1st Edition

The VES Handbook of Virtual Production

Edited By Jeffrey A. Okun, VES, Susan Zwerman, VES Copyright 2024
454 Pages 172 Color Illustrations
by Focal Press

454 Pages 172 Color Illustrations
by Focal Press

454 Pages 172 Color Illustrations
by Focal Press

The VES Handbook of Virtual Production is a comprehensive guide to everything about virtual production available today – from pre-production to digital character creation, building a stage, choosing LED panels, setting up Volume Control, in-camera compositing of live action and CG elements, Virtual Art Departments, Virtual Previs and scouting, best practices and much more. Current and... Read more
 Chapter 1. What is Virtual Production

Definition of Virtual Production / Types of Virtual Production

What Types of Scenes Work Well for Virtual Production

Greenscreen for Virtual Production

Chapter 2. Advantages and Disadvantages of Shooting in Virtual Production

Advantages and Disadvantage of Using LED Volumes for Production

Chapter 3. How the Virtual Production Supervisor and Producer Relate to Other Departments

Virtual Production Supervisor Relationships

How the VFX Team on a Virtual Production Show Interfaces with Other Departments

Production Design for Virtual Production - What Has Changed, What Has Not?

Chapter 4. How To Shoot and Edit Animation Using Live-Action Virtual Production

Introduction: The Creative Story Process

Performance and Motion Capture for Animation

Virtual Camera and Director’s Layout

Creative Editorial

Chapter 5. Visualization

What is Storyvis

Previs/Mocap Pipeline and Flow chart

VR Scouting

VCAM - Virtual Camera System Used During Prep

Techvis and Motion Control Techvis

Stuntvis

VP Tools for On-Set Visualization

Simulcam

Postvis

Chapter 6. What Roles Are Needed for Virtual Production?

Overview of Virtual Production Staffing and Organization

Producing Virtual Production

Chapter 7. VAD (Virtual Art Department)

Definition of VAD / Workflow Integration

Artists for Asset Creation/Sets

Building Assets in Game Engines/Unreal

Managing Asset Quality and Performance Needs for Virtual Production

Virtual Scouting with Production Design - VR System

Virtual Pre-lighting with the DP

Multi-user Virtual Location Scouting – Pre-production

What Are the Differences Between a Multi-User Virtual Scout and Other Scouting Processes?

Techvis for Art Departments

Optimization and Delivery

Digital Content Creation Software Used in VAD

Content Library - Digital Backlot of Assets

Version Control Software

Chapter 8. Digital Asset Creation

Building 3D Assets in a VFX Facility

Capturing Surfaces with Photogrammetry to Create Assets

Procedural Digital Asset Creation

Move AI - Markerless Motion Capture

Using Miniatures for Virtual Production

Preparing 2D Plates for Virtual Production

Chapter 9. Volumetric Capture for Humans

Overview of Volumetric Capture

Volumetric Capture / Considerations for Production - Wardrobe, Hair, Makeup, Blocking

Volumetric Capture with Actors for Virtual Production

Chapter 10. How to Make Characters for Use in Virtual Production

Smart Simulated Characters (Digital Extras)

MetaHumans: Creating Digital Humans for Production

Animating MetaHumans with Motion Capture

Chapter 11. How to Capture Environments for LED Walls

Photogrammetry and LiDAR Sets for VP

Photogrammetry Optimization

Plate Photography for Playback on LED Walls

Chapter 12. Process Work on LED Stage

General Understanding of Process Work

Break it Down Into Techniques

Chapter 13. Projects Shot on an LED Stage

LED Wall ICVFX

LED Volume - 3D Tracking Full Volume versus 2D Playback on Set

Chapter 14. Challenges and Limitations of Shooting in a Volume

Limitations To Be Aware of When Shooting In a Volume

Moiré, Viewing Angle, Banding, Latency, Artifacts, and Frame Sync

Color Gamut and Color Shift

Sound Dampening

Post Cleanup of the LED Wall

Chapter 15. Setting Up an LED Volume Stage - Permanent versus Pop Up

Setting up a Full Volume for LED Walls

Stage Designs

Mobile LED Stages and Walls

LED Display Wall - LED Modules, Processors, and Rigging

Display Considerations

Chapter 16. LED Display Technology and Hardware

Characteristics of LED Displays

Color Consistency and Predictability

LED Display Validation Protocols

What Are the Aspects of Choosing a Panel

Types of Tools That Connect Cameras, Monitors and LED Displays to Computers

Key Characteristics of LED Display Processors

LED, OLED, and Playback Servers

Chapter 17. Volume Control - Brain Bar Labor

Description of Labor types for the Brain Bar

Rendering and Control Computers

Chapter 18. Software for Virtual Production

Virtual Production Software

Types of Content for On-Set Virtual Production

On-Set Applications

Media Servers for Filmmaking

Chapter 19. Cameras for Virtual Production

Characteristics of Cameras for Virtual Production

LED Processing for Camera -  Frame Remapping for ICVFX

LED Processing for Camera - GhostFrame

Calibration and Lens Metadata

Chapter 20. Camera Tracking for Virtual Production

Overview of Inside-Out and Outside-In Tracking Systems

Outside-In Tracking Systems

Physical Tracker - Inertial / Optical / Hybrid / Encoder Based Solutions

Chapter 21. Introduction to Color Management for LED Walls

The Definition for Matching

Rendering a Virtual Scene to Produce Linear Light

Creating a Signal from Linear Light

LED Processor Conversions

Photography of LED Panels

Preview of Camera Look in Real-Time Engine

Limitations of LED Wall Panels

Chapter 22. Art Dept Integration in the Digital and Physical World

Getting the Environment Ready for the Cinematographer and Lighting in the Volume

Blending the Physical and Digital World

Workflow of Shooting on LED Wall

Real-Time Compositing Between Physical and Digital World

Chapter 23. Lighting Types for Virtual Production (LED Volume)

DPs on Lighting for a LED Volume

Lighting for the Outer Frustum

Using the LED Wall as a Direct Reflection Lighting Tool

External Lighting on Stage versus LED Wall Lighting

On-Set Image Based Lighting (OS IBL) / Lights with Special Integration for Virtual Production

Lighting Control Systems, Pixel Mapping and Protocols with Virtual Production

Chapter 24. Epic Training (Unreal Engine)

Training In-Camera Visual Effects (ICVFX) for Virtual Production

Chapter 25. Unity Software - Overview/Aspects of Virtual Production

Introduction

World Building in Unity

Camera Tracking in Unity

Simulcam with GS Shooting - Live Set Composting

Ziva Dynamics- Photographic (Realistic) People, Animals, and Creatures

Chapter 26. The Future of Virtual Production

Overview of the Future

Beyond Flat Screens for On-Set Virtual Production Stages

Alternative Display Technology: Projection Based Volume Using White Cyc

High Resolution Depth (HD3D)

MicroLED - High-End Display and Resolution

Full Gamut Color- RGBW

NVIDIA Omniverse and Artificial Intelligence

What is Next? - Beyond the Volume

Acknowledgments

Appendix A: Charts and Technical Diagrams

Appendix B: : The Virtual Production Glossary

Biography

Susan Zwerman, VES, is an experienced Visual Effects Producer with a passion for cutting-edge film production. She is highly respected for her expertise in visual effects and virtual production budgeting and scheduling. As chair of the DGA UPM/AD VFX Digital Technology Committee, Susan organizes virtual production seminars to introduce members to this exciting and evolving new technology. Susan received the Frank Capra Achievement Award in recognition of career achievement and service to the industry and the Directors Guild of America in 2013. She is a member of the Academy of Motion Picture Arts and Sciences, the Producers Guild of America, the Directors Guild of America, and a member and Fellow of the VES.

Jeffrey A. Okun, VES, is an award-winning Visual Effects Supervisor who is more than conversant with virtual production. He is a member and Fellow of the VES and a member of The Academy of Motion Pictures, Arts and Sciences, the American Society of Cinematographers (ASC), the Television Academy, and the Editor’s Guild. Okun created visual effects tracking and bidding software in 1992 that is still in wide use within the industry today, as well as the revolutionary visual effects techniques dubbed the "PeriWinkle Effect" and the "Pencil Effect" – a predictive budgeting tool. He is also a noted 60s, 70s, and 80s rock and roll photographer.