Ray Tracing for the Movie 'Cars'
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Artistic Simulation of Curly Hair
Artistic Simulation of Curly Hair Hayley Iben Mark Meyer Lena Petrovic Olivier Soares John Anderson Andrew Witkin Pixar Animation Studios Pixar Technical Memo #12-03a Figure 1: Example of stylized curly hair simulated with our method. c Disney/Pixar. Abstract We present a hair model designed for creating specific visual looks of curly hair that are often non-physical. For example, our artists We present a novel method for stably simulating stylized curly hair want to preserve the helical shape of the hair, regardless of in- that addresses artistic needs and performance demands, both found tense forces caused by extreme motion only possible in anima- in the production of feature films. To satisfy the artistic requirement tion. With a physical model for hair, such as infinitesimally thin of maintaining the curl’s helical shape during motion, we propose elastic rods [Bergou et al. 2008], the helical shape would naturally a hair model based upon an extensible elastic rod. We introduce straighten under such motion unless the material properties are stiff- a novel method for stably computing a frame along the hair curve, ened to maintain the shape, making the hair wire-like. This natural essential for stable simulation of curly hair. Our hair model in- straightening is an example of a physical motion undesired by our troduces a novel spring for controlling the bending of the curl and artists. In addition to behavioral requirements, our hair model must another for maintaining the helical shape during extension. We also be robust and stable, able to handle fairly arbitrary hair shapes cre- address performance concerns often associated with handling hair- ated by artists as depicted in Figure1. -
Ray-Tracing in Vulkan.Pdf
Ray-tracing in Vulkan A brief overview of the provisional VK_KHR_ray_tracing API Jason Ekstrand, XDC 2020 Who am I? ▪ Name: Jason Ekstrand ▪ Employer: Intel ▪ First freedesktop.org commit: wayland/31511d0e dated Jan 11, 2013 ▪ What I work on: Everything Intel but not OpenGL front-end – src/intel/* – src/compiler/nir – src/compiler/spirv – src/mesa/drivers/dri/i965 – src/gallium/drivers/iris 2 Vulkan ray-tracing history: ▪ On March 19, 2018, Microsoft announced DirectX Ray-tracing (DXR) ▪ On September 19, 2018, Vulkan 1.1.85 included VK_NVX_ray_tracing for ray- tracing on Nvidia RTX GPUs ▪ On March 17, 2020, Khronos released provisional cross-vendor extensions: – VK_KHR_ray_tracing – SPV_KHR_ray_tracing ▪ Final cross-vendor Vulkan ray-tracing extensions are still in-progress within the Khronos Vulkan working group 3 Overview: My objective with this presentation is mostly educational ▪ Quick overview of ray-tracing concepts ▪ Walk through how it all maps to the Vulkan ray-tracing API ▪ Focus on the provisional VK/SPV_KHR_ray_tracing extension – There are several details that will likely be different in the final extension – None of that is public yet, sorry. – The general shape should be roughly the same between provisional and final ▪ Not going to discuss details of ray-tracing on Intel GPUs 4 What is ray-tracing? All 3D rendering is a simulation of physical light 6 7 8 Why don't we do all 3D rendering this way? The primary problem here is wasted rays ▪ The chances of a random photon from the sun hitting your scene is tiny – About 1 in -
Physically Based Rendering: from Theory to Implementation Pdf, Epub, Ebook
PHYSICALLY BASED RENDERING: FROM THEORY TO IMPLEMENTATION PDF, EPUB, EBOOK Matt Pharr, Greg Humphreys, Wenzel Jakob | 1266 pages | 18 Oct 2016 | ELSEVIER SCIENCE & TECHNOLOGY | 9780128006450 | English | San Francisco, United States Physically Based Rendering: From Theory to Implementation PDF Book The text should make more clear that we're making use of the tristimulus theory of color perception in that step. I wrote a technical perspective, The Ray-Tracing Engine That Could , that introduced the article and helped frame the work's achievements for a non-graphics audience. Design and novel uses of higher-dimensional rasterization. Lecture 7: Splines, Curves and Surfaces Shirley et al. Hardcover ISBN: Stanford csb I recently had a great time teaching the and installments of csb, the graduate-level rendering course at Stanford. A practical shading model for ray tracing. Free Shipping Free global shipping No minimum order. Then, in the code below, the negation of 'd' should be removed and in the places where 'd' is added in the computations of tx and ty, subtraction should be used. Toggle navigation pbrt. Feiner, and Kurt Akeley. Osgood this is an outstanding reference Lecture 4: Transforms Shirley et al. I was also fortunate to have the opportunity to teach the class. Given its unconventional preparation style, this textbook stands out because of its descriptions of the tradeoffs involved in developing a complete working renderer. Index of Miscellaneous Identifiers. Wenzel is also the lead developer of the Mitsuba renderer , a research-oriented rendering system. Physically Based Rendering, Second Edition , describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. -
Raytracing Prefiltered Occlusion for Aggregate Geometry
Raytracing Prefiltered Occlusion for Aggregate Geometry Dylan Lacewell1,2 Brent Burley1 Solomon Boulos3 Peter Shirley4,2 1 Walt Disney Animation Studios 2 University of Utah 3 Stanford University 4 NVIDIA Corporation Figure 1: Computing shadows using a prefiltered BVH is more efficient than using an ordinary BVH. (a) Using an ordinary BVH with 4 shadow rays per shading point requires 112 seconds for shadow rays, and produces significant visible noise. (b) Using a prefiltered BVH with 9 shadow rays requires 74 seconds, and visible noise is decreased. (c) Reducing noise to a similar level with an ordinary BVH requires 25 shadow rays and 704 seconds (about 9.5× slower). All images use 5 × 5 samples per pixel. The scene consists of about 2M triangles, each of which is semi-opaque (α = 0.85) to shadow rays. ABSTRACT aggregate geometry, it suffices to use a prefiltering algorithm that is We prefilter occlusion of aggregate geometry, e.g., foliage or hair, linear in the number of nodes in the BVH. Once built, a prefiltered storing local occlusion as a directional opacity in each node of a BVH does not need to be updated unless geometry changes. bounding volume hierarchy (BVH). During intersection, we termi- During rendering, we terminate shadow rays at some level of the nate rays early at BVH nodes based on ray differential, and compos- BVH, dependent on the differential [10] of each ray, and return the ite the stored opacities. This makes intersection cost independent of stored opacity at the node. The combined opacity of the ray is com- geometric complexity for rays with large differentials, and simulta- puted by compositing the opacities of one or more nodes that the neously reduces the variance of occlusion estimates. -
Spatial Design Principles in Digital Animation
Copyright by Laura Beth Albright 2009 ABSTRACT The visual design phase in computer-animated film production includes all decisions that affect the visual look and emotional tone of the film. Within this domain is a set of choices that must be made by the designer which influence the viewer's perception of the film’s space, defined in this paper as “spatial design.” The concept of spatial design is particularly relevant in digital animation (also known as 3D or CG animation), as its production process relies on a virtual 3D environment during the generative phase but renders 2D images as a final product. Reference for spatial design decisions is found in principles of various visual arts disciplines, and this thesis seeks to organize and apply these principles specifically to digital animation production. This paper establishes a context for this study by first analyzing several short animated films that draw attention to spatial design principles by presenting the film space non-traditionally. A literature search of graphic design and cinematography principles yields a proposed toolbox of spatial design principles. Two short animated films are produced in which the story and style objectives of each film are examined, and a custom subset of tools is selected and applied based on those objectives. Finally, the use of these principles is evaluated within the context of the films produced. The two films produced have opposite stylistic objectives, and thus show two different viewpoints of applying the toolbox. Taken ii together, the two films demonstrate application and analysis of the toolbox principles, approached from opposing sides of the same system. -
New Programming Customer Movie
EVERYTHING YOU NEED FOR successful events, SIMPLY Programming Toolkit | Fall/Winter 2017 © Universal Studios Press © 2017 Disney/Pixar © Universal Studios © Paramount Pictures © Columbia Pictures Industries, Inc. New Movie Programming Customer Releases Event Ideas Ideas Spotlight NEW Releases © Warner Bros. Entertainment Inc. © Warner © 2017 Disney/Pixar © Universal Studios Despicable Me 3 Wonder Woman Cars 3 Anticipated October 2017 Anticipated September 2017 Anticipated October 2017 PG; 90 minutes; Universal Studios PG-13; 141 minutes; Warner Bros. G; 109 minutes; Walt Disney Pictures Gru battles Balthazar Bratt, a 1980s child star- An Amazon princess leaves her island home Race car Lightning McQueen suffers a severe turned-supervillain, in this animated sequel. and journeys to the outside world, which is crash while trying to compete with a younger being consumed by a massive war. With the rival named Jackson Storm. Afterward, help of an American pilot, she works to put an McQueen embraces new technologies as he end to the conflict. trains for a return to the racetrack. EVENT Idea! EVENT EVENT Promotion Idea Idea The minions are back at it again! Create Allow guests the opportunity to In this movie, legendary Lightning buzz for your movie showing by passing craft their own Tiara or Bracelets of McQueen has to prove that he still has out yellow balloons in your community that Submission. Give them the chance to what it takes to win. Foster a friendly look just like the little stars of the movie. show off their creations at a pop-up sense of competition that mimics the All you need are markers, yellow balloons, photo booth at the event. -
Auto Retailing: Why the Franchise System Works Best
AUTO RETAILING: WHY THE FRANCHISE SYSTEM WORKS BEST Q Executive Summary or manufacturers and consumers alike, the automotive and communities—were much more highly motivated and franchise system is the best method for distributing and successful retailers than factory employees or contractors. F selling new cars and trucks. For consumers, new-car That’s still true today, as evidenced by some key findings franchises create intra-brand competition that lowers prices; of this study: generate extra accountability for consumers in warranty and • Today, the average dealership requires an investment of safety recall situations; and provide enormous local eco- $11.3 million, including physical facilities, land, inventory nomic benefits, from well-paying jobs to billions in local taxes. and working capital. For manufacturers, the franchise system is simply the • Nationwide, dealers have invested nearly $200 billion in most efficient and effective way to distribute and sell automo- dealership facilities. biles nationwide. Franchised dealers invest millions of dollars Annual operating costs totaled $81.5 billion in 2013, of private capital in their retail outlets to provide top sales and • an average of $4.6 million per dealership. These service experiences, allowing auto manufacturers to concen- costs include personnel, utilities, advertising and trate their capital in their core areas: designing, building and regulatory compliance. marketing vehicles. Throughout the history of the auto industry, manufactur- • The vast majority—95.6 percent—of the 17,663 ers have experimented with selling directly to consumers. In individual franchised retail automotive outlets are locally fact, in the early years of the industry, manufacturers used and privately owned. -
Domain-Specific Programming Systems
Lecture 22: Domain-Specific Programming Systems Parallel Computer Architecture and Programming CMU 15-418/15-618, Spring 2020 Slide acknowledgments: Pat Hanrahan, Zach Devito (Stanford University) Jonathan Ragan-Kelley (MIT, Berkeley) Course themes: Designing computer systems that scale (running faster given more resources) Designing computer systems that are efficient (running faster under constraints on resources) Techniques discussed: Exploiting parallelism in applications Exploiting locality in applications Leveraging hardware specialization (earlier lecture) CMU 15-418/618, Spring 2020 Claim: most software uses modern hardware resources inefficiently ▪ Consider a piece of sequential C code - Call the performance of this code our “baseline performance” ▪ Well-written sequential C code: ~ 5-10x faster ▪ Assembly language program: maybe another small constant factor faster ▪ Java, Python, PHP, etc. ?? Credit: Pat Hanrahan CMU 15-418/618, Spring 2020 Code performance: relative to C (single core) GCC -O3 (no manual vector optimizations) 51 40/57/53 47 44/114x 40 = NBody 35 = Mandlebrot = Tree Alloc/Delloc 30 = Power method (compute eigenvalue) 25 20 15 10 5 Slowdown (Compared to C++) Slowdown (Compared no data no 0 data no Java Scala C# Haskell Go Javascript Lua PHP Python 3 Ruby (Mono) (V8) (JRuby) Data from: The Computer Language Benchmarks Game: CMU 15-418/618, http://shootout.alioth.debian.org Spring 2020 Even good C code is inefficient Recall Assignment 1’s Mandelbrot program Consider execution on a high-end laptop: quad-core, Intel Core i7, AVX instructions... Single core, with AVX vector instructions: 5.8x speedup over C implementation Multi-core + hyper-threading + AVX instructions: 21.7x speedup Conclusion: basic C implementation compiled with -O3 leaves a lot of performance on the table CMU 15-418/618, Spring 2020 Making efficient use of modern machines is challenging (proof by assignments 2, 3, and 4) In our assignments, you only programmed homogeneous parallel computers. -
Rendering Complex Scenes with Memory-Coherent Ray Tracing
To appear in Proceedings of SIGGRAPH 1997 Rendering Complex Scenes with Memory-Coherent Ray Tracing Matt Pharr Craig Kolb Reid Gershbein Pat Hanrahan Computer Science Department, Stanford University Abstract both. For example, Z-buffer rendering algorithms operate on a sin- gle primitive at a time, which makes it possible to build rendering Simulating realistic lighting and rendering complex scenes are usu- hardware that does not need access to the entire scene. More re- ally considered separate problems with incompatible solutions. Ac- cently, the Talisman architecture was designed to exploit frame-to- curate lighting calculations are typically performed using ray trac- frame coherence as a means of accelerating rendering and reducing ing algorithms, which require that the entire scene database reside memory bandwidth requirements[21]. in memory to perform well. Conversely, most systems capable of Kajiya has written a whitepaper that proposes an architecture rendering complex scenes use scan-conversion algorithms that ac- for Monte Carlo ray tracing systems that is designed to improve cess memory coherently, but are unable to incorporate sophisticated coherence across all levels of the memory hierarchy, from pro- illumination. We have developed algorithms that use caching and cessor caches to disk storage[13]. The rendering computation is lazy creation of texture and geometry to manage scene complexity. decomposed into parts—ray-object intersections, shading calcula- To improve cache performance, we increase locality of reference tions, and calculating spawned rays—that are performed indepen- by dynamically reordering the rendering computation based on the dently. The coherence of memory references is increased through contents of the cache. We have used these algorithms to compute careful management of the interaction of the computation and the images of scenes containing millions of primitives, while storing memory that it references, reducing overall running time and facil- ten percent of the scene description in memory. -
Fast Precomputed Ambient Occlusion for Proximity Shadows
INSTITUT NATIONAL DE RECHERCHE EN INFORMATIQUE ET EN AUTOMATIQUE Fast Precomputed Ambient Occlusion for Proximity Shadows Mattias Malmer — Fredrik Malmer — Ulf Assarsson — Nicolas Holzschuch N° 5779 Décembre 2005 Thème COG apport de recherche ISRN INRIA/RR--5779--FR+ENG ISSN 0249-6399 Fast Precomputed Ambient Occlusion for Proximity Shadows Mattias Malmer∗ , Fredrik Malmer∗ , Ulf Assarsson† ‡ , Nicolas Holzschuch‡ Thème COG — Systèmes cognitifs Projets ARTIS Rapport de recherche n° 5779 — Décembre 2005 — 19 pages Abstract: Ambient occlusion is used widely for improving the realism of real-time lighting simulations. We present a new, simple method for storing ambient occlusion values, that is very easy to implement and uses very little CPU and GPU resources. This method can be used to store and retrieve the percentage of occlusion, either alone or in combination with the average occluded direction. The former is cheaper in memory costs, while being slightly less accurate. The latter is slightly more expensive in memory, but gives more accurate results, especially when combining several occluders. The speed of our algorithm is independent of the complexity of either the occluder or the receiving scene. This makes the algorithm highly suitable for games and other real-time applications. Key-words: ∗ Syndicate Ent., Grevgatan 53, SE-114 58 Stockholm, Sweden. † Chalmers University of Technology, SE-412 96 Göteborg, Sweden. ‡ ARTIS/GRAVIR – IMAG INRIA Rhône-Alpes, France. Unité de recherche INRIA Rhône-Alpes 655, avenue de l’Europe, 38334 Montbonnot Saint Ismier (France) Téléphone : +33 4 76 61 52 00 — Télécopie +33 4 76 61 52 52 Fast Precomputed Ambient Occlusion for Proximity Shadows Résumé : L’Ambient Occlusion est fréquemment utilisée pour améliorer le réalisme de simulations de l’éclairage en temps-réel. -
General Rental Information
GENERAL RENTAL INFORMATION Our rates include: unlimited mileage (except when indicated differently), reduction for damage and theft, car radio, VAT road tax, preparation of the vehicle, registration fees. Our rates do not include: total elimination of penalty reduction for damage and theft, fuel, refuelling service charge, fines, optional clauses (Mini Kasko, Pai, Super Kasko, Gold Kasko, Road Assistance and Plus), extras, supplements, fees for additional services related to fines, tolls, parking tickets and any penalties or charges imposed by authorities, entities, dealers in relation to the circulation of the vehicle, and anything not expressly included. Please note: Vehicles must be returned during office opening hours. If the customer returns the vehicle during the closure of the local office, he will be held liable for all damage to the vehicle that could be caused during the time between the vehicle has been parked and the opening of our office when our local staff collect it. If the rental period exceeds 30 days, you must complete the procedure and accept the obligations deriving from article 94, paragraph 4 bis of the Italian Road Traffic Code, referring to the update of the Vehicles National Register. JOPARKING SRL is not responsible for anything that may occur in the event of non- compliance with these obligations. The vehicle is delivered in perfect condition and it has to return back in the same conditions. Minimum and maximum age: Minimum age allowed for car rental is 23 years. If the driver's age is between 19-20 years of age, upon payment of the "Young Driver", at a cost of € 24.59 + VAT per day, it is possible to rent cars belonging to the groups A/B/C. -
Animated Stereotypes –
Animated Stereotypes – An Analysis of Disney’s Contemporary Portrayals of Race and Ethnicity Alexander Lindgren, 36761 Pro gradu-avhandling i engelska språket och litteraturen Handledare: Jason Finch Fakulteten för humaniora, psykologi och teologi Åbo Akademi 2020 ÅBO AKADEMI – FACULTY OF ARTS, PSYCHOLOGY AND THEOLOGY Abstract for Master’s Thesis Subject: English Language and Literature Author: Alexander Lindgren Title: Animated Stereotypes – An Analysis of Disney’s Contemporary Portrayals of Race and Ethnicity Supervisor: Jason Finch Abstract: Walt Disney Animation Studios is currently one of the world’s largest producers of animated content aimed at children. However, while Disney often has been associated with themes such as childhood, magic, and innocence, many of the company’s animated films have simultaneously been criticized for their offensive and quite problematic take on race and ethnicity, as well their heavy reliance on cultural stereotypes. This study aims to evaluate Disney’s portrayals of racial and ethnic minorities, as well as determine whether or not the nature of the company’s portrayals have become more culturally sensitive with time. To accomplish this, seven animated feature films produced by Disney were analyzed. These analyses are of a qualitative nature, with a focus on imagology and postcolonial literary theory, and the results have simultaneously been compared to corresponding criticism and analyses by other authors and scholars. Based on the overall results of the analyses, it does seem as if Disney is becoming more progressive and culturally sensitive with time. However, while most of the recent films are free from the clearly racist elements found in the company’s earlier productions, it is quite evident that Disney still tends to rely heavily on certain cultural stereotypes.