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10.1145/3680533.3697063acmconferencesArticle/Chapter ViewAbstractPublication Pagessiggraph-asiaConference Proceedingsconference-collections
abstract

Sustainable VFX - An Educational Challenge

Published: 22 November 2024 Publication History

Abstract

VFX and animated movie production creation processes are exposed to constant improvement, optimization and innovation, and film schools have to reflect these developments in their education. At the current point in time, almost any visual demand can be realized given the necessary human, technical and time resources. Close to real-time rendering technologies can reduce creation times and therefore increase the number of iterations that can be carried out. Both of this can lead to cost and energy savings but comes with having to deal with unconventional creation processes and quality restrictions. Raising awareness about potential CO2 emission reductions through innovative technology use is an educational imperative in academic education.
This report compares a typical offline production pipeline for VFX creature shots with a near to real-time workflow using a rasterization engine as commonly used in game engines (real-time). The goal here is to start a, from the viewpoint of the authors, necessary "quality in demand" discussion rather than focusing on brand and feature set comparisons. Required optimizations and shortcomings will be discussed as well as the increased iteration opportunities due to reduction in offline render times. Quality aspects of both approaches are compared in a quantitative study evaluating the overall quality and visual difference presented to a diverse audience.
This work has been created in the context of a film school and the development of future skill-sets. Additionally, in the last years, a sustainability discussion for all aspects of film productions has started. We experience a high demand among young filmmakers to understand what it is that they can actively do to lower the carbon-dioxide footprint and produce more sustainably. Therefore, we will also explain how we address these challenges in our curriculum.

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MP4 File
Sustainable VFX comparing traditional and alternative workflow side by side.

References

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Michele Bousquet. 2022. Animation Field Guide. https://www.unrealengine.com/en- US/animation-field-guide
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EMIL. 2024. EMIL - European Mediea and Immersion Lab. Retrieved May 15, 2024 from https://emil-xr.eu
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Green Screen Interreg Europe Film Paris Region. 2022. Virtual Production: a study in its environmental impact. Retrieved August 7, 2024 from https://shorturl.at/PVzyu
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Animationsinstitut Filmakademie Baden-Württemberg. 2023. Research, Innovation, and the Endless Possibilities of Virtual Production. Retrieved October 8, 2024 from https://shorturl.at/6fZBg
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Animationsinstitut Filmakademie Baden-Württemberg. 2024. Post Graduate Course Technical Directing. Retrieved August 7, 2024 from https://animationsinstitut.de/en/studies/study-specializations/technical-directing
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Volker Helzle and Kai Goetz. 2018. Digital Albert Einstein, a case study. In ACM SIGGRAPH 2018 Talks (Vancouver, British Columbia, Canada) (SIGGRAPH ’18). Association for Computing Machinery, New York, NY, USA, Article 57, 2 pages.
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Volker Helzle, Simon Spielmann, and Jonas Trottnow. 2022. Green Screens, Green Pixels and Green Shooting. In ACM SIGGRAPH 2022 Talks (Vancouver, BC, Canada) (SIGGRAPH ’22). Association for Computing Machinery, New York, NY, USA, Article 1, 2 pages.
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Vincent Maurer. 2024. Capturing Light with Robots: A Novel Workflow for Reproducing Realistic Lens Flares. In SIGGRAPH Asia 2024 Technical Communications (Tokyo, Japan) (SA ’24). Association for Computing Machinery, New York, NY, USA.
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Baptiste Nicolet, Fabrice Rousselle, Jan Novák, Alexander Keller, Wenzel Jakob, and Thomas Müller. 2023. Recursive Control Variates for Inverse Rendering. Transactions on Graphics (Proceedings of SIGGRAPH) 42, 4 (Aug. 2023).
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Published In

cover image ACM Conferences
SA '24: SIGGRAPH Asia 2024 Educator's Forum
December 2024
103 pages
ISBN:9798400711367
DOI:10.1145/3680533
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s).

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 November 2024

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Author Tags

  1. real-time rendering
  2. environmental impact
  3. movie production
  4. path tracing
  5. rasterization
  6. vfx
  7. asset creation

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SA '24
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SA '24: SIGGRAPH Asia 2024 Educator's Forum
December 3 - 6, 2024
Tokyo, Japan

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Overall Acceptance Rate 178 of 869 submissions, 20%

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