The Microsoft team has been busy getting DirectX 12 to run in Linux – including some interesting work on containerization, GPGPU compute, and other features.
The Gangnam-gu area in Seoul is the Korean version of Times Square and it’s the country’s first outdoor advertisement zone. Mega-size LED screen displays have been installed on the walls of large buildings which create an electronic display for 18 hours a day.
One of the best known buildings is the COEX artium, also known as the mecca of K-pop. Featuring an electronic display measuring 80 meters in width and 23 meters in height, this massive screen wraps the building and is currently showcasing the korean wave designed by District.
CG has always had problems with realism. Eye-lines and focus distances are never perfect. Colors between live/CG elements never quite match. Reflections can be directionally incorrect, missing, or mismatched in color/intensity. Lighting color/intensity/direction is often inconsistent between the live elements and CG elements. Mattes have problems at edges. Motion tracking is usually off by just enough to cause odd movement discontinuities. All of this makes CG look cheap.
But there is a new approach using LED stages – large displays surrounding your shooting scene. It’s completely changing the game. Even more amazing, camera movement and simulation are done using the Unreal gaming engine. Even back in the mid 2000’s, I worked on a project that attempted to use a game engine for movie pre-visualization. That’s how far things have come. The amazing visuals of the Mandalorian were created using this technique – and it’s blowing green-screens away.
Mozu Studios is lead by a young artist that creates the most amazingly detailed tiny rooms/scenes – often hidden in the most unusual places. These were the kind of tiny worlds I dreamed of as a kid…
He even makes some very detailed ‘how-to’ videos that show how he makes these great scenes.