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Real-Time Visual Production using Unity 3D

  • Lee, Dong-Min (Dept. of Cartoon, Game & Motion Graphics, Yewon Arts University) ;
  • Shin, Seung-Jung (Dept. of IT Convergence, Hansei University)
  • Received : 2018.10.17
  • Accepted : 2018.10.30
  • Published : 2018.12.31

Abstract

Generally, the animation and image production process consists of three stages: Pre-Production, Main-Production, and Post-Production. Real-time video production is also made based on this configuration. On the premise of the increase of productivity by reducing the production time effectively in the main production stage that takes the most time, this study aims to summarize the process of producing videos, focusing on the concrete main production stage. To do this, we propose a method for creating a real-time image from the point of view of the general user using Unity 3D, one of the game engines. Also, this study utilizes the Cinemachine feature provided by Unity 3D, which is suitable for the implementation of the proposed module structure.

Keywords

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Figure 1. The average production period and manpower allocated in the field of the domestic video production.( 2018 Film Busan Vol 25 (No. 65) Special 01. http://www.filmbusan.kr/)

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Figure 2. Render Farm for Pixar Toy Story CG. ( What the Render Farm for Toy Story CG tells Us – Tech Holic)

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Figure 3. ID Software’s DOOM Series. (From Doom to Dunia: History of Game Engines (1). https://sergeswin.com/374)

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Figure 4. Naughty Dog’s PS4 Uncharted 4 Play Video. (Naughty Dog’s Homepage. https://www.unchartedthegame.com/en-us/)

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Figure 5. Existing methods for producing videos and animations

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Figure 6. Unity’s real-time workflow for animation is based on iterative cycles, instead of a waterfall process. (Unity Hompage. https://unity.com/)

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Figure 7. Scenes were laid out as “Stageplays” in Timeline to create an environment where cameras and animation could be edited and timed during development. (Unity Hompage. https://unity.com/)

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Figure 8. Stage of the application of subdivision to 3D

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Figure 9. Conceptual diagram of the application of a normal map of low polygons. (CGLAND- [Pre-production Feature] What is a Normal Map?)

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Figure 10. Fixed amount of tessellation.( Unity Manual. https://unity.com/)

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Figure 11. Diagram showing the connection between the parts of the animation system. ( Unity Manual. https://unity.com/)

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Figure 12. Lighting settings in Unity 3D

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Figure 13. Lighting settings in Unity 3D

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Figure 14. Lightmapping in Unity 3D.( Unity Manual. https://unity.com/)

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Figure 15. Light Probes in Unity 3D.( Unity Manual. https://unity.com/)

Table 1.The average production period, manpower allocated and production costs in each field of the domestic industries. ( 2018 Film Busan Vol 25 (No. 65) Special 01. http://www.filmbusan.kr/)

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References

  1. 2018 Film Busan Vol 25 (No. 65) Special 01. http://www.filmbusan.kr/
  2. What the Render Farm for Toy Story CG tells Us - Tech Holic. http://www.techholic.co.kr/news/articleView.html?idxno=59409
  3. From Doom to Dunia: History of Game Engines (1). https://sergeswin.com/374
  4. Naughty Dog's Homepage. https://www.unchartedthegame.com/en-us/
  5. Unity Hompage. https://unity.com/
  6. CGLAND- [Pre-production Feature] What is a Normal Map? http://media.cgland.com/news.html?part=&modes=view&page=674&no=3081&word=
  7. Unity Manual. https://unity.com/
  8. SooKyun Kim, Giseob Song, Hee-Bum Lee, Gi-Hun Kang, KwangHyuk Im, SeokHun Kim, "An Efficient Use Method for Unity 3D Engine", Proceedings of the Korean Society of Computer Information Conference 21(1), 2013.1, 333-334 (2 pages)
  9. Seok-Hyun Yoon, "A Study On Analysis and Availability of Unity 3D Engine", Proceedings of the Korean Society of Computer Information Conference 22(1), 2014.1, 323-326 (4 pages)
  10. Seo-Won Jung, Jin-Mo Kim, "One-man Mobile Casual Game Production Using Unity 3D", Journal of Digital Contents Society 15(4), 2014.08, 501-512 (12 pages) DOI: 10.9728/dcs.2014.15.4.501.