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 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
Posted in Rendering, Science |
Tagged ACM, anti-aliasing, compressed textures, culling, deep shadow maps, diffuse, environment mapping, global illumination, HDR, IEEE, MSAA, paper, photograhy, radiosity, rasterization, ray tracing, reading list, Reyes, shadow map, shadow volumes, SIGGRAPH, subsurface scattering, texture mapping |
Geeks3D mentioned this keynote at the GPU Technology Conference, where NVIDIA’s CEO shows their technology called FaceWorks. After talking about the uncanny valley and avatar rendering uses, came the live demonstration, which seriously raises the bar in terms of face rendering and animation.
The quality is incredible, the gap from photo realism is getting very narrow, and some expressions are really convincing. The transitions and frozen expressions feel weird though, so I am wondering how it would look running freely for a moment, with all the rapid subtle moves we show even when staying idle. The avatar as a mean of communication is certainly very appealing. It would be interesting to see if when facing this rendering, we would react to the expressions displayed.
The demo itself starts after 8 minutes.
Posted in Rendering |
Tagged conference, demo, expression, eyes, face, FaceWorks, GeForce GTX TITAN, GPU Technology Conference, GTC, head, Jen-Hsun Huang, keynote, NVIDIA, skin, subsurface scattering, talk |
Skin rendering is really not my thing. Yet. I have too much figuring out rendering of opaque materials already to deal with ones exhibiting sub-surface scattering. But I got trapped reading one article and then another.. and before I knew I had a list I wanted to note for later reference.
Many links missing, as I’m not done checking the major techniques mentioned in the presentations, but perfect is the enemy of good after all.
Jorge Jimenez posted yesterday the last results of his research on skin rendering: Separable Subsurface Scattering. He provides a very impressive real-time demo, which, some point out, does runs on actual current hardware (it ran, slowly, on my low-end laptop). So even though he provides the following video of it, you should definitely try the actual binary. Oh, and the source code is available too. :-)