The Application of Atoms Crowd within the Virtual Production System at Versatile Media


01/02/2024





Interviewee

Lian Ding

Deputy General Manager of the Asset Center and VFX Supervisor at Versatile Media


With 15 years of experience in the CG film and television industry, Ding is responsible for formulating the technical workflow for digital assets and overseeing asset production. These technical solutions not only enhance production efficiency and image quality but also optimize our workflow. In the current test project for a historical drama, he serves as the digital asset manager.






1. Can you please tell us why you chose Atoms among all other available solutions?
We initially learned about Atoms through networking with SFX professionals in the field of crowd simulation. Since Atoms released its first UE version, we have been keeping a close eye on its development. Atoms Crowd excels in rapidly creating massive crowds in animation, including individual physical features, behavioral traits and more. Among the many known crowd simulation plugins, Atoms stands out for its comprehensive functionality and diverse usage, especially in terms of interactivity, offering features and details not found in other software. Atoms is currently the most comprehensive crowd simulation system integrated into UE or other real-time engines. Additionally, for our virtual shoots which require offline caching and real-time controllable crowds, Atoms satisfies these needs, making it our preferred choice.


2. How did you use AtomsUnreal in your project?
Our current test project is about an ancient Chinese war. We aim to shoot a large-scale siege warfare scene set in the era of cold weapons on our LED stage. Digital assets such as the battlefield and soldiers need to be created in UE and allow for real-time control, which enables seamless integration with real actors and the physical set.

As for soldier characters, real actors are dressed in costumes representing different military units from specific historical periods. Reference videos are recorded, and the actors undergo 360° scans and motion capture. The obtained images and data serve as references for subsequent sizing, lighting, texture and motion adjustments. They can also be used as auxiliary references for other necessary CG elements and common physical effects found in ancient warfare.



The interaction within complex crowd animation data poses a significant challenge. Therefore, starting from the early stages of the project, we conducted tests on multiple crowd simulation systems. Ultimately, we chose to use Atoms to create interactive crowd shots. For scenes with weak or no interaction, we adopted other solutions and blended the data for those crowd shots.


3. Could you please tell us if the results of your tests were satisfactory?
In this warfare test project, we assigned one asset artist to create an Atoms crowd, while another artist utilized alternative solutions to complete all crowd effect in the project. Atoms Crowd doesn’t excel in achieving relatively simple crowd animation effects, but its controllability is commendable when dealing with complex interactive requirements.

Film and television production differs from game development, as directors and key creatives make on-the-spot adjustments on set. Virtual assets need to possess both a dynamic aesthetic and the flexibility to accommodate changes from the director. In terms of interactive needs, such as different states for attackers and defenders, various attacking methods, and interactive siege props within the scene, this is where Atoms shines. Once the functional requirements are met, optimization is crucial to ensure a smooth and clear presentation on the large LED screen at a sufficient frame rate. In meeting these two criteria, we are very satisfied with Atoms’s performance on the project.

Random actions based on predetermined directions. Both specified destinations and random positions are demonstrated.


On the set of the LED virtual soundstage at Versatile Media, the real actor performance is seamlessly integrated with digital versions of hundreds and thousands of soldiers, instantly transporting the audience to a grand ancient Chinese battlefield.




4. Is there any particular feature and workflow you like about our software after having used it in production?
Atoms’ framework allows for complete control over various aspects of the simulation process, with notable support for PhysX and ragdoll physics, making it easy to simulate different forms of crowds. This is especially true with features like Target Formation Actor, Atoms Layout Tool, and XPU Cache Exporter. Furthermore, in terms of enhancing and embellishing the environmental atmosphere, Atoms Crowd demonstrates remarkable efficiency, as seen in its application for set dressing in the stage scene.

Our sincere appreciation to Toolchefs for providing us with such a convenient tool!


Versatile Media
Founded in 1993, Versatile Media is a full-service film and television media company that specializes in content creation and technological advancement. The company is known for its cutting-edge virtual production system. Versatile Media boasts an independent technical team and a robust research and development division, which focuses on creating innovative tools and technical solutions for virtual production. This dedication has given birth to the cutting-edge virtual production system, which encompasses the entire workflow from real-time Previz to LED shooting. LED Volumes with the highest optical standards in the world, high-speed optical mocap soundstages, and an interactive intelligent cinematography control system are among its standout facilities. These resources collectively form an integrated, real-time, efficient, and precisely controllable film and television production system, which ensures the finest manifestation of creativity.