Star Trek
May 8, 2009

Star Trek

For the seventh time, ILM creates innovative CG effects for a Star Trek film, but this time the director causes a break in tradition. Gene Roddenberry’s fictional Star Trek universe embedded itself deeply into the pop culture long ago


For the seventh time, ILM creates innovative CG effects for a Star Trek film, but this time the director causes a break in tradition. Gene Roddenberry’s fictional Star Trek universe embedded itself deeply into the pop culture long ago. So, when director/producer J.J. Abrams considered taking on the 11th Star Trek feature film for Paramount, he didn’t follow the Star Trek tradition of going where no man has gone before. Instead, the 11th Star Trek takes audiences to a frontier the franchise characters have visited before, but we haven’t—to the beginning, the time before the first episode in 1966. “J.J. didn’t want to make a movie for just the fan base,” says Industrial Light & Magic’s Roger Guyett, overall visual effects supervisor and second unit director.

ILM, which had created visual effects for six of the previous ten Star Trek features, produced 850 of the approximately 1000 shots in this film, with Digital Domain, Evil Eye Pictures, Lola Visual Effects, and Svengali supplying additional digital effects. The first Star Trek film for which ILM created visual effects was Star Trek: The Wrath of Khan in 1982, and to bring a dead planet to life for that feature, Lucasfilm’s computer division, which would spin off to become Pixar Animation Studios, created the now-famous “Genesis Effect.” It marked the first use of fractals, particle effects, and a 32-bit RGBA paint system in a feature film.

For this latest film in the franchise, Lucas Digital’s ILM used particles again, but this time in combination with state-of-the-art simulation systems to destroy two planets. In addition to building and demolishing the planets, ILM created the Starship Enterprise and the other space vehicles, which were always CG, a mining platform and other objects, two creatures, digital matte paintings, and animatics and previs for many of the shots.

Find out how ILM created these fantastic effects in the May issue of Computer Graphics World.