Skip to content
HomeVideos
AllLongsCategoriesPlaylists
BooksBlogsPodcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K

    The Virtual Production of The Mandalorian Season One

    Industrial Light & Magic

    3 HN recommenders · recommended in 7 months, 2020–2023

    YouTube

    4:43 · 2.5M views · Feb 20, 2020

    ILM shows how The Mandalorian season one used a large curved LED wall to display interactive 3D environments in camera. The video covers the virtual production setup replacing location shoots.

    Cited as the canonical look at LED-wall virtual production, referenced in threads on game engines in film and CGI.

    Design, Graphics & Visual MediaAnimation & visual effectsFilmmaking & video production
    1. 6:39
      Why 'The Mandalorian' Uses Virtual Sets Over Green Screen | Movies InsiderInsider7.5M views • 6 years ago
    2. 2:15
      Real-Time In-Camera VFX for Next-Gen Filmmaking | Project Spotlight | Unreal EngineUnreal Engine1.1M views • 7 years ago
    3. 35:45
      World Building in Blender - Ian HubertBlender2.2M views • 7 years ago
    4. 10:45
      Back to the Future | VFXcool (1/2)Captain Disillusion2.2M views • 9 years ago
    5. 16:30
      "NO CGI" is really just INVISIBLE CGI - 1The Movie Rabbit Hole1.5M views • 3 years ago
    6. 9:32
      Disney's Practical Guide to Path TracingWalt Disney Animation Studios914K views • 10 years ago
    7. 1:37
      The Mandalorian Luke Skywalker DeepfakeShamook4M views • 5 years ago
    8. 21:41
      VFX Artists React to DUNE Bad & Great CGiCorridor Crew6.7M views • 4 years ago
    9. 7:58
      Blender Motion Tracking - Room Transformation!IanHubert2.2M views • 6 years ago
    10. 36:04
      Blender and Next Gen: a Netflix OriginalBlender188K views • 8 years ago
    11. 23:02
      Did We Just Change Animation Forever?Corridor Crew3.5M views • 3 years ago
    12. 3:58
      Stargate Studios Virtual Backlot Reel 2009Stargate Studios3.8M views • 16 years ago
    13. 27:27
      Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 1Gamers Nexus260K views • 7 years ago
    14. 1:10:00
      A Deep Dive into Nanite Virtualized GeometrySIGGRAPH Advances in Real-Time Rendering279K views • 5 years ago
    15. 40:45
      Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray TracingDigital Foundry915K views • 5 years ago
    16. 21:32
      Salad Mug - DYNAMO DREAM, Ep1IanHubert6.6M views • 5 years ago
    17. 41:44
      Captain Disillusion: World's Greatest Blenderer - Live at the Blender Conference 2018Captain Disillusion2.8M views • 7 years ago
    18. 10:57
      The Matrix Awakens: An Unreal Engine 5 ExperienceUnreal Engine9.2M views • 4 years ago
    19. 17:20
      The Extreme Engineering of ASML’s EUV Light SourceAsianometry698K views • 4 years ago
    20. 30:46
      Alex Evans at Umbra Ignite 2015: Learning From FailureMedia Molecule68K views • 11 years ago

    9 comments from Hacker News

    1. @crooked-vAug 2021· in “How Technicolor created Ruby slippers without using color film”

      This video has a lot of examples: this video Part of the idea is to do as much as possible in-camera, by rendering the virtual surroundings at a high enough quality to directly film them as the actors' backdrop. It's sort of like a wildly more advanced version of using matte painting backdrops. It also seems far better for actor immersion than green screen, as the people on camera get a live wraparound view of the virtual 'set'.

      RecommendsView on HN
    2. @russellbeattieApr 2022· in ““I believe CGI is getting worse even as the tech advances.””

      The advances they've made in virtual production studio backdrops are amazing. Camera-linked floor-to-ceiling 180° LED screens and synced lighting is just amazing. The stuff they're able to do in The Mandalorian is incredible. Though once you know what to look for (the camo hiding the floor/wall seam) you can tell they're using it a bit too much. But still it's incredible. this video

      RecommendsView on HN
    3. @TwirrimAug 2021· in “BBC Sport's Tokyo Olympics studio [video]”

      Take a look at how they filled the Mandalorian. Quite a lot of it was filmed inside a large video wall / cube. One of the big advantages for them was that it resulted in far more realistic lighting. this video

      RecommendsView on HN
    4. @doomlaserMar 2023· in “Moviemaking and Gamemaking Are Converging”

      It's an exciting time. Unreal Engine is being used to great effect in things like The Mandalorian: this video The latest developments in large language models are another area interesting to me personally as a developer. Since the beginning of the video game medium, limitations in programming game AI have left video games stuck in a corner, where they use violence as the primary means of driving immersion, simply because it's just too complicated to model human-like behavior outside the domain of simple carnival games. Some games try and brute force their way around this by explicitly picking from a set of predetermined branching paths at predetermined critical moments. But the latest AI tools, first seen in stuff like the GPT-3 powered AI Dungeon , reveal that there will soon be new methods of maintaining a coherent story in a simulated game. We won't have to resort to violence and fancy carnival games for much longer.

      CitesView on HN
    5. @theptipMay 2020· in “A first look at Unreal Engine 5”

      > That was done for lighting. I don't think that's correct, the ILM team presented this technology in a video: this video (paraphrased) "it was designed to both light the actors and be a background that we can photograph, so that we end up with real-time live pixels in-camera" Also from the article you linked: > If the content was created in advance of the shoot, then photographing actors, props and set pieces in front of this wall could create final in-camera visual effects — or “near” finals, with only technical fixes required, and with complete creative confidence in the composition and look of the shots. I'm not an expert in film terminology but it does not sound by any stretch that this was primarily about lighting.

      CitesView on HN