Creative Planet
Think virtual production is the preserve of James Cameron? The
confluence of games engines with faster PCs, LED backlots and off-the-shelf
tools for anything from performance capture to virtual camera is bringing
affordable realtime mixed reality production to market.
Cameron saw this coming, which is why he has upped the ante to
where no filmmaker has gone before and decided to shoot the first Avatar
sequel as a virtual production under water. Not CG fluids either, but with his
actors holding their breath in giant swimming pools.
“The technology has advanced leaps and
bounds at every conceivable level since Avatar in 2009,” says Geoff
Burdick, SVP of Production Services & Technology
for Cameron’s production outfit Lightstorm Entertainment.
Massive
amounts of data is being pushed around live on the set of Avatar 2,
Burdick says. “We needed High Frame Rate (48fps) and high res (4K) and
everything had to be in 3D. This may not be not the science
experiment it was when shooting the first Avatar but... our
set up is arguably ground-breaking in terms of being able to do what we are
doing at this high spec and in stereo.”
This just
the live action part. Performance captured of the actors finished two years ago
and is being animated at Weta then integrated with principal photography at
Manhattan Beach Studios.
Avatar 2 may be the state-of-the-art but it’s
far from alone. Most major films and TV series created today already use some
form of virtual production. It might be previsualization, it might be techvis
or postvis. Epic Games, the makers of Unreal Engine, believe the potential for
VP to enhance filmmaking extends far beyond even these current uses.
Examined one
way, VP is just another evolution of storytelling – on a continuum with the
shift to color or from film to digital. Looked at another way it is more
fundamental since virtual production techniques ultimately collapse the
traditional sequential method of making motion pictures.
The
production line from development to post can be costly in part because of the
timescales and in part because of the inability to truly iterate at the point
of creativity. A virtual production model breaks down these silos and brings
color correction, animation, and editorial closer to camera. When travel to far
flung locations may prove challenging, due to Covid19 or carbon neutral
policies, virtual production can bring photorealistic locations to the set.
Directors can direct their actors on the mocap stage because
they can see them in their virtual forms composited live into the CG shot. They
can even judge the final scene with lighting and set objects in detail.
What the director is seeing, either through the tablet or
inside a VR headset, can be closer to final render– which is light-years from
where directors used to be before real-time technology became part of the
shoot.
In essence,
Virtual Production is where the physical and the digital meet. The term encompasses
a broad spectrum of computer-aided production and visualization tools and techniques
which are growing all the time meaning that you don’t need the $250 million
budget of Avatar 2 to compose, capture, manipulate and as good as
publish pixel perfect scenes live mixing physical and augmented reality.
Games
engines
The software at the core of modern, graphics-rich video
games is able to render imagery on the fly to account for the unpredictable
movements of a video-game player. Adapted for film production and the tech
consigns the days of epic waits for epic render farms to history.
The most well-known is Epic’s Unreal Engine which just hit
version 5 with enhancements intended to achieve photorealism “on par with movie
CG and real life”. A virtualized
micropolygon geometry, for example, frees artists to create as much geometric
detail as the eye can see. It means that film-quality source art comprising
hundreds of millions or billions of polygons can be imported directly into the
engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it
just works. Nanite geometry is streamed and scaled in real time so there are no
more polygon count budgets, polygon memory budgets, or draw count budgets;
there is no need to bake details to normal maps or manually author LODs; and
there is no loss in quality.
Epic also aims to put the technology within practical reach
of development teams of all sizes by partnering with developers to offer
productive tools and content libraries.
It’s not the only game in town. Notch has a new real-time
chroma keyer, which when combined with its automated Clean Plate Generation
produce “fantastic” results with almost no setup or tweaking while providing
all the features you’d expect such as hair, liquid handling and hold-up mattes
all within less than a millisecond.
ILM which uses a variety of engines also uses proprietary
real-time engine Helios, based on technology developed at Pixar.
The Jungle Book, Ready Player One and Blade
Runner 2049 all made use of Unity Technologies’ Unity engine at various stages of
production thanks to custom tools developed by Digital Monarch Media.
For example, on Blade Runner 2049, director
Denis Villeneuve was able to re-envision shots for some of digital scenes well
after much of the editing was complete, creating a desired mood and tempo for
the film, using DMM’s virtual tools.
Games engines rely on the grunt power of GPU processing from
the likes of Intel, Nvidia and AMD which has got exponentially faster to enable
real-time compositing.
Digital backlots
The use of video walls
in film and TV goes back at least a decade as a light source projecting onto
Sandra Bullock and George Clooney in Gravity. More advanced
versions playing pre-rendered sequences were deployed by ILM on Rogue One:
A Star Wars Story, and its follow-up Solo and
during a sequence set on a Gotham metro train in Joker. A system is also being
used on the latest Bond No Time To Die.
The most sophisticated
set-ups combine LED walls (and ceilings) with camera tracking systems and games
engines to render content for playback not only in realtime but in dynamic
synchronicity with the camera’s viewpoint. The result allows filmmakers to
stage scenes with greater realism than with a green or blue screen and with far
more chance of making decisions on set.
“The big change has
come with more powerful GPUs combined with games engines providing the software
for real-time rendering and ray tracing,” says Sam Nicholson who heads Stargate
Studios. “When you put that together with LED walls or giant monitors we think
that at least 50 per cent of what we do on set can be finished pixels.”
For HBO comedy-thriller
Run, the production built two cars outfitted to resemble an Amtrak carriage
on soundstage in Toronto. These rested on airbags which could be
shaken to simulate movement. Instead of LEDs, a series of 81-inch 4K TV
monitors were mounted on a truss outside each train window displaying footage
preshot by Stargate from cameras fixed to a train travelling across the U.S.
“It’s a smaller scale and less expensive version of Lucasfilm’s
production of The Mandalorian but the principal is the same,”
explains Cinematographer Matthew Clark. “It effectively brings the location to
production rather than move an entire production to often hard to access
locations.”
Any light that played on the actor’s faces or
on surfaces in the train had to be synchronized to the illumination outside the windows otherwise the
effect wouldn’t work.
“It was important to line up
the picture so when you’re standing in the car your perspective of the lines of
train track and power lines has to be realistic and continuous. If the angle of
the TV screen is off by just a few degrees then suddenly the wires of a telegraph
pole would be askew. When we needed to turn the car around to shoot from
another angle the grips could flip all the monitors around to the exact angle.”
LED displays are
measured in pixel pitches (the distance in millimeters from the center of
a pixel to the center of the adjacent pixel) are narrow enough
for the images to be photographed. The panels are capable of greater
brightness, higher contrast ratios and displaying 10-bit video.
Rental
companies in the U.S offering LED screens or monitors include PRG and Stargate Studios; and in the UK, disguise, and On Set Facilities both of which also have operations in
LA.
OSF advises that the bigger the pixel the more light it
outputs onto your subject, which means very fine pixel pitches may not be
optimum for filming. The pixel pitch resolution of the LED screens used on The
Mandalorian was 2.8.
OSF is set up as a fully managed virtual production studio
covering in-camera VFX (LED), mixed reality (green screen), and fully virtual
(in-engine) production.
It has a partnership with ARRI and also has its own virtual
private network connected to the Azure cloud for virtual production.
StormCloud, enables remote multi-user collaboration in Unreal Engine powered by
Nvidia Quadro technology. Entry points currently set up in London and San
Francisco are being tested by “a number of Hollywood Studios and VFX
facilities,” says the facility.
Camera tracking
Another essential component is the ability to have the
virtual backlot tracked to the camera movement by a wireless sensor. This means
that as the DP or director frame a shot the display which is often the main
lighting source, adjusts to the camera’s perspective. That’s no mean feat and
requires minimal to zero latency in order to work.
Professionals camera tracking systems from Mo-Sys and N-Cam are the go-to
technologies here but if are purely filming inside a games engine there are
budget ways of creating a virtual camera.
To create raw-looking handheld action in his short film Battlesuit,
filmmaker Haz Dulull used DragonFly, a virtual camera plugin (available for
Unity, UE and Autodesk Maya) built by Glassbox Technologies with input from
Hollywood pre-viz giants The Third Floor.
Another option is the HTC VIVE tracker which costs less than
$150 which has been tested at OSF. “If you want to shoot fully virtual,
shooting in engine cinematic is amazing with a VIVE as your camera input,” it
sums up. “If you want to do any serious mixed reality virtual production work
or real-time VFX previz, you are still going to need to open your pocket and
find a professional budget to get the right equipment for the job.”
Plug-in assets
The Rokoko mo-cap suit can stream directly into UE via a live link demoed by OSF. The
facility explain that the suit connects over the wireless network to the UE render engine and
into Rokoko Studio where OSF signs the suit a personal profile for the
performer. It then begins streaming the data into UE by selecting the Unreal
Engine option in the Rokoko Studios Live Tab (a feature only available to
Rokoko Pro Licence users). The system is being refined at OSF with tests for facial
capture in the works.
There is video of the demo here:
https://youtu.be/5N4OcNJUw9o
Reallusion - - make software for 3D character creation and animation include iClone and
Character Creator 3D. The Unreal Live Link Plug-in for iClone creates a system
for characters, lights, cameras, and animation for UE. The simplicity of iClone
combined with UE rendering delivers a digital human solution to create, animate
and visualize superior real-time characters.
Character Creator includes a plugin called Headshot which generates 3D realtime digital humans from one photo. Apart from
intelligent texture blending and head mesh creation, the generated digital
doubles are fully rigged for voice lipsync, facial expression, and full body
animation. Headshot contains two AI modes: Pro Mode & Auto Mode. Pro Mode
includes Headshot 1000+ sculpting morphs, Image Mapping and Texture Reprojection
tools. The Pro Mode is designed for production level hi-res texture processing
and ultimate face shape refinement. Auto Mode makes lower-res virtual heads
with additional 3D hair in a fully automatic process.
OSF ran this through its paces, using Headshot to
automatically create a facial model which was animated within iClone 7 using
data from actors performing in Rokoko mocap suits streamed live to iClone
allowing real-time previews and the ability to record animations. OSF also used
Apple’s LiveFace app (available for downloaded on any iPhone with a depth sensor camera) and its own
motion capture helmets https://onsetfacilities.com/product/face-capture-helmet/
to capture the facial animations. The next part of the pipeline is to
transfer the assets over to UE with the Unreal Engine LiveLink plugin and Auto
Character set up plugin which creates skin textures in the same way as Epic
Games’ digital humans.
Virtual production on a budget
British filmmaker Hasraf Dulull made animated sci-fi
short Battlesuit using Unreal Engine, on a skeleton budget and team of
just three, including himself.
Rather than creating everything from scratch, they licenced
3D kits and pre-existing models (from Kitbash3D, Turbosquid and Unreal). Dulull
animated the assets and VFX in realtime within Unreal’s sequencer tool.
They retargeted off-the-peg mocap data (from Frame Ion
Animation, Filmstorm, Mocap Online) onto the body of the film’s main
characters. For facial capture they filmed their actor using the depth camera
inside an iPad and fed the data live into UE.
“We had to do some tweaks on the facial capture data to
bring some of the subtle nuance it was missing, but this is a much quicker way
to create an animated face performance without spending a fortune on high end
systems,” Dulull says.
Powering it all including realtime raytracing, Dulull used
the Razer Blade 15 Studio Edition laptop PC with Nvidia Quadro RTX 5000 card.
Every single shot in the film is straight out of Unreal
Engine. There’s no compositing or external post apart from a few text overlays
and color correction done on Resolve.
“If someone had said I could pull off a project like this a
few years ago that is of cinematic quality but all done in realtime and powered
on a laptop I’d think they were crazy and over ambitious,” he says. “But today
I can make an animated film in a mobile production environment without the need
for huge desktop machines and expensive rendering.”