Achieving visual realism through calculating how light creates shadows and reflections and how it bounces off objects.
RAY TRACING
The other area in which film has
traditionally been miles ahead of games is lighting, but PCs could be
on the brink of a revolution in this field. Ray tracing, whereby a ray
of light is traced around a scene, with the computer calculating all
the reflections, shadows and angles of incidence, makes 3D scenes look
incredibly realistic. Due to its phenomenal hardware demands, it isn't
often used in the games industry where frames have to be rendered
quickly in real time. However, Intel has recently been talking about
making real-time ray tracing a possibility in games.
This
concept came as a surprise to Cinesite's Sue Rowe, though, who said 'I
can understand using ray tracing to mimic a scene from a live action
set, but how would it work in games?' It's all very well to say that
ray tracing will give games super-realistic lighting, but a 100 per
cent accurate lighting system isn't always what you want. Rowe explains
that 'ray tracing gives you exactly what the computer thinks it can
see, and sometimes that isn't very pretty'. Maddocks concurs, adding
that with CG, your aim is to 'create what the director wants, and that
isn't always realism'.
Maddocks provides the example of the
glass elevator in 'Charlie and the Chocolate Factory', which was
created at Cinesite. 'Willy Wonka and his guests fly out of the factory
in a glass elevator,' he explains. 'The glass is reflecting everything
in the environment, but when the visual effects supervisor saw it, he
asked, "Wouldn't we see chimneys reflected in the glass?" What he
really meant was "please can I see some chimneys reflected in the
glass?"'
As a result of the mathematically precise nature of
ray tracing, chimneys weren't reflected in the glass because they
weren't in the right place in the scene to be reflected. 'That's no
good for dramatic storytelling though,' says Maddocks. 'The director
wants to show that they're going around the factory, so you have to
bend everything out of shape, such as building fake chimneys at odd
angles that don't show up in the main scene, but show up in the
reflections, just to fulfil what they want.'
This is fine when
you have the ability to exclude unwanted elements from a scene, as with
a film shot, since the viewer only sees it from the director's point of
view. However, it's a different story in a game, where the director is
effectively the player and they can move anywhere they like in a scene.
According to EA's Sanjay Mistry, this isn't necessarily a huge
problem though. He points out that both films and games end up on a 2D
screen, but games can be adjusted in real time. 'In a film, once it's
done, it's done, but there's no stopping for the computer,' says
Mistry.
As such, he explains that 'there are a lot of
engineering elements going on behind the scenes, such as switching
objects on and off within the scene, or including certain switches in
the scene that, when activated, say "now we need to have subsurface
scattering on in this area" or "bloom effects needs to be on" and so
on'.
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