NAB
Real-time
technology is providing a competitive advantage for Media & Entertainment
content creators, according to a new survey from Forrester commissioned
by Epic Games.
article here
The use of game
engines and more powerful GPUs, among other tech, is enabling once
time-consuming changes to be made, experienced, and iterated on in real time.
It’s not just
M&E either. Many industries, including automotive and architectural design,
are adopting the technology as a means to improve the economics and scalability
of production.
Companies surveyed
in this new report are from Media & Entertainment along with Architecture,
Engineering & Construction, Automotive & Manufacturing, and Training
& Simulation.
Unsurprisingly,
most companies of those surveyed agree they need visualization solutions to
support more collaborative workflows. Many also expect to hire at least 10
employees with real-time skills over the next two years.
The film and TV
industry in particular has embraced real-time technology, which has become the
backbone of virtual production.
There’s a solid
consensus, too, on the reasons why real-time technology is being adopted across
M&E. These are:
To experience
projects in an immersive environment and at human scale.
To reduce the time
taken to create high-fidelity rendered images/animation.
To co-create
complex designs with stakeholders and customers.
“With real-time,
you don’t go backward,” says Doug Oddy, a senior VFX producer at Sony Pictures
Imageworks, who is quoted in the report. “You’re just working live — in the
moment. Even with fewer crew, you’re able to continuously create brand-new
ideas all along the way.”
The technology has
led to significant leaps forward in many different areas of Media &
Entertainment production. For example, scenes and sequences can be mapped out
and explored in accurate 3D space from the onset of pre-production, enabling
filmmakers to involve their department heads early on as they experiment with
different shots and storytelling techniques.
Realistic digital
humans used to take months to create. Now tools like MetaHuman Creator (from
Epic Games) are bringing that down to mere minutes.
In-camera VFX
leveraging LED walls “provides a much more immersive method of filmmaking than
using traditional green screens” says Forrester. The technique enables the
capture of high-quality shots in camera and on set.
Game engines also
allow for more iteration and offer the ability for filmmakers to interact with
animated stories in ways similar to shooting a live-action story. This, say the
report’s authors, gives them the freedom to explore their shots as they would
on a physical set with real actors.
Broadcast and live
events are also benefitting from adding live VFX and graphical overlays to the
viewing experience. For brands, Forrester reckons such technology has increased
potential audience sizes by an order of magnitude.
Seventy-two percent
of those polled rate the ability to repurpose a single creative asset as an
important or critical requirement of game engine adoption.
This leads
Forrester to suggest that we’re heading for the era of “transmedia assets” —
the ability to take a single digital asset and reuse it across an entire
pipeline, from design to manufacturing, marketing, advertising, and finally for
use in simulated environments.
“The physical
version of products may often have a digital counterpart in virtual worlds,
enabling you to express yourself in both realms. Film studios that build vast
CG worlds as backdrops for their stories could reuse them for location-based
experiences, promotional shots and videos, or maybe even spin-off video games.
Digital versions of real-world buildings may populate these virtual worlds. You
will be able to drive a CG version of the car you drive on the road in the
digital sphere.”
With commerce and
audiences moving inexorably into metaverse-ian virtual worlds built on
real-time platforms like Fortnite, Minecraft and Roblox, Forrester thinks
there’s a whole new frontier of opportunity for business — and, of course, for
businesses to pay Epic Games for its products.
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