Since the first time Computer Generated Visual Effects were used in a feature film in 1973, there has been mind blowing progress, to the likes of films like Avatar: Way of water and Dune. The slow nature of rendering in VFX as it emerged and for decades afterwards defined the production process and its place as part of 'post production'.
For many years, this status quo has been accepted within the film industry and is defended by many. Real-time technologies are set to challenge that idea.
With the rise of virtual production and the use of real-time rendering in the filmmaking process, we are seeing more disruption in the way that VFX fits into the filmmaking process since the 1990's. New departments and roles are emerging and VFX is no longer trapped in the realm of post-production.
We're on the precipice of a revolution in VFX, what new opportunities will it bring?
Dr Louisa Bremner is an independent Virtual Production Supervisor and Consultant. She has worked on films and TV series such as House of the Dragon, Matrix 4, Death on the Nile and Disney's Pinocchio. From her time at companies such as DNEG and Lux Machina, she has worked across a full range of virtual production toolsets, from virtual scouting, facial performance, mixed reality (simulcam) and in camera VFX LED workflows. Over the last few years, Louisa has supervised some of the biggest Virtual Production stages in the whole of Europe, and the world.
Being at the forefront of these technologies, a big part of Louisa's passion is to work with Directors and DOPs to find the best ways of using Virtual Production technologies to enhance their experience and creatively improve workflows. She is a firm advocate of the use of technologies such as Augmented Reality and Virtual Production in their workflows, whether it is students coming into the industry, indie film and game developers who are looking for cost effective or innovative solutions or veterans who are looking for cutting edge technology.
Louisa's background training lies between the study of traditional film and TV production and later, in real-time technology where she started developing her skills in Unreal Engine over 10 years ago, originally for developing video games. Additionally, she has a PhD focused on creating accessible augmented reality applications for social benefit. The convergence between these professional interests in recent years due to technological advancements was unprecedented and she now applies her expertise in all these areas to the domain, which we know now as virtual production.