“The Present and Future of Real-Time Graphics in Film” by Jeremias-Vila, Libreri, Quaroni, Tatarchuk and Fagnou

  • ©Pol Jeremias-Vila, Kim Libreri, Guido Quaroni, Natalya Tatarchuk, and Damien Fagnou

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Entry Number: 06

Title:

    The Present and Future of Real-Time Graphics in Film

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Abstract:


    ABSTRACT 

    The movie frames we see when watching films today are typically generated using an offline renderer, which could take multiple hours per frame to produce. This time-consuming process makes previewing content difficult, so creators have worked around this issue by utilizing real-time graphics to iterate their content more efficiently. While real-time graphics could be used for previewing, the level of quality had not yet reached the standards needed for a final movie frame. However, over the years, the previews generated by real-time graphics have gotten more refined and have even enabled pre-visualizations using virtual reality. This provides even more context to creative minds. In addition to the ever growing use of real-time graphics, the quality of technology has improved, potentially allowing for the generation of final frames that can start to look like a movie. 

    This panel will bring together engineers, artists and executives representing various areas of expertise to provide information about how real-time graphics are being used in multiple studios today. They will also describe some of their challenges and how they foresee the future of real-time graphics in film.

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