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  /  Artificial Intelligence   /  AI is Taking On-Screen Wars to New Heights! Take ‘Lord of the Rings’ for Example
AI is Taking On-Screen Wars to New Heights! Take 'Lord of the Rings’ for Example

AI is Taking On-Screen Wars to New Heights! Take ‘Lord of the Rings’ for Example

How ‘Lord of the Rings is playing with AI to change on-screen battles forever

The rise of artificial intelligence will make most people prosperous over the next decade. That means machines will have the ability to mimic human intelligence. Like many others, AI offers serious pros to the cinema industry and transformed it to a new height. The appearance of the Massive software is the best example of it.

A combative army, more than thousands of powerful armies, marches through a storm toward a fortress built into the side of a mountain. When seen from distance, the combatants appear like ants — menacing and alarmingly pinpoint organized. They rattle their spears and snarl through their teeth that have never been known in modern dentistry, and when lightning strikes, it discloses their sheer numbers. Storms of arrows fly, and swords find their way to the weak spots around breastplates. Bodies on both sides hit the ground. This bloody episode is the Battle of Helm’s Deep, from The Lord of the Rings: The Two Towers. This was one of the first cinematic battles generated by Massive, a piece of software designed specifically for Lord of the Rings to create computer-generated armies using AI to simulate realistic battles on a tremendous scale.

As motion pictures like Star Wars have restructured specific results and studios like Pixar shaped the usage of computer systems in cinema, Massive, first constructed by Stephen Regelous for the world-renowned, award-winning visible impact studio Weta Digital, assisted to elevate what audiences now anticipate from onscreen battles. Cutting-edge effects are not always helpful, but after spending two decades, the Uruk-hai orcs from Helm’s Deep look every bit as original and threatening as they did when they first charged the mountain stronghold. Massive Software has fuelled some of the most iconic battle scenes in just the past years, including HBO’s closing season of Game of Thrones and Marvel’s Avengers: Endgame.

The impact can be easily observed by looking at the cinemas that the software has been utilized on since Lord of the Rings over the past two decades. It’s a fetching substantial list of films and TV,” comments Bob Thompson, founding director of the Bleier Center for Television and Popular Culture at Syracuse University. At present, Massive is competing in a wide technologically upgraded visual effects world, at odds with other programs’ efficiency at crowd simulation and hiking expectations for exceptional effects. From the Dothraki to the Wakandans — when the fate of the world is on the line, Massive is motionlessly marching into battle.

In 1993, Stephen Regelous, a pioneering computer graphics software engineer from New Zealand and the creator of Massive software, dreamed of himself walking into his office and finding some people watching a computer simulation of a forest. Inside this computer forest world were trees, animals, and weather — all coexisting as they do in real life, running in real-time. The people, who turned out to be aliens (naturally), told the software engineer how it worked: this universe was an arrangement of nodes joined together to fabricate the behaviors behind all the critters on screen. The fantasy remained with him. So, when director Peter Jackson demanded Regelous to code crowd simulation software at the wrap party for Jackson’s horror-comedy flick The Frighteners, Regelous had a clue about it. Though he is beginning to turn Jackson down, he in due course holed up in his apartment, even coding himself into a stopwatch to track he was working for eight hours a day on the project.

After two years, they software Massive’s first battle wasn’t almost as detailed or realistic as Helm’s Deep. Regelous went to Weta Digital, situated in a small house in Wellington, New Zealand, and showed off a clash between 1,000 silver soldiers and 1,000 gold soldiers. Broadly, each character within Massive is called an agent. At one point, it seems as though some of the soldiers were running away from the battle, and the initial assumption in the room was that maybe the agents were smart enough not to want to get involved in a deadly conflict. In another instance, someone else on the Weta team pointed at a couple of soldiers fighting and thought he saw one soldier try to avenge another who had just been killed. “Actually, that’s not what [was] going on,” Regelous claims, “But people make it real by seeing into the simulation things that aren’t really there.”