Game Engine PBR for Background CGI Production of Live-action Contents

Kwang-ho Baek, Yun Ji, Hyungwoo Jin, Taesoo Yun
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引用次数: 1

Abstract

Real-time physically-based rendering of a game engine is emerging as a way to increase 3D CGI production efficiency of video contents. However, it is qualitatively different from existing 3D rendering software due to the algorithm for real-time processing of physically based rendering. In this paper, we are to propose a method of using game engines for the production of live-action contents based on the structural similarity between rendering results of 3D rendering software and game engines. The rendering results of the 3D rendering software and the game engine showed the structural similarity of high figures, but there were some differences in the shadows and reflections due to the differences in the processing of light. Therefore, game engines can be used for background production after middle distance, where structural forms are important, not shadows and reflections.
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游戏引擎PBR的背景CGI生产的实景内容
基于游戏引擎的实时物理渲染正在成为提高视频内容3D CGI制作效率的一种方式。然而,它与现有的3D渲染软件有质的区别,因为它采用了基于物理渲染的实时处理算法。在本文中,我们将基于3D渲染软件的渲染结果与游戏引擎的结构相似性,提出一种使用游戏引擎制作真人内容的方法。3D渲染软件和游戏引擎的渲染结果显示,高人像的结构相似,但由于光线处理的不同,在阴影和反射上存在一定的差异。因此,游戏引擎可以用于中距离之后的背景制作,其中结构形式是重要的,而不是阴影和反射。
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