3 research outputs found

    Experiments in the Use of Game Technology for Pre- Visualization

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    This overview paper outlines the value of real-time 3D engines for pre-visualization. Pre- visualization is a standard tool during pre-production of many modern film productions. First, the parallels between the two increasingly digitized technologies are discussed. Second, the paper outlines the special needs and problems posed by pre-visualization, and argues that animation control and camera control are the two main areas that need to be addressed. Finally, it presents a range of experiments that provide different practical approaches to these two core questions and utilize available game technology. The approach of these tests was to keep the rendering real-time – “liquid” – as long as possible. This follows original machinima-like production pipelines. Ultimately, the prototypes presented here illustrate the value of real-time game engines for pre-visualization as well as still prevailing limitations

    Augmented Reality as a Potential Tool for Filmmaking

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    Augmented Reality (AR) has been used for a wide variety of industries. The purpose of this study was to determine the suitability of this technology for use in filmmaking. One of the problems on a film set is the time taken to block a scene. Blocking involves the placement of subjects and props within a scene. Different ideas have been used for blocking including previzualisation and Virtual Reality (VR). This study proposesed the use of AR as a tool to solve this problem. Marker-based and Markerless AR were assessed in turn to determine their suitability for addressing the problem. The use of AR markers and QR codes were examined in comparison with the use of Simultaneous Localization and Mapping (SLAM) imple mentations. The marker-based AR requires a physical object to scan and markerless is done via the mapping of GPS coordinates. Experiments were conducted on the accu racy and code required for each type of AR. These involved calculating the distances from the marker and the code required to create the virtual content. Surveys and expert interviews were conducted with filmakers and people working in the AR industry to determine the usability and feasibility of the proposed application. This provided a qualitative approach to the technology as the acceptance of any new system is of equal importance to how it functions

    Advanced Wireless LAN

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    The past two decades have witnessed starling advances in wireless LAN technologies that were stimulated by its increasing popularity in the home due to ease of installation, and in commercial complexes offering wireless access to their customers. This book presents some of the latest development status of wireless LAN, covering the topics on physical layer, MAC layer, QoS and systems. It provides an opportunity for both practitioners and researchers to explore the problems that arise in the rapidly developed technologies in wireless LAN
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