But yes, damn close to a holodeck. But you can't see depth in this setup, right?
But yes, damn close to a holodeck. But you can't see depth in this setup, right?
And that's certainly not the goal with this. Something along those lines has been around for a while (https://en.wikipedia.org/wiki/Cave_automatic_virtual_environ...). This system seems specifically targeted for solving challenges for film production, as it probably should be.
I am pretty impressed that real time rendering has gotten good enough to use for these purposes. I certainly wouldn't have expected that those backgrounds in the show were coming out of a video game engine.
I wonder if they had to take care to mitigate artifacts caused by the dynamic view bouncing off of surfaces facing away from the camera.
...yet. That's just a matter of waiting a few more years.
I wonder if most of the next Star Wars movies will be shot with this tech.
And I’m not sure why you’d skimp on a few PC’s if you’re already building a humongous led wall, so maybe there’s something I’m missing.
Pretty much every time I’ve thought this, it’s turned out I was underestimating the difficulty of doing “just” that.
If it were just that easy, wouldn’t they have done that already?
That isn’t always the case, but asking the question is better than the alternative.
Obviously that tech is not simply unpackable, because they’re on the cutting edge. But that’s also why you could expect some customization.
If your parallel renderer divides the image along a grid that does not correspond to display boundaries, you need to gather and composite the partial framebuffers after rendering them. This means that you're now sending frames across the network amd you need to take care that you aren't compositing frames from different timesteps, for example, because the the part of the rendered framebuffer that goes to compositor/display node A arrived in time, but the part going to compositor/display node B somehow didn't.
For the non-visible screens it wouldn’t matter that much, but they’d still end up with the moving fulcrum for the main engine.
Edit: I should note I'm talking about motion capture for characters etc. Capturing the motion of a rigid object like a camera in a controlled environment is very doable.