Irradiance Caching in Pixar s RenderMan

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Practical Global Illumination With Irradiance Caching (SIGGRAPH 2008 Class) Irradiance Caching in Pixar s RenderMan Pixar Animation Studios

Overview Irradiance caching in Pixar s RenderMan: simpler than the general case more intuitive error control Ambient occlusion caching Use in movies

Pixar s RenderMan (PRMan) Used for a lot of movies: all Pixar movies: Toy Story,..., Wall-E,... special effects: Abyss, Terminator 2,... Uses the REYES scan-line rendering algorithm PRMan was also used for Star Wars episodes 1-3, Lord of the Rings 1-3, the Harry Potter movies, etc. Every Visual Effects Oscar Winner of the past 15 years used PRMan. A list of movies produced with PRMan can be found at https:// renderman.pixar.com/products/whatsrenderman/movies.html

The REYES rendering algorithm Object surfaces are split into parametrically square pieces ( grids ) The square pieces are divided into micropolygons: The micropolygons are shaded; projected onto screen

Irradiance caching and interpolation General case: cached data are from random points in space (may be from different surfaces) REYES: we know that a grid-full of shading points are all from the same surface Simpler!

Irradiance caching and interpolation Compute irradiance and gradients at the 4 corners of grid Interpolate the irradiance to 5 points on grid using the values at the 4 corners irradiance grid

Irradiance caching and interpolation Close to bilinear? If all agree (within max allowed error) & min dist. large: use bi-quadratically interpolated values If not: compute irradiance & grad. at the 5 points and recurse (4 smaller subgrids) We assume that the irradiance on the patch has a bilinear variation. If not, we split the patch.

Error control Instead of a in Radiance Specify max error (deviation from correct value) for example 1% or 2% More intuitive

Details Only cache corner points in kd-tree (others are local to grid) Secondary rays: irradiance is cached in global kd-tree Curves (hair): 2D grid, very simple Concave surfaces, displaced surfaces,...... How to deal with concave and displaced surfaces has already been covered by the previous speaker

Ambient occlusion Fraction of hemisphere above a point that s covered Similar to shadows on overcast day Values between 0 and 1

Ambient occlusion: examples

Practical Global Illumination With Irradiance Caching (SIGGRAPH 2008 Class) Ambient occlusion: examples... more cars Luigi from `Cars

Use of ambient occlusion First used for movie production in Pearl Harbor (ILM; mental ray) Used a lot in movie production Faster than global illumination: no need to evaluate the color at ray hit points

Ambient occlusion gradients Ambient occlusion can be interpolated just like irradiance! Gradients computed as for irradiance (1 color band): just treat ray hit like irradiance 1, miss as irradiance 0 Interpolation as irradiance (either Ward s formulas or...)

Practical Global Illumination With Irradiance Caching (SIGGRAPH 2008 Class) More ambient occlusion examples... This is 15 copies of Al s car from Toy Story 2. The floor has ambient occlusion computed using irradiance gradients.

Star Wars III, Revenge of the Sith More ambient occlusion...

Global illumination in RenderMan Several methods: photon mapping for full global illumination baking direct illumination for single-bounce ray tracing point-based All (can) use irradiance caching and interpolation

The radiosity map method Standard photon mapping method: when final gather ray hits a point, look up nearest n photons to estimate irradiance More efficient: precompute irradiance at photon positions; lookup 1 photon Further optimization (if local color is stored with each photon): precompute radiosity at photon positions -- radiosity map More information about the radiosity map method can be found in the SIGGRAPH 2007 Course Notes High-quality rendering using ray tracing and photon mapping (Henrik Wann Jensen and ).

The radiosity map method Last step: distribution ray tracing using irradiance caching and interpolation

Practical Global Illumination With Irradiance Caching (SIGGRAPH 2008 Class) Example: box with teapots direct illumination (400k points) photon map (2.6M points) radiosity map (2.6M points) global illumination image

Ratatouille kitchen radiosity map

Practical Global Illumination With Irradiance Caching (SIGGRAPH 2008 Class) Ratatouille kitchen: Direct vs. global illumination global illumination direct illum. Global illumination was actually not used on the Rat movie, but ambient occlusion was used a lot! This is a global illumination example I rendered using the kitchen geometry and shaders from the Rat movie. Notice the complex direct illumination and shading: ~200 light sources, ~150 surface shaders, ~1000 textures.

Summary Two special cases of irradiance caching: REYES algorithm ambient occlusion Irradiance and occlusion caching are ubiquitous in production rendering!

More information about PRMan Advanced RenderMan book (ARM) Several other books... RenderMan application notes

Acknowledgments Pixar + RenderMan team Jaroslav You for listening Thanks!

Questions?