{"id":537,"date":"2012-02-09T10:04:05","date_gmt":"2012-02-09T18:04:05","guid":{"rendered":"http:\/\/tojek.com\/jon\/?page_id=537"},"modified":"2012-02-09T10:04:05","modified_gmt":"2012-02-09T18:04:05","slug":"vfx-papers-2","status":"publish","type":"page","link":"http:\/\/tojek.com\/jon\/?page_id=537","title":{"rendered":"VFX Rendering Papers"},"content":{"rendered":"<p><span style=\"color: #000000;\">Here is a collection of VFX papers, slideshows, and presentations written and released by some very smart people in our Visual Effects industry.\u00a0 The link at the bottom of each description will have a PDF file you can download, or read in your browser.\u00a0 Enjoy!<\/span><\/p>\n<p>&nbsp;<\/p>\n<h1 style=\"text-align: center;\"><span style=\"color: #000000;\">Global Illumination across Industries<\/span><\/h1>\n<h1 style=\"text-align: center;\"><span style=\"color: #000000;\">Siggraph course 2010<\/span><\/h1>\n<p><span style=\"color: #000000;\"><em>Presented By:<\/em><\/span><br \/>\n<span style=\"color: #000000;\"><em> Jaroslav Krivanek<\/em><\/span><\/p>\n<figure style=\"width: 574px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/getlearnflow.com\/jon\/wp-content\/uploads\/2012\/02\/intro_05.jpg\"><img loading=\"lazy\" decoding=\"async\" title=\"intro_05\" src=\"http:\/\/getlearnflow.com\/jon\/wp-content\/uploads\/2012\/02\/intro_05-1024x198.jpg\" alt=\"\" width=\"574\" height=\"111\" \/><\/a><figcaption class=\"wp-caption-text\">Global Illumination across Industries - slideshow<\/figcaption><\/figure>\n<p>&nbsp;<\/p>\n<p>This is an introduction to three other presentations that describe different types of GI renderers that are currently being used at the movie studios.\u00a0 Jaroslav begins by giving a great simple description of Global Illumination, and the four different types of resultant lighting effects, diffuse inter-reflections (color bleed), glossy reflections (we used to call this spec), caustics, and refractions.\u00a0 Then follows clear definitions of BRDF (the shading characteristics of a surface), and how this is used when calculating how much light hits every point in a scene.<\/p>\n<p>&#8220;The goal of realistic rendering is to compute the amount of light reflected from visible scene surfaces that arrives to the virtual camera through image pixels.\u00a0 This light determines the color of image pixels&#8221;<\/p>\n<p>&nbsp;<\/p>\n<h2><a href=\"http:\/\/getlearnflow.com\/jon\/wp-content\/uploads\/2012\/02\/giai2010-01-jaroslav_krivanek-notes.pdf\">giai2010-01-jaroslav_krivanek-notes<\/a><\/h2>\n<p>&nbsp;<\/p>\n<h1 style=\"text-align: center;\"><span style=\"text-decoration: underline;\"><span style=\"color: #000000; text-decoration: underline;\">Image Based Lighting and Physical Shading at ILM<\/span><\/span><\/h1>\n<address><span style=\"color: #000000;\"><em>Presented By:<\/em><\/span><\/address>\n<address><span style=\"color: #000000;\"><em>Ben Snow<\/em><\/span><\/address>\n<address><span style=\"color: #000000;\"><em>Industrial Light and Magic<\/em><\/span><\/address>\n<p>&nbsp;<\/p>\n<figure id=\"attachment_560\" aria-describedby=\"caption-attachment-560\" style=\"width: 200px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/getlearnflow.com\/jon\/wp-content\/uploads\/2012\/02\/s2010_phys_screen_ilm.jpg\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-560 \" style=\"border: 2px solid black;\" title=\"s2010_phys_screen_ilm\" src=\"http:\/\/getlearnflow.com\/jon\/wp-content\/uploads\/2012\/02\/s2010_phys_screen_ilm-200x112.jpg\" alt=\"\" width=\"200\" height=\"112\" \/><\/a><figcaption id=\"caption-attachment-560\" class=\"wp-caption-text\">Irom Man, proxy set with HDRI images projected on the walls.<\/figcaption><\/figure>\n<p>This is a great slide show by Ben Snow of a presentation he gave at Siggraph 2010, which describes how ILM lighting has changed their lighting pipeline over the years.\u00a0 The first version is small with only slides, the second version is much larger PDF with full text of the speech.<\/p>\n<p>Here are some direct quotes:<\/p>\n<p>&#8220;With visual effects for film, we\u2019re really trying to produce <strong><em>filmed<\/em><\/strong> reality, or more correctly the view of the world that is captured on film or another medium.\u00a0 And it\u2019s an important distinction.&#8221;<\/p>\n<p>&#8220;In the few years leading up to Iron Man and Terminator, there had been a lot of interesting discussion and presentations at Siggraph and other conferences about physically based materials and lighting, and the move to energy conserving materials, and importance sampled ray tracing.\u00a0 We decided we wanted to use an energy conserving, importance sampled, image-based shading setup.\u00a0 The goal was a simpler, more intuitive and physically based system of lighting and rendering.&#8221;<\/p>\n<p>&#8220;The system we arrived at introduced energy conservation into our shaders.\u00a0 This means that the amount of light that reflects or bounces off a surface can never be more than the amount of light hitting the surface.&#8221;<\/p>\n<p>&#8220;The new tools also combined what we used to think of as the separate components of specular and reflection together into one component we called specular.\u00a0 Likewise what we used to call ambient and diffuse now are combined into diffuse.&#8221;<\/p>\n<p><a href=\"http:\/\/tojek.com\/jon\/?attachment_id=584\" rel=\"attachment wp-att-584\">sigg2010_physhadcourse_ILM_slides.compressed<\/a><\/p>\n<p><a title=\"large version with text\" href=\"http:\/\/renderwonk.com\/publications\/s2010-shading-course\/snow\/sigg2010_physhadcourse_ILM.pdf\">http:\/\/renderwonk.com\/publications\/s2010-shading-course\/snow\/sigg2010_physhadcourse_ILM.pdf<\/a><\/p>\n<p><span style=\"text-decoration: underline;\"><strong><br \/>\n<\/strong><\/span><\/p>\n<p><img decoding=\"async\" title=\"gallery link=&quot;file&quot;\" src=\"http:\/\/tojek.com\/jon\/wp-includes\/js\/tinymce\/plugins\/wpgallery\/img\/t.gif\" alt=\"\" \/><\/p>\n<h1 style=\"text-align: center;\"><span style=\"text-decoration: underline;\"><span style=\"color: #000000; text-decoration: underline;\"><strong>Faster Photorealism in Wonderland:<\/strong><\/span><\/span><\/h1>\n<h1 style=\"text-align: center;\"><span style=\"text-decoration: underline;\"><span style=\"color: #000000; text-decoration: underline;\"><strong>Physically based shading and lighting at Sony Pictures Imageworks<\/strong><\/span><\/span><\/h1>\n<address><span style=\"color: #000000;\">Presented By:<\/span><br \/>\n<span style=\"color: #000000;\"> Adam Martinez, Cg Supervisor<\/span><\/address>\n<p>&nbsp;<\/p>\n<figure id=\"attachment_600\" aria-describedby=\"caption-attachment-600\" style=\"width: 200px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/getlearnflow.com\/jon\/wp-content\/uploads\/2012\/02\/s2010_course_notes_SPI_01.jpg\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-600  \" style=\"border: 2px solid black;\" title=\"s2010_course_notes_SPI_01\" src=\"http:\/\/getlearnflow.com\/jon\/wp-content\/uploads\/2012\/02\/s2010_course_notes_SPI_01-200x92.jpg\" alt=\"alt text\" width=\"200\" height=\"92\" \/><\/a><figcaption id=\"caption-attachment-600\" class=\"wp-caption-text\">This renders shows the effect of only scaling up the size of area light.<\/figcaption><\/figure>\n<p>&nbsp;<\/p>\n<p>This presentation by Adam Martinez from SPI describes how the studio is transitioning from the traditional multi-pass rendering to a more single beauty pass, GI lighting, physically based rendering and lighting system based on the Arnold renderer.\u00a0 This transition makes the lookDev and lighters job more streamlined and natural because we can focus on placing, scaling, and adjusting lights and reflectors to simulate on-set studio lighting rather then rendering multiple lighting passes, and manually balancing many over-developed parameters that tried to force a relationship between direct illumination specular and reflection response.<\/p>\n<p>Here are some direct quotes:<\/p>\n<p>&#8220;Since we combine the specular illumination and reflection terms into a single interface, and by virtue of the Arnold renderer\u2019s<br \/>\nnative behavior, we also accomplished substantial interface simplification and a streamlined the user experience.&#8221;<\/p>\n<p>&#8220;Rob Bredow,\u00a0 Imageworks\u2019 CTO, made it clear that the push towards using Arnold, and technologies like it, was to provide more photo-realistic imagery out of the gate, but to also make our human time more productive.&#8221;<\/p>\n<p><a href=\"http:\/\/getlearnflow.com\/jon\/wp-content\/uploads\/2012\/02\/s2010_course_notes_SPI.pdf\">s2010_course_notes_SPI<\/a><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Here is a collection of VFX papers, slideshows, and presentations written and released by some very smart people in our Visual Effects industry.\u00a0 The link at the bottom of each description will have a PDF file you can download, or read in your browser.\u00a0 Enjoy! &nbsp; Global Illumination across Industries Siggraph course 2010 Presented By: Jaroslav Krivanek &nbsp; This is an introduction to three other presentations that describe different types of GI renderers that are currently being used at the movie studios.\u00a0 Jaroslav begins by giving a great simple description of Global Illumination, and the four different types of resultant lighting effects, diffuse inter-reflections (color bleed), glossy reflections (we used to call this spec), caustics, and refractions.\u00a0 Then follows clear definitions of BRDF (the shading characteristics of a surface), and how this is used when calculating how much light hits every point in a scene. &#8220;The goal of realistic rendering is to compute the amount [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"class_list":["post-537","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/tojek.com\/jon\/index.php?rest_route=\/wp\/v2\/pages\/537","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/tojek.com\/jon\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/tojek.com\/jon\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/tojek.com\/jon\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/tojek.com\/jon\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=537"}],"version-history":[{"count":0,"href":"http:\/\/tojek.com\/jon\/index.php?rest_route=\/wp\/v2\/pages\/537\/revisions"}],"wp:attachment":[{"href":"http:\/\/tojek.com\/jon\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=537"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}