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10.1145/3209621.3214895acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
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The present and future of real-time graphics in film

Published: 12 August 2018 Publication History
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  • Abstract

    The movie frames we see when watching films today are typically generated using an offline renderer, which could take multiple hours per frame to produce. This time-consuming process makes previewing content difficult, so creators have worked around this issue by utilizing real-time graphics to iterate their content more efficiently. While real-time graphics could be used for previewing, the level of quality had not yet reached the standards needed for a final movie frame. However, over the years, the previews generated by real-time graphics have gotten more refined and have even enabled pre-visualizations using virtual reality. This provides even more context to creative minds. In addition to the ever growing use of real-time graphics, the quality of technology has improved, potentially allowing for the generation of final frames, that can start to look like a movie.
    This panel will bring together engineers, artists and executives representing various areas of expertise to provide information about how real-time graphics are being used in multiple studios today. They will also describe some of their challenges and how they foresee the future of real-time graphics in film.

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    • (2019)Using the Game Engine in the Animation Production ProcessIntelligent Information and Database Systems: Recent Developments10.1007/978-3-030-14132-5_16(209-220)Online publication date: 6-Mar-2019

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    1. The present and future of real-time graphics in film

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      cover image ACM Conferences
      SIGGRAPH '18: ACM SIGGRAPH 2018 Panels
      August 2018
      14 pages
      ISBN:9781450358125
      DOI:10.1145/3209621
      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.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 12 August 2018

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      Author Tags

      1. graphics
      2. open source
      3. real-time
      4. renderers
      5. rendering
      6. software

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      Cited By

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      • (2019)Using the Game Engine in the Animation Production ProcessIntelligent Information and Database Systems: Recent Developments10.1007/978-3-030-14132-5_16(209-220)Online publication date: 6-Mar-2019

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