Graphics Reference
In-Depth Information
shot 3D material via 2D-to-3D conversion; planned specialty shots via
2D-to-3D conversion.
1.11.2 Combining/Adding Workl ows
The six workl ows are by no means absolute. Some 3D shows can reasonably
combine or add workl ows. For example, 3D shows with few and/or very
simple visual effects might eliminate the Visual Effects workl ow entirely.
A show requiring depth grading may choose to do this work as part of the
editorial workl ow, by grading depth as the edit progresses. Or a team might
choose to combine color, geometry and the conform portion of the editorial
workl ow into a single workl ow called “Finishing.” The point is not to have
six workl ows; it is to consider all relevant aspects of your show so that you
can take effective action to achieve your creative intent. If it works better
to have additional workl ows for your show, then by all means add them.
Additional workl ows might include:
• Virtual Production (i.e., Realtime Integration of CG and Live Action)
• 2D-to-3D Conversion
• On-set Dailies
• Motion Capture
• Motion Control
• Animation
• Graphics
1.12 The Six Core 3D Post Elements
Just knowing the six key workl ows in a typical 3D show helps our overall
understanding of the 3D post process by dividing the overall effort into
smaller, more easily manageable chunks. In order to understand 3D post
at a day-to-day operational level we need to consider elements common to
each workl ow.
Elements
are aspects shared by all workl ows. As shown in
Figure 1.15,
elements shared by all 3D post workl ows include:
•
Teams:
people implementing the workl ow
•
Techniques:
standardized methods and practices
•
Tools:
hardware and software to process imagery data
•
Terms:
dei nitions of show-specii c jargon
•
Targets:
key numbers: amounts, rates, ratios; technical and quality
specii cations/standards
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