This week’s session was about VP / nDisplay. Sara introduced the basic concept of Virtual Production and the nDisplaysystem in Unreal Engine, which is commonly used for large-scale screen displays and multi-screen visual output. Through this class, I finally understood how many of the naked-eye 3D displays in commercial streets are created.
The key idea behind naked-eye 3D is not that the image is truly three-dimensional, but that it uses perspective from a specific viewing angle to create the illusion that an object is coming out of the screen or that the space is extending inward. To create this effect, artists usually need to build a virtual scene based on the real screen’s size, position, and viewing angle. Then, 3D content and camera settings are designed in Unreal Engine. The image must be adjusted according to the main viewing position of the audience, so that the screen edges, building corners, and virtual objects align correctly from that angle.
The basic workflow can be divided into several steps. First, the screen size, ratio, and viewing position need to be measured. Then, a matching virtual space is built in UE5. After that, 3D models, animation, and materials are created. Next, a suitable virtual camera angle is set up to match the real perspective of the screen. Finally, the image is output to the large screen through nDisplay or a similar system, followed by on-site testing and adjustment.
This lesson gave me a more direct understanding of virtual production. In the past, I only thought naked-eye 3D was a cool visual effect. Now I understand that it combines 3D modelling, animation, camera perspective, real-time rendering, and screen output technology. It also showed me that Unreal Engine can be used not only for games and animation, but also for commercial displays, public art, and immersive visual experiences.