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Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010
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Distributed ray tracing, Cook et al.1984 Image courtesy of Lucasfilm SIGGRAPH 2010
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The Rendering Equation, Kajiya 1986 SIGGRAPH 2010
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CGI Studio Blue Sky Studio’s proprietary renderer Physically-based Monte Carlo ray tracer Created by Carl Ludwig, Eugene Troubetzkoy, Michael Ferraro et al. ex-MAGI/SynthaVision team (TRON etc) Blue Sky Studio’s proprietary renderer Physically-based Monte Carlo ray tracer Created by Carl Ludwig, Eugene Troubetzkoy, Michael Ferraro et al. ex-MAGI/SynthaVision team (TRON etc) SIGGRAPH 2010
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Image courtesy of Blue Sky Studios, Inc. Carl Ludwig 1990 (!) SIGGRAPH 2010
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Image courtesy of Blue Sky Studios, Inc. uncredited,1991 SIGGRAPH 2010
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Image courtesy of Blue Sky Studios, Inc. John Kars 1992 SIGGRAPH 2010
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Image courtesy of Blue Sky Studios, Inc. “Bunny”, Best Animated Short 1998 SIGGRAPH 2010
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Arnold Physically-based Monte Carlo ray tracer Unbiased, uni-directional path tracing Co-developed by Solid Angle SL and Sony Pictures Imageworks, Inc. Physically-based Monte Carlo ray tracer Unbiased, uni-directional path tracing Co-developed by Solid Angle SL and Sony Pictures Imageworks, Inc. SIGGRAPH 2010
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“Pepe” 1999 Image courtesy of Daniel Martinez Lara. © 1999 Daniel Martinez Lara. All rights reserved. SIGGRAPH 2010
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Image courtesy of Ruairi Robinson. © 2001 Zanita Films. All rights reserved. “Fifty Percent Grey” 2001 SIGGRAPH 2010
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Image courtesy of Columbia Pictures. © 2006 Columbia Pictures Industries, Inc. All rights reserved. “Monster House” 2006 SIGGRAPH 2010
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Image courtesy of Sony Pictures Animation. © 2009 Sony Pictures Animation, Inc. All rights reserved. “Cloudy with a Chance of Meatballs” 2009 SIGGRAPH 2010
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Image courtesy of Columbia Pictures. © 2009 Columbia Pictures Industries, Inc. All rights reserved. “2012” 2009 SIGGRAPH 2010
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“Alice in Wonderland” 2010 Lots of furry characters... SIGGRAPH 2010 Images courtesy of Walt Disney Pictures
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What is Arnold? Unbiased Monte Carlo ray tracer Uni-directional path tracer 200k lines of highly optimized C/C++ code Fully multi-threaded + SIMD architecture Unbiased Monte Carlo ray tracer Uni-directional path tracer 200k lines of highly optimized C/C++ code Fully multi-threaded + SIMD architecture SIGGRAPH 2010
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Production features Motion blur (xform and deformation) Networked, programmable shaders Hundreds of millions of triangles and hair splines Deferred/procedural loading of geometry Texture caching Motion blur (xform and deformation) Networked, programmable shaders Hundreds of millions of triangles and hair splines Deferred/procedural loading of geometry Texture caching SIGGRAPH 2010
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Production features Motion blur (xform and deformation) Networked, programmable shaders Hundreds of millions of triangles and hair splines Deferred/procedural loading of geometry Texture caching Motion blur (xform and deformation) Networked, programmable shaders Hundreds of millions of triangles and hair splines Deferred/procedural loading of geometry Texture caching SIGGRAPH 2010 all at the same time!
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Pros Single-pass: dramatically simpler pipeline (no extra files or caches) Only one quality knob (number of samples) Shadows are always perfect (no shadowmaps etc) Interactive (via progressive refinement) No memory used to store lighting/GI Single-pass: dramatically simpler pipeline (no extra files or caches) Only one quality knob (number of samples) Shadows are always perfect (no shadowmaps etc) Interactive (via progressive refinement) No memory used to store lighting/GI SIGGRAPH 2010
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Cons Slow? Noise Indoors are hard Geometry must reside in memory at all times Slow? Noise Indoors are hard Geometry must reside in memory at all times SIGGRAPH 2010
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Address the cons! Three orthogonal axes: make rays faster reduce memory use (cost per polygon) variance reduction Three orthogonal axes: make rays faster reduce memory use (cost per polygon) variance reduction SIGGRAPH 2010
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Address the cons! Aim for optimal multi-threading performance (linear scalability) 8-core machines are the norm at the workstation 32- and 64-core machines are in the horizon Aim for optimal multi-threading performance (linear scalability) 8-core machines are the norm at the workstation 32- and 64-core machines are in the horizon SIGGRAPH 2010
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Address the cons! Explore new ray acceleration structures BVH, kd-tree etc Build time is less important than traversal Geometry quantization Explore new ray acceleration structures BVH, kd-tree etc Build time is less important than traversal Geometry quantization SIGGRAPH 2010
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Variance reduction Good 2D (pixel, lens, light, BRDF) and 1D (motion blur, volume) sample sets BRDF importance sampling Solid angle-based light source importance sampling Multiple importance sampling Volume importance sampling Careful with correlation between dimensions Good 2D (pixel, lens, light, BRDF) and 1D (motion blur, volume) sample sets BRDF importance sampling Solid angle-based light source importance sampling Multiple importance sampling Volume importance sampling Careful with correlation between dimensions SIGGRAPH 2010
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Geometry instancing Easy to generate billions of visible polygons Greatly helps in many common scenarios: cities crowds debris Easy to generate billions of visible polygons Greatly helps in many common scenarios: cities crowds debris SIGGRAPH 2010
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Geometry instancing SIGGRAPH 2010 Chew and Swallow city from Cloudy with a Chance of Meatballs 1 million separate instanced objects, 2.5 GB
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Geometry instancing SIGGRAPH 2010
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Geometry instancing SIGGRAPH 2010
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Geometry instancing SIGGRAPH 2010
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Interactivity Why is interactive feedback so important? CPU time: $0.1 / hour artist time: $40 / hour Final “beauty” render time is not as important as reducing lighting overhead Why is interactive feedback so important? CPU time: $0.1 / hour artist time: $40 / hour Final “beauty” render time is not as important as reducing lighting overhead SIGGRAPH 2010
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1 million polys, area light, sky, 2-bounce GI, reflections (rendered on a single quad-core CPU, 4 threads)
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Interactivity Can’t afford to have lighters waiting for shadowmaps, pointclouds and caches everytime they need to move a light Scene updates are interactive: lights, shaders, camera, moving geometry Inmediate feedback via progressive refinement Can’t afford to have lighters waiting for shadowmaps, pointclouds and caches everytime they need to move a light Scene updates are interactive: lights, shaders, camera, moving geometry Inmediate feedback via progressive refinement SIGGRAPH 2010
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1.5 M displaced tris 3 area lights + sky diffuse + glossy + sss 10x10 pixel samples 1920x1080 00:14 model by Glassworks London SIGGRAPH 2010 Low-overhead deformation motion blur
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1.5 M displaced tris 3 area lights + sky diffuse + glossy + sss 10x10 pixel samples 1920x1080 00:16 model by Glassworks London SIGGRAPH 2010 Low-overhead deformation motion blur
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Less artistic freedom? Often mentioned as a criticism for global illumination renderers... but in practice we are not getting many complaints, specially in photoreal projects Many optional controls: light groups (e.g. lights for eyes only) per-light spec/diffuse switches hide/substitute objects for certain ray types Often mentioned as a criticism for global illumination renderers... but in practice we are not getting many complaints, specially in photoreal projects Many optional controls: light groups (e.g. lights for eyes only) per-light spec/diffuse switches hide/substitute objects for certain ray types SIGGRAPH 2010
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Less artistic freedom? SIGGRAPH 2010 "The initial expectation was that combined specular and reflection parameters would result in reduced ability to art- direct and dial the looks. In practice however, the imagery looked more correct out of the box, we almost never received direction to dial specular illumination and reflection independently." Adam Martinez on Alice in Wonderland
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Initial reluctance Traditionally too slow for production use... But both algorithms and hardware have improved dramatically in recent years GI is now “always on”, rarely turned off By having it on by default, first-time artists don’t have to press extra buttons and get up to speed more quickly Traditionally too slow for production use... But both algorithms and hardware have improved dramatically in recent years GI is now “always on”, rarely turned off By having it on by default, first-time artists don’t have to press extra buttons and get up to speed more quickly SIGGRAPH 2010
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Some tricks Noisy caustics: turn off certain light paths Noisy caustics: broaden specular lobes for secondary bounces Clamp 1/d^2 term near the lights Noisy caustics: turn off certain light paths Noisy caustics: broaden specular lobes for secondary bounces Clamp 1/d^2 term near the lights SIGGRAPH 2010
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Broaden specular lobes for direct lighting in secondary bounces SIGGRAPH 2010 phong_exponent = 2000phong_exponent = 50 same render time!
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Conclusion Path tracing for film production is here to stay Radically changes the rendering pipeline at film studios (after an initial period of scepticism) Still lots of room for improvement (sampling, new accels etc) Path tracing for film production is here to stay Radically changes the rendering pipeline at film studios (after an initial period of scepticism) Still lots of room for improvement (sampling, new accels etc) SIGGRAPH 2010
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Thanks! Blue Sky: Carl Ludwig Imageworks: Cliff Stein, Chris Kulla, Larry Gritz, Alex Conty, Rene Limberger, Rob Bredow Solid Angle: Angel Jimenez, Borja Morales, Luis Armengol Glassworks: Andreas Byström Blue Sky: Carl Ludwig Imageworks: Cliff Stein, Chris Kulla, Larry Gritz, Alex Conty, Rene Limberger, Rob Bredow Solid Angle: Angel Jimenez, Borja Morales, Luis Armengol Glassworks: Andreas Byström SIGGRAPH 2010
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