Forensic
Animation
The 21st Century Eyewitness
JOHN
L. SUCHOCKI
Reprinted from National Trial Lawyer
Magazine
Editor's
Note:
Animation is not designed to show why an event happened or whether
a person is guilty, says Jack Suchocki, president of Eyewitness
Animations. Rather, animation is designed to show how an event occurred.
"The determination of guilt or innocence should be left to
the judge or jury," he says. And such was the case concerning
Kenneth Pierce, who was found guilty of a hit-and-run accident that
left a six-year-old girl dead. "The purpose of the animation
was not to prove that Pierce was the driver--just that the accident
could, and did, happen," concludes Suchocki. The animation
in the Pierce case cited in this article cost an estimated $5,000
to produce. Even though the prices continue to fall, Suchocki believes
that animation services will continue to be provided by outside
firms in order to maintain an objective view point in court.
That
Fateful Night
It
was a balmy warm evening with light rain falling, typical of South
Florida in late June. School was out for summer recess, and like
most six-year-old children Nicole Walker was spending most of her
free time with friends. However, this evening was not typical for
Nicole or her friends Joel Mansey, 12, his sister Brooke, 10, and
twins Michele and Gina Vitello, 11.
Just
after sunset the children began walking through a puddle along a
suburban Ft. Lauderdale street on their way to Joel and Brooke's
house. Suddenly, a 1980 Chevrolet Silverado pickup truck swerved
into their path, through the puddle they were standing in, and struck
the children--hitting three of the girls and leaving Nicole fatally
injured. The Silverado then sped from the scene without anyone having
seen the driver's face.
Four
months later the driver was identified. Kenneth Pierce, whose extensive
police record included DUI's, hit and-run, drug trafficking, and
other charges, was arrested and charged with vehicular homicide,
leaving the scene of a fatal accident, and tampering with evidence.
At the time of the accident, Pierce's driver's license was under
suspension due to a previous DUI charge.
The
case of The State of Florida vs. Kenneth Pierce
went to trial on March 8, 1993. Ironically, it would have been Nicole
Rae Walker's seventh birthday.
Although
tragic, this case is typical of many DUI cases that come before
juries each year. What was not typical, however, was that the State
of Florida was to enter as evidence a computer-generated re-enactment
of this hit-and-run accident in its argument against Kenneth Pierce.
Although computer-generated reenactments and simulations have been
more commonly used in civil cases over the past few years, this
was to be a case of prima facie for the Florida Criminal Courts.
On
April 16, 1993, in a media-packed courtroom, Broward County Circuit
Judge Mark A. Speiser sentenced Kenneth Pierce to 60 years in the
state penitentiary. The testimony in this case coupled with the
animation developed by Eyewitness Animations of Pompano Beach,
FL., eventually convinced the jury that Pierce was guilty of all
charges.
The
Ultimate Becomes Affordable
As
few as three years ago the cost of forensic animation was typically
$1,500 to $3,000 per second, clearly prohibiting use in all but
the most significant cases--usually aviation accidents with impressive
awards at stake. Then came the introduction of the powerful Intel
486 microprocessor and software packages like Autodesk's 3D
Studio, and suddenly the world of computer-generated animation changed
forever. The same animation that had cost $3,000 per second on expensive
graphic work stations and dedicated software could now be produced
on less expensive PC platform computers and software for less than
$150 per second. Additionally, these animations could now be produced
in a third or less of the time with no loss in accuracy or quality.
Considering
that today the reenactment of a typical automobile accident represents
an investment somewhere between $3,000 to $7,000, it often makes
logical economic sense to employ these visual aids in cases with
as little as $50,000 at stake. Also, with this powerful presentation
tool at a cost no more than that of an average expert, this technology
is starting to show up in cost-conscious criminal courts as evidenced
in the Pierce case. Affordability now also expands the use of this
technology beyond the courtroom. Perhaps the greatest value and
most effective application is in pre-trial negotiations where these
compelling animations provoke a more reasonable settlement offer
from the opposing party.
What
is "Forensic Animation"?
Forensic
animation is a technically accurate computer-generated visualization
of a complex event. The presentation of that event can take one
of three forms: demonstrative, where the animation is a visualization
of an expert's opinion; a simulation, where a scenario representing
what could have happened or should have happened is portrayed; and
finally, a tutorial, whose purpose is to instruct or educate
the jury on a procedure or scientific principle.
Forensic
Animation Primer
Introduction
To
understand the basic principles of animation we must first understand
the physics of human vision, or perhaps even more important, the
limitations.
The
human eye can normally separate and decipher no more than 10 images
per second. Beyond this limit the brain sees these discrete images
as continuous motion. From 10 to approximately 16 images per second
this motion or movement appears to flicker or seem jerky. Beyond
16 images per second this movement appears smooth and natural. For
this reason motion pictures are typically displayed at 24 images
per second while television and other forms of video recordings
in the Unites States are shown at 30 images per second.
Each
of these images is called a frame, and their rate of display
is usually referred to as frames per second or "fps.''
For this discussion the important number is 30 fps since forensic
animation is most often recorded and displayed on television monitors
at this rate.
Production
It
is probably appropriate to distinguish the difference between the
two basic types of computer animation: 2-D and 3-D. Two-dimensional
(2-D) animation is very much like the traditional cartoon we are
all used to seeing and has normally been the realm of the graphic
artist or cartoonist. Each frame or image is individually created
or drawn in two dimensions. Three-dimensional (3-D) animation on
the other hand is created in an actual computerized three dimensional
world requiring greater technical skill. The creator of a 3-D animation
need not be an artist in the traditional sense since the computer
and software supplies all of the basic elements of the animation,
such as simple shapes, colors, lights and cameras. Instead, the
3-D animator needs to take these basic tools and from them create
accurately scaled complex three-dimensional objects. He then defines
or programs the relationship of these elements and effects in a
three dimensional world.
Once
the animator creates and imports complex objects, such as human
figures, automobiles and aircraft into the three dimensional world,
he can then arrange them to accurately represent their spatial relationships
as they will appear in the first frame of the animation. The animator
has now formed the opening scene of the animation. With all the
elements of the scene in place, he can now define the lighting characteristics
with complete control and position the source of the lighting anywhere
within the scene. General illumination or ambient lighting, as well
as streetlights, headlights, room lighting, etc., can also be controlled.
The intensity and dispersion of this lighting can be manipulated
with absolute accuracy. With this kind of control at an animator's
fingertips, the actual lighting conditions that may have existed
during an event or accident can be reproduced with eerie accuracy.
It is even possible to recreate the lighting conditions for a specific
geographical location on a particular day of the year and time of
day. Shading and shadows are automatically calculated and assigned
to the objects within the scene by the computer.
With
the scene now complete, and all of the objects in place for the
beginning of the animation, the animator now turns to defining or
programming the movement of the objects and lights within the scene.
Motion can be created in several ways. The most common being keyframing,
defined as a stored location and orientation of an object at a particular
point in time, or more precisely a frame. For example, if an automobile
is to be located at a particular location along a roadway at precisely
two seconds into the animation, that position and orientation would
be recorded by the computer on frame 60. Once the animator has established
a series of keyframes, an interpolating curve or path is created
through these points (refer to illustration below). After the path
is created, an object can be constrained to move along this path.
This process is repeated for each object, light and camera in the
animation.
The
next step for the animator is to select the perspective from which
the animated scenario will be viewed. Since the scene exists within
a three dimensional world, the animator can place the viewpoint,
more commonly referred to as a camera, in any location with any
perspective. Also, once the scene has been created and the movement
of all the objects and lights have been programmed, the event can
be viewed from several different perspectives. For example, an overhead
view of an accident, can provide a clear understanding of the dynamics
of the accident whereas a driver's view from one of the vehicles
involved, or a view from the perspective of an eyewitness, can portray
an entirely different perspective of the event. It is even possible
to place a camera in a location that would be impractical or impossible
in the real world. For instance a camera could be placed within
an engine to show its internal components or the operational failure
of one of those components.
Finally,
environmental conditions that might restrict visibility such as
fog, rain and snow may be added to complete the accuracy of the
scene.
Take
It To Tape
Once
all of the objects, lights, cameras, effects and keyframes have
been defined, the computer can then be instructed to begin the process
of rendering (creating images) and taping. It is during this
process that the three dimensional motion and model descriptions
are converted into images and finally into animated sequences on
videotape. Once programmed, the computer positions all of the objects
and elements of the scene for the first frame of the animation sequence
and then calculates the effective light and its characteristics,
including reflectivity, shadows and shading, on each object in the
scene. Once that single image has been created or rendered, which
may take 15 minutes or longer, it is saved as a single frame on
videotape or other video storage media. This process repeats itself
over and over again until each frame of the animation has been calculated,
rendered and saved on videotape. The process itself is called "single
frame animation," and because of the regulated playback
standard of 30 fps, it guarantees that the effects of time, speed
and distance will be exact. Some animators transfer their animations
to videotape via direct computer playback. However, these animations
do not insure accuracy of time, speed or distance during playback
due to their low frame rate (less than 15 fps), nor do they represent
professional quality video.
Post Production
Post
production is where the final editing is performed. This may be
as simple as adding title and descriptive text screens to the animation,
or as complex as editing in sequences of video footage and implementing
advanced video special effects. Audio may also be added at this
time if deemed appropriate. For example, in the reconstruction of
an aviation accident, items such as CVR (cockpit voice recorder)
tapes and Air Traffic control radio transcripts can be precisely
synchronized into the animation.
Why Forensic
Animation?
When
presented with oral testimony each juror visualizes the presentation
differently depending upon his educational background and life experiences.
However, when presented with an animated visualization, each and
every juror will now have exactly the same understanding and visualization
of the event as described and intended by the expert.
Another
common problem is that testimony offered by an expert is often highly
technical and too difficult for the typical juror to clearly understand.
The problem becomes even more profound when several experts from
various technical fields are required to testify. For example, in
an aviation case it may be necessary to call upon experts in the
fields of aerodynamics, meteorology, metallurgy, and power plants.
Any one of these areas of expertise would be difficult enough to
understand by itself, but when a juror must bring these complex
technical opinions together the challenge becomes almost insurmountable.
A forensic animation can bring these separate opinions and testimonies
together into one cohesive presentation, making each one understandable
and consistent with the others.
While
an animation can tremendously strengthen a case, it does have its
limitations. It cannot make an unsupported or ill-prepared case
into a winner. Also, as in any computer-generated product, the animation
is only as accurate as the information upon which it is based. Therefore,
the reliability of the data used in the re-enactment is crucial
to both its admissibility and its effectiveness on the jury.
In
the Pierce case, the animation was based completely on physical
evidence found at the crime scene, eyewitness testimony and the
opinions of the state's experts. The task of the forensic animation
firm was to take those facts and opinions and translate them into
a fair and accurate visualization of the event.
In Summary
If
your decision is to use forensic animation, these are a few of the
things you should be aware of or consider:
Deal
with a reputable forensic animation firm with professional facilities,
experience and certified technical expertise.
Verify
that the software and hardware used by that firm in the production
of the animation is recognized as an industry standard in quality,
acculacy and reliability. · Ensure that the animation is produced
using the single frame animation process, since it's the
only way to guarantee the accuracy of time, speed and/or distance.
To
save valuable time, have your "experts" prepared and
available to work with the forensic animator.
Allow
a minimum of six to 12 weeks for the production of an animated
reconstruction. The amount of time will depend upon complexity,
detail and length.
It
should be understood that in most cases, unless specifically designed
to do so, a computer-generated forensic animation can only show
"what happened" and not determine "why it happened."
Forensic
animation is the beginning of the high-tech revolution taking place
in the courtroom today.
Nicole
Walker's Untimely Death
(Comments
from Kenneth Padowitz, prosecutor in the Kenneth Pierce case)
She
was six years old. Long platinum-blonde hair down her back. Little
round glasses framed her face. On June 23, 1992, Nicole Rae Walker
had her whole summer vacation ahead of her. She had her whole life
ahead of her.
Kenneth
Pierce had 20 prior convictions. Two separate prior convictions
for hit-and-run. Burglaries, smuggling, conspiracy and DUl's among
others. He had been in and out of jail and prison most of his life.
On June 23, 1992, Pierce had been out on parole four days from a
Florida prison when his 1980 blue Silverado pickup truck veered
off S.W. 33rd Avenue and crashed into a garbage can, spewing garbage
everywhere. Five minutes later, the blue Silverado came southbound
careening into five children, leaving Nicole to die in a puddle.
No
one could see who was driving. A month-long manhunt yielded the
death truck. Paint chip analysis and vehicle parts would confirm
it. Then came the confession to a mechanic who had attempted to
fix the front grill. "You're the only one I could trust, buddy.
I was drunk in that area. I hit a garbage can. I don't think I hit
those kids."
When
I reviewed this case for a filing decision, it was obvious my case
against the driver was built mostly on circumstantial evidence and
a confession. If I was going to have the likelihood of conviction
at trial, I needed to tie in the defendant's confession of hitting
the garbage can to the collision with the children. I needed to
use something that hadn't been used before in a Florida criminal
courtroom: computer animation.
In
the courtroom during trial we attempt to recreate an event that
has occurred in the past through physical and testimonial evidence.
We attempt to recreate this event in the minds of the jury. Sometimes
a jury recreates the full picture, visualizing the scene we attempted
to paint, and sometimes they don't. What is revolutionary about
computer animation evidence is that it recreates the picture of
the events at issue from sometimes lengthy testimony and boils it
down to seconds or minutes on video in the courtroom. The jury can
then compare this computer animation picture to the one in their
minds. It is the advocate's hope that these two pictures will become
one and the same.
I
determined that if I could convince the jury Kenneth Pierce was
driving the truck when it hit the garbage can, then they would also
believe he struck the children. A computer re-enactment would tie
them together.
A
three-minute computer animation was produced that depicted the truck
striking the garbage can and then the children. Various angles showed
different perspectives of the scene.
I
set down a Motion in Limine on the admissibility of computer animation
evidence prior to trial to allow the trial court to scrutinize the
video outside the presence of the jury. The argument for admissibility
was whether the animation shown came before the jury as substantive
evidence or demonstrative evidence.
Diagrams
and photographs have consistently been considered substantive evidence
that can go back with the jury during deliberations.
Knowing
that Florida courts have allowed maps and photographs in as substantive
evidence, I began to formulate my argument for admissibility of
computer animation. We all know that motion pictures are really
just an illusion; the appearance of motion. Thousands of photographs
are run at high speed to create the appearance of movement on the
screen. My computer animation consisted of 3,200 maps run at high
speed to animate or create the appearance of movement of the collision
for the jury. If one or more maps could come in as substantive evidence
at trial, why wouldn't 3,200 maps viewed in a matter of minutes
at high speed also have the same evidentiary value?
Demonstrative
evidence, on the other hand, demonstrates a witness testimony for
the jury. The main requirements are that the evidence be relevant
to the issues in the case and be reasonably exact replicas of the
object involved.
A
reasonably exact replica of the collision with the children required
an accident reconstruction expert coupled with a computer animation
expert. My accident reconstruction expert would bring it to life
on the screen. Hence, my reasoning to the court was that if an expert
witness can testify to his opinion as to the reconstruction of the
deadly collision on June 23, 1992, and if the reconstruction expert
testifies that the computer animation depicts his opinion as to
how the collision occurred, then the video is merely a visualization
of my accident reconstructionist's opinion, a substitution for a
verbal description.
The
computer animation was ruled admissible as demonstrative evidence
at the pretrial hearing. At trial, the video was played for the
jury on a large screen television. I knew as the jury watched the
collision unfold before them that this evidence had a substantial
impact. I knew I was watching the beginning of a revolution in the
courtroom.
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