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.