WEBVTT 1 00:00:23.720 --> 00:00:28.470 Hello, this is Ju Yeong Lim, the director of Westworld technology research 2 00:00:28.470 --> 00:00:32.170 In this GCC realistic content curriculum 3 00:00:32.170 --> 00:00:37.440 I will tell you about virtual production during the fourth session 4 00:00:37.440 --> 00:00:40.290 Among virtual productions 5 00:00:40.290 --> 00:00:44.120 I would like to talk about movies, dramas, or XR content 6 00:00:44.120 --> 00:00:48.840 First, in the first session, I would like to introduce the concept of virtual production 7 00:00:48.840 --> 00:00:54.499 And provide a general overview of how it is used 8 00:00:54.907 --> 00:00:58.256 Virtual Production's Concept, Entertainment Industry, and Animation Use Cases 9 00:00:58.759 --> 00:01:01.809 Some of you may have heard of virtual production 10 00:01:01.809 --> 00:01:03.560 While others may be unfamiliar 11 00:01:03.560 --> 00:01:07.110 And even those who have heard of virtual production 12 00:01:07.310 --> 00:01:12.119 May think it is difficult to approach because it is a technical topic 13 00:01:12.119 --> 00:01:16.469 In reality, there are indeed many technical elements among the various elements 14 00:01:16.469 --> 00:01:18.969 That make up virtual production 15 00:01:19.119 --> 00:01:22.219 However, it seems that the most important factor is not simply operating with technology 16 00:01:22.219 --> 00:01:26.439 But what kind of content will be created with this technology 17 00:01:26.439 --> 00:01:28.139 So, the virtual production 18 00:01:28.139 --> 00:01:30.720 Rather than focusing on the word virtual production 19 00:01:30.720 --> 00:01:33.520 This is a part of the production process 20 00:01:33.520 --> 00:01:38.360 Virtual Production Concept 1 And is a set of technologies and used to create content 21 00:01:38.360 --> 00:01:39.910 It involves not only technology 22 00:01:39.910 --> 00:01:46.559 But also filming, post-production, lighting, art, and everything else maintained before 23 00:01:46.559 --> 00:01:54.090 Virtual Production Concept 2 So that you can think of it as a fusion of existing and new virtual technology 24 00:01:54.440 --> 00:01:58.240 First, you are looking at the picture you see now 25 00:01:58.240 --> 00:02:00.360 About the virtual production pipeline 26 00:02:00.360 --> 00:02:04.559 Unlike the existing VFX pipeline 27 00:02:04.559 --> 00:02:06.259 Virtual production is organically related 28 00:02:06.259 --> 00:02:10.400 And content is produced as it continues to develop 29 00:02:10.400 --> 00:02:13.750 Suppose the existing VFX pipeline or production method 30 00:02:13.750 --> 00:02:18.320 Goes through a series of processes from shooting to post-production 31 00:02:18.320 --> 00:02:19.870 Virtual production is 32 00:02:19.870 --> 00:02:24.480 A series of processes from shooting to producing final content that are organically connected 33 00:02:24.480 --> 00:02:29.040 And content is continuously updated 34 00:02:29.040 --> 00:02:34.140 In XR-related content, animation, drama, and movie content 35 00:02:34.140 --> 00:02:36.679 This virtual production technology is used mainly 36 00:02:36.679 --> 00:02:41.399 I will explain how it is used in each field 37 00:02:41.399 --> 00:02:47.240 First, let me tell you about the use cases of virtual production in the entertainment industry 38 00:02:47.240 --> 00:02:52.479 I think virtual production is probably actively used in the entertainment industry 39 00:02:52.479 --> 00:02:55.229 Considering the number of 40 00:02:55.229 --> 00:02:59.080 Films or dramas produced and the production period 41 00:02:59.080 --> 00:03:02.430 Even if actual virtual production technology is used 42 00:03:02.430 --> 00:03:07.919 It takes time for viewers or content enjoyers to consume them 43 00:03:07.919 --> 00:03:12.019 Through entertainment performances or YouTube content, these entertainments 44 00:03:12.019 --> 00:03:16.559 A market seems to have been formed where XR content can be created and consumed immediately 45 00:03:16.559 --> 00:03:20.409 As you can see, auditions using digital characters 46 00:03:20.409 --> 00:03:25.279 Performances using characters such as digital idols 47 00:03:25.279 --> 00:03:28.329 And YouTube contents are continuously being produced 48 00:03:28.329 --> 00:03:32.530 Virtual production is being used for this production technology 49 00:03:32.930 --> 00:03:35.030 First is the XR extended performance 50 00:03:35.030 --> 00:03:38.680 So, to know about examples of virtual production being used in XR 51 00:03:38.680 --> 00:03:41.600 You need some knowledge of motion capture 52 00:03:41.600 --> 00:03:43.750 This motion capture is probably 53 00:03:43.750 --> 00:03:48.240 So deep that you must create a separate class to take it 54 00:03:48.240 --> 00:03:49.740 But generally speaking 55 00:03:49.740 --> 00:03:54.590 Motion capture refers to converting human or animal movements 56 00:03:54.590 --> 00:03:57.039 Into digital data 57 00:03:57.039 --> 00:03:59.039 There can be many ways 58 00:03:59.039 --> 00:04:02.139 As you can see, using an optical camera 59 00:04:02.139 --> 00:04:04.839 Or a gyro sensor 60 00:04:04.839 --> 00:04:07.539 Such as the gyro sensor contained in a cell phone 61 00:04:07.539 --> 00:04:10.039 That uses an axis sensor receiving motion 62 00:04:10.039 --> 00:04:11.839 Or by using a video 63 00:04:11.839 --> 00:04:15.839 Using only bone data of a person or animal in a video 64 00:04:15.839 --> 00:04:18.459 To get motion capture, etc. 65 00:04:18.559 --> 00:04:21.059 Using this motion capture data 66 00:04:21.059 --> 00:04:26.409 Animations that had to be done manually by humans 67 00:04:26.409 --> 00:04:30.479 Can be alleviated by 70 to 80% 68 00:04:30.479 --> 00:04:31.929 So it makes quick production possible 69 00:04:31.929 --> 00:04:33.429 This quick production is 70 00:04:33.429 --> 00:04:35.879 Being used to create content quickly 71 00:04:35.879 --> 00:04:39.920 For performances or YouTube content 72 00:04:39.920 --> 00:04:42.720 What you are seeing now is a Real-Time Motion Capture 73 00:04:42.720 --> 00:04:46.070 A function that changes actual movements 74 00:04:46.070 --> 00:04:49.200 Into 3D data right on the spot 75 00:04:49.200 --> 00:04:50.400 The most important thing here is that 76 00:04:50.400 --> 00:04:54.250 I think it would be good to know the term Retargeting 77 00:04:54.250 --> 00:04:55.950 In fact 78 00:04:55.950 --> 00:04:58.640 The dancing actor in the middle 79 00:04:59.040 --> 00:05:01.390 And the 3D characters moving on either side 80 00:05:01.390 --> 00:05:03.440 May appear to be moving in unison 81 00:05:03.440 --> 00:05:07.600 However, if the ratio of the prepared 3D character 82 00:05:08.000 --> 00:05:12.000 Or the actual actor acting is incorrect 83 00:05:12.000 --> 00:05:13.900 Issues arise, such as 84 00:05:13.900 --> 00:05:16.679 The actual movement is torn or appears strange 85 00:05:16.679 --> 00:05:21.379 These can be corrected through a function called Retargeting 86 00:05:21.379 --> 00:05:23.829 Rather than a difficult technology 87 00:05:23.829 --> 00:05:25.829 It would be better to think of retargeting 88 00:05:25.829 --> 00:05:30.710 As a technology that actually reattaches the position of each bone to a new bone 89 00:05:31.609 --> 00:05:34.359 In these XR contents entertainment 90 00:05:34.359 --> 00:05:37.859 The method of producing content using a game engine 91 00:05:38.559 --> 00:05:43.659 Has the advantage of allowing one content to be used in many different forms 92 00:05:43.759 --> 00:05:49.000 As you can see, creating a digital idol and using it not only for performances 93 00:05:49.000 --> 00:05:53.750 But also for creating interactive content that can communicate with the digital idol 94 00:05:53.750 --> 00:05:57.250 Making a game and selling it 95 00:05:57.350 --> 00:05:59.880 Or making and selling another movie also 96 00:05:59.880 --> 00:06:02.930 Utilizes the 3D data that was previously created. 97 00:06:02.930 --> 00:06:04.880 Because it is an area where it is fully possible 98 00:06:04.880 --> 00:06:09.820 It seems that the method of producing through virtual production is emerging 99 00:06:09.820 --> 00:06:12.520 In entertainment, virtual production technology is 100 00:06:12.520 --> 00:06:15.279 Also changing the way entertainment show is produced 101 00:06:15.279 --> 00:06:19.129 The video you are watching is a show made in Hollywood called Alter Ego 102 00:06:19.129 --> 00:06:22.279 The show used real-time motion capture 103 00:06:22.279 --> 00:06:23.879 Performance capture 104 00:06:23.879 --> 00:06:26.590 AR, XR compositing 105 00:06:26.590 --> 00:06:30.990 To create content that features real-life interactions with digital characters 106 00:06:30.990 --> 00:06:34.340 What you see is content called Ava Dream, which was made in Korea 107 00:06:34.340 --> 00:06:38.220 In the same way as Alter Ego, this content also 108 00:06:38.220 --> 00:06:43.020 Used motion capture, facial capture, and real-time AR, XR compositing technology 109 00:06:43.020 --> 00:06:48.119 To produce new entertainment content that had never been seen before 110 00:06:48.119 --> 00:06:50.319 In producing all of these entertainment contents 111 00:06:50.319 --> 00:06:52.269 Motion capture, camera tracking 112 00:06:52.269 --> 00:06:57.119 And AR/XR compositing technologies used in virtual production ere utilized 113 00:06:57.892 --> 00:07:12.640 Korean virtual idol Plave 114 00:07:13.590 --> 00:07:17.240 In the case of the real-time idol performance you see 115 00:07:17.240 --> 00:07:20.040 As the Ava Dream and Alter Ego seen earlier 116 00:07:20.040 --> 00:07:24.559 By using motion capture, facial capture, and real-time AR compositing technology 117 00:07:24.559 --> 00:07:26.659 Making it possible to produce content 118 00:07:26.659 --> 00:07:30.159 Featuring these idols performing in actual live broadcasts 119 00:07:30.509 --> 00:07:33.079 This type of idol content production 120 00:07:33.079 --> 00:07:37.129 Continues to be attempted in many ways 121 00:07:37.829 --> 00:07:41.989 Because it can lead to a constant influx of fans and form a consumer market 122 00:07:41.989 --> 00:07:44.839 Korean virtual idol MAVE: A bit different from the Plave we saw earlier 123 00:07:44.839 --> 00:07:47.589 You are seeing a video of a live-action digital character being created 124 00:07:47.589 --> 00:07:50.829 And an actual performance being performed 125 00:07:50.829 --> 00:07:54.729 Of course, in existing entertainment 126 00:07:54.729 --> 00:07:59.959 XR content production is pursuing faster speed or more efficient production methods 127 00:07:59.959 --> 00:08:02.209 But by using virtual production technology 128 00:08:02.209 --> 00:08:05.559 By creating digital twin characters seen in movies and dramas 129 00:08:05.559 --> 00:08:11.519 I wanted to show that it is possible to create high-quality digital content 130 00:08:11.519 --> 00:08:15.269 Another thing you need to know about virtual production is 131 00:08:15.269 --> 00:08:17.989 The concept of XR performance expansion 132 00:08:17.989 --> 00:08:19.339 The videos you see were 133 00:08:19.339 --> 00:08:23.389 Shot on a green screen or LED wall 134 00:08:23.389 --> 00:08:27.239 As you can see, the LED wall or green screen was 135 00:08:27.239 --> 00:08:30.160 Used only in the visible area, not the entire area 136 00:08:30.160 --> 00:08:31.910 However, the actual environment shown is 137 00:08:31.910 --> 00:08:37.679 A video created so that the performance can be performed in an expanded form that covers the entire area 138 00:08:37.679 --> 00:08:42.979 These technologies are being used in music video production or entertainment 139 00:08:42.979 --> 00:08:47.519 Emerging as a new video production method that has never been seen before 140 00:08:47.519 --> 00:08:51.419 So, as you can see, this XR content and performance expansion technology 141 00:08:51.619 --> 00:08:55.219 Utilizes a method of transmitting existing sources, produced 3D videos 142 00:08:55.219 --> 00:08:59.469 And people or objects that are actually filmed 143 00:08:59.469 --> 00:09:04.090 Through real-time compositing 144 00:09:04.090 --> 00:09:06.140 The technologies used here are 145 00:09:06.140 --> 00:09:09.999 Green screen compositing, motion tracking using camera tracking 146 00:09:09.999 --> 00:09:12.799 AR compositing, and XR compositing 147 00:09:12.799 --> 00:09:15.149 These technologies are being put to use 148 00:09:15.149 --> 00:09:18.699 What you see is a diagram of the XR performance expansion 149 00:09:18.699 --> 00:09:23.479 As you can see, within an actual LED wall or green screen 150 00:09:23.479 --> 00:09:25.579 Live shooting is proceeded 151 00:09:25.579 --> 00:09:30.929 Adding another new source to the LED wall and green screen 152 00:09:30.929 --> 00:09:35.369 And transmitting a composite image 153 00:09:35.619 --> 00:09:38.669 In entertainment, virtual production technology is 154 00:09:38.669 --> 00:09:43.370 Emerging as a new content creation method for 155 00:09:43.520 --> 00:09:47.070 Performances or idols you have seen before 156 00:09:47.070 --> 00:09:50.960 And for commerce, interactive, and realistic videos 157 00:09:50.960 --> 00:09:55.810 You see a video of an e-commerce transaction 158 00:09:55.810 --> 00:09:59.799 Using an actual LED wall and XR technology 159 00:09:59.799 --> 00:10:01.399 The second thing you see is 160 00:10:01.399 --> 00:10:04.949 Not only a video filmed on the existing LED wall 161 00:10:04.949 --> 00:10:08.149 But also a video made using XR technology 162 00:10:08.149 --> 00:10:11.449 So that you can watch the show as if 163 00:10:11.449 --> 00:10:14.150 The actual idols were performing within the space rather than in front of the LED wall 164 00:10:14.150 --> 00:10:16.500 This XR virtual production technology 165 00:10:16.500 --> 00:10:19.150 The virtual production technology on the XR stage 166 00:10:19.150 --> 00:10:26.040 Enables live communication between the audience and actual content creators 167 00:10:26.040 --> 00:10:27.690 The content we are creating is 168 00:10:27.690 --> 00:10:32.090 Not rendered and played back statically 169 00:10:32.090 --> 00:10:36.139 But can continuously interact interactively in real-time 170 00:10:36.139 --> 00:10:39.089 Whether it is lighting or audience motion 171 00:10:39.089 --> 00:10:42.559 Because continuous communication is possible with any specific field 172 00:10:42.759 --> 00:10:46.209 Creating an environment that can provide a more interactive 173 00:10:46.409 --> 00:10:49.350 And different experiences during actual performances are possible 174 00:10:50.000 --> 00:10:51.750 So far 175 00:10:51.750 --> 00:10:54.800 We have looked at virtual production utilization technologies in entertainment 176 00:10:54.800 --> 00:10:57.050 Generally called the media entertainment field 177 00:10:57.050 --> 00:11:00.200 From now on, I will talk about examples of 178 00:11:00.200 --> 00:11:04.650 How virtual production is used in the field of animation 179 00:11:04.650 --> 00:11:07.300 What you are seeing is an animation called Yumi's Cells 180 00:11:07.300 --> 00:11:15.058 This animation is 100% rendered using a game engine 181 00:11:15.058 --> 00:11:20.159 Animations such as Yumi's Cells, Armored Saurus, and Willbengers are 182 00:11:20.159 --> 00:11:26.159 Animations produced using game engine real-time rendering technology 183 00:11:26.159 --> 00:11:30.509 Existing animation overlaps several steps, starting from a storyboard, creating a character 184 00:11:30.509 --> 00:11:33.110 Planting a skeleton on the character 185 00:11:33.110 --> 00:11:34.460 Animation 186 00:11:34.460 --> 00:11:39.210 Then working on textures and lighting to suit the animation 187 00:11:39.210 --> 00:11:42.080 And finally compositing 188 00:11:42.080 --> 00:11:46.230 Each of these steps requires enormous resources 189 00:11:46.230 --> 00:11:49.580 And a lot of time 190 00:11:49.580 --> 00:11:51.430 Confirmation was required for each step 191 00:11:51.430 --> 00:11:55.239 And it is impossible to know 100% perfectly how it will look 192 00:11:55.239 --> 00:11:59.760 Until you go through the actual final rendering process and see the image 193 00:11:59.760 --> 00:12:01.560 However, real-time rendering engine 194 00:12:01.560 --> 00:12:04.060 Especially animation production using game engines 195 00:12:04.060 --> 00:12:09.799 Has the advantage of being able to check all of these processes at once 196 00:12:09.799 --> 00:12:12.949 Although it is impossible to check the final lighting with just one button 197 00:12:12.949 --> 00:12:18.200 It has the advantage of checking the output immediately within the actual working time 198 00:12:18.200 --> 00:12:19.500 This advantage 199 00:12:19.500 --> 00:12:21.850 Allows you to get faster feedback 200 00:12:21.850 --> 00:12:26.700 Which will help you make faster revisions and produce the final product 201 00:12:27.250 --> 00:12:30.150 In animation production 202 00:12:30.150 --> 00:12:35.239 When using a game engine and motion capture or performance capture 203 00:12:35.239 --> 00:12:38.939 It can be implemented in real-time 204 00:12:38.939 --> 00:12:42.489 To create the picture desired by the creator and director 205 00:12:42.489 --> 00:12:45.350 And confirm it to the final quality 206 00:12:45.350 --> 00:12:49.200 The diagram you see is a diagram of the entire process of 207 00:12:49.200 --> 00:12:54.679 Implementing animation through motion capture in real-time 208 00:12:54.679 --> 00:12:56.329 The video you are watching is 209 00:12:56.329 --> 00:13:00.430 About something called performance capture or facial capture 210 00:13:00.430 --> 00:13:02.980 As you can see, on real actors 211 00:13:02.980 --> 00:13:06.930 To Acting actors, headgear is put on 212 00:13:06.930 --> 00:13:09.280 And the animation is 213 00:13:09.280 --> 00:13:14.359 Created live as they act in the headgear 214 00:13:14.359 --> 00:13:16.259 Even if we had previously received such animation 215 00:13:16.259 --> 00:13:19.009 Especially facial data 216 00:13:19.009 --> 00:13:22.109 Many processes were required 217 00:13:22.109 --> 00:13:25.320 To import this facial data, process it, and proceed to actual lighting 218 00:13:25.320 --> 00:13:28.720 However, we can now see that it is possible 219 00:13:28.720 --> 00:13:33.320 To confirm it in a form equivalent to the final quality as soon as it is filmed on-site 220 00:13:33.320 --> 00:13:35.770 This real-time animation creation technology is 221 00:13:35.770 --> 00:13:38.970 Not only used in animation 222 00:13:38.970 --> 00:13:41.189 But can also be used in live-action filming 223 00:13:41.189 --> 00:13:45.239 What you are seeing is a scene from Jingle Jangle, one of Netflix's shows 224 00:13:45.239 --> 00:13:49.589 Where actual footage and 3D animation characters were 225 00:13:49.589 --> 00:13:52.439 Live composited through performance capture 226 00:13:52.439 --> 00:13:54.289 Through the live composite data 227 00:13:54.289 --> 00:13:57.230 The final result was produced 228 00:13:57.380 --> 00:13:59.630 As you can see, in the past 229 00:13:59.630 --> 00:14:03.430 The actual animated 3D characters and the live-action 230 00:14:03.430 --> 00:14:06.080 Would have been filmed separately and later composited 231 00:14:06.080 --> 00:14:09.480 However, if you utilize live virtual production technology 232 00:14:09.480 --> 00:14:14.180 By viewing live-action shooting and live characters simultaneously 233 00:14:14.180 --> 00:14:17.960 You can achieve faster confirmation and production efficiency 234 00:14:17.960 --> 00:14:20.510 Animation production using virtual production has 235 00:14:20.510 --> 00:14:22.239 Also been attempted in Korea 236 00:14:22.239 --> 00:14:26.039 If you look at the work called Armored Saurus, which aired in 2022 237 00:14:26.389 --> 00:14:30.539 Real characters, 3D environments 238 00:14:30.539 --> 00:14:34.589 And all moving characters filmed on a green screen were 239 00:14:34.589 --> 00:14:36.239 Composited live on-site using a game engine 240 00:14:36.239 --> 00:14:39.559 And were finally aired after post-processing 241 00:14:39.559 --> 00:14:41.759 Without these technologies 242 00:14:41.759 --> 00:14:43.659 To shoot green screens 243 00:14:43.659 --> 00:14:45.409 Create real environments 244 00:14:45.409 --> 00:14:46.909 And dress up characters 245 00:14:46.909 --> 00:14:48.909 It would have taken a long time and a lot of money 246 00:14:48.909 --> 00:14:51.209 But by using these virtual production technologies 247 00:14:51.209 --> 00:14:55.880 I think we can create content of decent quality in a short period 248 00:14:55.880 --> 00:14:57.630 Almost real 249 00:14:57.630 --> 00:15:00.430 Of course, we cannot say 100% that it is of real-life quality 250 00:15:00.430 --> 00:15:04.630 You can see that it is possible to produce 3D animation equivalent to live-action 251 00:15:04.630 --> 00:15:08.440 Through this Armored Saurus case 252 00:15:08.440 --> 00:15:09.890 The diagram you see 253 00:15:10.090 --> 00:15:15.990 Shows a pipeline that uses a real-time game engine and real-time motion capture 254 00:15:15.990 --> 00:15:20.000 To produce photorealistic composite animation 255 00:15:20.000 --> 00:15:22.350 As in the Armored Saurus example above 256 00:15:22.350 --> 00:15:26.150 The environment and characters prepared for live-action 257 00:15:26.150 --> 00:15:30.050 are rendered in real-time at the live-action shooting site 258 00:15:30.050 --> 00:15:35.479 And the final result, the final plate, is filmed through compositing 259 00:15:35.479 --> 00:15:40.429 This method of producing animation using virtual production 260 00:15:40.429 --> 00:15:43.529 Has the advantage of 261 00:15:43.529 --> 00:15:47.379 Quickly producing things that were previously difficult to attempt in animation 262 00:15:47.379 --> 00:15:50.200 Or were not cost-effective 263 00:15:50.200 --> 00:15:53.700 If you were to produce a CF using that cartoon rendering method 264 00:15:53.700 --> 00:15:57.650 You would have to go through the entire animation process 265 00:15:57.650 --> 00:16:00.750 And many processes, including actual lighting, would be required 266 00:16:00.750 --> 00:16:04.359 Making it difficult to achieve the CF production cost 267 00:16:04.359 --> 00:16:07.159 However, by using game engines, real-time rendering technology 268 00:16:07.159 --> 00:16:09.409 And motion capture technology 269 00:16:09.409 --> 00:16:11.659 In short time, cartoon rendering 270 00:16:11.659 --> 00:16:14.989 Or advertisements with an animation production became possible 271 00:16:15.990 --> 00:16:18.690 Drama and Movie Content Use Case 272 00:16:19.389 --> 00:16:23.139 So far, we have talked about virtual production 273 00:16:23.139 --> 00:16:25.439 In media entertainment or animation 274 00:16:25.439 --> 00:16:27.439 Now we will talk about dramas and movies 275 00:16:27.439 --> 00:16:30.839 In general, I will talk about 276 00:16:30.839 --> 00:16:34.239 Virtual production, an area combined with live action 277 00:16:34.239 --> 00:16:37.439 If virtual production technology is responsible 278 00:16:37.439 --> 00:16:42.789 For the final output in XR content or animation content 279 00:16:42.839 --> 00:16:44.689 In drama or movie content 280 00:16:44.689 --> 00:16:50.439 It would be good to think of it as being used in a form that helps with pre-visualization 281 00:16:50.439 --> 00:16:52.719 or filming method production 282 00:16:52.719 --> 00:16:54.819 Such as ICVFX 283 00:16:54.819 --> 00:16:58.369 There are ways to produce actual final plates 284 00:16:58.369 --> 00:17:02.219 Still, it would be good to know that 285 00:17:02.219 --> 00:17:06.519 Not only those methods but also each technology of virtual production is 286 00:17:06.519 --> 00:17:08.559 Used throughout the entire movie or drama production process 287 00:17:08.949 --> 00:17:23.798 The Silent Sea 288 00:17:24.598 --> 00:17:27.698 You are watching a video of 289 00:17:27.698 --> 00:17:33.348 An actual final plate filmed using an LED wall in a project called The Silent Sea 290 00:17:33.598 --> 00:17:35.348 As I mentioned 291 00:17:35.348 --> 00:17:36.448 This is an example of 292 00:17:36.448 --> 00:17:40.560 How virtual production technology can utilize the final plate 293 00:17:40.860 --> 00:17:42.460 In addition to these examples 294 00:17:42.460 --> 00:17:45.060 Through the various scenarios explained later 295 00:17:45.060 --> 00:17:47.360 You will see how virtual production is used 296 00:17:47.360 --> 00:17:50.560 In movies and dramas 297 00:17:50.750 --> 00:17:52.750 You are looking at 298 00:17:52.750 --> 00:17:57.250 A pipeline where virtual production is used in movie and drama content 299 00:17:57.250 --> 00:18:01.500 You can think of it as similar to animation or virtual production 300 00:18:01.500 --> 00:18:03.650 Pipeline and picture above 301 00:18:03.650 --> 00:18:06.700 Virtual production technology is being used 302 00:18:06.700 --> 00:18:12.000 In all areas of content creation, from the pre-production, production 303 00:18:12.000 --> 00:18:14.600 And post-production stages 304 00:18:14.650 --> 00:18:16.100 We wanted to show 305 00:18:16.100 --> 00:18:20.489 How this leveraged virtual production streamlines how content is created in the real world 306 00:18:20.939 --> 00:18:22.289 To explain briefly 307 00:18:22.289 --> 00:18:24.039 In reality 308 00:18:24.039 --> 00:18:28.089 Existing scenarios were produced, and before making a video of it 309 00:18:28.089 --> 00:18:29.089 With the concept of a storyboard 310 00:18:29.089 --> 00:18:35.079 A specific image, or a keyframe image 311 00:18:35.079 --> 00:18:37.879 By using current virtual production technology 312 00:18:37.879 --> 00:18:40.229 All of these images can be created 313 00:18:40.229 --> 00:18:43.579 Into 3D images called actual sequence images 314 00:18:43.579 --> 00:18:47.079 And actual shooting is performed using this image data 315 00:18:47.079 --> 00:18:49.179 And the data used in the shooting 316 00:18:49.179 --> 00:18:52.579 And the image 3D data prepared previously are combined 317 00:18:52.579 --> 00:18:56.349 It explains the process of creating the final output using 318 00:18:56.613 --> 00:19:16.613 〈The Silent Sea〉 319 00:19:17.079 --> 00:19:18.179 In the video you saw earlier 320 00:19:18.179 --> 00:19:20.079 By using virtual production 321 00:19:20.079 --> 00:19:23.579 Previs and actual ICVFX 322 00:19:23.579 --> 00:19:26.479 And post-production throughout the entire process 323 00:19:26.479 --> 00:19:29.719 You saw the show reel of The Silent Sea 324 00:19:29.719 --> 00:19:32.369 From now on, I will explain what technologies were used in The Silent Sea 325 00:19:32.369 --> 00:19:35.479 And how they are used 326 00:19:35.479 --> 00:19:38.329 First, as explained earlier, virtual production 327 00:19:38.329 --> 00:19:42.839 Allows new content to be created in the pre-production stage 328 00:19:42.839 --> 00:19:45.789 Previously, based on the storyboard concept 329 00:19:45.789 --> 00:19:47.789 Storyboards were made into scenes 330 00:19:47.789 --> 00:19:52.040 Or only important scenes were made in full 3D 331 00:19:52.040 --> 00:19:53.790 However, by utilizing this virtual production technology 332 00:19:53.790 --> 00:19:58.090 Especially technology such as motion capture and real-time camera linkage 333 00:19:58.090 --> 00:20:02.079 The entire area of ​​the storyboard can be created in full 3D 334 00:20:02.079 --> 00:20:05.779 The director can change the desired angle anytime 335 00:20:05.779 --> 00:20:09.680 And create a new shooting plan 336 00:20:09.680 --> 00:20:13.080 You are seeing 337 00:20:13.080 --> 00:20:16.720 A real-time previs test video of the Sweet Home project filmed in 2020 338 00:20:17.150 --> 00:20:36.550 Sweet Home Real-time Previs 339 00:20:37.500 --> 00:20:41.150 Previously, when filming such a creature 340 00:20:41.150 --> 00:20:45.439 There was an issue of having to film on a blank green mat or a blank field 341 00:20:45.439 --> 00:20:49.150 And then composite the creature later 342 00:20:49.150 --> 00:20:51.800 Then, on set, actors or directors 343 00:20:51.800 --> 00:20:55.650 Had to look into space and give directions 344 00:20:55.650 --> 00:21:00.700 Or they had no choice but to film based solely on their imagination 345 00:21:00.700 --> 00:21:05.750 However, using real-time compositing and real-time previs technology of virtual production 346 00:21:05.750 --> 00:21:09.189 You can create an environment 347 00:21:09.189 --> 00:21:14.289 Where you can film while checking the character's movement and scale in real time 348 00:21:14.289 --> 00:21:16.739 And because the data captured in this way 349 00:21:16.739 --> 00:21:22.939 And the 3D data synthesized later in post-production are maintained consistently 350 00:21:22.939 --> 00:21:27.839 The actual output quality can also be guaranteed to be high 351 00:21:28.000 --> 00:21:31.500 The video you are seeing is called real-time previs 352 00:21:31.500 --> 00:21:35.320 Before the actual movie or drama is filmed 353 00:21:35.320 --> 00:21:41.170 So you are watching on-site footage that uses motion capture and camera tracking technology 354 00:21:41.170 --> 00:21:45.200 To create a specific scene 355 00:21:45.200 --> 00:21:48.650 When you look at the actual picture 356 00:21:48.650 --> 00:21:52.100 It seems like a person is simply moving and filming it with an iPad 357 00:21:52.100 --> 00:21:55.600 But all the data is being collected from that single action 358 00:21:55.600 --> 00:22:01.300 And 3D environments and characters are being created in real-time through this data 359 00:22:01.300 --> 00:22:03.000 By using this technology 360 00:22:03.000 --> 00:22:04.700 As mentioned earlier 361 00:22:04.700 --> 00:22:08.480 The angles or imagined actions of the director 362 00:22:08.480 --> 00:22:12.880 Can be expressed not only through drawings or writing 363 00:22:12.880 --> 00:22:15.180 But also through moving images 364 00:22:15.180 --> 00:22:17.580 Which not only improves the efficiency of the production method 365 00:22:17.580 --> 00:22:22.950 But also allows for more possibilities during production 366 00:22:23.465 --> 00:23:25.676 Sweet Home Simulation Camera 367 00:23:27.120 --> 00:23:28.920 In the video you saw earlier 368 00:23:28.920 --> 00:23:32.170 The simulation camera is generally referred to as a Simul Cam 369 00:23:32.170 --> 00:23:35.440 And the term Ncam is also used as a specific term 370 00:23:35.440 --> 00:23:37.990 As you can see, in Sweet Home season 1 371 00:23:37.990 --> 00:23:41.690 This is a video where you can see how it was filmed using the simulation camera technology 372 00:23:41.690 --> 00:23:44.990 And how the filmed data is used 373 00:23:44.990 --> 00:23:48.000 Until the final output 374 00:23:48.000 --> 00:23:49.450 Lastly, virtual production 375 00:23:49.450 --> 00:23:51.650 Among virtual production technologies in movies and dramas 376 00:23:51.650 --> 00:23:53.900 I think the most talked-about 377 00:23:53.900 --> 00:23:57.600 And most useful technologies are 378 00:23:57.600 --> 00:24:01.880 In-camera VFX and 2D Driving Comp 379 00:24:01.880 --> 00:24:06.780 You can think of one area of In-Camera VFX as 2D Driving Comp 380 00:24:06.780 --> 00:24:09.680 The elements that make up in-camera VFX are 381 00:24:09.680 --> 00:24:11.600 Divided depending on whether they are composed of a full 3D environment 382 00:24:11.600 --> 00:24:14.500 A 2D image plate 383 00:24:14.500 --> 00:24:16.400 Or a combination of the two types 384 00:24:16.400 --> 00:24:19.050 To create a 2.5D environment 385 00:24:19.050 --> 00:24:22.919 That combines a full 3D environment and a 2D environment 386 00:24:22.919 --> 00:24:24.969 You can think of it as an In-Camera VFX 387 00:24:24.969 --> 00:24:27.919 That encompasses all those areas 388 00:24:27.919 --> 00:24:30.369 In-camera VFX is a method of erecting an LED wall 389 00:24:30.369 --> 00:24:36.119 And placing the environment or image that requires actual filming on the LED wall and filming 390 00:24:36.119 --> 00:24:38.819 This method is not 391 00:24:38.819 --> 00:24:41.419 A simple background or a stationary background called hole 392 00:24:41.419 --> 00:24:45.960 Because it is an environment that can be interactively interacted with in real-time 393 00:24:45.960 --> 00:24:50.160 Because it helps with immersion and acting on set 394 00:24:50.160 --> 00:24:53.660 And it is not just a light-emitting object 395 00:24:53.660 --> 00:24:56.559 It also performs the role of lighting 396 00:24:56.559 --> 00:24:59.359 This ICVFX technology was first introduced 397 00:24:59.359 --> 00:25:02.279 In 2018 by The Mandalorian 398 00:25:02.279 --> 00:25:05.679 The Mandalorian is a spin-off of Star Wars 399 00:25:05.679 --> 00:25:08.829 In which the environment changes continuously while traveling to various parts of the universe 400 00:25:08.829 --> 00:25:13.320 And the story takes place within this environment 401 00:25:13.320 --> 00:25:15.820 This isn't making a two-hour movie 402 00:25:15.820 --> 00:25:18.270 It's making an episodic drama 403 00:25:18.270 --> 00:25:22.020 Therefore, if you build all sets or film on location 404 00:25:22.020 --> 00:25:23.880 In a constantly changing environment 405 00:25:23.880 --> 00:25:26.680 Production costs are bound to increase exponentially 406 00:25:26.680 --> 00:25:29.330 So, for the first time, they built an LED wall 407 00:25:29.330 --> 00:25:34.199 And filmed by projecting various space environments onto the LED wall 408 00:25:34.199 --> 00:25:40.199 Through this, it became possible to freely move between various environments in one set 409 00:25:40.199 --> 00:25:45.000 And produce high-quality content while minimizing costs 410 00:25:45.200 --> 00:25:47.350 Through this case in Korea 411 00:25:47.350 --> 00:25:51.700 There have been cases of attempting this type of ICVFX 412 00:25:51.700 --> 00:25:57.480 What you see is ICVFX on the moon, which was first attempted in The Silent Sea 413 00:25:57.480 --> 00:25:59.630 The difference between domestic and overseas cases is that 414 00:25:59.630 --> 00:26:01.530 In the domestic case 415 00:26:01.530 --> 00:26:04.680 The actual location area 416 00:26:04.680 --> 00:26:08.600 was not carefully adjusted from the pre-production stage 417 00:26:08.600 --> 00:26:12.450 So that usability may be slightly lower 418 00:26:12.450 --> 00:26:14.550 However, when it was actually filmed 419 00:26:14.550 --> 00:26:18.079 It was a project whose potential was fully confirmed 420 00:26:18.079 --> 00:26:22.829 I can tell you that the most used one is 2D Driving Comp 421 00:26:22.829 --> 00:26:27.920 I put 2D Driving Comp separately under ICVFX 422 00:26:27.920 --> 00:26:31.570 Because it is the most efficient method compared to existing shooting methods 423 00:26:31.570 --> 00:26:33.270 So I wanted to introduce it separately 424 00:26:33.270 --> 00:26:38.559 So, I think I will split the episode and talk about 2D Driving Comp in more detail 425 00:26:38.559 --> 00:26:40.859 Simply put 426 00:26:40.859 --> 00:26:42.809 Any scene in a movie or drama 427 00:26:42.809 --> 00:26:46.309 That takes place in a car or any other vehicle is included 428 00:26:46.309 --> 00:26:48.839 Whether it's the future, the past 429 00:26:48.839 --> 00:26:52.239 Or, of course, not if it's a much past 430 00:26:52.239 --> 00:26:54.789 In contemporary, modern, or future works 431 00:26:54.789 --> 00:26:55.889 Many conversations 432 00:26:55.889 --> 00:26:58.600 Or actions take place on something 433 00:26:58.600 --> 00:27:02.950 Previously, all these scenes were filmed on a painted mat 434 00:27:02.950 --> 00:27:04.400 It was synthesized later 435 00:27:04.400 --> 00:27:06.799 Because of the later compositing 436 00:27:06.799 --> 00:27:09.199 It was not easy to match lighting issues 437 00:27:09.199 --> 00:27:12.049 Actors' acting, or interactions 438 00:27:12.049 --> 00:27:14.599 All objects are made of glass 439 00:27:15.149 --> 00:27:16.849 And if we tried to composite them 440 00:27:16.849 --> 00:27:20.640 By implementing reflections on the glass or moving environments outside 441 00:27:20.640 --> 00:27:23.590 There were problems with time and quality 442 00:27:23.590 --> 00:27:26.690 However, the use of ICVFX 443 00:27:26.690 --> 00:27:27.690 Seems to be optimized 444 00:27:27.690 --> 00:27:32.559 For filming these vehicle scenes, especially dialogue or action scenes 445 00:27:32.559 --> 00:27:36.559 Although it may vary depending on the size or size of the LED wall 446 00:27:36.559 --> 00:27:41.559 If you build a size that suits the vehicle or a specific vehicle 447 00:27:41.559 --> 00:27:45.440 And film it through prepared or created video 448 00:27:45.440 --> 00:27:47.390 You can feel immersed in the space 449 00:27:47.390 --> 00:27:50.840 However, it seems to have a strong advantage 450 00:27:50.840 --> 00:27:56.000 In terms of the characteristics of the window glass and its ability to express reflection 451 00:27:56.079 --> 00:28:01.029 The video you are watching is 452 00:28:01.629 --> 00:28:05.119 A 2D Driving Comp used in Netflix's MANK 453 00:28:05.119 --> 00:28:07.619 The reason why I showed this 2D Driving Comp separately is 454 00:28:07.619 --> 00:28:09.919 Because this work was filmed in color 455 00:28:09.919 --> 00:28:13.200 This work was later converted to black and white 456 00:28:13.200 --> 00:28:16.500 So, in certain areas, some characters appear in color 457 00:28:16.500 --> 00:28:18.959 While others change to black and white 458 00:28:18.959 --> 00:28:22.359 If you look at it now, when viewed in actual color 459 00:28:22.359 --> 00:28:24.959 The 3D environment may look awkward 460 00:28:24.959 --> 00:28:27.559 However, when converted to black and white 461 00:28:27.559 --> 00:28:31.200 You can see that it blends into the scene exactly like this without any sense of incongruity 462 00:28:31.200 --> 00:28:33.150 I wanted to show that this virtual production technology 463 00:28:33.150 --> 00:28:36.600 Depending on how the idea is created or used 464 00:28:36.600 --> 00:28:39.079 Not only reduces production costs 465 00:28:39.079 --> 00:28:43.679 But also has many possibilities in terms of usability 466 00:28:43.679 --> 00:28:46.679 2D Driving Comp is not just about vehicles 467 00:28:46.679 --> 00:28:52.720 It can also be a train, a helicopter, or any space object 468 00:28:52.720 --> 00:28:56.270 As you can see, filming on a train is not easy 469 00:28:56.270 --> 00:28:58.520 Not only is the space of the train small 470 00:28:58.520 --> 00:29:01.600 But it is impossible to know where the train is running, what scene to film 471 00:29:01.600 --> 00:29:05.150 When to pass through the tunnel 472 00:29:05.150 --> 00:29:07.300 Doing the action is impossible 473 00:29:07.300 --> 00:29:09.500 And it is difficult to film 474 00:29:09.500 --> 00:29:13.359 Because the environment can change from time to time as a person operates the train 475 00:29:13.359 --> 00:29:16.559 But by using this train set and LED wall 476 00:29:16.559 --> 00:29:18.609 Exterior background you want 477 00:29:18.609 --> 00:29:20.009 The timing you want 478 00:29:20.009 --> 00:29:23.720 And the perspective you want can be made and filmed 479 00:29:23.720 --> 00:29:27.070 So, to create train scenes 480 00:29:27.070 --> 00:29:28.970 Green mats and sets were built 481 00:29:28.970 --> 00:29:33.040 But now it is possible to create 482 00:29:33.040 --> 00:29:36.640 Content of the same quality through ICVFX technology and sets 483 00:29:36.640 --> 00:29:41.279 Among the ICVFX cases, the most successful one I would like to introduce is 484 00:29:41.279 --> 00:29:43.829 A project called Netflix 1899 485 00:29:43.829 --> 00:29:49.079 This 1899 work is set 486 00:29:49.079 --> 00:29:54.160 During the Enlightenment period, that is, from the late 1800s to the early 1900s 487 00:29:54.160 --> 00:29:57.410 And most of the costumes and environments at this time are 488 00:29:57.410 --> 00:30:02.400 Set, and it takes a lot of money and time to build them 489 00:30:02.400 --> 00:30:05.950 Since most of the action takes place on a ship 490 00:30:05.950 --> 00:30:11.760 The background of the ship consists of water, sky, clouds, etc. 491 00:30:11.760 --> 00:30:17.160 Combining these with ICVFX and art set technology 492 00:30:17.660 --> 00:30:23.210 Through minimal set production and maximum environmental 3D production 493 00:30:23.210 --> 00:30:25.679 Efficient filming was enabled 494 00:30:25.679 --> 00:30:29.979 Such Driving Comp filming continues to take place in domestic as well 495 00:30:29.979 --> 00:30:34.159 You see the Driving Comp shot used in The Queen of Tears 496 00:30:34.159 --> 00:30:37.909 If the two actors filmed this conversation scene 497 00:30:37.909 --> 00:30:40.859 Outside in the rain 498 00:30:40.859 --> 00:30:44.259 It would not be easy to match the shooting schedule and rainy day 499 00:30:44.259 --> 00:30:48.080 Ad it would not be easy to continue filming on a rainy day 500 00:30:48.159 --> 00:30:52.609 However, through the LED wall, captured sources, and ICVFX technology 501 00:30:52.609 --> 00:30:54.009 While continuing to retake 502 00:30:54.009 --> 00:30:59.119 We continued filming until we captured the desired emotion of the actor 503 00:30:59.119 --> 00:31:02.919 As a similar example, in Season 2 of Netflix's DP 504 00:31:02.919 --> 00:31:05.359 You are looking at the Driving Comp shot filmed 505 00:31:05.359 --> 00:31:08.659 As you can see, the first attempt was made by 506 00:31:08.659 --> 00:31:12.959 Putting a truck and a car in front of the LED wall simultaneously 507 00:31:12.959 --> 00:31:17.760 And filming while the two cars were interacting 508 00:31:17.760 --> 00:31:21.760 As you can see, the size of the LED wall is important 509 00:31:21.760 --> 00:31:25.110 But, depending on your shooting method 510 00:31:25.110 --> 00:31:30.719 I wanted to show you that you can shoot the scene you want with ICVFX 511 00:31:30.719 --> 00:31:32.069 And it's the same project 512 00:31:32.069 --> 00:31:40.400 You are watching a scene using the train and LED wall used in DP 513 00:31:40.400 --> 00:31:43.900 This scene also involved a lot of action by real actors 514 00:31:43.900 --> 00:31:46.950 And with so many changes in camera angles 515 00:31:46.950 --> 00:31:49.039 It was impossible to film it on a train 516 00:31:49.039 --> 00:31:52.439 Although the train was got 517 00:31:52.439 --> 00:31:56.339 If all the exterior windows of the train were filmed and composited together 518 00:31:56.339 --> 00:31:59.520 The production cost would inevitably rise significantly 519 00:31:59.599 --> 00:32:02.899 However, by using this LED wall technology and ICVFX technology 520 00:32:02.899 --> 00:32:06.299 We could film all episodes in a short period of time, in two days 521 00:32:06.299 --> 00:32:10.400 And produce the final plate immediately without any special post-processing 522 00:32:10.400 --> 00:32:16.239 So far, I have told you what kind of technology virtual production is and how it is used 523 00:32:16.239 --> 00:32:19.189 If you think of virtual production not simply as a technology 524 00:32:19.189 --> 00:32:22.400 But as a way to create content 525 00:32:22.400 --> 00:32:26.550 You can use it in many ways to create new content in the future 526 00:32:26.550 --> 00:32:31.280 Or in any project you use, I think it has potential 527 00:32:31.280 --> 00:32:33.810 I hope this helps you a lot, thank you 528 00:32:34.482 --> 00:32:35.682 The Concept of Virtual Production and Examples of Use in the Entertainment Industry and Animation Virtual Production A set of technologies used to create content 529 00:32:35.682 --> 00:32:36.932 Producing content through organic connection and fusion of existing and virtual technologies Motion capture, performance capture, facial capture, real-time AR/XR compositing technology, etc. 530 00:32:36.932 --> 00:32:38.182 Entertainment Industry Use Cases Virtual idol content: PLAVE, MAVE: Entertainment content: AVA Dream, The Golden Age of Subcharacters, Avatar Singer 531 00:32:38.182 --> 00:32:39.382 LED Wall + performance expansion content Commerce content LED Wall + Interactive Concert 532 00:32:39.382 --> 00:32:41.432 Animation Use Cases Real-time rendering that allows you to check the output while working provides quick feedback and final results 533 00:32:41.432 --> 00:32:43.482 Autonomous confirmation, flexible pipeline, high-quality results in a short period of time Works: Yumi's Cells, Armored Saurus, WillBengers 534 00:32:43.482 --> 00:32:44.832 Drama and Movie Content Use Example Real-time Previs The entire storyboard area can be created in FULL 3D and visualized with data A production method with real-time feedback, improved quality, increased efficiency, flexibility, and creativity 535 00:32:44.832 --> 00:32:46.182 In-Camera VFX Creating the environment necessary for the LED Wall and filming Interactive real-time interactive backgrounds 536 00:32:46.182 --> 00:32:48.882 2D Driving Comp It is a type of in-camera VFX technology and has the highest utilization and usefulness Optimized for dialogue scenes and action scenes inside the car