A new way to create.
"Real-time" rendering is one of the most fascinating new languages in creating cinematic visual effects. With the capability to motion capture an actor's body and facial performance from anywhere in the world and bring it into an infinite number of virtual environments, avoiding long traditional render times -- the possibilities are quite literally endless.
As a case study in virtual production, the short film Nemosyne was filmed entirely inside of Unreal Engine, in real-time, with a custom modified HTC Vive Pro controlling the virtual camera. Each shot was lit using real world cinematic lighting principles, and the camera recorded each move as one would have on a live action set.
In a traditional CGI animated film, one would typically have to spend days, if not weeks, to render material in this quality. This real-time and ray-traced rendering of final imagery allows for an extremely fast and efficient workflow, allowing us to achieve near photo accurate lighting as one would on a live-action set.
DIRECTION AND VIRTUAL CINEMATOGRAPHY BY
KEVIN STEWART & LUC DELAMARE
ORIGINAL MUSIC BY