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Course : Global Illumination Across Industries Point-Based Global Illumination for Movie Production
| Content Provider | Semantic Scholar |
|---|---|
| Author | Christensen, Per H. |
| Copyright Year | 2010 |
| Abstract | This course note describes a fast point-based method for computing dif fuse and glossy global illumination, area light illumination and soft shadows, HDRI en vironment map illumination, multiple diffuse reflection bounces, final gather ing for photon mapping, ambient occlusion, reflection occlusion, and volume sc attering. The results are free of noise and the run-time does not increase due to d isplacement maps on surfaces, complex shaders, or dozens of complex light sou rce . These properties make the method suitable for movie production. The first step generates a point cloud (surfel) representation of the dir ectly illuminated geometry in the scene. The surfels in the point cloud are organiz ed in an octree, and the power from the surfels in each octree node is appro ximated either as a single large surfel or using spherical harmonics. To compu te the indirect illumination at a receiving point, we rasterize the light from all surfels using three degrees of accuracy: ray tracing, disk approximation, and clusters. Huge point clouds are handled by reading the octree nodes and surfels on demand and caching them. The method is integrated into Pixar’s RenderMan renderer (PRMan) and h s been used in the production of more than 35 feature films to date. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://graphics.pixar.com/library/PointBasedGlobalIlluminationForMovieProduction/paper.pdf |
| Alternate Webpage(s) | http://cgg.mff.cuni.cz/~jaroslav/gicourse2010/giai2010-03-per_christensen-notes.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |