Creating In-Camera VFX with Real-Time Workflows: With A Case Study on The Mandalorian
This session will cover advancements in “in-camera visual effects” and how this technique is changing the film and TV industry. With software developments in real-time game engines, combined with hardware developments in GPUs and on-set video equipment, filmmakers can now capture final pixel visual effects while still on set – enabling new levels of creative collaboration and efficiency during principal photography. These new developments allow changes to digital scenes, even those at final pixel quality, to be seen instantly on high-resolution LED walls – an exponential degree of time savings over a traditional CG rendering workflow. This is crucial as there is a huge demand for more original film and TV content, and studios must find a way to efficiently scale production and post-production while maintaining high quality and creative intent.
David Morin is Epic Games’ Industry Manager for Media and Entertainment, where he spearheads efforts from the Unreal Engine team to further its development and adoption in the film and television industries. He also serves as the Executive Director of the Academy Software Foundation, where he works for the Premier Members to develop the use of open source software in the motion picture industry. Additionally, David is chairman of the Joint Technology Committee on Virtual Production, the Joint Technology Committee on Virtual Reality, and a past co-chair of the Joint Technology Subcommittee on Previsualization. He earned a B.Sc.A. in computer science from Laval University (Quebec City, Canada) and has participated in the development of motion capture and 3D software since “Jurassic Park” at companies such as Softimage, Microsoft, Avid Technology, Autodesk, and now Epic Games.