Cutscene - Research


Research
Throughout all media industries, the use of three dimensional (3D) models has grown so prevalent that its rare to see anything without something 3D modelled. From big budget films to small adverts that show on TV, the use of 3D grows every day. This is because 3D modelling allows a level of freedom, creativity and realism that cannot always be achieved through real life footage such as in; Fantasy, Sci-Fi or Historical features. 3D can also be used to simply enhance what is already on screen.
3D has been used in entertainment for almost a hundred years, with the first ever 3D film debuting in 1922. This film was The Power of Love and was displayed in 3D by using an early form of 3D imaging called anaglyph. This is the use of two different images taken a few centimeters apart and displayed through a red and blue or red and green filter so that two images appear on screen. The viewer must then wear anaglyph glasses that have one lens of the corresponding colour so that when the screen is viewed, the focal distance of the average human refocuses the images making them appear in 3D. This technique was then used for a number of decades until technology was advanced enough to allow use of digital modelling techniques. As can be seen in image [1], the camera used at the time has two viewing ports set a few inches apart. This is to mimic the distance of human eyes so that when the dual colour glasses are worn, the image can appear as 3D.

Although this was the first use of 3D, most studios abandoned the feature until the 1970s and 80s. During this time, a number of films were released to try and rekindle the old style of anaglyphs but were usually met with poor reviews and most would end up being forgotten by the public. During the late 80s, Japanese developers produced allowed for the display of 3D footage on standard playback devices in the home. This too was short-lived as there were only a dozen titles for this system and it was discontinued in the early 90s.

During the mid-1980s, the film format of IMAX was produced which allowed for a better 3D experience than the spew of B-Class films from a few years before. 3D IMAX films were originally released as a special event type of thing with audience members viewing on an impressively large screen and higher quality imaging. The use of glasses was also updated, going from the flimsy cardboard red/blue or simple polarized glasses to using active LCD shutter glasses [3]. These worked by using a transmitter that synchronized with the screens display rate. Since they were a powered device, they were somewhat bulkier then the previous counterparts but displayed a superior image and 3D effect, so they were preferred for the most part.

By the time we were in the 21st Century, 3D had evolved from polarized or dual-image footage to fully fledged digital 3D techniques such as computer-generated imagery (CGI) and motion capture. Motion capture technology made animating characters easier than ever with the ability to film actors in specially designed suits that pick up key points on their body and digitally remastering them to be whatever is needed. 
These suits have evolved over the twenty to thirty years they have been in use. The suits were originally a skin tight suits with small white balls placed in key locations to allow for a digital skeleton to be made from their movements. This evolved into suits with much smaller reference points with many more on the body to better capture the movements of the characters with spots added to the faces of actors allowing for the mimicry of facial expressions.


Video game developers have mostly been the pioneers in the use of 3D since the first 3D game with the release of Battlezone, a simplistic tank shooter game with 3D wireframe graphics [6]. This paved the way for future generations of 3D gaming. Games used a very simple version of 3D similar to Battlezone, but when box office hits were released such as Crash Bandicoot, Spyro the Dragon and Lara Croft: Tomb Raider the industry suddenly rocketed forwards into 3D being the standard for most games. 
The problem with 3D games from this period is that the technology capable of running 3D was very basic and to do it with any great level of detail took technology that was not available for home use. Because of this, early 3D games used a lot of shortcuts to allow the games to run in 3D whilst still being applicable for home use. In the original Tomb Raider game, the main character had such a low poly count, her face was almost flat and everywhere that should have been round and curved instead came to a prominent point [7]. Despite this, the fact that any game could be made 3D outweighed this downside and people still thought of the graphics as groundbreaking at the time.


In our current generation, the use of 3D in games is phenomenal. With a powerful enough PC, games can be run in such high detail that it can sometimes be hard to tell whether or not the image is a digital render or a real-life photograph. With the up and coming release of games such as Battlefield 5 the gaming industry has never been more visually stunning. The graphics card production company NVIDIA has developed a new system which allows for real-time ray tracing. This means that the game will render light rays as they are produced but only in relevant areas. This allows for dynamic reflections, hyper-realistic shadows and near perfect texturing on all assets.
A technique that is often used by companies to create a 3D object is by scanning in a real object. This is process where an object is made in the real world by hand such as a sculpture or by collecting items that can be as simple as a lightbulb or screwdriver and using a device to scan a copy of said object into a digital space. This technique is usually reserved for very complex shapes that would be time consuming and costly to develop as a model, therefore it is easier to create a model in the real world out of clay or sometimes stone like from a statue and then scan it in to be used as a model.

3D scanning works by placing the subject model on the bed of the digitizer to be scanned. A thin line laser is then fired at the object to start gathering data points. These points are picked up by two or more sensors that map out the changing shape and distance of the laser by reading the light reflected off of the object and display a render in digital space. Since this method involves reading light beams, the process is very fast and efficient with a very high margin of error, with some machines being able to read up to 750,000 points of detail per second at an accuracy in the realms of a ten thousandth of a millimeter.




The use of 3D isnt always as simple as creating an asset and placing it into a scene, sometimes the 3D that is put into place has to meld seamlessly into the scene that is already there. A lot of films shot as live-action use 3D modelling to help build the scenery. 

One example of this being done to a high standard is in the 2015 film Mad Max Fury Road. For the scene in which a character is being chased through a canyon, although it looks as real as can be, the original, un-edited footage is much different. The scene was filmed in Namibia across a hilly, sandy area with mounds not much bigger than the vehicles themselves. This was then changed in production into the dangerous looking ravine area. This was done because it is both difficult and dangerous to film in such a location.



3D technology has also become so advanced that there are companies that produce exclusively 3D animated films and are highly profitable in their efforts. Some of the biggest companies that do this are Pixar and Dreamworks. These two companies make animated feature films of such a high caliber that they have both become a worldwide household name. Pixar is renowned using a more cartoonish style with their models, having made such films as Toy Story, The Incredibles and Finding Nemo. These films have characters that are either personified creatures or superheroes with unobtainable body proportions. This style works well because Disney has a primary audience of young children and families which means the art style appeals more to the younger audience. 
Dreamworks on the other hand has a reputation for making films that are so high in quality it is possible to see individual hairs even in small areas such as eyebrows and eyelashes. However, they do still use a more cartoonish style, just not as disproportionate as Pixar. The most notable films that Dreamworks have made are How to Train Your Dragon, Shrek and Kung Fu Panda. While the main characters in these are either not human or in the case of the first one, a literal Dragon, they are still much more realistic in the ways they move and look.


The style of 3D modelling influences the feel of the game massively. Whether its a child friendly game or an action-packed gore fest, if the modelling isnt in keeping with the feel of the game, nothing would work. Using the example of the recent remake of Doom, it is possible to see this at play. From the first moment the player begins, they are bombarded by sights and experiences and because of this, the modelling has to follow suit. Whether its in an industrial area or a rocky, mountainous region, a rule can be created of having areas full of sharp outcrops or various forms of structure covering almost every available space. It helps to encourage to frantic pace the game sets by further throwing visual information at the player.

The enemies of this game also follow a similar rule. Since the game is a 3D High Definition (HD) remake, all the enemies are based off the old 2D sprites from the original Doom game. From the basic grunts to the big bosses, they are all a hellish abomination of bone and flesh. The enemies called Beholders are a floating mass of meat covered in boney horns with a giant mouth and one large eyeball. From this description alone, it is possible to understand that these creatures are meant to be if not scary then gruesome. The game encourages the player to play recklessly and aggressively and having an enemy like this coming towards you makes you want to take it down as quick as possible. If these creatures were modeled as a smiling balloon for example, it would take almost all the interest out of fighting them, this is why the modelling style must fit in with the game.


Following the same idea but with a completely different style of game, Overwatch has been critically acclaimed with its models. These being so diverse and unique between every character that nothing more than a quick glance is needed to know which character youre looking at. There is more reason to this than just artistic flair however, this is almost a necessity because the game is heavily based around competitive gameplay and knowing which character should be focused to kill first. If the characters looked almost alike to one another, this would make it much harder to distinguish between what characters are a priority. It also helps to make the game more dynamic. Have such a dynamic roster of characters to learn help increase complexity but even more than this, the different size models impact gameplay directly. Since the characters range from a knight in very large armour down to a young and small woman, the hitboxes cause the heroes with more health to be easier to hit whilst those who will die much quicker a better chance of survival thanks to the smaller model.

The maps for this game also impact how it is played. Since the game focuses so much on the competitive aspect of a six versus six game, the maps cant be too distracting for the player whilst still keeping in the style of where it is set as all maps in this game are set in the real world. Having a simpler design means the players will automatically focus more on the enemy team and less on what the surrounding environment looks like. 
Doing this was a good choice by the developers because it has another benefit of being much easier to run for lower power PCs. This is another big reason why modeling has to have so much thought put into it. Overwatch is designed to be fast paced with a lot of action going on at almost all times, because of this, if the models were very high poly, even the stronger PCs would struggle to run smoothly.

When displaying cutscenes or footage, games and media can do one of two things, either pre-render the scene or play it as a real-time render. Both of these methods have their own positives and negatives, so it usually comes down to whats more applicable at that time. Pre-rendered cutscenes are when a computer renders out the scene in full before the time it is being played, this means it can be played as a video format saved into the files of the game. On the other hand, a real time rendered cutscene is being rendered in game by the operators computer. This can be hindered by the speed of the computer as a faster PC will render scenes much faster.

A pre-rendered cutscene is created long before a game or production is released because it can take literal hours to render out just a few minutes, or even seconds, of footage. Because of this the rendering is done while production is still ongoing and cannot be feasibly done by any computer someone owns. The benefits of doing this though is that a very high amount of detail can be used. Since the users computer doesnt have to render the scene, developers can put in detailed lighting, high poly models and complex shaders to make the scene look as detailed and impressive as they require. This makes them good for large cinematic sequences that are key to building story in the game. Any time a film or series is produced it is pre-rendered for the convenience and use of the general public. One downside to using a pre-rendered cutscene is that there is no way to interact with anything thats going on in the scene.


A cutscene that is rendered in real time, however, does have the ability to be interacted with. Since a real time render is being created in the moment by the users PC, the player is able to have a level of intractability with the cutscene. Because the game would need to render this at the same time as everything else in the area, the quality of both the animation and visual effect is fairly diminished compared to a pre-rendered cutscene. The lighting and modeling has to be quite minimal and simplistic in most cases thanks to the need to render a lot of things at once in a dynamic space. The upside however is that they can be played within the scene almost no matter where the character is. Examples of these are things such as the animations that happen when a player opens a lock [21] or when the player can move the camera or even the character while the cutscene is playing.

Cutscenes, like all productions, have to go through a pipeline before they can be developed. This pipeline is what encompasses the entire project from the initial concept until the final result. Following this pathway is what allows all the members of a team to do their jobs in the right order whilst also making sure everything that needs an earlier stage is complete. The pipeline can be broken down into pre-production, production and post-production which means each of the stages of the design process fall into one of these categories and developers cant move on to the next step without completing the current step.

The first step of the pipeline is the pre-production. At this stage the product is nothing more than an idea, it may have a few concept sketches made by the person who pitched it but other than this, there is nothing more than an idea. This idea must be then taken before a board of developers who will decide whether they think its a good enough idea to spend the time, funds and resources into the project. If they think the pitch has potential, it will then be sent on to have concept sketches, if none have been made already, and a storyboard allowing developers to better see how the product will pan out. After the storyboard is complete, it is turned into an animatic by putting every frame in order for the correct amount of time as well as adding very basic sounds into the animatic which can sometimes be nothing more than the artists or editors using their voices to make the sounds. At this stage, the production can be shut down if the developers dont feel the animatic has any real future as a production.


If the animatic gets cleared and development can move forward, everything moves onto production. This is where the biggest bulk of work is done. The first thing that must be done is research and development (R&D) where the production team carries out research into what work they need to do, such as model ideas, themes, environments and ideas of how to build the project. Following this is the modeling portion of development, this combined with the texturing, rigging and animating makes up the largest section of work. 

This is where the models get made by the company to the specifications from the R&D. With the models complete they get textured and rigged so that they are fully ready to be implemented into the scene. At this stage, the animating can finally commence. This takes up a long time because a lot off effort needs to go into every frame and in most animations, there are hundreds and thousands of frames. With the animating complete, the final step of production is to add the visual (VFX) effects and lighting. This is things such as smoke, fire, any particle effects and ensuring the lights looks as realistic as possible. The animations finally get rendered out and sent off for the final stage of production.

Before being sent out for public viewing all the post production must be completed, the rendered animation must first be composited into one sequence. This is done by collecting all the rendered scenes and editing them together seamlessly to look like one clip. The editors will finally work with foley artists to add realistic sounds to the animation. Once composited into one sequence, the files are sent off to either a colour correction studio or first into 2D VFX to add any extra details over the top of the production, otherwise they are sent to ensure the colour of the sequences are realistic and correct in how they are shown. Once all of this effort has been completed, the product can be finally rendered and exported into the final product and sent out for public viewing.



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