Mark,
I still think that hand-drawn paintings are still the way to go with inside-the-wreck depictions. I was involved with the CG artists who rendered the then-and-now views of the Marconi Room for "Ghosts of the Abyss," and because of that, I know that inside-the-wreck renders are well beyond my capacity to make.
Basically, in order to make a CG model of a wreck interior, you have to start with a good topographical map of the area. Every lump of silt, every object, every hole in the wall, has to be built in a basic form for texturing. The texture itself is a stretched grab from the ROV video that is applied to your topographical model. Because the entire wreck interior is not lit evenly (the texture map is usually a composite of several screen grabs taken as the ROV moves around the space), the artist has to smooth out the lighting and the way light plays across the object's texture. This is a very complicated process that I have oversimplified here for purposes of this discussion.
After that is done to the artist's/director's satisfaction, then details must be added, like all those rusticles, wires, etc. hanging down. Even after all that work, all that attention to detail, etc., I have yet to see a wreck interior CG model that would stand up to close inspection. There's just no way to capture all the detail needed to make it look realistic without spending thousands of hours on each model.
The teams of animators working for GotA didn't have the luxury of spending that much time on it. People like myself and Mike McMillan certainly don't, especially since we are working in our spare time.
Ken's paintings of the wreck interior are far more realistic-looking than any of the CG renders that I have seen. The CGI was good enough for the motion sequences that Cameron wanted in GotA, but for single-frame images, hand-drawn painting is still the best way of depicting wreck interiors, in my opinion.
Parks