Chapter 10Real-time Rendering and Virtual Production

DOI: 10.4324/9781003289371-14

Real-time rendering is not new—it has been used in video games for decades, all the way back to the first 3D arcade games. I still fondly remember the thrilling experience of playing the first Star Wars arcade game in my teenage years—but those crude, pixelated wireframe graphics of the 80s probably feel like a Stone Age relic to the contemporary gamer, who is accustomed to highly detailed, ultra-realistic environments and characters. Real-time rendering capabilities are constantly improving, along with advancements in computing power and graphics processing unit (GPU) technologies.

Yet throughout most of this impressive growth trajectory, real-time rendering ...

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