Production of 3D animated short films in Unity 5
: can game engines replace the traditional methods?

  • Luís António Gomes Tarrafa Ramos (Student)

Student thesis: Master's Thesis

Abstract

In 3D animation cinema, the elements of a scene are created by artists using computersoftware. To generate the final result, there must be a conversion (rendering) of the threedimensionalmodels to two-dimensional images (frames) that will later be joined together andedited into a video format.3D animation films have traditionally been rendered using pre-rendering engines, a timeconsuming and expensive process that usually requires the use of multiple computers renderingat the same time (render farms), renders which may need to be repeated if the results are notideal.Videogames, on the other hand, are reactive applications where the player may havedifferent possible courses of action that will generate distinct results. In those cases, it isnecessary that the engine waits for the player’s input before it calculates the following frames.To allow for fast calculations in real time, 3D game developers use game engines thatincorporate real time rendering methods which can generate images much faster than the prerenderingengines mentioned above.To be able to generate a large number of frames per second, there must be anoptimization of the entire scene, in order to reduce the number of necessary calculations. Thatoptimization is created by using techniques, practices and tools that are not commonly used byanimation cinema professionals.Due to that optimization necessity, videogames always had a lower graphic quality thanthat of animated films, where each frame is rendered separately and takes as long as necessaryto obtain the required result.Physically Based Rendering (PBR) technology is one of the methods incorporated bysome rendering engines for the generation of physically accurate results, using calculations thatfollow the laws of physics as it happens in the real world and creating more realistic imageswhich require less effort, not only from the artist but also from the equipment. The incorporationof PBR in game engines allowed for high graphic quality generated results in real time,gradually closing the visual quality gap between videogames and animated cinema.Recently, game engines such as Unity and Unreal Engine started to be used – mostly bythe companies that created the engine, as a proof of concept – for rendering 3D animated films.This could lead to changes in the animation cinema production methods by the studios that,until now, have used traditional pre-rendering methods.
Date of Award28 Jul 2017
Original languageEnglish
Awarding Institution
  • Universidade Católica Portuguesa
SupervisorSahra Kunz (Supervisor) & André Cruz (Co-Supervisor)

Keywords

  • 3D animation
  • Short film
  • Real-time rendering
  • Game engine

Designation

  • Mestrado em Som e Imagem

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