Thesis Proposal – Development
For my thesis proposal, I considered the keywords that I am interested in. Photorealism caught my eyes during the process of writing my critical report, as I realized it is a core concept in visual effects. Initially, I planned to focus on photorealism and what makes visual effects realistic and convincing, using experiments with Unreal Engine and Metahuman in my Final Major Project (FMP).
During this time, I recalled a project I worked on at my previous workplace, which involved a three-sided video using anamorphic techniques. However, it didn’t appear as impactful as many other well-known examples. Since my part wasn’t in 3D at that time, I couldn’t address the issue. This experience inspired me to apply anamorphic techniques in my FMP as a case study. As VFX is not confined to cinematography, I want to focus on this method.
Based on the document that Nigel provided, I have developed my idea in a draft.
Research Question and Project Rationale |
Photorealism and Anamorphic Screen Art
In visual effects (VFX), photorealism plays a significant role as creating visuals that appear as realistic as possible. Combined with anamorphic screen art, which uses optical illusion and perspective techniques to change images based on the viewer’s viewpoint, the result can be a deeply immersive experience. In this study, camera angles and perspective will be explored as a means of enhancing immersive experiences through a combination of photorealism and anamorphic techniques.
It is essential to understand both the technical and artistic aspects of immersive experiences:
- How can photorealism be achieved in anamorphic screen art using current VFX technologies?
- When it comes to anamorphic screen art, how do camera angles and perspectives play a role?
- Are these techniques effective at engaging and persuading audiences?
At least 5 keywords |
Photorealism, Immersive Experience, Anamorphic Screen Art, Visual Effects, Unreal Engine, Audience Engagement
Research Methodology and Analysis |
These examples show immersive visual effects of wave and 3D objects. The first example, “Wave”, exposes an overwhelming scale of waves, creating the illusion of endless waves crashing down. It makes viewers feel the waves falling directly overhead even though it ist just a video on the screen. The realistic depiction of the waves and the perspective of it significantly enhance immersive audience experience.
The second example, “Naked Eye 3D LED Display Vivo X80”, demonstrates similar wave visual effects but also includes a phone moving within the screen. This movement makes it seems the phone popping out from the screen due to the perspective. By covering black on the actual outline of the screen, the depiction deceives viewers into perceiving a more immersive visual experience. Based on these two examples, the key points for creating realistic visual are perspective and the movement of objects within the fake boundaries of the screen. These elements can be applied to my FMP as a case study.
In the 1-on-1 tutorial session with Nigel, he recommended searching for more academic resources to back up my research. He also mentioned the title and research question, suggesting that I title it as a question. Since my research questions have quite academic aspects, it might be difficult to bring in theoretical potentials. I asked him if experimenting could be a way of research, and he told me it could be considered a case study. If I can answer the question in the paper after the case study, it would be fine.
Now, I will research and build up with it for my draft literature review and draft chapter.