Here are a couple of links on how to render light scattering effect (aka. volumetric shadows):
Posted in Rendering |
Tagged aliasing, article, Intel, light scattering, light shaft, noise, paper, post processing, SIGGRAPH, talk, temporal upsampling, Unity, volumetric lighting, volumetric shadows |
Here is a list of articles published by
fxguide, giving fascinating insights into the tools used by the film industry in terms of rendering.
Ben Snow: the evolution of ILM’s lighting tools (January 2011)
A presentation of the evolution of the technology and tools used at Industrial Light and Magic, over the course of the years and movies, from the mid-90s to nowadays.
Monsters University: rendering physically based monsters (June 2013)
The Art of Rendering (April 2012)
A description of the different techniques used in high end rendering and the major engines. The State of Rendering (July 2013):
part 1, part 2
A lengthy overview of the state of the art in high end rendering, comparing the different tools and rendering solutions available, their approach and design choices, strengths and weaknesses as well as the consequences in terms of quality, scalability and render time.
(Brace yourselves for the massive tag list hereafter.)
Posted in Film, Rendering |
Tagged 3Delight, Alembic, ambient occlusion, Arnold, BSDF, caustics, CINEMA 4D, Clarisse iFX, cloud rendering, Cortex, energy conservation, fur, GI, global illumination, GPU, HDR, IBL, ILM, image based lighting, importance sampling, Lagoa, Lightwave, Manifold Exploration Path Tracing, Mantra, Maxwell Render, Mental Ray, MEPT, Metropolis light transport, MIS, MLT, Modo, multiple importance sampling, Octane, OpenEXR, OpenSubDiv, OpenVDB, OSL, path tracing, physically based rendering, physically plausible lighting, Pixar, point based, ray tracing, reading list, reflection occlusion, renderfarm, RenderMan, SIGGRAPH, Solid Angle, SSS, subsurface scattering, V-Ray |
This is an announcement that got all my attention. Since Twitter is a mess to find anything older than a day, here is the list so far:
, Sutherland et al., ACM Computing Surveys, 1974 A Characterization of Ten Hidden-Surface Algorithms
, Paul Heckbert, IEEE Computer Graphics and Applications, 1986 Survey of Texture Mapping
, Matt Pharr et al., proceedings of SIGGRAPH, 1997 Rendering Complex Scenes with Memory-Coherent Ray Tracing
, Ramamoorthi & Hanrahan, proceedings of SIGGRAPH, 2001 An Efficient Representation for Irradiance Environment Maps
, Ragan-Kelley et al. ACM Transactions on Graphics, 2011 Decoupled Sampling for Graphics Pipelines
, Franklin C. Crow, Communications of the ACM, 1977 The Aliasing Problem in Computer-Generated Shaded Images
Ray Tracing Complex Scenes, Kay & Kajiya, proceedings of SIGGRAPH, 1986
, Greene et al., proceedings of SIGGRAPH, 1993 Hierarchical Z-buffer Visibility
, Gu et al., ACM Transactions on Graphics, 2002 Geometry Images
, Edwin Catmull, proceedings of SIGGRAPH, 1978 A Hidden-Surface Algorithm with Anti-Aliasing
, Goral et al., proceedings of SIGGRAPH, 1984 Modeling the Interaction of Light Between Diffuse Surfaces
“The first radiosity paper, with the real physical Cornell box (which I’ve actually have seen in real life!)”
, Lance Williams, proceedings of SIGGRAPH, 1983 Pyramidal Parametrics
, Paul Debevec, proceedings of SIGGRAPH 2008 Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography
“Influence on gfx proportional to title length!”
, Juan Pineda, proceedings of SIGGRAPH, 1988 A parallel algorithm for polygon rasterization
, Beers et al., proceedings of SIGGRAPH 1996 Rendering from compressed textures
“This one (out of 3) of the 1st texture compression papers ever! Uses VQ so probably not something you want today, but major eye opener!”
, P. Bergeron, IEEE Computer Graphics and Applications, 1986 A general version of Crow’s shadow volumes
“Generalized SV. Nice trick”
, Kurt Akeley, proceedings of SIGGRAPH 1993 Reality engine graphics
“Paper describes MSAA, guard bands, etc etc”
, Hakura and Gupta, proceedings of ISCA 1997 The design and analysis of a cache architecture for texture mapping
“Classic texture $ paper!”
, Lokovic and Veach, proceedings of SIGGRAPH 2000 Deep shadow maps
“Lots of inspiration here!”
, Cook et al., proceedings of SIGGRAPH 1987 The Reyes image rendering architecture
“Sooo good & mega-influential!”
, Lance Williams, proceedings of SIGGRAPH 1978 Casting curved shadows on curved surfaces
“*the* shadow map paper!”
, Myer and Sutherland, Communications of the ACM 1968 On the design of display processors
“Wheel of reincarnation”
, Paul S. Heckbert, Communications of the ACM 1988 Ray tracing Jell-O brand gelatin
, Torborg and Kajiya, Proceedings of SIGGRAPH 1996 Talisman: Commodity realtime 3D graphics for the PC
, Durand et al., Proceedings of SIGGRAPH 2005 A Frequency Analysis of Light Transport
(behind a paywall), S. Zhukov, A. Iones, G. Kronin, Eurographics 1998 An Ambient Light Illumination Mode
“First paper on ambient occlusion, AFAIK. Not that old…”
Posted in Rendering, Science |
Tagged ACM, ambient occlusion, anti-aliasing, compressed textures, culling, deep shadow maps, diffuse, environment mapping, global illumination, HDR, IEEE, light transport, MSAA, paper, photograhy, radiosity, rasterization, ray tracing, reading list, Reyes, shadow map, shadow volumes, SIGGRAPH, subsurface scattering, texture mapping |
Last month at SIGGRAPH, Michał Iwanicki of Naughty Dogs presented his talk
, in which he focused on the technique they used for ambient shadows. In short: light maps and analytic occlusion with ellipsoid approximations of objects. Clever! “Lighting technology in The Last of Us”
More and more material and news are being released about the next edition of
SIGGRAPH, so here is a short summary. Technical papers
video teaser of the technical papers has been published. It looks like there will be some really cool stuff to see. As every year Ke-Sen Huang maintains a page with the list of papers.
Real Time Live!
Real Time Live! program looks very nice too, and it is good to see at least two demoscene related works will be presented there (the community GLSL tool ShaderToy by Beautypi, and some experiment by Still with a LEAP Motion controller on their production, Square).
Not much to say, it looks great and I want to see most of them… The
and Advances in Real-Time Rendering in Games courses are a must see as usual. The Physically Based Shading in Theory and Practice and Recent Advances in Light-Transport Simulation: Theory & Practice courses sound promising too. Ray Tracing is the Future and Ever Will Be
Our work to be shown at SIGGRAPH
Lastly, we had some awesome news yesterday, when we were told our last released demoscene production,
, has been selected to be shown as part of the F – Felix’s workshop event. Real-Time Live! demoscene reel
Released last year at Revision and ranking 2nd in its category,
Felix’s workshop is a 64k intro: a real-time animation fitting entirely (music, meshes, textures…) within a 64kB binary file meant to run on a consumer level PC with a vanilla Windows and up to date drivers.
I was also told
Eddie Lee‘s work, Artifacts, was selected as well. His outstanding demo won at Tokyo Demo Fest earlier this year.
A couple of months ago I was
posting here about this SIGGRAPH publication on amplification of details in a video. Yesterday the New York Times put online a story as well as a video on the topic, with explanations from the authors and some new examples.
Posted in Science |
Tagged amplification, Eulerian, filtering, Laplacian, NYTimes, obvious, research, science, SIGGRAPH, subtle, temporal variation, video |
Take a video, decompose it into several frequency components, filter and amplify each one, recompose them back to an output video, profit.
Nuit-Blanche mentioned this paper presented earlier this year at SIGGRAPH. I never thought you could actually detect the blood flow from a simple video…
Update: more to see in this follow-up post.
Posted in Science |
Tagged amplification, Eulerian, filtering, Laplacian, obvious, research, science, SIGGRAPH, subtle, temporal variation, video |