Unreal Engine experimental scene videos

Since the beginning of 2014, there has been a lot of videos demonstrating the realism that can now be achieved with Unreal Engine 4.

Often, these videos showcase a static scene or even concentrate on a single detail: lighting in an architectural structure, the look of rain hitting the ground, or some wet pebble on the beach.

Physically based rendering, global illumination and screen space reflections seem to manage to trick the brain an get it confused between what is real and what isn’t. Even when some artifacts get salient, like reflections popping in and out or changing with camera orientation, we are quick to forget them and find the image very believable.

Here are some of these videos, by Alexander Dracott, Koola, and Benoît Dereau.

Unreal 4 Lighting Study: Forest Day from Alexander Dracott on Vimeo.

A real-time post-processing crash course

Revision 2015 took place last month, on the Easter weekend as usual. I was lucky enough to attend and experience the great competitions that took place this year; I can’t recommend you enough to check all the good stuff that came out of it.

Like the previous times I shared some insights in a seminar, as an opportunity to practice public talking. Since our post-processing have quite improved with our last demo (Ctrl-Alt-Test : G – Level One), the topic was the implementation of a few post-processing effects in a real-time renderer: glow, lens flare, light streak, motion blur…

Having been fairly busy over the last months though, with work and the organising of Tokyo Demo Fest among others, I couldn’t afford as much time as I wanted to spend on the presentation unfortunately. An hour before the presentation I was still working on the slides, but all in all it went better than expected. I also experimented with doing a live demonstration, hopefully more engaging than some screenshots or even a video capture can be.

Here is the video recording made by the team at Revision (kudos to you guys for the fantastic work this year). I will provide the slides later on, after I properly finish the credits and references part.

Abstract:
Over decades photographers, then filmmakers, have learned to take advantage of optical phenomenons, and perfected the recipe of chemicals used in films, to affect the visual appeal of their images. Transposed to rendering, those lessons can make your image more pleasant to the eye, change its realism, affect its mood, or make it easier to read. In this course we will present different effects that can be implemented in a real-time rendering pipeline, the theory behind them, the implementation details in practice, and how they could fit in your workflow.

The Rescued film project

The Rescued film project aims at developing and archiving film rolls that, for some reason, were left undeveloped. In this video they present their work, and more specifically when they discovered 31 rolls shot my an American from WWII soldier.

The photos can be seen on their website.

Undeveloped World War II Film Discovered from The Rescued Film Project on Vimeo.

Every Frame a Painting

The filmmaker Tony Zhou is the author of an ongoing series of fascinating essays on analyzing film form: Every Frame a Painting. Covered in 5 to 10mn with a critical and passionate eye, his topics vary between directors, actors or single film scenes.

Every single one of them is worth watching, but my personal favorites are the study of the scene when Clarice Starling and Hannibal Lecter meet for the first time in The Silence of the Lambs, the analysis of Mickael Bay’s intense visual style, and the presentation (and praise) of Edgar Wright’s use of visuals to support comedy.

Those essays can be found on Youtube or Vimeo, with additional comments on tumblr and Facebook. Interestingly, they can also be supported (as in, financially) on Patreon.

More schlieren photography

I previously mentioned a video showing how schlieren photography could be used to film the propagation of sound.

This video by the Harvard Natural Science Lecture Demonstrations, presents different experiments with schlieren photography. The complete description of the setup used, as well as the explanation of the effect, is also available on the associated web page.

Relativistic and non euclidean space rendering

The Portal series built a full game concept out of non euclidean spaces. Besides being great games, I think it is fascinating how true the tagline “Now you’re thinking with portals” is.

Here are two interesting experiments putting the person in different spaces than we are used to due to real world conditions. This video by Varun Ramesh demonstrates a non-euclidean ray tracer:

This other video by the MIT Game Lab demonstrates OpenRelativity, a Unity toolkit allowing simulation of navigation at relativistic speeds, used for the prototype game A Slower Speed of Light:

Update: Sylvain mentioned in comments that Carl Sagan explains those effects in the following video: