Real-Time Post-Correction Work in the CG/Live-Action Compositing Video Content Production Process Using Game Engines

초록

Game engines are not just tools for producing games but are also the primary tool in the production of computer graphics (CG)/video content through the powerful function of real-time rendering. However, the use of additional Digital Content Creation (DCC) tools is inevitable because it is still used as a real-time renderer and not for the entire production process. This study points to post-production problems in the CG/live-action compositing video content production process using game engine post-production problems that force the use of additional late-stage compositing tools. Furthermore, this study investigates a solution to enable CG/live-action work within a game engine without using additional tools. If game engines are gradually developed by considering these problems and if the entire production process can take place within the game engine, it can be used for more diverse content.

키워드

Game EnginePost-CorrectionCompositingReal-Time.
제목
Real-Time Post-Correction Work in the CG/Live-Action Compositing Video Content Production Process Using Game Engines
저자
이상훈성보경
발행일
2023-06
유형
Y
저널명
Journal of Arts and Imaging Science
10
2
페이지
56 ~ 60