Talk to a Movie Digital SFX Expert
Thad Beier has been working with computer graphics and film since the late 70s. In 1995 he and three partners founded Hammerhead Productions, a company that specializes in computer-generated special effects. Thad received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences (the Oscar people, not the MPAA) in 1998 for one of his many technical innovations. He's worked on Terminator 2, Angels in the Outfield, The Fast and The Furious,
and the upcoming Blue Crush, among other films. He wrote this 1992 Siggraph paper, and now writes all of Hammerhead's software tools and manages the company's mixed bag of SGI and Linux equipment. So ask Thad anything you want about computer-generated special effects. We'll send him 10 of the highest-moderated questions, and post his answers when we get them back.
Do you think movies like Final Fantasy become increasingly popular, and eventually SFX characters will overtake human actors??
Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
Every year, 3D packages get more and more sophsticated. Not just in terms of rendering effects, but in their scripting capabilities as well. Do you see a day where the artist will be able to handle the rendering features and the scripting of a 3D prog so well that it'll no longer be necessary to have a dedicated programmer on board?
Is there a particular type of problem that will always need a programmer?
What is one movie that uses CGI that you wish had never been made because it gives your craft a bad name?
Thanks!
READ THIS!
tcd004
Since special effects are so expensive, why not go back to having plots?
How long do you think it'll take for the types of animation you see in movies today be render-able in realtime? I can't wait till some seriously realistic video games... or porn flicks appear. :)
eTrade SUCKS
...do you ever get sick of hearing the sounds you created being used over and over again in lame techno/trance songs?
Case in point: The concussion bomb in Episode 2, which has been showing up in a bunch of crappy songs lately...
- A.P.
"Remember when the U.S. had a drug problem, and then we declared a War On Drugs, and now you can't buy drugs anymore?"
About what percentange of effects and the like in the average movie is there? And how do you think this will be 5 or 10 years from now?
This has been a test. Had this been a real emergency, we would have fled in terror and you would not have been informed.
How much progress are you and others making on realistic depictions of water (waves, splashing) at different scales?
(I still remember the clumsy ship in a bathtub effects from the 1970s!)
Even in recent productions like The Perfect Storm, I haven't been "convinced" sufficiently that it's a real wave.
"Provided by the management for your protection."
How much overlap is there between the programable graphics processing units (AKA "shaders") found on modern game platforms and the software/hardware used in the special effects industry? Would programming skills for one translate to the other?
;-)
BTW, I realize that special effects are half artistry, half mathematics and half sweaty work: kudos from a 'GL hacker...
.f00Dave
You'd be surprised. If you happen by a book store with an issue of Cinefex with Harry Potter on the cover, take a gander at it. They show some of the detailed effects used in F&TF.
:)
Here's a short list:
- There's a CG scene where the camera follows the NO2 to the pistions of the engine.
- There were several shots with really sophisticated camera panning movements. This was done by using a cylindrical array of cameras and then composited in 3D. This created a computer controlled 'panning background' that could be re-animated as often as desired.
- There's a scene in the end where two cars jumped a train crossing, barely missing the train: The train and the cars were filmed at different times and composited. Whoever did the work did an awesome job of having the train reflect on the car to seal the illusion.
There were other effects too. I'm sure that the guys who worked on that movie would smile if they read the part where you said 'there wasnt any kind of effects...'. That means they did their job well.
Greetings -
How much of the code you've written and/or worked with over the years trickled down to mainstream users in meaningful ways, and in what timeframe should we/you expect this to occur?
i.e. How quickly does the software and hardware tools of your trade today become part of the arsenal of either home digital fx enthusiasts, hobbyists or "small film" makers tomorrow?
With modern FX, it's fair to say that anything that can be imagined can be produced on screen. However, that hasn't been the case until recently: if you had the option of re-making one movie of your choice (science fiction or otherwise) in which the imagination of the film-maker was clearly hampered by the technology available at the time, which would it be?
Currently, movies are made overwhelmingly by being filmed by film crews. Computer-generated special effects are just used to add to what cannot be filmed. Do you ever see the day coming when movies are instead overwhelmingly made by computer SFX crews, with minor parts being done by film crews?
When films are labled as "100$ Million on special effects" where does most of that money go? On rendering hardware or what?
Seriously though, do you do any sort of screening or advice on use of effects, or just follow whatever the customer ordered? Surely you don't want your name plastered on effects that were an embarrasment.
How many years do you think the introduction of Jar Jar Binks has set back the quest to gain legitimacy for your industry?
When you have nothing left to burn you must set yourself on fire
In many movies, people walk away from them saying, "Man, they FORCED that CG."
How much discretion do you have in saying, "You guys should really do that with makeup effects."
In a corrollary, are you more in the CG-Should-Be-Impossible-To-Spot or the CG-Should-Be-The-End-All-Of-Effects camp?
Never confuse volume with power.
I'm guessing you get to work pretty closely to directors. If so, can you tell us what is their approach to the new tools technology has given them? Are they still "thinking celluloid" made cheaper by rendering it digitally, or do they really seek to break the mold and make shots that were previously impossible?
What is the best way to get into the computer generated special effects industry? Is it who you know or what you know? If it is what you know what should one know? (Programming, graphics tools, etc...).
Only 'flamers' flame!
What would you suggest to a C/C++ programmer who's insterested in the SFX industry? I assume you need to know OpenGL, linear algebra, Unix, maybe Renderman. What else is suggested -- demo programs, networking at SIGGRAPH, database work?
Also, what's the state of the SFX industry? I know it went through a shakeout a few years ago.
thanks.
When somebody has intimate knowledge about how a movie is made, it gets really hard to make their eyes jump out of their head.
For example, there's a scene in the Director's Cut of Robocop where Alex Murphy is just about to be shot in the head by the lead bad dude. The camera is pointing right at Alex's face, then swings around behind him. As soon as the camera is behind him the bad guy fires a gun, the back of Alex's head explodes and you can see a hole clean through it. This whole scene was one smooth camera movement, no edits.
I was *stunned* to find out that Alex was a puppet. They were able to make a puppet that totally convinced me that Peter Weller was sitting in front of this guy about to get his head blown off. I could not believe that they were able to do one that convincing.
I'm curious, what movies have had that affect on you? "OMG! I had no idea that was an effect!"
This might be construed as off-topic, since it's not about technical aspects of CG, it's about the artistic side of CG. But hear me out:
:-)]
Although recently a lot of the big names in science fiction and fantasy are finally making it onto the screen in a plausible way (e.g. Tolkein) there are still plenty of great books out there that haven't even been optioned. If you could turn any science-fiction/fantasy book or series into a movie, which would it be?
[My personal choice: the Foundation saga by Asimov. So huge! Such a great plot! So eminently filmable! Somebody make this movie, dammit!
Along a similar vein, if you had a young teenager who was interested in graphics, what skills should they start learning? What software packages (open source or otherwise) would they benefit the most from learning about? Should they
get going on Linux?
What's the effect or CGI animation that makes you cringe the most when you see it used, or overused?
"You know you want me baby!" - Crow T Robot
At one point, as a film student, I was interested in computer animation as a way for a single person or small group to produce a film, without the expense of locations, casting, cameras, etc. I thought that soon, as hardware and software improved, it would be possible for me to create a film on my own computer at home.
But my experience in animation in college taught me that increasing hardware capacity doesn't reduce the time it takes to produce a film or demo reel; it simply increases the quality of the final output. I imagine that the modelling, animation, and rendering of the scenes in Tron took as much human time as comparable scenes in Fellowship of the Ring. It's possible to render Tron-quality CG in realtime on a modern PC, but nobody wants to watch it.
My question is this: do you think it will ever be possible to produce a full-length CG film in about a man-year or less, with effects which are reasonbly "modern" for the time? Will the technology curve eventually flatten out, once we get to a certain point where the human eye can't really tell the difference? Or is it implausible to think that a single person or small group could provide all of the artistic input (scriptwriting, directing, modelling, animation, acting, etc) to produce a full film, even ignoring all technological constraints?
What is the approximate resolution of film per square inch or centimeter? What resolutions are effects rendered in and how has that changed since Willow or T2?
As a complement to Mr Guy's question (above):
Do you prefer the freedom allowed by CG-only scenes or the challenge of mixing CG and live action in the same scene (regardless of whether it looks realistic or "in-your-face" CG)?
RMN
~~~
On the "Shrek" DVD, they have some honest-to-goodness bloopers (rather than the contrived bloopers on the Pixar films). Most of these stem from rendering goofs (such as the "ChiaPet Donkey" sequence, or the "Exploded face" renders).
Now, obviously the days of photo-realistic rendering at realtime speeds are long off (since the more CPU you have, the higher you define "photo-realistic"), but for the normal preview work, how close to real-time are we? For example, are we looking at 10 to one (ten seconds to render one second of preview), or what?
www.eFax.com are spammers
Who makes the decision about where CGI ends, and reality begins? What factors come into play when making this decision? How do you expect to see this line in the sand evolve over the next ten years? I'm sure different movies approach these matters each in their own fashion. Are there any generalizations you would make? Care to share some fun industry anectodes?
--Lawrence Lessig for Congress!
Is a plethora of CS and CG knowledge enough when creating SFX for movies, or do you find advanced knowledge of the movie-making art a requirement as well? For instance, are there times when someone is making an effect that looks good by itself, but breaks some of the "basic rules" of filming or the scene setup. Or instead, do you find yourself unencumbered by the those rules, and able to create more innovative effects without thinking about them?
Being someone who uses computer technology to benefit an industry that in many ways is actively working to stifle that same technology, do you feel you have some standing to show people with power in the movie industry that technology isn't something to be afraid of?
:)
I don't think I'm going out on a limb by saying someone like Jack Valenti probably has more respect for you than he has for your typical Slashdot geek.
What is going to wow us when it comes out? How much further ahead are the things that you are working on now?
My beliefs do not require that you agree with them.
The problem that I have with this is twofold: First, these "special editions" seem to be the ones that show up on TV and on video rental shelves, so that they and not the original become the pervasive copy.
Second, I can foresee a day when older movies are edited in this fashion so they can be remarketed to audiences with more "modern" attitudes (think similar to Speilburg taking the guns out of the hands of the pursuing authorities in the ET rerelease).
Do you believe that, as a creative professional, you have any sort of ethical duty to resist these sorts of changes? Is there a line to be drawn between merely cleaning up the original effects and replacing them entirely (as in the Star Wars special edition), or between effects-patchup and all-out content alteration (aka, the wussification of Han Solo by having Greedo shoot first)? Do you feel that old films should be left alone, or do you consider them more as ongoing acts of creation?
Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
Do you think that these days, with digital technology being more affordable for more people in the industry, that special effects are being used too much, and are being used as a substitute for other cinematic elements?
On the other hand, you're also a programmer and linux user, and must surely be aware of the danger posed by over-broad intellectual property protection laws. It's possble that the same laws that ensure your livelyhood will end up making it harder and more expensive for you to do your job.
In your unique position, you must have a better insight into piracy than the average slashdot reader, or average policy maker. How do you handle this dilemma?
I was wondering if you could give a brief overview of special effects in sound. What is the best for the movie experience? SDDS, DTS, DDSEX, Dolby Digital, Dolby Stereo? Does it really help to go to a theater that is THX certified?
Thanks,
Ian
In essence, how much do you take real physics into account when designing something a CG item to emulate a 'real' item on screen? What is the balance between physical limits and creative freedoms?
It seems as though artists can pretty much do just about anything with CGI these days. The technology is pretty ubiquitous, and it seems the only barrier now is simply artistic talent and ability. It almost seems as though CG is 'good enough' for most applications. I've also noticed over the past few years that Siggraph conferences are getting smaller - does this represent a slowdown in the rate of technological innovation?
Is there anything, an effect or otherwise that you don't see being possibly to recreate digitally. If so then what and why does this effect pose particular problems.
One thing that always gets me is that it seems more and more people are more willing to tolerate bad acting and plot than they are bad special effects. People will often whine more about an awful looking space attack sequence, for example, than they do countless bad performances in the same movie.
Do you think that your section of movie-making has become more of a backbone than it should be, and furthermore, do you feel that you should be held to the same standards and levels of criticism that acting and story are held to? If you choose to recognize your craft as art, I would say you're in for a much harder ride than if you choose to look at it as a science.
Finally, math books without any of that base 6 crap in them.
Given you're in the thick of things...
Should I buy SGI stock?
Moneyed corporations, non-working 'poor' and criminal prisoners are turning productive citizens into tax-slaves.
What is your perspective on college education in the area of SFX? I have been looking to do my MA/MFA in a program that would allow for film/video and 3d to be together in a major but so far all is segregated...or do you think that independent learning is best? Looking for good recommendations before investing $.
I heard a rumor that you dropped your "crusade"
against Pixar's software patent on deep-shadow
technology?
The rumor implied you were "bought-out"?
Care to comment/share your thoughts on software
patents in the VFX industry?
David Brin's "Startide Rising", then the following bootks in the series, in order. (I'd skipped the one the preceeded Startide Rising).
Space Opera, Space Battles, deep characters (both human and non-), excellent storyline, great drama.
The Future of Human Evolution: Autonomy
One of the effects I mentioned was in the trailer. Heh.
There was another movie not that long ago (forgot the name, it didn't last long in the theaters...) that used CG for car stunts. It was so obvious in the trailer I didn't even bother going. Ergh I have the image in my mind but no idea what the title was.
How do you feel CG is effecting films? These days many films opt for fake sets and sequences while the stunt men who worked so very hard in the 80's go begging for work. I always find it very easy to spot the CG textures and colors (can't you guys pick a color palette that actually occurrs in the real world?), and find myself increasingly disappointed by CG even as it "advances" every year. Do directors and producers give you the opportunity to offer input about the overall quality of a CG scene -- whether or not it will be convincing?
This is probably the most obvious question asked so far, but...
1) Is there a particular shot or effect in a film you've worked on of which you're the most proud? Does one in particular stand out to you as the best you can do (or could do with the equipment of the time)?
2) Have any of the techniques you personally created (and there must be at least a few after three decades in such an innovation-intensive field) been picked up by others and adopted as standard techniques by the other effect houses? Maybe you were the first person to use a shoe as an off-in-the-distance star-fighter, or you invented the blue screen, something of that nature?
This tagline is umop apisdn.
This is one movie with a HIDEOUSLY done CG car stunt. I've seen better Playstation graphics before...
http://us.imdb.com/Title?0164334
A computer once beat me at chess, but it was no match for me at kick boxing -- Emo Phillips
Do you think CGI can too often be seen as a "suppressor" of other art forms? The specific example in my head right now is Old Puppet Yoda vs. New CGI Yoda, we haven't seen (AFAIK) any major puppeteering work in cinema in a long time. Other possibly "suppressed" art forms might be makeup art, the art of the stunt man, set construction, backdrop painting, cinematograghy, heck even acting could be listed here. Will CGI be escorting some or all of these art forms down the same path as Silent Films, blacksmithing, and totem-pole carving?
Do you ever want to say "Hey this would be a lot better if it were done with [not CGI] instead"?
Operator, give me the number for 911!
I am much more of a fan of Robert Zemeckis's use in movies such as Contact (the non-obvious effects bits), where you fly in through a window or where it's used to drive home something important, like the whole run-to-the-medicine-cabinet-suddenly-in-the-mirror bit.
Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
Hi-
I have always wanted to work in your field, yet, as ironic as this is about to sound, I turned down an offer from ILM because I could not afford to live in Silicon Valley being married with one child. Apartments (crappy ones by the way) are 3 times as much as the house payments I currently make and apparently you have to send your kid to private school there. It simply was not doable. Most of the ILMers I spoke to lived with 3 or 4 other ILMers in order to afford the living expense.
If I read your website correctly, you are located in Los Angeles. I am interested to know how you feel about this situation. All of these facilities seem to be in California, where the cost of living prohibits many excellent programmers from working there simply because they have to support a family (not a bad thing). Is it possible that such a facility as yours could exist in a less costly location, or is the vicinity to the film industry too importiant to overlook in this way?
Thanks, loved TFATF by the way!
Troy
As a person who has, in the past, written some small amount of graphics filters and post-rendering effects I know that I personally have leaned heavily on open source projects (i.e. Gimp, GtK) and more-or-less open standards (like OpenGL) to learn most of my graphics programming (monkey see monkey do style).
In a field such as yours the latest and greatest rendering techniques, fractal algorithms, filter effects and post-render effects appear to be the only thing setting you and your company ahead of others in the field.
In light of this, and the apparent probability that you learned many of your programming techniques from those who came before you, what is your view of Open Source? Do you show your techniques to others and allow them to learn from them or do you consider them closely guarded IP?
My $0.02 will always be worth more than your â0.02, so
I ask this s a long time "fan" of SGI. Given their recent history. What do you see as their future. Can they stay competetive in the high end graphics stations with cheaper Linux solutions popping up? Or do you think they would be better off focusing on their x86 based server stuff? Or something all together different?
It's amazing how spiritual an elaborated beer commercial can be. -- Philip K. Dick
Given the power of the media, and Television in particular, to, as Noam Chomsky puts it "manufacture consent", do you see any sinister side to the ultimate perfection of CG? Given that media conglomerates do not act in the interest of their audience, and that the CG field will be getting better and better while the technology gets cheaper and cheaper, can you envision a day when we the public will not be able to differentiate from animated fiction and filmed reality? Right now things are pretty easy to differentiate, but what will the situation be in 10 or 20 years? Is there concern in the industry over this potential?
A little background:
Being fortunate enough to live in Grass Valley, CA, I frequently stumble across neat video-related projects and companies. In that vein, one of my classes recently had a guest speaker from a company that specializes in video I/O (I don't remember the name of the company, but they've historically specialized in conversion boxes). He was specifically talking about a product which is just coming out of developement now; an add-on card for Mac which did rendering and handled I/O between a dual-channel SCSI storage unit and a professional VTR. The product was Mac only, and the reason he gave was Quicktime, which he described as being kind of like a low-level multimedia API which was quite simple to write hardware drivers for. This brings me to my question(s):
How would you describe the present and future of Linux with regards to video I/O? Is there anything in Linux which is analagous to the Quicktime framework (in any stage of developement) in the sense that it would encourage developement of such hardware for Linux? I'm assuming you use Linux for rendering, do you also use it for I/O, and why or why not?
Under capitalism man exploits man. Under communism it's the other way around.
though still high, the rents & housing costs in LA are about 1/3 to 1/2 that of Silicon Valley. I believe the bulk of the digital effects companies are in or near Pasadena, and you can rent somewhat affordably in that whole corridor, or if you don't mind the commute, further north.
You win!
:)
That's the one I was thinking of. Thanks.
Driven looked like a shitty movie, but they did have a scene in it I'd like to see. They used a combination of motion control photography and CG in order to have a car fly through the air in slow motion while the background was moving at normal speed. The idea was to deliver the impression of 'time slowing down when tragedy occurs'.
Filling a movie full of effects is not preferred, but using digital effects in order to convey a mood or enhance the story telling like Driven did is welcome and encouraged.
I'd be interested to your response to this comment by John Carmack to the effect that "production frames will be rendered on PC graphics cards before the end of next year. It will be for TV first, but it will show up in film eventually."
Do you agree with John that the next year or so will see hardware cards with the power and flexibility (and software tools) necessary to replace software rendering farms for many tasks? If so, do you know what companies/tools he's talking about when he says, "I had originally estimated that it would take a few years for the tools to mature to the point that they would actually be used in production work, but some companies have done some very smart things..."? If not, why not, and when (if ever) do you think hardware will be ready to take over?
I was wondering if you have any special tools/ideas/techs that you will be using you your new film "Blue Crush". I know it is about surfing and women, two of my favorite things in the world. Have computer graphics finally come to the point where you can render say, Pipeline on a 20 foot day, and be tricked into thinking it was real. Rendering a pitching monster over a reef and not looking fake is going to be one serious effect.
Thanks,
Neck_of_the_Woods
#/usr/local/surf/glassy/overhead
Have you released any of your software under the GPL, and do you plan to do so?
Point-based rendering has shown some amazing results -- QSplat, for example, provides results in realtime that are flat out unimaginable out of traditional engines. Even higher quality output is coming out of the Surface splatting hackers.
Image based systems also seem to be yielding results -- Gondry's Star Guitar video, which showed scenes from a window of a train synchronized to music, was undeniably compelling and could simply not have been done with traditional 3D approaches. Schodel and Essa's work with Video Sprites are also quite impressive.
I don't mean to provide a litany of unusual rendering techniques for you to ponder. I bring them up because polygonal approaches have clearly yielded some incredible results, and I'm interested to know whether you think point-based and/or image-based strategies will yield similarly disruptive fruit. Also, I'm curious whether you're aware of any other particularly obscure but powerful methods for scene generation.
So, in short: What's next for 3D?
Yours Truly,
Dan Kaminsky
DoxPara Research
http://www.doxpara.com
I've been in the graphics field in one way or another for twenty-five years (Siggraph member since 1982), so you know I love GCI and am familiar with its strengths and weaknesses. I also have tremendous respect for traditional film FX, and am sometimes saddened by the present overemphasis on CGI for everything when many types of effects could still benefit from a more traditional approach. So my question -- what are your CGI pet peeves, and why? Unrealistic design choices of shapes/colors/textures? Poor/no use of physics-based motion? The difficulty in compositing a unnaturally-crisp CGI object into an inherently-grainy film background? The insistence of certain studio execs to use CGI for effects that would be better served by other FX technologies? The inevitable tradeoffs of time/money/ quality? Or something else entirely?
The scenes where they're flying towards New York have absolutely stunning water. It's not all that close up, but it was the best thing in the movie.
My God, it's Full of Source!
OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
Every once in a while, I look upon a breathtaking sunset and say to myself, "if that was CG I wouldn't believe it was real."
Do you ever deliver results that are too real and have the directors reject them?
P.S. How do such disasters as the fight scenes in Blade II slip through the entire production process?
My God, it's Full of Source!
OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
Actually, in an episode of Twilight Zone Humprey Bogart (don't know if it's spelled correcty) played the main part, completely SFX.
Life isn't like a box of chocolates. It's more like a jar of jalapenos. What you do today, might burn your ass tomorrow.
While I have been personally disappointed by the quality of "digital" film techniques (seen most recently in Attack of the Clones, and previously in some pure-CG/animated features such as Fantasia 2000), finding it to be a debatable "improvement" at best, I was wondering what the professional consensus is in the field re: the long term future of celluloid film.
In particular, I'm interested in finding out what the sought-after advantages on the production end are for digital film, vs. making use of more advanced celluloid based film approaches such as Maxivision, which I find interesting (but have never seen).
Thanks!
Shaders as they will soon be commonly used in games are designed for making stuff look better than the Lambertian model. Shaders as they are used in visual effects and animation are designed for flexibility.
The biggest limitation on what you in the visual effects and animation businesses is smart and talented people. People cost more than hardware and more than software. Anything which can more effectively use "people time" is much better than anything which can more effectively use CPU cycles.
Therefore, in a perfect world (which doesn't always happen when you have tight deadlines and tight budgets), shaders are written in such a way that artists use their time the best. So, for example, you don't require that texture person to paint "colour" on that dinosaur, you let them paint "mud" or "wound". It's the same difference between logical markup and physical markup.
In the games world, I suspect that this level flexibility isn't quite so important as effective utilisation of the graphics hardware.
This, in conjunction with Blinn's Law, is one reason why games shaders and visual effects/animation shaders won't converge for a long time yet, though they will overlap.
sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
The Perfect Storm was some time ago, in visual effects terms. You might want to check out the digital water in Orange County and see if you like that.
sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
There's an anti-effects movement, Dogme. But that seems to be an idea whose time has passed.
Are there any parts of SFX development that would strongly benefit from dedicated hardware that aren't already being served (be it in the rendering backend or the user tools)?
How do you decide what runs on Irix
and what runs on Linux?
Are you doing anything with OS X?
Most people don't know this, but Vin Deisel doesn't really exist. He's a 100% computer generated actor conceived by AOL/Time-Warner to replace an aging sylvester stalone.
The Academy now has an Oscar for "Animated Feature Film," presumably in acknowledgement of Pixar and Dreamworks' growing presence in box office tallies. My question: do you feel this further integrates animated features with live action films, or does it effectively segregate them? To put it another way -- has the Academy invited animation to sit at the adult's table, or merely put the kid's table in the same dining room?