Technology which integrates virtual elements into a physical environment. See also simulcam.
The capture of important details during principal photography such as photographic reference, lighting reference, LIDAR scans, camera metadata, etc.
The phases of production within a project which involve visual effects development, in which many tasks can occur simultaneously. See also physical production and virtual production.
An umbrella term for virtual reality (VR), augmented reality (AR), and mixed reality (MR), and all future realities such technology might bring.
The capture of eye movements and gaze, typically part of facial capture.
A philosophical tenet of ICVFX referring to the preparation of assets to be camera-ready during pre-production; as opposed to the traditional visual effects paradigm of fix it in post.
Technology that creates forces, vibrations, or temperature changes to simulate real-world sensations such as g-force and impact.
A head-worn device used to display CG content for VR, AR, and MR
The sensation of feeling present in a digital environment.
The process of capturing visual effects live and in-camera on set, such as within an LED volume.
Shaking or stuttering between frames. Judder can be experienced inside of a VR headset as well as in video imagery.
An assembly file that includes elements such as virtual sets, characters, and performances prepared for shooting with virtual camera, simulcam, in a LED volume, etc.
The process of anchoring virtual objects to the real world and enabling users to interact with them.
Use of virtual production techniques to capture final imagery in-camera. See also ICVFX.
The phases of production within a project which involve physical and linear work, as opposed to digital production in which many tasks can occur simultaneously. See also digital production and virtual production.
The visualization of a script or sequence prior to production, used to get investors and studios onboard by demonstrating a concept before it’s greenlit.
The process of visualizing and/or reconceptualizing the visual effects of a film, after the live-action elements have been shot.
A collaborative process that generates preliminary versions of shots or sequences using a virtual environment. It enables filmmakers to visually explore creative ideas, plan technical solutions, and communicate a shared vision for efficient production. Also known as previs.
The live compositing of virtual elements with live-action. Used for previewing virtual characters and environments during live-action cinematography. See also augmented reality.
A stage purpose-built for virtual production which might include LED walls, tracking systems, real-time animation, performance capture, and VR capabilities.
The use of 3D assets to perform technical analysis on scenes: determine camera type, lenses, rigging, portions of sets which need to be physically built vs. virtual, stunts, etc.
The department which produces all real-time assets such as characters, props, and environments for traditional previs, and virtual production. VAD artists help design and assess which set builds will be practical and which will be digital.They capture physical sets and locations, virtually scout digital locations, and develop preliminary environments that...
The use of previs to setup virtual environments for the filmmakers to block action and plan shots.
Virtual production uses technology to join the digital world with the physical world in real-time. It enables filmmakers to interact with the digital process in the same ways they interact with live-action production. Some examples of virtual production include world capture (location/set scanning and digitization), visualization (previs, techvis, postvis), performance...
An immersive experience using headsets (HMDs) to generate the realistic sounds, stereo images, and other sensations that replicate a real environment or create an imaginary world.
The use of tools such as virtual cameras and VR headsets to share and interact with a model of a set for shot planning and production design.
An area which exists within the virtual world and which may correspond either 1:1 or proportionately with a real-world space.
A recording of a performance from multiple angles over a period of time. Typically using a synchronized array of cameras, lights, and sensors surrounding the subject. See also 4D capture.