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Michael Naimark Visiting Associate Arts Professor
Interactive Media Arts NYU Shanghai
VR / AR FundamentalsINTM-SHU 280C - 1 Topics in New Media & Entertainment Fall 2017
a practical guide to the big ideas
Week 8: Production Intro
Your Mission: Exploring (real) people close-up in (artificial) constructed environments
VR Experience Lab — Layout & Proposal — Instructions — Downloads — Hosting
Ongoing Assignment — 1 new title reviewed, tagged, and rated per week — DUE ON WEDNESDAYS — Use Resources for Links & Leads (I will)
VR / AR Fundamentals
But First
VR / AR Fundamentals
Production
Your Mission: Exploring (real) people close-up in (artificial) constructed environments
WHY:
— Close-up “intimate” people imagery in VR is awesome — Close-up “intimate” people imagery in VR is hard — Using 360 opens up new possibilities — Between Cinematic VR / CGI Games
VR / AR Fundamentals
Exploring (real) people close-up in (artificial) constructed environments
BASICS: — Real people shot with cameras as close as 1 meter away — Must be stereoscopic or volumetric — Must have spatial sound
— Artificially over or under populated foreground — Artificially modified or replaced background — CGI foreground or background components
— Shot with stationary camera — People mic’ed individually
— Synced movement and speech — Processing in video and/or CGI
— Interactive possibilities
VR / AR Fundamentals
Exploring (real) people close-up in (artificial) constructed environments
WORKFLOW: Capture: — Needs to be stereo or volumetric (not necessarily 360, can be composted later) — High-end VR 360 camera like Jaunt or Z Cam V1 Pro or Insta360 Pro — Stereo camera or stereo pair of cameras (Zed Cam) — Kinect + DSLR (DepthKit) — Tango or equivalent — Audio: mic’ing people individually + spatial ambience capture
Processing: — Video compositing (e.g., After Effects) — Depth maps (Mettle) — Point clouds and game engines (Unity? Unreal?) — Spatial audio
User Interaction: — Selective compositing — Branching
Examples
VR / AR Fundamentals
Exploring (real) people close-up in (artificial) constructed environments
1816 x 908
(Ring around the Rosie silent palendrome) “Loop back and forth” in Keynote
“Credible” hyper-image composite. Everyone was shot separately. Soft looping for ambient movement.
(Don’t Be Evil.) “Loop” in Keynote
“Incredible” hyper-image composite. [audio]
1816 x 908
(Ring around the Rosie) Jim
Solos minus fall Chorus with fall
freeze (I’ll FTB in Keynote)
Everyone was mic’ed and shot separately. Various spatial audio mixes. [audio]
1816 x 908
VR / AR Fundamentals
Exploring (real) people close-up in (artificial) constructed environments
TASKS / TWO-DAY RESEARCH:
— High-End cameras (Michael) — Cameras, Mics, Lighting, and Space @IMA / NYUSH — Zed Cam — Depth Kit — Mettle — Digital compositing — Spatial Audio processing — Moving video/point clouds into game engines — Moving spatial audio into game engines — Selective compositing and branching in game engines
— Everyone else: find examples of — — people close-ups in VR titles — — hybrid video/CGI in VR titles