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Re:A first look at Unreal Engine 5 by centimeter on Wednesday May 13, 2020 @12:13PM (#23168411)
The Mandalorian filmed a lot of scenes with UE4 doing real-time rendering onto large LED screens like in that demo. Looked pretty good! Probably more fun and easier for the actors too.
Re:A first look at Unreal Engine 5 by miohtama on Wednesday May 13, 2020 @12:19PM (#23168482)
Here is how the production looked

https://youtu.be/gUnxzVOs3rk

Re:A first look at Unreal Engine 5 by diimdeep on Wednesday May 13, 2020 @02:39PM (#23170155)
Incredible. Replace green screen with real time rendered scene. Truman Show IRL.
Re:A first look at Unreal Engine 5 by m3at on Wednesday May 13, 2020 @07:39PM (#23173204)
If you're interested, this was a good article going into details of what's happening behind the scene for the real time rendering: https://ascmag.com/articles/the-mandalorian
Re:A first look at Unreal Engine 5 by ngold on Wednesday May 13, 2020 @05:22PM (#23171979)
We are getting closer to wallpaper and screen meaning the same thing.
Re:A first look at Unreal Engine 5 by mkl on Wednesday May 13, 2020 @07:39PM (#23173206)
That was done for lighting. The lower quality real time imagery was replaced with offline rendered versions in post-production.

"The final animated VFX would be added in later; the screens were merely to provide interactive lighting to match the animations." -- https://ascmag.com/articles/the-mandalorian, discussed here: https://news.ycombinator.com/item?id=22378679

Re:A first look at Unreal Engine 5 by theptip on Wednesday May 13, 2020 @07:55PM (#23173326)
> That was done for lighting.

I don't think that's correct, the ILM team presented this technology in a video:

https://youtu.be/gUnxzVOs3rk?t=104

(paraphrased) "it was designed to both light the actors and be a background that we can photograph, so that we end up with real-time live pixels in-camera"

Also from the article you linked:

> If the content was created in advance of the shoot, then photographing actors, props and set pieces in front of this wall could create final in-camera visual effects — or “near” finals, with only technical fixes required, and with complete creative confidence in the composition and look of the shots.

I'm not an expert in film terminology but it does not sound by any stretch that this was primarily about lighting.

Re:A first look at Unreal Engine 5 by mkl on Wednesday May 13, 2020 @08:20PM (#23173543)
I hadn't seen that video. I wonder how much was just left as the background screens (out of focus backgrounds in closeup shots seem likely). It does make it clear that the ceiling screens were mostly just for lighting, as they don't photograph well from the low angles.

It was for was shot composition as well; the cinematographer could see how it would end up while shooting. The screens updated to match the camera position in real time (e.g. to show the rest of a spaceship whose door was a physical prop).

Re:A first look at Unreal Engine 5 by ghayes on Thursday May 14, 2020 @03:13AM (#23176401)
As mentioned a few times in this comment section, this article covers the subject pretty well: https://ascmag.com/articles/the-mandalorian. All in all, it looks like many shots were truly captured at or near final, without significant post-production modifications.
Re:A first look at Unreal Engine 5 by mkl on Thursday May 14, 2020 @03:31AM (#23176533)
Yes, I posted that myself :-) It was 2-3 months ago that I read it fully though. Favreau says "A majority of the shots were done completely in camera". However, any shot that included the ceiling screens needed VFX work to cover them, and that alone must have been a lot of shots.
Re:A first look at Unreal Engine 5 by nabla9 on Wednesday May 13, 2020 @12:34PM (#23168647)
If you can afford to put one or more GPU's per LED screen, there is little limit what you can render real-time, especially when the camera is so far away.

I wonder how many GPU's that system had.

Re:A first look at Unreal Engine 5 by Scaevolus on Wednesday May 13, 2020 @01:58PM (#23169669)
It used four synchronized PCs with a total cost of ~$20,000 to render three 4K panels, which is pocket change for a large production. The LED walls or a single lens costs more than that!

This goes into way more technical details: https://ascmag.com/articles/the-Mandalorian Particularly interesting is how the system had ~10 frames of latency, so excessively fast camera turns would show lower quality renders.

Re:A first look at Unreal Engine 5 by nabla9 on Wednesday May 13, 2020 @04:42PM (#23171599)
Ah. of course. The system tracked camera and rendered what the camera saw and little around it accurately. Rest was rendered just for lightning.
Re:A first look at Unreal Engine 5 by erichocean on Wednesday May 13, 2020 @06:13PM (#23172440)
The guy who developed the tracked camera invented the Roomba (maybe with others? not sure). Pretty cool dude.
Re:A first look at Unreal Engine 5 by mensetmanusman on Thursday May 14, 2020 @07:48AM (#23178339)
I believe I have met him (Burton Conner alum)
Re:A first look at Unreal Engine 5 by penagwin on Wednesday May 13, 2020 @12:39PM (#23168712)
> If you can afford to put one or more GPU's per LED screen, there is little limit what you can render real-time

Umm, Ray tracing would love to have a word :P

In all seriousness, typical animated frames for big budget films easily take hours or longer _per frame_. It really depends on what looks you're trying to achieve. Game engines have come a long way in terms of realistic graphics with realtime rendering, but it's worth noting that it's still not the same quality as a fully ray traced scene (whether that matters depends on the content I guess)

Re:A first look at Unreal Engine 5 by basch on Wednesday May 13, 2020 @01:00PM (#23168988)
A lot of what/why they are doing it this way, is realistic lighting and reflections. Im not sure the difference between a realtime game engine and ray tracing matters that much when you are using it as faux ambient light.

After it is filmed, they can still go back and touchup the backgrounds. Someday with ray tracing they can do real time finished products, but for now the tech works great at what its intended to do.

Re:A first look at Unreal Engine 5 by jl6 on Wednesday May 13, 2020 @02:06PM (#23169778)
If a scene has been filmed in this setup, how easy is it to separate the physical foreground from the background screen if they want to re-composite the foreground with a more detailed rey traced background?
Re:A first look at Unreal Engine 5 by ygra on Wednesday May 13, 2020 @04:34PM (#23171533)
The system allows you to insert a dynamic greenscreen around a foreground element (while also retaining the option to preview how things will look after everything). So you can retain most of the virtual set for reflections and lighting, while still having a greenscreen.
Re:A first look at Unreal Engine 5 by scrumbledober on Wednesday May 13, 2020 @02:40PM (#23170176)
I imagine with the advancements in consumer level tech with portrait mode in cameras and zoom backgrounds that the tech ILM has could make easy work of this.
Re:A first look at Unreal Engine 5 by basch on Wednesday May 13, 2020 @04:13PM (#23171279)
Imagine if the screen flickered at 120hz and half of them were green and the other half were the cgi, and you were able to capture and separate both.
Re:A first look at Unreal Engine 5 by seba_dos1 on Wednesday May 13, 2020 @08:57PM (#23173875)
Imagine having to act in such environment... :P
Re:A first look at Unreal Engine 5 by basch on Thursday May 14, 2020 @10:43AM (#23180144)
shutter helmet to save you, like active 3d glasses.
Re:A first look at Unreal Engine 5 by seba_dos1 on Thursday May 14, 2020 @01:08PM (#23182169)
And a convenient plot to explain why all characters are using shutter helmets all the time? :)
Re:A first look at Unreal Engine 5 by nabla9 on Wednesday May 13, 2020 @12:58PM (#23168951)
Yes, of course. But fully animated CGI traces everything back to camera and single screen in movie quality. This setup has 1,326 individual screens, 123,904 px/m² filmed from several meters away for 180 degree view. None of those screens were rendered even close to movie quality.

btw. Only about 50% of the scenes were made with this setup. rest was traditional ray-tracing.

Re:A first look at Unreal Engine 5 by skohan on Wednesday May 13, 2020 @12:49PM (#23168840)
That's true for simple rasterization, but many effects don't scale that way