Here is an example: https://www.youtube.com/watch?v=Hjb-AqMD-a4
Here is an example: https://www.youtube.com/watch?v=Hjb-AqMD-a4
I wonder how many GPU's that system had.
Umm, Ray tracing would love to have a word :P
In all seriousness, typical animated frames for big budget films easily take hours or longer _per frame_. It really depends on what looks you're trying to achieve. Game engines have come a long way in terms of realistic graphics with realtime rendering, but it's worth noting that it's still not the same quality as a fully ray traced scene (whether that matters depends on the content I guess)
btw. Only about 50% of the scenes were made with this setup. rest was traditional ray-tracing.
After it is filmed, they can still go back and touchup the backgrounds. Someday with ray tracing they can do real time finished products, but for now the tech works great at what its intended to do.
This goes into way more technical details: https://ascmag.com/articles/the-Mandalorian Particularly interesting is how the system had ~10 frames of latency, so excessively fast camera turns would show lower quality renders.
"The final animated VFX would be added in later; the screens were merely to provide interactive lighting to match the animations." -- https://ascmag.com/articles/the-mandalorian, discussed here: https://news.ycombinator.com/item?id=22378679
I don't think that's correct, the ILM team presented this technology in a video:
https://youtu.be/gUnxzVOs3rk?t=104
(paraphrased) "it was designed to both light the actors and be a background that we can photograph, so that we end up with real-time live pixels in-camera"
Also from the article you linked:
> If the content was created in advance of the shoot, then photographing actors, props and set pieces in front of this wall could create final in-camera visual effects — or “near” finals, with only technical fixes required, and with complete creative confidence in the composition and look of the shots.
I'm not an expert in film terminology but it does not sound by any stretch that this was primarily about lighting.
It was for was shot composition as well; the cinematographer could see how it would end up while shooting. The screens updated to match the camera position in real time (e.g. to show the rest of a spaceship whose door was a physical prop).
She's been watching the third season of westworld, and it's kinda scary to me how almost every episode feels more like a game trailer than an actual story...
It is an interesting complaint. Need some time to think about that in details.
The difficulty there is that I think everyone universally acknowledges (?) GOT just fell apart like a car crash in slow motion in the later seasons. It's hard to separate that from the knowledge that they started to depart from the books and were clearly undergoing irreparable problems/pressures by the end of season 5. Don't think we can blame that solely on tech... And it's hard to think about the cgi specifically when the rest is falling apart...
Also one amazing thing was the guy talking about "shooting a 10-hour dawn" – I can imagine a lot of time is wasted trying to recreate a certain time of day. With this, you don't waste that time. You can do as many takes as you need. The sun stays right where it is.
Absolutely mind-boggling.
I watched the whole video on the MAnchurian example, and it sold it obviously for me, but I was only initially thinking of the first demo.
Clearly its hugely beneficial.
What I find interesting is, naughty dog had a bit of a staff turnover for designers and hired film animators (in this case it was a crunch), cgi etc.. Funny how they're now almost cross skillset now. Have to admit, makes me feel older every day.
REF: https://www.eurogamer.net/articles/2020-03-14-crunch-once-ag...