Epiphanic Resolution: The Effect of Video Compression on the Believability of Computer-Generated Characters
Date
Authors
Kennedy, Jason
Supervisor
Item type
Journal Article
Degree name
Journal Title
Journal ISSN
Volume Title
Publisher
Intellect
Abstract
This study examines the effects of video compression on the believable integration of computer-generated (CG) characters among live-action film elements. Compression is requisite for the delivery of moving-image content to a variety of end-user applications, including cinema, online streaming, Blu-ray, and digital video files. The most common standards for compressing consumer-targeted video content include H.264/AVC and H.265/HEVC, each of which provide separate pros and cons depending on the type of footage and the degree of compression required. This research investigates a previously unexplored question: to what extent does the type and degree of compression affect how well virtual actors (vactors) appear to coexist within profilmic scenes? By extension, what visual results linked to compression have the greatest impact on compromising a vactor’s believable integration within a shot? Analyses of two feature films and a web-based advertisement at various compressions strengths provide data that strongly suggests that compression is more detrimental to the believability of CG versus profilmic characters within the same shot. Additionally, as compression strength increases, CG characters become more graphically abstracted, negatively impacting the quality of their visual integration, whereas profilmic actors remain recognisably human and plausibly integrated – a phenomenon I dub as “epiphanic resolution”. This research provides novel insights regarding the relationship between the finished video product as delivered by a film company versus how it may be perceived when viewed at different formats by a variety of audiences.Description
Keywords
believability, CG character, epiphanic resolution, graphical abstraction, H.264, H.265, video compression, visual integration, 1902 Film, Television and Digital Media, 3605 Screen and digital media
Source
Animation Practice, Process and Production, ISSN: 2042-7875 (Print); 2042-7883 (Online), Intellect, 14(1), 45-69. doi: 10.1386/ap3_00060_1
Publisher's version
Rights statement
This is the Author's Accepted Manuscript of an article published in Animation Practice, Process and Production © 2025 Intellect Ltd. The Version of Record is available at DOI: 10.1386/ap3_00060_1
