Volumetric light scattering

Here are a couple of links on how to render light scattering effect (aka. volumetric shadows):

 Update:

The rendering tools in the film industry

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.)

A list of important graphics research papers

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:

  1. A Characterization of Ten Hidden-Surface Algorithms, Sutherland et al., ACM Computing Surveys, 1974
  2. Survey of Texture Mapping, Paul Heckbert, IEEE Computer Graphics and Applications, 1986
  3. Rendering Complex Scenes with Memory-Coherent Ray Tracing, Matt Pharr et al., proceedings of SIGGRAPH, 1997
  4. An Efficient Representation for Irradiance Environment Maps, Ramamoorthi & Hanrahan, proceedings of SIGGRAPH, 2001
  5. Decoupled Sampling for Graphics Pipelines, Ragan-Kelley et al. ACM Transactions on Graphics, 2011
  6. The Aliasing Problem in Computer-Generated Shaded Images, Franklin C. Crow, Communications of the ACM, 1977
  7. Ray Tracing Complex Scenes, Kay & Kajiya, proceedings of SIGGRAPH, 1986
  8. Hierarchical Z-buffer Visibility, Greene et al., proceedings of SIGGRAPH, 1993
  9. Geometry Images, Gu et al., ACM Transactions on Graphics, 2002
  10. A Hidden-Surface Algorithm with Anti-Aliasing, Edwin Catmull, proceedings of SIGGRAPH, 1978
  11. Modeling the Interaction of Light Between Diffuse Surfaces, Goral et al., proceedings of SIGGRAPH, 1984
    “The first radiosity paper, with the real physical Cornell box (which I’ve actually have seen in real life!)”
  12. Pyramidal Parametrics, Lance Williams, proceedings of SIGGRAPH, 1983
  13. Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography, Paul Debevec, proceedings of SIGGRAPH 2008
    “Influence on gfx proportional to title length!”
  14. A parallel algorithm for polygon rasterization, Juan Pineda, proceedings of SIGGRAPH, 1988
  15. Rendering from compressed textures, Beers et al., proceedings of SIGGRAPH 1996
    “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!”
  16. A general version of Crow’s shadow volumes, P. Bergeron, IEEE Computer Graphics and Applications, 1986
    “Generalized SV. Nice trick”
  17. Reality engine graphics, Kurt Akeley, proceedings of SIGGRAPH 1993
    “Paper describes MSAA, guard bands, etc etc”
  18. The design and analysis of a cache architecture for texture mapping, Hakura and Gupta, proceedings of ISCA 1997
    “Classic texture $ paper!”
  19. Deep shadow maps, Lokovic and Veach, proceedings of SIGGRAPH 2000
    “Lots of inspiration here!”
  20. The Reyes image rendering architecture, Cook et al., proceedings of SIGGRAPH 1987
    “Sooo good & mega-influential!”
  21. A practical model for subsurface light transport, Jensen et al., proceedings of SIGGRAPH 2001
  22. Casting curved shadows on curved surfaces, Lance Williams, proceedings of SIGGRAPH 1978
    “*the* shadow map paper!”
  23. On the design of display processors, Myer and Sutherland, Communications of the ACM 1968
    “Wheel of reincarnation”
  24. Ray tracing Jell-O brand gelatin, Paul S. Heckbert, Communications of the ACM 1988
  25. Talisman: Commodity realtime 3D graphics for the PC, Torborg and Kajiya, Proceedings of SIGGRAPH 1996
  26. A Frequency Analysis of Light Transport, Durand et al., Proceedings of SIGGRAPH 2005
    “Very influential!!”
  27. An Ambient Light Illumination Mode (behind a paywall), S. Zhukov, A. Iones, G. Kronin, Eurographics 1998
    “First paper on ambient occlusion, AFAIK. Not that old…”

Ambient shadows in The Last of Us

Last month at SIGGRAPH, Michał Iwanicki of Naughty Dogs presented his talk “Lighting technology in The Last of Us”, 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!

SIGGRAPH 2013

More and more material and news are being released about the next edition of SIGGRAPH, so here is a short summary.

Technical papers

The 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!

The 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).


Courses

Not much to say, it looks great and I want to see most of them… The Advances in Real-Time Rendering in Games and Physically Based Shading in Theory and Practice courses are a must see as usual. The Recent Advances in Light-Transport Simulation: Theory & Practice and Ray Tracing is the Future and Ever Will Be courses sound promising too.


Our work to be shown at SIGGRAPH

Lastly, we had some awesome news yesterday, when we were told our last released demoscene production, F – Felix’s workshop, has been selected to be shown as part of the Real-Time Live! demoscene reel event.

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.

Making the subtle obvious, follow-up

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.

Making the subtle obvious

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.