Real-time rendering

 

An oldy but still impressive.  Project spotlight relied on a proxy vehicle covered in tracking markers called the Blackbird, which was developed by visual effects studio The Mill.
An early example of unreal engine pushing the boundaries into VFX production.  The benefits being to film a car commercial without the actual final car in the frame, ‘The Human Race’ was also imagined as an augmented reality experience where users could change vehicle characteristics themselves (such as the make or colour).
This was a high profile convergence of skills and industries (game engines and VFX) which will only benefit the production pipeline and immediacy of feedback and response.
There will be many more to come until real-time and it's relative newness and acceptance in the VFX industry will just be the norm.

 

Unreal real-time ray tracing

 

First public demo of real time ray tracing using unreal.  Announced at GDC 2018 and showing a massive jump in quality for real time rendering.  A fantastic step forward in the convergence of games and films and all the skill sets required.  Great to see and looking pretty amazing!!

Next-generation rendering features shown in today’s demo include:

  • Textured area lights
  • Ray-traced area light shadows
  • Ray-traced reflections
  • Ray-traced ambient occlusion
  • Cinematic depth of field (DOF)
  • NVIDIA GameWorks ray tracing denoising
 

Book of the Dead - Unity Interactive Demo

 

I want to start using the blog to talk about my increasing interest in real time engines used in rendering along with the more established games projects.  Real-time engines have made massive inroads into more established film based outputs which is worlds away from when I first started in games over 20 years ago.
So as a taster, here's a great example achieved with #unity3d from Unity's Demo team behind Adam and The Blacksmith.