00:51:39,400 --> 00:51:41,799 Speaker 1: So something that's on this scale, which is meant to 863 00:51:41,920 --> 00:51:48,319 Speaker 1: project against large objects, it's not really that outrageous to 864 00:51:48,360 --> 00:51:50,640 Speaker 1: have a piece of software cost a few hundred dollars. 865 00:51:51,760 --> 00:51:56,160 Speaker 1: You pair it with a projector or multiple projectors, and 866 00:51:56,200 --> 00:51:59,279 Speaker 1: you typically would set up an object where it would 867 00:51:59,320 --> 00:52:02,359 Speaker 1: be in the pathway of the projector, and you would 868 00:52:02,480 --> 00:52:08,040 Speaker 1: use the software to manipulate a field on top of 869 00:52:08,160 --> 00:52:13,640 Speaker 1: virtual field on top of the actual object, and what 870 00:52:13,680 --> 00:52:16,319 Speaker 1: would happen is the projector would project an image, it 871 00:52:16,400 --> 00:52:20,080 Speaker 1: may be a grid, for example, to define the areas 872 00:52:20,400 --> 00:52:23,239 Speaker 1: of that object, and you would use the software to 873 00:52:23,320 --> 00:52:27,960 Speaker 1: conform the grid so that it met the parameters of 874 00:52:28,000 --> 00:52:31,799 Speaker 1: that object. So you are mapping the object itself within 875 00:52:31,840 --> 00:52:35,640 Speaker 1: the software. You're defining the areas that you can paint 876 00:52:35,680 --> 00:52:40,520 Speaker 1: against your defining the screen itself. And it's kind of 877 00:52:40,520 --> 00:52:44,640 Speaker 1: like using photo editing software, except instead of just cropping 878 00:52:44,640 --> 00:52:47,719 Speaker 1: a photo, what you're doing is you're just defining the 879 00:52:47,880 --> 00:52:50,799 Speaker 1: edges of your image. So if you're doing something like 880 00:52:50,800 --> 00:52:53,880 Speaker 1: Cinderella's Castle, you would say, all right, I want this tower, 881 00:52:54,520 --> 00:52:56,920 Speaker 1: and I want the parapet at the top of the tower, 882 00:52:57,400 --> 00:53:00,360 Speaker 1: but I don't want any of the edges to fall 883 00:53:00,400 --> 00:53:02,279 Speaker 1: into this because we won't be able to see it. 884 00:53:02,360 --> 00:53:04,880 Speaker 1: The projection will go just past the edge of the 885 00:53:04,920 --> 00:53:08,120 Speaker 1: tower and there's nothing for the image to be projected 886 00:53:08,160 --> 00:53:10,839 Speaker 1: against at that point, So we want to make sure 887 00:53:10,880 --> 00:53:15,239 Speaker 1: that we define those edges within the software. Once you've 888 00:53:15,280 --> 00:53:18,840 Speaker 1: done that, then you can start to animate or design 889 00:53:19,000 --> 00:53:26,719 Speaker 1: lighting effects against that now virtually defined space. You also 890 00:53:26,719 --> 00:53:29,440 Speaker 1: have to keep in mind that the distance between the 891 00:53:29,440 --> 00:53:34,439 Speaker 1: projector and the object has to be established so that 892 00:53:34,640 --> 00:53:36,839 Speaker 1: the scale remains the same. If you were to bring 893 00:53:36,840 --> 00:53:40,799 Speaker 1: the projector closer or further away without adjusting lens, that's 894 00:53:40,800 --> 00:53:43,840 Speaker 1: going to affect both the focus and the scale. So 895 00:53:43,920 --> 00:53:45,640 Speaker 1: there are a lot of different elements that are at 896 00:53:45,640 --> 00:53:48,200 Speaker 1: play with this technology, and if you want to work 897 00:53:48,239 --> 00:53:51,200 Speaker 1: just right, you have to find the right place to 898 00:53:51,280 --> 00:53:56,120 Speaker 1: set up your your technology. You have to calibrate it precisely, 899 00:53:56,520 --> 00:53:58,640 Speaker 1: and then you have to make sure that nothing moves 900 00:53:59,040 --> 00:54:01,680 Speaker 1: so that it's all lined up and stays lined up. 901 00:54:02,160 --> 00:54:05,640 Speaker 1: So in this display or this this demonstration I was 902 00:54:05,640 --> 00:54:09,200 Speaker 1: talking about earlier. They show that they'd use a program 903 00:54:09,239 --> 00:54:12,399 Speaker 1: to define specific points on the three dimensional surface from 904 00:54:12,440 --> 00:54:14,440 Speaker 1: the point of view of the projector in order to 905 00:54:14,480 --> 00:54:18,080 Speaker 1: calibrate the system. So you would just use essentially a 906 00:54:18,120 --> 00:54:22,360 Speaker 1: mouse moving a cursor to different points on the image 907 00:54:22,400 --> 00:54:25,160 Speaker 1: of this three dimensional object. So you've got a camera 908 00:54:25,600 --> 00:54:28,080 Speaker 1: and a projector that are lined up with each other, 909 00:54:28,719 --> 00:54:31,080 Speaker 1: and you use the mouse to define, all right, this 910 00:54:31,160 --> 00:54:33,160 Speaker 1: is an edge, this is an edge, or or here's 911 00:54:33,160 --> 00:54:35,960 Speaker 1: a point, here's a point, here's a point, in order 912 00:54:36,000 --> 00:54:39,120 Speaker 1: to calibrate it with the projector itself, and using multiple 913 00:54:39,160 --> 00:54:42,080 Speaker 1: points allows for the system to line up precisely with 914 00:54:42,200 --> 00:54:44,680 Speaker 1: the object. If you just clicked one point, there's not 915 00:54:44,760 --> 00:54:48,000 Speaker 1: enough reference there. The image coordinates for the projectors are 916 00:54:48,080 --> 00:54:51,200 Speaker 1: in two dimensions, you know, X and y axis, because 917 00:54:51,239 --> 00:54:54,520 Speaker 1: depth is not really something a projector handles. A projector 918 00:54:54,600 --> 00:54:58,560 Speaker 1: can't make the light stop at a certain distance. It's 919 00:54:58,560 --> 00:55:01,640 Speaker 1: going to keep going till it reflects off of something. 920 00:55:02,160 --> 00:55:04,680 Speaker 1: So you just are concerned with X and y and 921 00:55:04,719 --> 00:55:08,239 Speaker 1: then you warp that depending upon the actual depth of 922 00:55:08,280 --> 00:55:11,520 Speaker 1: the physical object you're shooting against or you're projecting against 923 00:55:11,840 --> 00:55:15,319 Speaker 1: the actual points in space. Therefore are three dimensional, even 924 00:55:15,320 --> 00:55:19,560 Speaker 1: though the data inside the projector is two dimensional, because 925 00:55:19,640 --> 00:55:23,280 Speaker 1: those points in space have to conform with the physical 926 00:55:23,280 --> 00:55:26,320 Speaker 1: features of a real object. In the demonstration I watched, 927 00:55:26,600 --> 00:55:29,320 Speaker 1: they were projecting images on a model of the taj 928 00:55:29,520 --> 00:55:33,719 Speaker 1: Mahal and it was very effective. The system, according to them, 929 00:55:33,800 --> 00:55:37,560 Speaker 1: required about five minutes to calibrate per shader lamp, so 930 00:55:37,640 --> 00:55:41,239 Speaker 1: that's not very long. I have no idea how long 931 00:55:41,239 --> 00:55:44,279 Speaker 1: it takes to calibrate the Disney system. I was not 932 00:55:44,360 --> 00:55:46,799 Speaker 1: able to chat with anybody to get that information, but 933 00:55:46,880 --> 00:55:50,680 Speaker 1: I imagine it's again very precise and probably takes a 934 00:55:50,680 --> 00:55:54,319 Speaker 1: few minutes to make sure that it's lined up reliably. 935 00:55:55,280 --> 00:55:57,799 Speaker 1: Once set, then you just you said it. You leave it, 936 00:55:57,840 --> 00:56:02,440 Speaker 1: you walk away, you don't touch it. Now, you can't 937 00:56:02,600 --> 00:56:05,799 Speaker 1: just grab any old projector and a white or other 938 00:56:05,960 --> 00:56:09,000 Speaker 1: neutral colored object and just go to town. The images 939 00:56:09,040 --> 00:56:11,319 Speaker 1: you project will not match up with the object you're 940 00:56:11,360 --> 00:56:13,160 Speaker 1: projecting on, so you have to have that way to 941 00:56:13,160 --> 00:56:15,560 Speaker 1: warp the image so it lines up. I talked about 942 00:56:15,560 --> 00:56:19,000 Speaker 1: this a second ago. You use that software to conform 943 00:56:19,400 --> 00:56:24,200 Speaker 1: to the three dimensional object, um you needed. You need 944 00:56:24,200 --> 00:56:27,919 Speaker 1: a computer obviously to run the software. The computer needs 945 00:56:27,920 --> 00:56:30,920 Speaker 1: to have a pretty powerful processor and a really powerful 946 00:56:30,960 --> 00:56:35,880 Speaker 1: graphics processing unit or GPU, because you need the processor 947 00:56:36,320 --> 00:56:38,600 Speaker 1: that's strong so it can send a lot of data 948 00:56:38,680 --> 00:56:42,560 Speaker 1: to the GPU consistently. You need to have a good 949 00:56:42,560 --> 00:56:46,160 Speaker 1: pathway between processor and GPU, so that you also need 950 00:56:46,200 --> 00:56:50,759 Speaker 1: a really good bus between the two. The GPU needs 951 00:56:50,800 --> 00:56:52,960 Speaker 1: to be beefy because it's going to be sending a 952 00:56:53,000 --> 00:56:57,840 Speaker 1: lot of data to the projector, and the more um 953 00:56:58,000 --> 00:57:02,240 Speaker 1: high res the inag, the more data it has to send. 954 00:57:02,680 --> 00:57:05,600 Speaker 1: If you're doing something on the scale of what Disney wants, 955 00:57:05,719 --> 00:57:09,279 Speaker 1: chances are you've got pretty high standards for the resolution. 956 00:57:09,920 --> 00:57:12,319 Speaker 1: Even keeping in mind that you're projecting this against an 957 00:57:12,480 --> 00:57:17,360 Speaker 1: enormous castle and most people will be dozens of feet away, 958 00:57:17,480 --> 00:57:19,760 Speaker 1: you still want it to be a really crisp image, 959 00:57:19,880 --> 00:57:23,080 Speaker 1: So you're going to need some pretty powerful machines with 960 00:57:23,280 --> 00:57:28,080 Speaker 1: really strong processing abilities to carry this off and send 961 00:57:28,080 --> 00:57:31,760 Speaker 1: that information to your high res projectors to shoot it 962 00:57:31,800 --> 00:57:35,080 Speaker 1: against the three dimensional object in question. Keeping in mind 963 00:57:35,280 --> 00:57:39,439 Speaker 1: you're probably using multiple projectors, so that reduces the need 964 00:57:39,840 --> 00:57:45,600 Speaker 1: for the the landscape you're covering for each projector, and thus, 965 00:57:45,680 --> 00:57:49,480 Speaker 1: if each projector is lined up with a different dedicated computer. 966 00:57:50,440 --> 00:57:53,280 Speaker 1: You can divide up the job a little bit, although 967 00:57:53,760 --> 00:57:55,800 Speaker 1: all of those computers at some point have to be 968 00:57:55,840 --> 00:57:59,800 Speaker 1: coordinated with one another. Otherwise you would have different parts 969 00:57:59,840 --> 00:58:02,440 Speaker 1: of the show showing up at different segments and it 970 00:58:02,440 --> 00:58:08,480 Speaker 1: would just be a mess, a chaotic mess. Projectors have 971 00:58:09,280 --> 00:58:12,320 Speaker 1: something called a throw distance, that is the distance between 972 00:58:12,360 --> 00:58:14,520 Speaker 1: the projector and a screen that it can show an 973 00:58:14,520 --> 00:58:18,360 Speaker 1: effective image. So that's something you have to take into effect. Uh, 974 00:58:18,720 --> 00:58:24,040 Speaker 1: you also have to worry about making sure that you've 975 00:58:24,040 --> 00:58:26,800 Speaker 1: got the right you know, all the resolutions are the 976 00:58:26,920 --> 00:58:29,880 Speaker 1: are the same, because otherwise, if the resolution of one 977 00:58:29,880 --> 00:58:32,280 Speaker 1: projector is different from another, you're gonna have a very 978 00:58:32,720 --> 00:58:36,840 Speaker 1: muddy effect on the three dimensional object in question. As 979 00:58:36,840 --> 00:58:38,720 Speaker 1: I said, there are a lot of different software packages 980 00:58:38,720 --> 00:58:40,640 Speaker 1: out there. There are some free ones if you want 981 00:58:40,680 --> 00:58:45,720 Speaker 1: to try some projection mapping, although there reliability maybe a 982 00:58:45,760 --> 00:58:49,040 Speaker 1: little less resilient than what you would get with a 983 00:58:49,120 --> 00:58:52,400 Speaker 1: paid software package, But there are some out there that 984 00:58:52,440 --> 00:58:54,960 Speaker 1: you can look at. But there there's tons of different 985 00:58:55,280 --> 00:58:59,240 Speaker 1: projection mapping software suites out there if you if you're 986 00:58:59,240 --> 00:59:02,160 Speaker 1: really serious of about doing this, you can PLoP down 987 00:59:02,200 --> 00:59:06,480 Speaker 1: some cash and you'll get a more reliable and possibly 988 00:59:06,560 --> 00:59:10,080 Speaker 1: more user friendly set of tools to do this yourself. 989 00:59:11,400 --> 00:59:14,000 Speaker 1: To develop the Disney show, they started with a scale 990 00:59:14,080 --> 00:59:17,680 Speaker 1: model of the castle, so everything had to be precisely 991 00:59:17,760 --> 00:59:20,760 Speaker 1: at the right dimensions with one another in order for 992 00:59:20,800 --> 00:59:24,800 Speaker 1: them to use that as their working model, because obviously 993 00:59:24,800 --> 00:59:27,000 Speaker 1: they couldn't do this every single day out of the 994 00:59:27,040 --> 00:59:29,840 Speaker 1: park there are people there, so to develop it, they 995 00:59:29,880 --> 00:59:33,640 Speaker 1: needed to make a perfect scale model of Cinderella's Castle 996 00:59:34,080 --> 00:59:38,040 Speaker 1: and use that to plot out their show. And they 997 00:59:38,080 --> 00:59:41,640 Speaker 1: did this everything from the full narrative arc like what's 998 00:59:41,680 --> 00:59:45,280 Speaker 1: the story they're trying to tell, to the particular animations 999 00:59:45,280 --> 00:59:49,840 Speaker 1: and effects that they were trying to create. Obviously, anything 1000 00:59:49,840 --> 00:59:53,480 Speaker 1: that involved pyrotechnics probably they didn't throw in there, because 1001 00:59:54,120 --> 00:59:57,640 Speaker 1: shooting fireworks off inside is never a good idea. But 1002 00:59:58,000 --> 01:00:01,280 Speaker 1: for all the three D projection mapping techniques they could use. 1003 01:00:01,280 --> 01:00:04,120 Speaker 1: Those they could actually set up projectors and projected against 1004 01:00:04,160 --> 01:00:07,760 Speaker 1: the three dimensional scale model they had and see what 1005 01:00:07,800 --> 01:00:09,600 Speaker 1: it was going to look like on the small scale 1006 01:00:09,640 --> 01:00:12,360 Speaker 1: before they built up and worked on it for the 1007 01:00:12,440 --> 01:00:16,840 Speaker 1: actual park. They called in as many of the original 1008 01:00:16,880 --> 01:00:20,600 Speaker 1: animators for the various films that they reference in the show, 1009 01:00:20,680 --> 01:00:25,160 Speaker 1: so throughout the show, different iconic characters from Disney movies 1010 01:00:25,360 --> 01:00:29,840 Speaker 1: show up on Cinderella's castle. Uh, for example, Merida from 1011 01:00:29,880 --> 01:00:36,240 Speaker 1: Brave or Aladdin from Aladdin, We'll show up and they'll 1012 01:00:36,360 --> 01:00:39,080 Speaker 1: interact with the castle in some way. They tried to 1013 01:00:39,080 --> 01:00:41,720 Speaker 1: get as many of the original animators back to work 1014 01:00:41,720 --> 01:00:43,840 Speaker 1: on those characters as they possibly could, So it's a 1015 01:00:43,880 --> 01:00:46,520 Speaker 1: big thrill for a lot of those folks because they 1016 01:00:46,520 --> 01:00:48,720 Speaker 1: hadn't had a chance to work on those characters in 1017 01:00:48,840 --> 01:00:53,320 Speaker 1: some cases for several decades. And uh, it really is 1018 01:00:53,400 --> 01:00:55,360 Speaker 1: nice to be able to see those characters come to 1019 01:00:55,440 --> 01:00:57,960 Speaker 1: life and have the same sort of qualities that they 1020 01:00:58,000 --> 01:01:02,520 Speaker 1: had in the movies that they became famous for. So 1021 01:01:03,640 --> 01:01:07,400 Speaker 1: that's kind of cool thing too, is not just the technology, 1022 01:01:07,400 --> 01:01:09,600 Speaker 1: but if you are a Disney fan and you're also 1023 01:01:09,640 --> 01:01:13,080 Speaker 1: a fan of the process of animation, knowing that it 1024 01:01:13,120 --> 01:01:15,560 Speaker 1: was the same people responsible for bringing that to life 1025 01:01:15,600 --> 01:01:19,360 Speaker 1: the first time is really something special because it's it's 1026 01:01:19,400 --> 01:01:23,440 Speaker 1: you know, it's it's calling back to a nostalgic time. Now, 1027 01:01:23,600 --> 01:01:26,840 Speaker 1: of course, that wasn't the case for every single piece 1028 01:01:26,880 --> 01:01:29,920 Speaker 1: of animation they referenced. In some cases, those animators have 1029 01:01:29,960 --> 01:01:36,280 Speaker 1: passed away, especially for the really old classic Disney animated features, 1030 01:01:36,680 --> 01:01:42,240 Speaker 1: but it was a pretty impressive spectrum of characters, everything 1031 01:01:42,280 --> 01:01:46,360 Speaker 1: from the more recent shows and films, things like Mowanna 1032 01:01:46,440 --> 01:01:50,960 Speaker 1: and Zootopia too, classics like Sleeping Beauty. Well, we will 1033 01:01:51,000 --> 01:01:53,680 Speaker 1: never get rid of Maleficent. I think she's always going 1034 01:01:53,720 --> 01:01:57,560 Speaker 1: to be a villain in every single Disney nighttime spectacular 1035 01:01:57,600 --> 01:02:02,160 Speaker 1: because how can you how can you leave out a 1036 01:02:02,160 --> 01:02:06,360 Speaker 1: an evil fairy queen who assumes the shape of a dragon. 1037 01:02:06,480 --> 01:02:13,040 Speaker 1: That's that's pretty awesome, but I think that's a particularly 1038 01:02:13,080 --> 01:02:17,280 Speaker 1: interesting part of Happily ever After. Artists when they were 1039 01:02:17,280 --> 01:02:20,160 Speaker 1: working on this, we're working on digital services, so think 1040 01:02:20,160 --> 01:02:25,120 Speaker 1: of like, uh, an interactive screen, not not necessarily a tablet, 1041 01:02:25,240 --> 01:02:29,040 Speaker 1: but a display that they could directly draw on using 1042 01:02:29,120 --> 01:02:33,960 Speaker 1: light pens or digital pins. So they had the representation 1043 01:02:34,000 --> 01:02:38,920 Speaker 1: of the castle there, which was essentially a visual interpretation 1044 01:02:39,120 --> 01:02:43,160 Speaker 1: of the virtual model that they had created. So they 1045 01:02:43,240 --> 01:02:46,280 Speaker 1: had created a virtual model by defining the aspects of 1046 01:02:46,280 --> 01:02:49,320 Speaker 1: that castle the way I mentioned earlier. Artists could then 1047 01:02:49,440 --> 01:02:54,280 Speaker 1: draw against that and create the effects directly in the software, 1048 01:02:54,280 --> 01:02:56,520 Speaker 1: which then could be projected against the castle when they 1049 01:02:56,520 --> 01:02:59,040 Speaker 1: wanted to test things out, And this allowed them to 1050 01:03:00,120 --> 01:03:03,320 Speaker 1: developed the show relatively quickly. It still took a very 1051 01:03:03,320 --> 01:03:07,520 Speaker 1: long time, but it allowed for very quick prototyping and 1052 01:03:07,560 --> 01:03:12,920 Speaker 1: testing of different effects and transitions and sequences, which is 1053 01:03:12,960 --> 01:03:16,360 Speaker 1: pretty cool. And at the end of the show spoiler alert, 1054 01:03:17,240 --> 01:03:19,560 Speaker 1: tinker Bell comes out and flies over the crowd. This 1055 01:03:19,640 --> 01:03:21,960 Speaker 1: is something that's been going on for decades over at 1056 01:03:22,000 --> 01:03:25,200 Speaker 1: Disney and I think people would have rioted if tinker 1057 01:03:25,240 --> 01:03:30,240 Speaker 1: Bell had been removed from the experience, so uh. At 1058 01:03:30,320 --> 01:03:33,600 Speaker 1: Disney World, tinker Bell has been part of the nightly 1059 01:03:33,680 --> 01:03:38,920 Speaker 1: show since July third n at the Magic Kingdom. She 1060 01:03:39,000 --> 01:03:42,240 Speaker 1: hasn't appeared every single night because her appearance is dependent 1061 01:03:42,320 --> 01:03:45,480 Speaker 1: upon the weather. If the weather is if it's too 1062 01:03:45,520 --> 01:03:49,120 Speaker 1: windy or stormy, then tinker Bell will not be coming out. 1063 01:03:49,480 --> 01:03:52,600 Speaker 1: Because Okay, for those of you who don't want the 1064 01:03:52,640 --> 01:03:56,120 Speaker 1: magic ruined, you should probably stop listening right now, so 1065 01:03:56,120 --> 01:03:58,800 Speaker 1: I'm gonna give you a second. For the rest of you, 1066 01:03:59,200 --> 01:04:01,960 Speaker 1: Ramsey just took off his headphones. Jokes on him. He's 1067 01:04:01,960 --> 01:04:05,640 Speaker 1: like three ft away. He has to listen anyway. Tinker 1068 01:04:05,640 --> 01:04:07,680 Speaker 1: Bell is an actress, right all right. I hate to 1069 01:04:07,720 --> 01:04:09,480 Speaker 1: say it because I don't want to ruin the magic, 1070 01:04:09,600 --> 01:04:13,240 Speaker 1: but she's an actress typically sometimes an actor, but typically 1071 01:04:13,240 --> 01:04:18,240 Speaker 1: an actress and tinker Bell um. You know, they have 1072 01:04:18,280 --> 01:04:21,919 Speaker 1: to keep tinker Bell safe. So to that end, if 1073 01:04:21,960 --> 01:04:24,720 Speaker 1: the weather conditions are unfavorable, tinker Bell does not fly. 1074 01:04:25,320 --> 01:04:28,240 Speaker 1: Tinker Bell's flight is along a zip line. There is 1075 01:04:28,440 --> 01:04:31,400 Speaker 1: a zip line that is approximately eight hundred fifty feet long. 1076 01:04:31,480 --> 01:04:35,800 Speaker 1: It extends from the Cinderella's Castle from one of the towers, 1077 01:04:36,280 --> 01:04:39,360 Speaker 1: and it ends on the top of tomorrow Land Terrace 1078 01:04:40,120 --> 01:04:43,720 Speaker 1: d fifty feet away. A flight down tinker Bell's zip 1079 01:04:43,760 --> 01:04:47,720 Speaker 1: line takes about thirty seconds. So let's do some math here. 1080 01:04:48,520 --> 01:04:51,800 Speaker 1: Eight hundred fifty feet and thirty seconds translates to about 1081 01:04:51,920 --> 01:04:55,520 Speaker 1: nineteen miles per hour. That actress is zipping down a 1082 01:04:55,640 --> 01:04:58,960 Speaker 1: zip line at nineteen miles per hour in a tinker 1083 01:04:58,960 --> 01:05:02,160 Speaker 1: Bell costume that lights up, has led lights, there's a 1084 01:05:02,200 --> 01:05:05,680 Speaker 1: battery pack and everything. Uh, this means that tinker Bell 1085 01:05:05,800 --> 01:05:11,360 Speaker 1: has to meet some certain certain criteria. There's certain rules 1086 01:05:11,440 --> 01:05:12,800 Speaker 1: that you have to follow if you wish to be 1087 01:05:12,840 --> 01:05:16,640 Speaker 1: tinker Bell, and they're a little precise. I was going 1088 01:05:16,680 --> 01:05:19,240 Speaker 1: to use the words draconian, but that might be a 1089 01:05:19,280 --> 01:05:22,200 Speaker 1: little too cruel. So, for example, to be tinker Bell, 1090 01:05:22,440 --> 01:05:25,280 Speaker 1: you must be no taller than five ft that is 1091 01:05:25,320 --> 01:05:28,640 Speaker 1: the maximum height for tinker Bell. That's partly so that 1092 01:05:28,720 --> 01:05:31,800 Speaker 1: you get the wonderful illusion of the fairy flying over 1093 01:05:31,840 --> 01:05:35,440 Speaker 1: the audience. And you must weigh no more than one 1094 01:05:35,560 --> 01:05:39,840 Speaker 1: hundred five pounds because you're in a harness on a 1095 01:05:39,960 --> 01:05:43,080 Speaker 1: zip line, and that harness is rated up to a 1096 01:05:43,160 --> 01:05:46,520 Speaker 1: certain weight, which is well over a hundred five pounds. 1097 01:05:46,560 --> 01:05:50,200 Speaker 1: Clearly you wouldn't rate it at the in the cap weight, 1098 01:05:51,040 --> 01:05:54,120 Speaker 1: but that's why one of the reasons why I'm sure 1099 01:05:54,600 --> 01:05:57,520 Speaker 1: they have this strict weight limit of a hundred five pounds. 1100 01:05:58,560 --> 01:06:02,000 Speaker 1: Tinker Bell sometimes is played by a guy. Occasionally there's 1101 01:06:02,240 --> 01:06:06,320 Speaker 1: a fellow who will have to step in as tinker 1102 01:06:06,320 --> 01:06:10,440 Speaker 1: Bell if the actress typically playing tinker Bell is unavailable 1103 01:06:10,440 --> 01:06:14,960 Speaker 1: for whatever reason. At the end of the flight, you 1104 01:06:15,000 --> 01:06:18,280 Speaker 1: are greeted if you are tinker Bell, to the warm 1105 01:06:18,320 --> 01:06:21,440 Speaker 1: embrace of a net being held by a couple of 1106 01:06:21,480 --> 01:06:25,520 Speaker 1: technicians or cast members. Everyone who works at Disney is 1107 01:06:25,560 --> 01:06:29,720 Speaker 1: a cast member, so the net will slow you down, 1108 01:06:29,800 --> 01:06:33,760 Speaker 1: and you end your last little bit of your journey 1109 01:06:34,680 --> 01:06:38,280 Speaker 1: against a gymnastic matt that's on its side, so it's 1110 01:06:38,360 --> 01:06:41,560 Speaker 1: up against the edge of the or wall. Of the 1111 01:06:41,600 --> 01:06:44,520 Speaker 1: tomorrow Land terraces, so that way, if the net doesn't 1112 01:06:44,520 --> 01:06:46,680 Speaker 1: slow you down enough, you don't just go crashing into 1113 01:06:46,760 --> 01:06:50,680 Speaker 1: a wall. Um all right, So I'm done ruining the magic. 1114 01:06:50,960 --> 01:06:55,440 Speaker 1: That's it. So that's kind of the lowdown on Disney's 1115 01:06:55,480 --> 01:06:58,360 Speaker 1: Happily ever After. It is a great show if you 1116 01:06:58,480 --> 01:07:01,480 Speaker 1: have not seen it. There are videos on YouTube you 1117 01:07:01,480 --> 01:07:04,760 Speaker 1: can watch Happily ever After, and it's about an eighteen 1118 01:07:04,800 --> 01:07:09,360 Speaker 1: minute long display, so it's it's a doozy um. The 1119 01:07:09,400 --> 01:07:12,200 Speaker 1: technology is really impressive. I will say that I've watched 1120 01:07:12,240 --> 01:07:14,640 Speaker 1: the videos, it is way more impressive to see in person. 1121 01:07:15,600 --> 01:07:20,200 Speaker 1: So if you're already going to the Magic Kingdom, and 1122 01:07:20,360 --> 01:07:23,080 Speaker 1: if Happily ever After is scheduled to happen the night 1123 01:07:23,120 --> 01:07:26,520 Speaker 1: you are there, I highly recommend checking it out. I mean, 1124 01:07:26,640 --> 01:07:28,520 Speaker 1: you could go and ride more rides. There are gonna 1125 01:07:28,520 --> 01:07:30,360 Speaker 1: be a whole lot of people watching the show rather 1126 01:07:30,400 --> 01:07:34,000 Speaker 1: than doing that. But if you if you like Disney 1127 01:07:34,040 --> 01:07:39,520 Speaker 1: films in particular, and you really like fireworks, displays and uh, 1128 01:07:39,560 --> 01:07:43,120 Speaker 1: you know, innovative technology, I highly recommend it. It It is 1129 01:07:43,120 --> 01:07:46,560 Speaker 1: is a really well done show. It's not as narratively 1130 01:07:47,160 --> 01:07:50,560 Speaker 1: cohesive as I typically like. I like stories that have 1131 01:07:50,800 --> 01:07:53,560 Speaker 1: more to them than that. But it is a lot 1132 01:07:53,600 --> 01:07:56,560 Speaker 1: of fun to watch the different vignettes, and there's certain 1133 01:07:56,600 --> 01:08:00,800 Speaker 1: segments that just find breathtaking. I love Meredis segment. In 1134 01:08:00,880 --> 01:08:04,000 Speaker 1: that section, the entire castle appears to be covered in 1135 01:08:04,160 --> 01:08:07,880 Speaker 1: ivy and it's just really vibrant. And I also love 1136 01:08:07,960 --> 01:08:11,720 Speaker 1: Molana's section. And uh, there's a little bit at the 1137 01:08:11,880 --> 01:08:16,680 Speaker 1: end with with Simba's dad and with the song go 1138 01:08:16,880 --> 01:08:21,759 Speaker 1: the Distance from Hercules. This is particularly moving. Got dusty 1139 01:08:21,800 --> 01:08:26,120 Speaker 1: and ear. Okay, that's enough of that. I'm glad I 1140 01:08:26,160 --> 01:08:28,320 Speaker 1: had a chance to actually talk about this because again 1141 01:08:28,360 --> 01:08:31,120 Speaker 1: I had been planning it since before I took my trip. 1142 01:08:31,680 --> 01:08:33,920 Speaker 1: And uh, while I didn't get a chance to talk 1143 01:08:33,920 --> 01:08:37,240 Speaker 1: to any imagineers, and I hope one day to correct that. 1144 01:08:37,360 --> 01:08:39,880 Speaker 1: I would love to chat with some imagineers about what 1145 01:08:39,920 --> 01:08:43,800 Speaker 1: they do, because I think it's incredible the work that 1146 01:08:43,880 --> 01:08:48,479 Speaker 1: goes into creating these different Disney attractions. It's it's phenomenal stuff. 1147 01:08:49,320 --> 01:08:52,720 Speaker 1: I am very thankful that Disney was kind enough to 1148 01:08:52,760 --> 01:08:57,040 Speaker 1: extend to me a a pass for the day. Um 1149 01:08:57,120 --> 01:08:58,960 Speaker 1: I stayed for more than a day, so I bought 1150 01:08:59,000 --> 01:09:02,240 Speaker 1: all the other days, but one of those days was free. 1151 01:09:02,360 --> 01:09:06,720 Speaker 1: So just full disclosure again you guys. That wraps up 1152 01:09:06,840 --> 01:09:09,720 Speaker 1: this episode of tech Stuff. If you have suggestions for 1153 01:09:09,800 --> 01:09:13,240 Speaker 1: topics I should cover in future episodes, whether it's a 1154 01:09:13,280 --> 01:09:17,519 Speaker 1: specific technology, a company, a person in tech, let me know. 1155 01:09:17,920 --> 01:09:20,479 Speaker 1: Maybe there's someone you want me to interview, Maybe there's 1156 01:09:20,520 --> 01:09:24,360 Speaker 1: someone you want as the perfect guest co host. Send 1157 01:09:24,360 --> 01:09:27,080 Speaker 1: me a message. You can email me. The address is 1158 01:09:27,360 --> 01:09:31,320 Speaker 1: text stuff at how stuff works dot com, or drop 1159 01:09:31,360 --> 01:09:34,080 Speaker 1: me a line on Facebook or Twitter. The handle it 1160 01:09:34,200 --> 01:09:37,639 Speaker 1: both of those is text stuff h s W. Remember 1161 01:09:37,920 --> 01:09:41,280 Speaker 1: I live stream shows on Wednesdays and Fridays. You can 1162 01:09:41,320 --> 01:09:44,679 Speaker 1: go to twitch dot tv slash tech stuff and there 1163 01:09:44,720 --> 01:09:47,720 Speaker 1: you'll find the schedule. You can pop in join the 1164 01:09:47,800 --> 01:09:50,200 Speaker 1: chat room and I will be happy to chat with 1165 01:09:50,240 --> 01:09:53,439 Speaker 1: you between segments and just see what's going on in 1166 01:09:53,520 --> 01:09:57,759 Speaker 1: your world. And that's it. I'll tak you again. Release 1167 01:09:57,840 --> 01:10:06,040 Speaker 1: it for more on this and thousands of other topics, 1168 01:10:06,320 --> 01:10:17,439 Speaker 1: is it how stuff works dot com