Crowd generation and realistic scenes in visual effects:the Case Study of KANO
碩士 === 南臺科技大學 === 多媒體與電腦娛樂科學系 === 103 === Crowd simulation could be created by 3d software or visual effects in the industry. But these ways could be difficult. So we need to think about what the project requires. Then we analyze two different ways and choose the more effective way. This research...
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ndltd-TW-103STUT86410082019-05-15T22:34:17Z http://ndltd.ncl.edu.tw/handle/63g583 Crowd generation and realistic scenes in visual effects:the Case Study of KANO 人群生成與擬真場景視覺特效製作─以《KANO》電影為例 Liao,Syuan-Ru 廖軒汝 碩士 南臺科技大學 多媒體與電腦娛樂科學系 103 Crowd simulation could be created by 3d software or visual effects in the industry. But these ways could be difficult. So we need to think about what the project requires. Then we analyze two different ways and choose the more effective way. This research is the case study of KANO's stadium crowd. The project contains too many visual effects shots. We have to complete the large crowd in a limited time. Furthermore, there are close-up shot in the film. If you work with 3D software, you will need a lot of time to adjust the modeling and rendering. So we decided to use visual effects. We worked from material production to compositing. We explore how to use the small-scale production for a large-scale crowd scene. Afterward, we came up with three ways, focus on the production of crown material, crowd compositing by visual effects, and realistic compositing. Furthermore, we propose the crowd structure by visual effects. These ways provide crowd simulation more reference by visual effects in the future. The project content of fieldwork, pre-shooting, and post-production for kano's stadium crowd. The film was to restore the KOSIEN’s historical scene. So we have to study the historical photos. By filming individuals via green screen as a single material. The pre-production is mainly focused on filming crowds. The post-production create large-scale stadium crowd scene by material compositing. According to the stadium layout the people material and stadium build synthesis. By adjusting the lighting and focus in order to make it look photo realistic. Eventually finishing the crowd and scene’s visual effect. According to the results of sorting out the production of content and making several points, the focus on crowd footage production especially when clearly planning slate table, there must be enough space between the actors, each piece of footage will lengthen the duration, and footage homogenization treatment; The main point of crowd visual effects production, three-dimensional structures are arranged dynamically to help the crowd dynamics, the grouped characters copy, while reproducing human movements should be unified, mirroring the characters can increase the footage variety; Realistic composition production methods, respectively colors, lighting and focus should be consistent, the crowd footage should be corresponding with the scenes , depth of field on 3D buildings can be produced by using Z-Depth, character shadows can be adjusted only on close-up or prominent characters. After producing the crowds in "KANO", then the crowd production process flow will be made into more in-depth details. First, the dynamic tracking, diving the clear line between angles and lightings, followed by choosing the crowd footage source, then arrangement of characters, copy displacements, separating timetables of movements, groupings duplications, then finally inspecting and adjustment of the overall reel. Chiu,Cheng-Ning 邱正寧 104 學位論文 ; thesis 60 zh-TW |
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碩士 === 南臺科技大學 === 多媒體與電腦娛樂科學系 === 103 === Crowd simulation could be created by 3d software or visual effects in the industry. But these ways could be difficult. So we need to think about what the project requires. Then we analyze two different ways and choose the more effective way. This research is the case study of KANO's stadium crowd. The project contains too many visual effects shots. We have to complete the large crowd in a limited time. Furthermore, there are close-up shot in the film. If you work with 3D software, you will need a lot of time to adjust the modeling and rendering. So we decided to use visual effects. We worked from material production to compositing. We explore how to use the small-scale production for a large-scale crowd scene. Afterward, we came up with three ways, focus on the production of crown material, crowd compositing by visual effects, and realistic compositing. Furthermore, we propose the crowd structure by visual effects. These ways provide crowd simulation more reference by visual effects in the future.
The project content of fieldwork, pre-shooting, and post-production for kano's stadium crowd. The film was to restore the KOSIEN’s historical scene. So we have to study the historical photos. By filming individuals via green screen as a single material. The pre-production is mainly focused on filming crowds. The post-production create large-scale stadium crowd scene by material compositing. According to the stadium layout the people material and stadium build synthesis. By adjusting the lighting and focus in order to make it look photo realistic. Eventually finishing the crowd and scene’s visual effect.
According to the results of sorting out the production of content and making several points, the focus on crowd footage production especially when clearly planning slate table, there must be enough space between the actors, each piece of footage will lengthen the duration, and footage homogenization treatment; The main point of crowd visual effects production, three-dimensional structures are arranged dynamically to help the crowd dynamics, the grouped characters copy, while reproducing human movements should be unified, mirroring the characters can increase the footage variety; Realistic composition production methods, respectively colors, lighting and focus should be consistent, the crowd footage should be corresponding with the scenes , depth of field on 3D buildings can be produced by using Z-Depth, character shadows can be adjusted only on close-up or prominent characters. After producing the crowds in "KANO", then the crowd production process flow will be made into more in-depth details. First, the dynamic tracking, diving the clear line between angles and lightings, followed by choosing the crowd footage source, then arrangement of characters, copy displacements, separating timetables of movements, groupings duplications, then finally inspecting and adjustment of the overall reel.
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author2 |
Chiu,Cheng-Ning |
author_facet |
Chiu,Cheng-Ning Liao,Syuan-Ru 廖軒汝 |
author |
Liao,Syuan-Ru 廖軒汝 |
spellingShingle |
Liao,Syuan-Ru 廖軒汝 Crowd generation and realistic scenes in visual effects:the Case Study of KANO |
author_sort |
Liao,Syuan-Ru |
title |
Crowd generation and realistic scenes in visual effects:the Case Study of KANO |
title_short |
Crowd generation and realistic scenes in visual effects:the Case Study of KANO |
title_full |
Crowd generation and realistic scenes in visual effects:the Case Study of KANO |
title_fullStr |
Crowd generation and realistic scenes in visual effects:the Case Study of KANO |
title_full_unstemmed |
Crowd generation and realistic scenes in visual effects:the Case Study of KANO |
title_sort |
crowd generation and realistic scenes in visual effects:the case study of kano |
publishDate |
104 |
url |
http://ndltd.ncl.edu.tw/handle/63g583 |
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