Assessing the Value of 3D Software Experience with Camera Layout in Virtual Reality

Daniel Hawes, Robert J. Teather, A. Arya, Max Krichenbauer
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引用次数: 1

Abstract

Preproduction is a critical step in creating 3D animated content for film and TV. The current process is slow, costly, and creatively challenging, forcing the layout director (LD) to interpret and create 3D worlds and camera directions from 2D drawings. Virtual reality (VR) offers the potential to make the process faster, cheaper, and more accessible. We conducted a user study evaluating the effectiveness of VR as a preproduction tool, specifically focusing on prior 3D modeling experience as an independent variable. We assessed the performance of experienced 3D software participants to those with no experience. Participants were tasked with laying out a camera shot for an animated scene. Our results revealed that the experienced 3D software participants did not significantly outperform their non-experienced counterparts. Overall, our study suggests that VR may provide an effective platform for animation pre-production, "leveling the playing field" for users with limited 3D software experience and broadening the talent pool of potential LDs.
虚拟现实中相机布局的三维软件体验价值评估
前期制作是为电影和电视制作3D动画内容的关键步骤。当前的过程是缓慢的,昂贵的,创造性的挑战,迫使布局总监(LD)解释和创建3D世界和相机方向从2D图纸。虚拟现实(VR)提供了使这一过程更快、更便宜、更容易获得的潜力。我们进行了一项用户研究,评估VR作为预制作工具的有效性,特别关注先前的3D建模经验作为一个独立变量。我们评估了有经验的3D软件参与者和没有经验的参与者的表现。参与者的任务是为一个动画场景布置一个镜头。我们的结果显示,有经验的3D软件参与者并没有明显优于他们没有经验的同行。总的来说,我们的研究表明,VR可以为动画前期制作提供一个有效的平台,为3D软件经验有限的用户提供“公平的竞争环境”,并扩大潜在ld的人才库。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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