A Case Study of Different Workflows Creating Computer-Generated Environment in Film and Game Industry
Savannah, Georgia: Savannah College of Art and Design
Thesis (M.F.A.) -- Visual Effects
Savannah College of Art and Design -- Department of Visual Effects
Works cited: pages 32-33
"This article focuses on the technology for creating the two major workflows of CG environments – CPU rendered film environments and real-time game environments - as driven by the functional requirements of each. The function of a film environment in live action is to seamlessly blend with real-world characters, within a structured narrative. The function of an environment in the game engine is driven by the need to create a CG world in which there is no structured narrative and no restraints on the gamer's viewpoint. The intention of the article is to investigate and compare the difference in workflows of each category. The visual portion will develop the workflows of the CG production by creating an original environment, and the general workflows of creating a CPU rendered CG environment and a real-time CG environment will be demonstrated respectively, which are associated with different software, such as Arnold and Unreal."
Includes animated demo: Part I: "Film Workflow / CPU Rendered Environment" ; Part II. "Game Workflow / Real-Time Rendered Environment." Titles from film screens.
Keywords: film, game, environment, workflow, comparison, photorealistic, modeling, texture, lighting, rendering, shading, Arnold, Unreal
CHAIR: Fowler, Deborah R.
PDF : 33 pages, illustrations (chiefly color) + WMV : silent, color, full screen
Copyright is retained by the authors or artists of items in this collection, or their descendants, as stipulated by United States copyright law.