{"title":"Game Engine PBR for Background CGI Production of Live-action Contents","authors":"Kwang-ho Baek, Yun Ji, Hyungwoo Jin, Taesoo Yun","doi":"10.1109/GAME47560.2019.8980984","DOIUrl":null,"url":null,"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.","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE Conference on Graphics and Media (GAME)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GAME47560.2019.8980984","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.