Multiresolution Radiosity Caching for Global Illumination in Movies

Similar documents
Irradiance Caching in Pixar s RenderMan

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Real-Time Reyes Programmable Pipelines and Research Challenges

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping

Final Project: Real-Time Global Illumination with Radiance Regression Functions

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

THEA RENDER ADAPTIVE BSD ENGINE

Screen Space Ambient Occlusion. Daniel Kvarfordt & Benjamin Lillandt

Bringing Hollywood to Real Time. Abe Wiley 3D Artist 3-D Application Research Group

Discussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013)

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University

Dynamic Ambient Occlusion and Indirect Lighting. Michael Bunnell NVIDIA Corporation

03 RENDERING PART TWO

CS354R: Computer Game Technology

Real-Time Reyes: Programmable Pipelines and Research Challenges. Anjul Patney University of California, Davis

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall

Photorealism vs. Non-Photorealism in Computer Graphics

Global Illumination. COMP 575/770 Spring 2013

Efficient Image-Based Methods for Rendering Soft Shadows. Hard vs. Soft Shadows. IBR good for soft shadows. Shadow maps

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

global light baking software

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Shadows. COMP 575/770 Spring 2013

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

Lecture 13: Reyes Architecture and Implementation. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

Applications of Explicit Early-Z Culling

Render methods, Compositing, Post-process and NPR in NX Render

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Chapter 11. Caustics and Global Illumination

Applications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Advanced Computer Graphics CS 563: Screen Space GI Techniques: Real Time

Photon Mapping. Due: 3/24/05, 11:59 PM

AWE Surface 1.0 Documentation

CS GAME PROGRAMMING Question bank

Me Again! Peter Chapman. if it s important / time-sensitive

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

CS-184: Computer Graphics. Today. Lecture #16: Global Illumination. Sunday, November 8, 2009

Chapter 7 - Light, Materials, Appearance

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration

Georgios (George) Papaioannou

An Approach to Point Based Approximate Color Bleeding With Volumes

The V-Ray installer will automatically remove any previous installations. This will allow you to seamlessly upgrade from previous versions.

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD

Corona Sky Corona Sun Corona Light Create Camera About

CGI and Pixar. In my opinion, one of the most fascinating applications of computer graphics

Participating Media. Part I: participating media in general. Oskar Elek MFF UK Prague

Scalable many-light methods

Biased Monte Carlo Ray Tracing:

NVIDIA Case Studies:

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline

Advanced Maya Texturing and Lighting

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

Progressive Sampling Strategies for Disk Light Sources

Hardware Shading: State-of-the-Art and Future Challenges

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination

Global Illumination and Monte Carlo

COMP371 COMPUTER GRAPHICS

Creating Project Winning Visualization with Iterative Luxology Rendering

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February

Advanced Maya e Texturing. and Lighting. Second Edition WILEY PUBLISHING, INC.

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

Advancements in V-Ray RT GPU GTC 2015 Vladimir Koylazov Blagovest Taskov

COM337 COMPUTER GRAPHICS Other Topics

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Interactive Ray Tracing: Higher Memory Coherence

COSC 448: REAL-TIME INDIRECT ILLUMINATION

Illumination Algorithms

Lecture 12: Photon Mapping. Biased Methods

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010

Anti-aliasing. Images and Aliasing

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

! Pixar RenderMan / REYES. ! Software shaders. ! Pixar Photorealistic RenderMan (PRMan) ! Basically a sophisticated scanline renderer

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Reusing Shading for Interactive Global Illumination GDC 2004

VU Rendering SS Unit 9: Renderman

CS348B: Image Synthesis

Magical Chess. Jenty Manjula Sathakkathullah

REYES REYES REYES. Goals of REYES. REYES Design Principles

Siggraph Asia December 2011

Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination. Cyril Crassin NVIDIA Research

The Rendering Equation and Path Tracing

Enhancing Traditional Rasterization Graphics with Ray Tracing. March 2015

Real-Time Universal Capture Facial Animation with GPU Skin Rendering

Mattan Erez. The University of Texas at Austin

V-RAY NEXT FOR 3DS MAX

Multiple Importance Sampling for Emissive Effects

Statistical Acceleration for Animated Global Illumination

Introduction. Chapter Computer Graphics

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15

Transcription:

Multiresolution Radiosity Caching for Global Illumination in Movies Per Christensen George Harker Jonathan Shade Brenden Schubert Dana Batali Pixar Animation Studios SIGGRAPH 2012

Background Global illumination is used more and more in CG movie production faster lighting design, more realistic lighting Existing methods: distribution ray tracing, path tracing, point-based GI Present new caching strategy to make distribution ray tracing more efficient

Motivation The bottleneck in ray-traced global illumination is not raw ray tracing speed, but evaluating shaders: displacement, light source, surface shaders texture map lookups, procedural texture gen, shadows, brdf eval, shader overhead, external plug-ins,... Let s try to reuse shader results where possible

Outline Related work Multiresolution radiosity cache Shading system interface Global illumination examples Other applications: shadows, subsurface

Related work: distrib. ray tracing Store direct illum in textures; distribution ray tracing: 1-bounce GI Pros: few shader evals Cons: many texture files, multipass, 1- bounce Used on Shrek 2 and other movies [Tabellion04]

Related work: path tracing Shoot many rays/pixel; only 1 ray deeper Pros: simple algorithm, very general, single pass, fast interactive feedback Cons: many shader evals, noisy, slow convergence Used on Monster House and other movies [Fajardo10]

Related work: point-based GI Store point cloud(s) of direct illum Compute indir illum by rasterizing points and clusters [Christensen08,Ritschel09]

Related work: point-based GI Pros: fast, noise-free Cons: file I/O, multipass, not ideal for interactive Used at many studios, >40 movies Part of Pixar pipeline: `Up, `Toy Story 3,...

Multiresolution radiosity caching Best properties: single pass: interactive few shader evals (caching) multi-bounce GI fixed cache size no file I/O

Radiosity cache structure and data Radiosity of surface patch at 3 resolutions: fine: every REYES shading point medium: every 4th shading point coarse: 4 corners fine: 15x12 medium: 5x4 coarse: 2x2

Radiosity cache structure and data Cache entry identifier: patch number diffuse ray depth (for multi-bounce) motion segment (for motion blur) surface side timestamp (for interactive applications)

Radiosity cache lookups Use ray differentials [Igehy99] to select cache resolution Similar to multires tessellation cache

Shading system interface The renderer needs to call shaders for information. Previous shader methods: displacement opacity prelighting (calc textures etc) lighting postlighting (e.g. non-linear mapping)

Shading system interface New shader method: diffuselighting Computes view-independent part of lighting: diffusely reflected light from surface (radiosity) Result stored in radiosity cache

Rendering Run shader at REYES shading points Shoot diffuse rays to sample indirect diffuse illum ( color bleeding ) At ray hit points: use cached radiosity or run diffuselighting and cache result Radiosity is computed on demand and reused many times

Global illum results: Cornell boxes Images at 1k resolution Times for 8-core PowerMac 8 GB memory Default radiosity cache size: 100 MB

Global illum results: preview quality 4 shadow + 4 diffuse rays / shading point 0 bounce w/o: 4 sec cache: 4 sec speedup: - 1 bounce 2 bounces 3 bounces 38 sec 10 sec 3.8x 2.3 min 11 sec 13x 7.6 min 13 sec 35x

Global illum results: final quality 64 shadow + <1024 diff rays / shading pt. Irradiance interpolation [Ward92] 0 bounce w/o: 22 sec cache: 22 sec speedup: - 1 bounce 2 bounces 3 bounces 13.2 min 64 sec 12x 2.3 hours 99 sec 84x >17 hours? 127 sec?x

Global illum results Cornell boxes are simple Even higher speedups for: more complex shaders more light sources More realistic results: Monsters U.

Global illum results: Monsters U. Images at 1920x1080 resolution Times for 4 cores 12 GB memory Radiosity cache size 256 MB

Global illum results: Monsters U. direct: 25 min (2 lights) global: 1.5 hour 33x slower w/o cache

Global illum results: Monsters U. direct: 2.3 hours (20 lights) global: 4 hours 41x slower w/o cache

Global illum results: Monsters U. Speed for different radiosity cache sizes: 0 MB : 102 hours 16 MB : 36 hours 64 MB : 1.3 hour 256 MB : 1.1 hour 1 GB : 1.1 hour

Global illum results: Monsters U. GI reduced #lights from 100s to 10-20 Radiosity caching chosen over pointbased GI because of interactivity (lighting turn-around) Master lighting: 4 weeks -> 2 weeks

Other applications of caching We developed method to accelerate GI, but can be applied to other parts of shading pipeline Whereever there are view-independent results that can be reused

Other applications: opacity Computed by shaders: shadows, ambient occlusion, volume extinction Speedups: ~2-4x

Other applications: subsurf scatter Ray-traced subsurface scattering Trace rays to sample surf geom + illum Cache irradiance -- incident illum on surface P

Other applications: subsurf scatter preview: 19 sec 3.4x speedup final: 3.2 min 17x speedup

Other applications: subsurf scatter Used in production, for example: Snow White and the Huntsman (skin, wings) The Dark Knight Rises (bats)

More info graphics.pixar.com/library/radiositycaching : Pixar tech memo #12-06 Videos of interactive GI and subsurface scattering

Conclusion Reduces bottleneck: shader evals (and shadow rays) Suitable for interactive & final rendering Speedups > 30 in production scenes In PRMan Used in production at several studios (including Pixar)

Acknowledgements RenderMan/Seattle team Katrin Bratland, Julian Fong, Stephen Friedman, Chris Harvey, Ian Hsieh, Andrew Kensler, Charlie Kilpatrick, David Laur, Brian Saunders, Brian Savery, Chris Scoville, Brian Smits, Adam Wood- Gaines, Wayne Wooten Pixar Emeryville Bill Reeves, Jean-Claude Kalache, Christophe Hery, Ryusuke Villemin, Sanjay Bakshi, Guido Quaroni, Tony DeRose,...

Thanks! Questions?