Lights, virtual camera, action!

The recent commercialisation and affordability of virtual reality technology has enabled widespread exploration of some rather advanced methods of developing new visual experiences. In December of 2016 Kert Gartner (Techrunch 2016) tweeted his success with a virtual camera assembled together using a...

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Main Author: Hodgkinson, Gray
Other Authors: School of Art, Design and Media
Format: Article
Language:English
Published: 2021
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Online Access:https://www.techart.cau.ac.kr/archive/2017
https://hdl.handle.net/10356/148206
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1482062021-05-21T01:34:04Z Lights, virtual camera, action! Hodgkinson, Gray School of Art, Design and Media Visual arts and music::General Virtual Reality Animation The recent commercialisation and affordability of virtual reality technology has enabled widespread exploration of some rather advanced methods of developing new visual experiences. In December of 2016 Kert Gartner (Techrunch 2016) tweeted his success with a virtual camera assembled together using an HTC Vive VR Headset, an iPhone, and three Vive hand controllers. This performs the same essential function as the virtual cameras developed by large studios, where the camera operator or director films the artificial world and its animations through a hand-held screen, referred as a virtual camera. Gartner’s prototype represents a democratisation of this technology that enables smaller studios and individuals to adopt a similar approach – to film their animations in real time, using the same actions and behaviours of a real film camera. When this creative approach to technology is then combined with the new recent cinematic tools in game building engines, the possibilities for animation production is game-changing. Post-production demands such as rendering and compositing will move into the creation space, merging animation, lighting, editing and rendering all into one real-time creative experience. 2021-05-21T01:34:04Z 2021-05-21T01:34:04Z 2017 Journal Article Hodgkinson, G. (2017). Lights, virtual camera, action!. TechArt: Journal of Arts and Imaging Science, 4(4), 31-36. https://dx.doi.org/10.15323/techart.2017.11.4.4.31 2288-9248 https://www.techart.cau.ac.kr/archive/2017 https://hdl.handle.net/10356/148206 10.15323/techart.2017.11.4.4.31 4 4 31 36 en TechArt: Journal of Arts and Imaging Science © 2017 Chung-Ang University and Nurimedia. All rights reserved.
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Visual arts and music::General
Virtual Reality
Animation
spellingShingle Visual arts and music::General
Virtual Reality
Animation
Hodgkinson, Gray
Lights, virtual camera, action!
description The recent commercialisation and affordability of virtual reality technology has enabled widespread exploration of some rather advanced methods of developing new visual experiences. In December of 2016 Kert Gartner (Techrunch 2016) tweeted his success with a virtual camera assembled together using an HTC Vive VR Headset, an iPhone, and three Vive hand controllers. This performs the same essential function as the virtual cameras developed by large studios, where the camera operator or director films the artificial world and its animations through a hand-held screen, referred as a virtual camera. Gartner’s prototype represents a democratisation of this technology that enables smaller studios and individuals to adopt a similar approach – to film their animations in real time, using the same actions and behaviours of a real film camera. When this creative approach to technology is then combined with the new recent cinematic tools in game building engines, the possibilities for animation production is game-changing. Post-production demands such as rendering and compositing will move into the creation space, merging animation, lighting, editing and rendering all into one real-time creative experience.
author2 School of Art, Design and Media
author_facet School of Art, Design and Media
Hodgkinson, Gray
format Article
author Hodgkinson, Gray
author_sort Hodgkinson, Gray
title Lights, virtual camera, action!
title_short Lights, virtual camera, action!
title_full Lights, virtual camera, action!
title_fullStr Lights, virtual camera, action!
title_full_unstemmed Lights, virtual camera, action!
title_sort lights, virtual camera, action!
publishDate 2021
url https://www.techart.cau.ac.kr/archive/2017
https://hdl.handle.net/10356/148206
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