In Colombia, the audiovisual industry has grown exponentially thanks to the policies on the orange economy, which seeks to impact the level of development in the artistic, cultural, and information and communication technologies sectors. In order to realize as a power in this sector worldwide, Colombia advances rapidly in the strengthening of the industry, venturing into the implementation of new technologies in special effects and post-production processes. In the flow of current film production, digital doubles, digital clones of the actor that allow dubbing for risky scenes, characters with particular aesthetics or actors that cannot be present in the set. The film industry has adopted in order to reduce the risks in the times of work of the actors, the reduction of the risks in the scenes of action and the decrease of the costs in the make-up and the utility. This article shows the process of developing a digital double in computer-generated imagery techniques, and how to achieve that digital realism that allows to pass, unnoticed dubbing, in order to socialize the industry knowledge and explore this type of innovations in their processes, following a sequential methodology from its conception to its conception.
Photogrammetry is a technique that allows the construction of hyperrealistic 3D objects. Currently, its use in the audiovisual industry has become an option to lower production budgets that are linked to art and equipment displacement, but the greatest opportunity is the creation of scenographies that simulate realistic and geolocalized visual landscapes, to starting from thinking about the details that make a space have determining characteristics and structures. Community intervention shapes a place to give it a unique look. In that case, the use of photogrammetry transcends the fact of creating places to recreate them from a city, a place or a time, based on the characteristics of the site. Recognizing this, an analysis and search of the elements that characterize Medellin, Colombia and that are necessary for the construction of a digital scenography has begun. Thus, the objective of this article is to describe the analysis that subsequently led to the theoretical construction of the visual landscape and its elevation in photogrammetry. Among the most relevant results of this research is the creation of a methodology for taking photogrammetry for the creation of scenery.
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