Hello. This is my first time posting in this forum.
My name is Kuwabara, and I am a Project Lecturer at the Tokyo University of the Arts in Japan. I use UE5 as a tool for creating and researching art works.I am constantly amazed by the greatness of the engine.
In March, I created an installation called “Windowing” using UE5’s real-time rendering, which I would like to introduce.
“Windowing” attempts to address the gradation of images and reality, based on the experientiality of virtual and real spaces through a “window” (display) held in the hand. As motifs, I use high-precision 3D scans of primitive materials of transportation, such as photogrammetry of a Japanese streetcar manufactured about a hundred years ago.
In this installation, within a range of 6M on each side, we are sensing the position and angle of the display that the viewer is holding in real time. The mechanism is such that the scenery in the direction of the screen is visible.
Just as the act of “looking through a viewfinder” used to be about recording an image of something with a camera, I’m interested in the reality that the act of “pointing a screen” with a smartphone or tablet now has the reality of “recording real things”. Through this act of “pointing a screen”, I constructed a system that would be a trigger for interaction between virtual space and humans, and created it as an exhibit.
One of the most distinctive features of this content is the use of data from people recorded with volumetric capture. Volumetric capture records 3D shapes comprehensively for each frame of video per second, so I think it has a unique reality different from static mesh and rigging animation (even the noisy results are interesting).
One of my goals is to use volumetric capture for personal projects (individual artistic production), and I continue to trial and error while building the capture studio myself. It’s hard to say that the environment is ready to use volumetric capture in a real-time engine for personal production, and various issues have come to light. If you are interested in the possibilities of real-time engine expression using volumetric capture, and if you have any questions about this demo, please feel free to ask. I want to share everything I can to deepen the discussion.
And finally, an improved version of this demo is scheduled to be publicly released this summer. In the future, I plan to share the details of production and development on social media. If you’re interested, please do follow. Thank you.
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