Graphics Processing in Virtual Production

Tony Oakden, M. Kavakli
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引用次数: 3

Abstract

Real-time rendering techniques, developed for computer games, offer great opportunities in Virtual Production. Ray Tracing has been used for CGI movies for many years but it is only recently that its application in real-time has become practical. This is partly due to improved algorithms but mostly advanced hardware such as the Nvidia Geforce RTX 3000 series of cards which provide hardware support for real-time lighting thus improving the quality of the rendered images in CGI. We conducted a series of tests for rendering of a Virtual Production scene in Unreal game engine. Images are rendered in 4K and output to a network distribution system where the image is broken down into a series of smaller images each rendered onto LED screens. Results were plotted to show the comparison of render times between two graphics workstations using Nvidia RTX A6000 GPU cards and Nvidia RTX A3090 GPU. Our findings state that whilst RTX produces better image quality the gains might not be worth the additional hardware cost required by the high-end graphic cards. It might also be optimal to split the rendering of the scene across multiple computers.
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虚拟生产中的图形处理
为电脑游戏开发的实时渲染技术为虚拟生产提供了巨大的机会。光线追踪技术用于CGI电影已经很多年了,但直到最近,它才在实时应用中变得可行。这部分是由于改进了算法,但主要是由于先进的硬件,如Nvidia Geforce RTX 3000系列卡,它提供了实时照明的硬件支持,从而提高了CGI中渲染图像的质量。我们在虚幻游戏引擎中进行了一系列的虚拟生产场景渲染测试。图像以4K格式呈现,并输出到网络分发系统,在该系统中,图像被分解成一系列较小的图像,每个图像都呈现在LED屏幕上。结果被绘制以显示使用Nvidia RTX A6000 GPU卡和Nvidia RTX A3090 GPU的两个图形工作站的渲染时间比较。我们的研究结果表明,虽然RTX产生更好的图像质量,但收益可能不值得高端图形卡所需的额外硬件成本。在多台计算机上分割场景渲染可能也是最优的。
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