Real-Time Motion Capture and Virtual Production: integrating Cloth Simulation into Real-time Performance Capture and Visualization
Lucero, Cody (2025)
Lucero, Cody
2025
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025053018206
https://urn.fi/URN:NBN:fi:amk-2025053018206
Tiivistelmä
This thesis explores the advancements in motions capture and visualization within virtual production, focusing on cloth simulations and Live-Link technology in Unreal Engine. The collaborative efforts of technicians, actors, supervisors, and directors are crucial in overcoming the challenges of setting and visualizing scenes in real-time, which are adaptable and informative to post-process decisions. In-camera and on-screen visualization are toolsets that have been used and have been continuously modified to address production needs and budget constraints.
This research aims to create and record a virtual character with real-time cloth simulations, analyzing the viability, practicality, cost, and quality of this visualization technique as a potential solution for virtual production. While visualization can offer solutions to a multitude of problems, its use is case-specific and dependent on a studio’s needs and capabilities.
Qualitative research methods, including historical research and interviews, were employed to investigate visualization techniques within virtual productions. The data obtained was analyzed thematically to identify core themes. This information informed the case study, and a SWOT analysis was used to evaluate the results.
The study explored the limitations and benefits of visualization with real-time cloth physics, proposing that its efficacy is dependent on the knowledge, skills, budget and hardware of the studio. This research highlights the complexity and extensive knowledge required to create a virtual character for live performance capture and incorporating real-time simulated physics.
This research aims to create and record a virtual character with real-time cloth simulations, analyzing the viability, practicality, cost, and quality of this visualization technique as a potential solution for virtual production. While visualization can offer solutions to a multitude of problems, its use is case-specific and dependent on a studio’s needs and capabilities.
Qualitative research methods, including historical research and interviews, were employed to investigate visualization techniques within virtual productions. The data obtained was analyzed thematically to identify core themes. This information informed the case study, and a SWOT analysis was used to evaluate the results.
The study explored the limitations and benefits of visualization with real-time cloth physics, proposing that its efficacy is dependent on the knowledge, skills, budget and hardware of the studio. This research highlights the complexity and extensive knowledge required to create a virtual character for live performance capture and incorporating real-time simulated physics.