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Final Major Project FMP

FMP Final Outcome & Critical Reflection

The Floating City

Critical reflection

The project has been a rollercoaster of challenges, but I feel that I have learnt more than ever. I have faced many issues such as programmes compatibility, corrupted files, not enough computer specs to run my project with the level of detail I wanted, amongst others. However, I have learnt to troubleshoot and test different ways to do the same thing until I find the most suitable solution, while also taking in consideration timeframe, budget, and minimum requirements for the project. I have also developed my skills in programmes such as Maya, Substance Painter, Nuke, After Effects, and Photoshop, and I have learnt a completely new programme to me such as Unreal Engine. I have also noticed that I am more confident when switching between programmes and learning new ones, since I now understand the logic behind the processes and terminology of 3D and VFX in general. I consider that this is a major step for me as a professional, because this career will always require the upgrading of my skills and adaptation to new technology and techniques. Overall, I think I have achieved a final outcome that has a professional level and that I will proudly include in my portfolio.

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Final Major Project FMP

Weeks 5-9: Please check pdf file

Due to limited storage in this blog, I was unable to publish weeks 5-9, so I added the rest of the process in the following pdf file. I will update this blog once the storage issue is resolved.

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Final Major Project FMP

Week 4: Texturing in Substance Painter

This week I focused on texturing in Substance Painter and testing the textures in Maya and Unreal Engine

Base & connections rock texture

For the rock texture, I mixed Substance’s pre-made rock textures, to then scale them down, orientate them vertically and lastly, I added a layer of dirt to give more variation and dimension. For the block of flats in the rock layer, I kept it a bit simpler as there is already a lot of detail in this section and I did not want to overcrowd it. Also, for the connections I added the same rock texture and some asphalt texture for the roads with stencilled road signs on top.

General city buildings, skyscrapers, & main tower textures

For the city buildings, I downloaded a texture from Substance website which already has the windows set up to increase/decrease to amount of lit windows and the intensity and colour of the lights. I could also adjust the size of the frame of the windows so they have the proper dimensions for my model. I also added an emission layer to this texture so when exporting it, I have an emission map to adjust the windows light intensity in Unreal Engine. This was actually a good discovery as I could texture all the buildings at the same time and pretty quick, whereas if I had to do the buildings one by one, it would have been time consuming and a pretty tedious job to do. For the bridges, I used another texture that I found in Substance website which resembles the texture of the circuits of a machine and, by adding an emission layer, I could show some neon lighting in the circuit details so it makes them stand out. As a final touch, I added a flying car landing sign on the top of some buildings using one of Substance pre-made stencils. I also added a purple neon glow to make it more futuristic.

For the skyscrapers, I added a simple glass texture for the windows as I am planning to add an emission effect later on in Unreal Engine. Then for the main body of the skyscrapers I used a metal texture with some scratches and a concrete texture with some dust painted on top manually. The skyscrapers textures are simple as these are not going to be too visible in the night ambient of the scene.

For the main tower, I also used the same circuit texture that I used for the bridges. In the edges, I added a glass texture with a purple colour which will be lit later on in Unreal Engine. Lastly, using a stencil and an opacity layer only, I painted some vents on the top of the tower.

City details textures

I chose a patterned texture for the city wall and metallic edges. Then I painted some dust on the lower parts so it blends in with the rocky base texture.

For the capsules, I used a glass texture for the top part and another circuit texture (different from the main tower and the bridges texture) to simulate the capsules engine.

The lamp posts and the antennas were textured really quick as they are very small and won’t be too visible. Therefore, I added a metallic and a glass texture for the lamp posts (which will have lighting added on later on in Unreal Engine), and metallic and carbon fibre textures for the antennas.

The cranes also have a metallic texture with some rusty details and a rope texture for the cable which I painted in grey so it looks like a metallic cable. The base has a concrete texture.

Lastly, the flying cars have also a basic glass texture for the windows and a basic metallic texture for the main body as these are going to be very small in the scene. The only distinctive attribute these have is the blue stripe in front which will be the car’s front light. I am also planning to add some emission effect in Unreal Engine to this front light.

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Final Major Project FMP

Week 3: UV Mapping in Maya

This week I got a bit delayed and I only managed to do the UV maps of all the parts of the model, so I will start with the textures next week.

UV Mapping

I made the UV maps in separate sections of the model, so it is easier to texture later on on Substance Painter (the model in parts will not be as heavy to texture and the programme will run better). I used ‘camera based’ tool to detect the UV map of each part based on the camera view, then I started to cut and sew the seams of each UV to be ablate unfold them as flat as possible without overlapping UVs. Then I used the ‘optimize tool’ to straighten the UVs as much as possible (this will make texturing easier as will avoid stretching issues). Lastly, I used ‘layout’ to try to arrange all UV shells of each section in 1 UDIM, spreading to 2 UDIMS for those sections that were too big to fit in one. After all the UVs were ready, I renamed the UV sets (to avoid issues with UV overlapping later on in Substance Painter) and I exported the model by sections in USD format.

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Final Major Project FMP

Week 2: City Modelling in Maya

I tried to finish the overall city model this week to get it ready to start with the UV maps and texturing.

General city buildings modelling

I decided to make the general buildings of the city using some tools like ‘transform’ and ‘extrude’ to quickly generate random building shapes. I used the following tutorial as an example:

City Modelling tutorial (SYIA Studios, 2019)

Rocky base buildings remodelling

After modelling the city buildings, I noticed that the buildings in the rocky base were a bit off scale so I decided to remodel them and create a more cohesive design. I used the same technique that I used for the top city buildings, by randomising the faces of a cylinder and extruding them out. Then I picked a few faces I moved them inwards so it seems like entrances to the buildings or even garages for the flying cars.

For the bottom building, I tried to keep it simpler, and just extruded in the subdivisions (giving some separation between faces) and then extruded out some balconies. the bottom part has big doors as if they were entrances for big flying trucks.

Skyscrapers and bridges modelling

To give some interest and variety to the city, I also modelled some skyscrapers that will be placed in the middle section of the city. I also added some bridges linking the lower buildings of the city.

City connections/pathways, entrances, & city barrier

Using the same technique I used for the rock of the city base, I created rocky connections between cities, with two main roads and a train track in the middle.

City details

Lastly, I added the city details like lamp posts, transit capsules, flying cars, cables, antennas, billboards, and cranes, to make the city more realistic and alive. I used MASH to help with the lamp posts repetition and with the flying cars positioning and animation around the city. I did not make many billboards as most of the advertising and signage is going to be holographic. Additionally, I remodelled the roof tops of the buildings with different shapes to give some variety to the overall look.

References

SYIA Studios (2019). Maya Model a Simple City Quickly Tutorial (online). Available at: https://www.youtube.com/watch?v=2315V1g8fNw&list=PLAlv9GvsMvnMCUwPx_gcXaCj_yHYdIPqD&index=118&t=287s [Accessed 12 October 2023]

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Final Major Project FMP

Week 1: Planning, Moodboard, Sketch, & Modelling of City Base in Maya

This first week I tried to carry on with all the planning of my final project to already start modelling in Maya as soon as possible.

Project proposal

At the end of term 3, I presented my final mayor project proposal with the following presentation that shows my first ideas:

Planning

I am a person that likes to do my projects in sections, following a logic timeline, so the work pipeline is as efficient as possible. This is why, for this project, I have decided to separate it in the following sections:

  1. Planning
  2. Inspiration research/Moodboards/References
  3. Sketching/Layout draft
  4. Modelling
  5. UV/Texturing
  6. Final layout/Lighting/VFX
  7. Matte painting/Compositing/Colouring
  8. Rendering

After deciding my work pipeline, I proceeded to organise roughly a weekly schedule on Excel to see how much time I count with to finalise this project on time:

Project schedule

Obviously, this schedule may change or may have new tasks added depending on the progress of the project and possible problems or change of plans that could arise.

Inspiration research, moodboards, & layout sketch

I did some research about floating cities to see which features I liked to add to my city and how to make the layout. I decided that I wanted my city to have a cyberpunk style with lots of neon lights which will contrast with the night sky. I also want to add some clouds and fog around the city and in between the buildings. I also liked the idea of attaching the city with ‘ropes’ or ‘chains’ to the ground (or mountains that are nearby), and include hanging vegetation from them. I also think that the contrast of a rocky and irregular terrain with the sharp and symmetric edges of the city buildings but give some interest to the composition. Moreover, I am planning to add like underground buildings that were built up in the rock as if it was built for the lower class of society (these buildings will have a more irregular shape). Regarding the neon signs, since these are going to be seen from far away, I want to make simple signs that do not have a clear language (it will only show gibberish), so the design is quicker.

After I had an idea of the style and components of the scene, I used Procreate app in my iPad to make a rough sketch of the overall scene:

Sketch made in Procreate

Modelling city base

This first week I focused on the modelling of the rocky base of the city with the addition of the inner buildings carved in the rock. First, I created a cylinder and added a high amount of subdivisions, to then using the stamp feature of the ‘sculpt tool’, create big stalactites hanging on the edges of the cylinder. I formed the base by sections, intercalating a layer of rock, a plain cylinder layer and so on. Again, with the stamp tool, I also changed the shape to vertical lines stamp, and created the effect in the rock as if it was ripped off the ground. Moreover, in order to give a more asymmetric look, I also reshaped and distorted the shape of the cylinders with the ‘grab tool’ and with ‘lattice points’.

For the buildings in the rock, I first made a staircase using a stretched and scaled down cylinder and then using ‘duplicate special’ to translate the duplicates exactly on the ‘y’ and ‘z’ axes. Then, I cut the cylinder in sections (block of buildings) and integrated them with the staircases. And lastly, I added the windows and doors by adding more subdivisions using ‘edge loop’. In the sides and edges of the buildings, I also used the stamp tool to give them a rocky edge the blends in with the rocky aesthetic.

Lastly, using the ‘relax tool’, I got rid of conflicting areas where the stamp tool did not make a great job and messed up the points of the mesh.

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FMP Thesis

Weeks 10-12: Final Thesis Proposal

In these last 3 weeks, I have been writing my draft introduction, methodology, and draft chapter, and I also polished my literature review.

Final thesis proposal

During my second 1-to-1 session with Nigel, I asked Nigel about the length of my literature review and the issues I was having trying to reduce it, as if I don’t, I will not have much space for my draft chapter. He then advised that if the literature review already shows my voice and how I am going to approach my topic, it is not strictly necessary to write a big draft chapter either. Therefore, I could reduce just a bit my literature review and only write about 100 words or a paragraph for my draft chapter. He also mentioned that thesis proposals were not supposed to be that strict with word count like the final thesis, as the proposal is only an explanation on how I am to develop my final thesis.

Below is how I finished my thesis proposal:

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FMP Thesis

Weeks 8 & 9: Final Thesis Chapters Structure & Draft Literature Review

In these two weeks I finished the final thesis structure so I could focus on researching further sources that were more specific to answer the questions and sub-questions of my topic. I also started writing and structuring my draft literature review with the sources I currently have.

Final thesis chapters structure with sources to be used to answer questions/sub-questions

I did some digging through my sources to take the parts that I could potentially use to answer my topic’s questions. Then, I also created an Excel spreadsheet to make notes of the most important points of my sources and to start structuring my literature review too.

Main question – Will photorealism continue to be the leader in the film industry in the future despite its controversy around the uncanny valley?

  1. What is photorealism? Photorealism is an art movement that started on 1960s in America, that shows artworks that look photographic. This form of art is defined by being complex, extremely clear, and emotionally neutral. Since this type of art was considered unoriginal and boring, this led to the pop art movement. However, in the beginnings of 1990s, the interest in photorealism resurged again as effect of the development of digital cameras which could offer a more precise image. (Kench, 2022; Tate, 2023; Wainwright, 2019)
  1. What are the origins of photorealism in filmmaking and what were its initial uses? (Manovich, 2002, pg. 198)
  1. How is photorealism used in filmmaking nowadays and how important is it?
    • Importance of photorealistic VFX to replace dangerous live action scenes. (Maio, 2021 – Matrix scene Neo dodging bullets; Wadmare, 2021) 
    • Importance of VFX to replace impossible to shot environments such as outer space scenes or fictional environments. – (Dinur, 2022 – The Reality of the Unreal, pg. 18)
    • Importance of VFX for health and safety issues like the use of virtual production when the global pandemic hit and travel to different locations was not a possibility.
    • Does photorealism quality depend purely on the new digital technologies’ high definition? (Dinur, 2022 – Image Quality and Photorealism, pg. 19)
  1. Why is photorealism not accepted by all audiences?
    • Uncanny valley. (Dinur, 2022; Manovich, 2002, pg. 199)
    • Has the audience become more used to photorealism, therefore, more exigent about it? (Failes, 2021 – interview to Eran Dinur)
    • Is photorealism considered emotionless?
    • At what point photorealism starts to become excessive? (Dinur, 2017, pg. 14)
    • Non-photorealism in filmmaking to foreground the work of digital effects artists. (Jeng, 2023; Agrawal and Auryn, 2009; and Cooper, 1999)
    • Photorealism costs and workload. (Agrawal and Auryn 2009; Cooper 1999)
    • Photorealism used for malicious intentions, issues caused, and solutions in place to help avoid this. (Meena and Tyagi, 2019)
  1. Industry professionals case studies. (Melki, 2019)
  1. What could be the future of photorealism in filmmaking? (Dinur, 2022)
    • AI as a tool to help with photorealism demands in film industry. Would AI replace human labour as digital VFX has shadowed handmade VFX artists and animators’ jobs?
    • Virtual production – high resolution screens installed in life action shooting. Helping with green screen spill issues? Problems when shooting outdoors or moiré issues? Once shot, can background not be replaced?
    • Is Unreal Engine helping filmmaking industry to speed up their work process and to reach a more photorealistic look? (Failes, 2020)

Draft Literature Review

According to Studio Binder (Kench, 2022), Britannica (Wainwright, 2019), and Tate (2023) official websites, Photorealism is an art movement that started on 1960s in America, that shows artworks that look photographic. This form of art is defined by being complex, extremely clear, and emotionally neutral. Since this type of art was considered unoriginal and boring, this led to the pop art movement. However, in the beginnings of 1990s, the interest in photorealism resurged again as effect of the development of digital cameras which could offer a more precise image. These sources will contribute to explain the concept of Photorealism before diving into a more specific analysis of this movement into film making.

Photorealism can be used in filmmaking in many scenarios. For example, to add CG elements (characters, objects, environments) or visual effects that would be impossible or dangerous to shot during live action. Wadmare examines in his essay the importance of photorealistic VFX in filmmaking industry as a tool to avoid shooting dangerous or impossible live action scenes, which techniques are being currently followed to achieve this, and which new trends are arising to make the process easier. In addition to this, Maio (2021), also reflects in her article What is VFX? Defining the Term and Creating Impossible Worlds about how VFX industries use photorealistic digital assets to create impossible and dangerous scenes such as the scene in The Matrix when the main character dodges bullets shot against him.

Eran Dinur, visual effects supervisor, believes that Photorealism is an aspect that is important across all disciplines as it helps simulating a real character, object, environment, or phenomenon that would have been impossible, dangerous, or highly costly to be filmed or photographed in live action. Delving into Eran Dinur’s bibliography, and more specifically in his book The Complete guide to Photorealism for Visual Effects, Visualization and Games, he analyses how to implement the physics that apply to the world around us to the visual effects in filmmaking and make them look as photorealistic as possible. Since most of the scenery in filmmaking are not even real like alien planets, fantastic creatures, or impossible environments for our understanding of physics, visual effects artists important job is to observe and study the world around us and try to implement it to these fictional shots. These imaginary worlds have also some Earth like aspects that are kept so the audience can empathise with them. Sometimes these familiar aspects can help make the shots more ‘believable’ and, therefore, more photorealistic for the viewer. It is important to keep a balance between what is real and unreal, otherwise, the shot could end being an overly fantastic scene that could throw the audience out of the story. 

Dinur also mentions that the quality of photorealism does not depend entirely on the quality digital capturer and display. While high dynamic range and bit depth are important for a successful photorealistic recreation, there are independent aspects such as light and surface, the sense of depth, richness of textures, characteristics of optical lenses, and many other characteristics that make a shot look as photorealistic in high definition as well as in low definition. These characteristics are more linked to the physics of the world around us and the interaction of surfaces, materials, lights, and other aspects with it.

In the beginning of the 21st century, Manovich (2002) explains in his book The Language of New Media, the origins of photorealism and how it has been developing throughout the years. He also analyses how it is a common opinion that CGI will never be as realistic as images gathered by camera lenses. However, he also counter argues that these opinions are mistaken, explaining why he thinks this and how these CGI is in fact becoming more realistic than traditional photographs (hyperrealism). He also mentions that photorealism is often mistaken with realism, as people has the tendency that this movement depicts the reality as we see it through our eyes, when what photorealism has always tried to achieve is the look of the reality seen through a camera lens.

Going back to Erin Dinur, in an interview he had with the journalist Ian Failes (2021), he defends that if a digital asset does not look like it was shot live in front of a camera and like it is part of the rest of the composition, it will look fake and will not work. This is why, in his opinion, photorealism is so important for visual effects artists and why there is also a lot of pressure on the visual effects artists’ shoulders regarding the so called ‘uncanny valley’ where the audience’s opinion will be stuck in feedbacks such as ‘this looks fake’ or ‘it looks too CG’. Also, he affirms that it is difficult to point out which part of the CG shot needs to be improved to make it look more photoreal, since the work pipeline when creating a CG shot is made by a chain of people, in most of the cases, like a modeler, a texture artist, a shading/lighting artist, a compositor, and a matte painter. Moreover, when we are talking about photoreal, we do not say ‘real’, as we are referring to the way we see through the lens of a camera not through our eyes. Therefore, so many things such as defocus, dynamic range, or exposure are processed differently through our eyes and brain than through a lens and a camera sensor. If we show CG shots as we would see it through our eyes, we will find it strange.

Dinur also has a previous book, The Filmmaker’s Guide to Visual Effects: The Arts and Techniques of VFX for Directors, Producers, Editors, and Cinematographers, where he speaks about the fact that a convincing photorealistic work is possible as soon as there is a ‘respect for the real-world physics and optics’. However, it is also very easy for VFX artists to fall for the desire to use every single VFX available and overload the film with an excess of digital effects that takes off the audience from the story.

Taking in consideration the amount of work, focus, and knowledge a good photorealistic shot requires, Jeng (2023) explain in their research paper, Sidelining Photorealism: ‘Speed Racer’ and Articulation of Digital Effects Labour, how photorealism has always been the leader in the film industry and how some movies like ‘Speed Racer’ have opted to sideline this style to help foreground the work of digital visual effects artists.

Furthermore, Agrawal and Auryn (2009), and Cooper (1999) also explain the challenges and techniques that artists have faced with photorealism (and its issues with the so called ‘uncanny valley’). They also explain how some artists have opted for NPR (non-photorealistic rendering) instead, to create a simpler and cartoony style (animation) that gives more creative freedom and more room to use the artist’s imagination.

Nowadays, photorealism’s quality has become so high and polished that it is difficult to differentiate it from real photographs or live action scenes. This could be beneficial and useful when used with good intentions, but it could also be used with malicious intentions. Meena and Tyagi (2019) argue in their paper, A Novel Method to Distinguish Photorealistic Computer Generated Images from Photographic Images, how photorealism, despite revolutionising the filmmake and game industry, how it has also been used with malicious intentions and how important it is to learn how to distinguish real assets from computer generated ones.

To understand photorealism practices amongst practitioners in the industry, Melki (2019), in his dissertation called An Investigation Into The Creative Processes In Generating Believable Photorealistic Film Characters, focuses on the process to create photorealistic film characters that are credible, as well as its benefits and challenges. The research also extends to interviews made with several industry expert practitioners with the purpose of comparing of all the statements acquired from the participants.

Indicative bibliography

Agrawal, A., and Auryn (2009).Non-photorealistic Rendering: Unleashing the Artist’s Imagination(online). Available at: https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5167490 [Accessed 25 April 2023]

Cooper, D. (1999). Personal Thoughts on Non-Photorealistic Rendering (online). Available at:  https://dl.acm.org/doi/pdf/10.1145/563666.563690 [Accessed 25 April 2023]

Dinur, E (2017). The Filmmaker’s Guide to Visual Effects: The Arts and Techniques of VFX for Directors, Producers, Editors, and Cinematograrphers. New York: Taylor & Francis.

Dinur, E. (2022). The Complete Guide to Photorealism for Visual Effects, Visualization and Games. New York: Taylor & Francis.

Failes, I. (2020). EPIC’S GOAL WITH NEXT-GEN UNREAL ENGINE IS PHOTOREALISM (online). Available at: https://beforesandafters.com/2020/05/14/epics-goal-with-next-gen-unreal-engine-is-photorealism/ [Accessed 4 June 2023]

Failes, I. (2021). WHAT IS PHOTOREALISM? WELL, SOMEONE LITERALLY JUST WROTE THE BOOK ON IT (online). Available at: https://beforesandafters.com/2021/11/30/what-is-photorealism-well-someone-literally-just-wrote-the-book-on-it/ [Accessed 4 June 2023]

Jeng, J. (2023). Sidelining Photorealism: ‘Speed Racer’ and Articulation of Digital Effects Labour (online). Available at: https://books.google.co.uk/books?hl=en&lr=&id=KLOqEAAAQBAJ&oi=fnd&pg=PA153&dq=photorealism+in+film&ots=r8349MlY8s&sig=aEhMvSbwORZ1C0leMCKO8dpnEns&redir_esc=y#v=onepage&q=photorealism%20in%20film&f=false[Accessed 25 April 2023]

Kench, S. (2022). What is Photorealism – The Art of the Real Explained (online). Available at: https://www.studiobinder.com/blog/what-is-photorealism-definition/ [Accessed 23 April 2023]

Maio, A. (2021). What is VFX? Defining the Term and Creating Impossible Worlds (online). Available at: https://www.studiobinder.com/blog/what-is-vfx/ [Accessed 30 May 2023]

Manovich, Lev (2002). The Language of New Media. First paperback edn. Cambridge: The MIT Press.

Meena, K. B., and Tyagi, V. (2019).  A Novel Method to Distinguish Photorealistic Computer Generatd Images from Photographic Images (online). Available at: https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8985711 [Accessed 25 April 2023]

Melki, H. (2019). An Investigation Into The Creative Processes In Generating Believable Photorealistic Film Characters (online). Available at: https://pure.ulster.ac.uk/ws/portalfiles/portal/78290411/Henry_Melki_Thesis.pdf [Accessed 25 April 2023]

Tate (2023). Photorealism (online). Available at: https://www.tate.org.uk/art/art-terms/p/photorealism [Accessed 30 May 2023]

Wadmare, S. (2021). Recent Trends Visitation in VFX and SFX in the Animation World (online). Available at: http://ilkogretim-online.org/fulltext/218-1617213160.pdf?1682423818 [Accessed 25 April 2023]

Wainwright, L. S. (2019). Photo-realism. Encyclopedia Britannica (online). Available at: https://www.britannica.com/art/Photo-realism[Accessed 30 May 2023]

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FMP Thesis

Week 6 & 7: Further Research, & 1-to-1 Session

In these two weeks I have focused on structuring my thesis points and doing further research to find the answer to the questions and sub-questions about my topic. I also had my 1-to-1 tutorial with Nigel.

1-to-1 session

Before this session, I prepared the below form with some questions about my thesis proposal to discuss it with the professor.

The feedback I received from Nigel was that I had to extend my bibliography and to find more contemporary sources. Also, he said that I should focus more in the peer reviewed papers or case studies already made by other authors, and do not make a survey myself (considering that it would be time consuming, and its would be hard to acquire opinions from professionals of the industry). He also said that I could focus on the ‘uncanny valley’ that exist around photorealism instead of trying to cover every aspect of this topic. I could also take some movies as references and depart from that.

Further research and thesis proposal structure

Doing some further research to expand my sources, I found a book called The Complete Guide to Photorealism for Visual Effects, Visualization and Games: For Visual Effects, Visualization and Games by Eran Dinur. This book provides detailed explanations of the differences between the view through our eyes and the view through a camera lens, the uncanny valley, and the imperfections of reality. It also talks about the challenges that visual effects have faced with photorealism in filmmaking as well as some more technical aspects of how to achieve a photorealistic look. Lastly, it also mentions briefly how photorealism is likely going to evolute with the emerging of new technologies and new techniques. This book is going to help me understand the technicalities of photorealism and why is so easy to get stuck in the uncanny valley with this style.

I also made a new structure of my thesis taking in consideration the new approach I want to focus on which is the photorealism struggles regarding the uncanny valley and the solutions that the industry has come up to deal with it. I also started to link my sources that could answer those questions and to start with the literature review next week.

Main question – Will photorealism continue to be the leader in the film industry in the future against traditional visual effects and despite its controversy around the uncanny valley?

  1. What is photorealism?

Photorealism is an art movement that started on 1960s in America, that shows artworks that look photographic. This form of art is defined by being complex, extremely clear, and emotionally neutral. Since this type of art was considered unoriginal and boring, this led to the pop art movement. However, in the beginnings of 1990s, the interest in photorealism resurged again as effect of the development of digital cameras which could offer a more precise image. (Kench, 2022; Tate, 2023; Wainwright, 2019)

  1. What are the origins of photorealism in filmmaking and what were its initial uses?
  1. How is photorealism used in filmmaking nowadays and important is it?
    • Importance of photorealistic VFX to replace dangerous live action scenes. (Maio, 2021; Wadmare, 2021) 
    • Importance of VFX to replace impossible to shot environments such as outer space scenes or fictional environments. – (Dinur, 2022 – The Reality of the Unreal, pg. 18)
    • Importance of VFX for health and safety issues like the use of virtual production when the global pandemic hit and travel to different locations was not a possibility.
    • Does photorealism quality depend purely on the new digital technologies’ high definition? (Dinur, 2022 – Image Quality and Photorealism, pg. 19)
  1. Why is photorealism not accepted by all audiences?
    • Uncanny valley. (Dinur, 2022; Manovich 2002)
    • Has the audience become more used to photorealism, therefore, more exigent about it? (Failes, 2021)
    • Is photorealism considered emotionless?
    • At what point photorealism starts to become surrealism?
    • Non-photorealism in filmmaking to foreground the work of digital effects artists. (Jeng, 2023)
    • Photorealism costs and workload. (Agrawal and Auryn 2009; Cooper, 1999)
    • Photorealism used for malicious intentions, issues caused, and solutions in place to help avoid this. (Meena and Tyagi, 2019)
  1. Industry professionals case studies. (Melki, 2019)
  1. What could be the future of photorealism in filmmaking? – (Dinur, 2022)
    • AI as a tool to help with photorealism demands in film industry. Would AI replace human labour as digital VFX has shadowed handmade VFX artists and animators’ jobs?
    • Virtual production – high resolution screens installed in life action shooting. Helping with green screen spill issues? Problems when shooting outdoors or moiré issues? Once shot, can background not be replaced?
    • Is Unreal Engine helping filmmaking industry to speed up their work process and to reach a more photorealistic look? (Failes, 2020)

Bibliography

Agrawal, A., and Auryn (2009).Non-photorealistic Rendering: Unleashing the Artist’s Imagination (online). Available at: https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5167490 [Accessed 25 April 2023]

Cooper, D. (1999). Personal Thoughts on Non-Photorealistic Rendering (online). Available at:  https://dl.acm.org/doi/pdf/10.1145/563666.563690 [Accessed 25 April 2023]

Dinur, E (2017). The Filmmaker’s Guide to Visual Effects: The Arts and Techniques of VFX for Directors, Producers, Editors, and Cinematograrphers. New York: Taylor & Francis.

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FMP Thesis

Week 5: Research Frameworks

In this week’s lecture, we analysed the types of research framework that can be done in our thesis and the research methodology we are going to follow to develop our topic.

Types of research

There are two types of research that we could use for our thesis such as:

  • Quantitative research. This type of research provides numerical data (analysed using mathematical methods or statistics). It is an empirical research that explains trends so it is more objective.
  • Qualitative research. This type of research produces findings without using quantitative methods and it is more subjective. It explores the perception, feelings, or ideas of people.

Critical thinking process and thesis proposal structure

The process to follow to analyse a topic in a critical manner is the following:

  • Investigate a problem thoroughly
  • Prosecute and defend an idea
  • Cross examine witnesses (literature review)
  • Verdict (conclusion)

This process will help us to structure our thesis topic in a logical way until reaching a conclusion where we will explain our findings.

Our thesis proposal structure will be as follow:

  • Introduction
  • Background significance
  • Literature review
  • Research design, methods, and schedule
  • Suppositions and implications
  • Conclusion
  • Bibliography

Methodology

Our research targets will constitute the basis of the methodology used. In order to explain the methodology used, we will need to follow this structure:

  • Describe thesis or research problem
  • Explain chosen approach
  • Clarify any uncommon methodology used
  • Explain how the data used was collected
  • Detail methods used to analyse collected data