Virtual Production Fundamentals

Designed as a starter guide to help with integrating CG and plate photography in a convincing manner, with emphasis on real-time pixel output.

There are three key areas where, as each are built upon and refined, increases the level of detail and improves the final output.

NOTE: This does not discuss methods of production with NDisplay technologies, made popular by shows such as “The Mandalorian”, and exclusively deals with traditional green/blue screen keying. With that said, there are transferable ideas between the two.


Camera

No matter the camera being used, there are two sets of data points that can be generated (per camera). This data can be used to recreate the exact perspective to be captured in the real or digital world. It is the first step in creating a convincing composite.

Intrinsic Data:

These data points describe how the camera captures a frame of information

  • Film back

  • Focal Length

  • Focus Distance

  • Aperture

  • ISO

  • White Balance

  • Colour space

  • Frame rate

  • Shutter speed/angle

Extrinsic Data:

These data points are in reference to the centre of the camera sensor/film back, and describe its location and rotation in space

  • Position

  • Rotation

By noting Camera ID (Intrinsic Data) and ED (Extrinsic Data) it is possible to directly translate and replicate physical to virtual, and the opposite. If encoded dynamically, these details can be used to move within both worlds simultaneously, whilst maintaining visual consistency.


Mattes

The limiting factor in real-time work flows is frame time, and therefore, single method solutions for generating mattes is used. In reality, a combination of mattes will typically result in a better final output.

Garbage

Used to remove from the plate, areas of the frame/scene that should never appear in the final output.

Keying

Achieved through various strategies, can consist of “core+edge” to retain data within opaque objects, as well as fine detail edges (such as hair).

  • Luma: Luminance-based key, based on apparent brightness

  • Colour/Chroma: Chrominance-based key, based on the apparent hue+saturation

  • Difference: Based on a reference, subtracts values that match

Despill

A necessary component to remove the colour cast on objects in the vicinity of “screens” being used for chroma-key.


Lighting

Something I discovered whilst doing my post-graduate capstone; a simple coloured key-light, or even just a hint as the fill, helps cement the plate into the CG if that light also exists in the CG.

Scene/Talent Lighting First

Get the people lit nicely, then worry about even screen lighting. We want the people to look correctly situated; the lighting on them should be motivated.

Shadows

Inevitable and important for grounding everything real. Avoid shadows on real surfaces that don’t exist in the CG world if possible.

Reflections

Can be achieved by sending the keyed plate into your rendering engine and either hiding in main pass or frame-syncing with the overlaid keyed plate.

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Project Development: UE4 XR Camera Operator