  | | | real time rendering | real time rendering 2004-02-01 - By Dave Angelini
Back In light of the fact that a number of movies released in 2003 have set new milestones in special effects (The Matrix films and Lord of the Rings), there have been a number of articles in 3D World and Film and Video which basically ask "What next?".
While everyone is getting excited about real-time rendering in the game world, this level of excitement has not fully trickled over to the a "high-end content creation" market (namely broadcast and film), though many do see the gap closing between the two. But they see it first happening to two areas:
1) Real time pre-visualization: Directors are beginning to embrace digital VFX because the artists and technicians have figured out ways to use gaming technology to allow the directors to visualize "on-the-set" exactly what the computer generated creation is going to look like on screen (this probably explains why 500+ effects shots for a movie is now very common). This was first used in A.I. where Stephen Spielberg could see how a futuristic city would look like on the green screen stage in real time as the camera was being moved. He could plan his shots in real time on the stage without having to be locked into some pre-determined motion controlled camera move that was planned months earlier via alternate non-real time previsualization techniques. Peter Jackson also used it in The Fellowship of the Ring during the battle with the cave troll. He could determine how the cave-troll would appear in the camera frame on the live-action stage (not a green screen stage) and therefore deal with it like any director would deal with a live action actor.
2) Sharing of data-assets between film and game development. If the gaming industry can manage the higher-resolution meshes/textures/motions used in the film industry, then they can share those assets without the need to create "down-rezed" versions.
Actually, the trend in the VFX industry now is more HDRI and SS (sub-surface scattering) being used in more and more visual effects shots. The other trend is a greater use of procedural animation ("universal capture" and intelligent simulations used in character animation) and better physical simulation (cloth, water, fire). Rather than "fake" reality in the past, they are beginning to use better computational algorithms to simulate virtual reality directly in the computer. All of these are computationally expensive and therefore keep final VFX work from becoming real-time. Don't forget that as rendering technology becomes faster, so won't simulation technology get better, thereby consuming whatever bandwidth gains have been made by the rendering technology.
It will be interesting to see who wins the race and whether or not real-time high-end content creation becomes a standard within the Hollywood industry.
Thanks, Dave Angelini
-- -- Original Message -- -- From: Roman Ormandy To: truespace@(protected) Sent: Sunday, February 01, 2004 2:41 AM Subject: Re: [TSML] Real time rendering
You are right Shawn, Hollywood will stop spending big bucks on render farms, though it will take them a while:) That is a real time screen grab! Holywood better rethinks their business models:) Roman
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