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    Unreal Engine 5의 렌더링 기술을 활용한 가상 환경 제작 기법 연구 = A Study on Virtual Environment Creation Techniques Utilizing the Rendering Technologies of Unreal Engine 5

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    https://www.riss.kr/link?id=T17548608

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    This study examines virtual environment creation techniques based on the rendering technologies of Unreal Engine 5 and explores how real-time rendering can be used to build visually persuasive and narratively meaningful digital spaces. As real-time rendering has become increasingly important across games, film, immersive exhibitions, and virtual content production, Unreal Engine 5 has emerged as a highly effective platform through its advanced rendering systems, including Lumen, Nanite, and Virtual Shadow Maps. In response to this technological shift, the study aims to analyze the core rendering features required for virtual environment production, organize a practical production pipeline, and evaluate how these technologies contribute to both visual quality and workflow efficiency.

    The research combines theoretical analysis with practice-based production. First, relevant literature, technical documents, and prior studies on real-time rendering and Unreal Engine were reviewed in order to establish a conceptual and technical framework. Based on this foundation, a virtual environment project titled Endless Pilgrimage (끝없는 순례) was designed and produced. The work was structured as a space-based narrative rather than a dialogue-driven story, using environmental transitions to convey emotional and symbolic meaning. The narrative unfolds through four stages: Ruins of the Buddha Land, Realm of Silence, Realm of Light, and Lonely Pilgrimage Path. Each stage was designed to represent a different psychological and spiritual state through spatial composition, lighting, color, fog, and camera movement.

    In the production process, character, costume, architectural, and environmental assets were created using external DCC tools such as Mixamo, Marvelous Designer, Cinema 4D, and 3ds Max, and then integrated into Unreal Engine 5. PBR-based materials, texture maps, Niagara effects, and post-processing were applied to strengthen realism and atmosphere. In particular, Lumen was used to achieve natural indirect lighting and reflections, Nanite was adopted to preserve high-density geometric detail, and Virtual Shadow Maps were employed to enhance shadow precision. Sequencer and Movie Render Queue were used for cinematic camera direction and final output, while Adobe Premiere Pro was used for post-production editing.

    The results show that Unreal Engine 5 provides an effective production environment for constructing virtual spaces that balance visual fidelity, narrative expression, and practical efficiency. The application of real-time rendering techniques improved depth, lighting realism, material response, and atmospheric consistency across scenes. Furthermore, the study confirms that virtual environments can function not merely as backgrounds, but as narrative interfaces that communicate emotion, symbolism, and experiential flow. Ultimately, this research systematizes a production process for UE5-based virtual environment creation and suggests its practical potential for a wide range of digital visual content, including cinematic video, immersive media, and interactive experiences.
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    This study examines virtual environment creation techniques based on the rendering technologies of Unreal Engine 5 and explores how real-time rendering can be used to build visually persuasive and narratively meaningful digital spaces. As real-time re...

    This study examines virtual environment creation techniques based on the rendering technologies of Unreal Engine 5 and explores how real-time rendering can be used to build visually persuasive and narratively meaningful digital spaces. As real-time rendering has become increasingly important across games, film, immersive exhibitions, and virtual content production, Unreal Engine 5 has emerged as a highly effective platform through its advanced rendering systems, including Lumen, Nanite, and Virtual Shadow Maps. In response to this technological shift, the study aims to analyze the core rendering features required for virtual environment production, organize a practical production pipeline, and evaluate how these technologies contribute to both visual quality and workflow efficiency.

    The research combines theoretical analysis with practice-based production. First, relevant literature, technical documents, and prior studies on real-time rendering and Unreal Engine were reviewed in order to establish a conceptual and technical framework. Based on this foundation, a virtual environment project titled Endless Pilgrimage (끝없는 순례) was designed and produced. The work was structured as a space-based narrative rather than a dialogue-driven story, using environmental transitions to convey emotional and symbolic meaning. The narrative unfolds through four stages: Ruins of the Buddha Land, Realm of Silence, Realm of Light, and Lonely Pilgrimage Path. Each stage was designed to represent a different psychological and spiritual state through spatial composition, lighting, color, fog, and camera movement.

    In the production process, character, costume, architectural, and environmental assets were created using external DCC tools such as Mixamo, Marvelous Designer, Cinema 4D, and 3ds Max, and then integrated into Unreal Engine 5. PBR-based materials, texture maps, Niagara effects, and post-processing were applied to strengthen realism and atmosphere. In particular, Lumen was used to achieve natural indirect lighting and reflections, Nanite was adopted to preserve high-density geometric detail, and Virtual Shadow Maps were employed to enhance shadow precision. Sequencer and Movie Render Queue were used for cinematic camera direction and final output, while Adobe Premiere Pro was used for post-production editing.

    The results show that Unreal Engine 5 provides an effective production environment for constructing virtual spaces that balance visual fidelity, narrative expression, and practical efficiency. The application of real-time rendering techniques improved depth, lighting realism, material response, and atmospheric consistency across scenes. Furthermore, the study confirms that virtual environments can function not merely as backgrounds, but as narrative interfaces that communicate emotion, symbolism, and experiential flow. Ultimately, this research systematizes a production process for UE5-based virtual environment creation and suggests its practical potential for a wide range of digital visual content, including cinematic video, immersive media, and interactive experiences.

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    목차 (Table of Contents)

    • 제1장 서 론 1
    • 제1절 연구 배경 2
    • 제2절 연구 목적 및 연구 문제 2
    • 제3절 연구 범위 및 연구 방법 3
    • 1. 연구 범위 및 내용 3
    • 제1장 서 론 1
    • 제1절 연구 배경 2
    • 제2절 연구 목적 및 연구 문제 2
    • 제3절 연구 범위 및 연구 방법 3
    • 1. 연구 범위 및 내용 3
    • 2. 연구 방법 및 절차 4
    • 제4절 연구의 구성 체계 7
    • 제2장 이론적 배경 8
    • 제1절 가상 환경과 서사의 관계 8
    • 제2절 실시간 렌더링 기술의 개념과 발전 9
    • 제3절 Unreal Engine 5 렌더링 기술의 구조와 특징 10
    • 제4절 공간 기반 서사 표현 연구 11
    • 제3장 가상 환경 제작 설계 및 기획 13
    • 제1절 작품 기획 의도 및 서사 구조 설계 13
    • 제2절 서사 전개 단계 설정 14
    • 1. 불국의 유적 15
    • 2. 침묵의 경지 15
    • 3. 빛이 드는 경지 16
    • 4. 고독한 순례길 17
    • 제3절 공간 구성 및 시각 표현 전략 18
    • 제4절 스토리보드 기반 서사 연출 설계 19
    • 1. 스토리보드 설계 개념 및 필요성 19
    • 2. 서사 흐름 기반 장면 구성 전략 20
    • 3. 장면별 스토리보드 및 연출 분석 21
    • 제4장 UE5 기반 가상 환경 제작 및 렌더링 구현 32
    • 제1절 3D 모델링 및 자산 제작 32
    • 1. 인물 모델링 제작 32
    • 2. 환경(장면) 모델링 제작 40
    • 3. 텍스처 자산 제작 및 적용 49
    • 제2절 3D 에셋 임포트 및 머티리얼 설정 51
    • 1. 텍스처 자산 제작 및 적용 51
    • 2. 머티리얼 생성 및 텍스처 연결 53
    • 제3절 공간 구성 및 환경 연출 61
    • 1. 장면 구축 및 공간 구성 61
    • 2. 라이팅 및 환경 요소 설정 65
    • 3. 장면 완성도 및 분위기 연출 67
    • 제4절 카메라 연출 및 렌더링 출력 70
    • 1. 카메라 동선 및 시퀀스 연출 70
    • 2. 렌더링 및 출력 설정 71
    • 3. 후반 편집 및 영상 완성 72
    • 제5장 결과 분석 및 결론 74
    • 제1절 렌더링 기법 적용에 따른 시각적 효과 분석 74
    • 1. 시각적 품질 향상 효과 74
    • 2. 렌더링 설정의 효율성 고찰 75
    • 제2절 가상 환경 기반 서사 및 감성 전달 효과 분석 75
    • 제3절 제작 기법 정리 및 활용 가능성 76
    • 1. 제작 프로세스 체계화 76
    • 2. 실무 적용 가능성 76
    • 제4절 연구의 의의 및 확장 가능성 77
    • 참 고 문 헌 78
    • ABSTRACT 79
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