Non-Photorealistic Ray Tracing with Paint and Toon Styles

Total Page:16

File Type:pdf, Size:1020Kb

Non-Photorealistic Ray Tracing with Paint and Toon Styles Undergraduate Thesis Prospectus Non-photorealistic Ray Tracing with Paint and Toon Styles (technical research project in Computer Science) Accessibility for the Marginalized: Unleashing the Amateur Potential of Video Games (sociotechnical research project) by Nicholas Moon May 9, 2020 technical project collaborators: Megan Reddy On my honor as a University student, I have neither given nor received unauthorized aid on this assignment as defined by the Honor Guidelines for Thesis-Related Assignments. Nicholas Moon Technical advisor: Luther Tychonievich, Department of Computer Science STS advisor: Peter Norton, Department of Engineering and Society General Research Problem How have the evolution of computer graphics and development tools provided new opportunities for artistic expression through digital media? Since the late 20th century, computers have offered artists both new ways to use existing artistic media, and entirely new media. Digital art is easily shareable through social media, digital download, and streaming services; it is also more accessible for proper or improper reuse and manipulation. Through affordable and user-friendly software, such media have become more accessible to more artists. Games such as Dsy4ia (Anthropy, 2012) and Depression Quest (Quinn, 2013), and films such as I Lost My Body (Xilam Animation, 2019), serve as new forms of artistic venue. Non-photorealistic Ray Tracing with Paint and Toon Styles How can NPR rendering methods be integrated into a path-tracing 3D renderer to produce a style like Studio Ghibli’s? Path-tracing is a rendering architecture for generating images of 3D scenes that enables realistic light phenomena. Often, physically based rendering (PBR) is the goal of path-tracing, and is used most in architectural visualization, visual effects, and animation. Non-photorealistic rendering is a technique of eschewing physical accuracy to produce imagery emulating styles and techniques present in physical art. Most current NPR implementations don’t incorporate physical light simulation in order to reduce computation, but this comes at the cost of reflection, refraction, and other light properties (Du & Akleman, 2016). This research project focuses on working within the path-tracing architecture to render in a 2D art-style, specifically one that mimics Studio Ghibli movies (fig. 1). The goal is to enable background and foreground 1 rendering with distinctive stylistic qualities, incorporating realistic light transport. My advisor is Luther Tychonievich in the Computer Science department. This is a capstone research project, and my partner is Megan Reddy. Figure 1. Frame from Howl’s Moving Castle, a Studio Ghibli film. (Studio Ghibli, 2004). Traditionally, NPR has seen usage in real-time or post-processing areas, such as cel- shading in The Legend of Zelda: The Wind Waker (fig. 2) or cross hatching (fig. 3). However, these methods don’t allow for more complex light transport phenomena, and don’t provide the artist with the powerful and customizable toolkits seen in modern rendering material sets (Du and Akleman, 2016). Figure 3. Real-Time Cel-Shading in The Legend of Zelda: The Wind Waker (Nintendo, 2004). 2 Figure 3. Post-Processing Cross-Hatching applied to render of skull (Du and Akleman, 2017). Alternatively, there’s recently been an incorporation of NPR elements into traditional physically based renderers, usually using a combination of material shaders and filtering algorithms. For example, Arnold, a renderer packaged with the popular Autodesk Maya 3D modelling and animation software, added this functionality in 2018 (Autodesk, 2018). While this has allowed for ray-traced interactions, these implementations are often the least supported, the most uncooperative with other functions of the renderer, and the most inaccessible for artists to use because of both additional required programming and less out-of-the-box functionality or parameterization. In order to accomplish the goal of NPR path-tracing, a prototyping-first method is being taken to conduct research and implementation. Specifically, student developed rasterizing and ray-tracing rendering engines are being developed and extended as a playground for adapting previous NPR work and generating new techniques. The layered nature of traditional 2D animation has also enabled parallelism in algorithm development, with the cel-shaded foreground rendering being researched concurrently with the painterly backgrounds. 3 The final deliverable has not been fully decided. Currently, the plan is to have the final implementation of the NPR environment be incorporated into the open-source bidirectional path- tracer LuxCoreRender (2018), but building off the basic path-tracer being created as a final project for CS 4810 is also an option because of its cleaner and malleable nature. This path-tracer will generate images from 3D scenes that blend the different art styles present in the foreground and background of Studio Ghibli movies. Ideally, this renderer will also be adaptable to different art-styles as well, affording freedom in the domain of NPR to 3D artists and filmmakers. Accessibility for the Marginalized: Unleashing the Amateur Potential of Video Games How have amateur and minority videographers taken advantage of the growing accessibility of video game and animation tools to introduce innovative creative fiction that challenges the historically white, male, heterosexual, and cisgender perspective? Computer art tools are more accessible than ever. Applications once exclusive to computers at Pixar can now be freely downloaded, and game development tools once programmed in assembly or bought as middleware are now useable by artists with no special technical expertise. About 244 million Americans play digital games, ballooning with adoption of smart phones (NPD, 2020). However, among employees of U.S. video game companies in 2019, only one quarter were women; people of color are also underrepresented (IGDA, 2019). Nevertheless, women artists and artists of color have used digital tools to produce innovative media for video games, much of which challenges the predominant conventions in games. Researchers have studied similar innovations among amateur artists who use phone cameras. Schleser, Wilson, and Keep (2013) found that mobile moviemaking has widened the diversity of voices and methods in film, particularly in Korea. Anyone with a touchscreen device 4 now has access to high-definition recording. In South Korea, mobile film festivals have promoted segyehwa, or internationalization. Such events are recognitions of the cultural influence of media, a recognition also evident among LGBT, black, and women game creators who use video games to normalize their experiences. According to Stöckel and Pettersson (2016), accessible applications have enabled indie Steam games. Developers of games that represent marginalized perspectives have used accessible digital tools to evade the homogeneity that the commercial game market has favored. Sens (2015) observes that with artist-friendly tools such as Twine, independent developers could host game jams in queer spaces. To Harvey (2014), Twine is a harbinger of a democratization in game development that can accommodate creators such as Anna Anthropy, and the revolution she espouses. The LGBTQIA+ animation and game community is represented, for example, by GaymerX, an advocacy that “provides an opportunity for marginalized individuals to attend GDC who could not otherwise afford the experience.” It finds funding to support queer developers (GaymerX, 2020). Representatives of black game developers include the Black In Gaming SIG, which offers “game design techniques, education forums and interactive workshops” to black amateur developers (Black In Gaming, 2020). Women in Games “seeks a games industry, culture and community free of gender discrimination, where full equality of opportunity, treatment and conditions empowers all women to achieve their full potential.” It offers mentorship, hosts game jams, and advises students and amateur developers (Women In Games, 2020). Free and open-source software companies are engaged too. Unity contends “the world is a better place with more creators in it,” and that “creativity can and should come from anyone, 5 anywhere” (2020). Game vectors include for-profit storefronts and free content hosting platforms. The platform Interactive Fiction Database is “a collaborative, community project – it’s a little like a Wiki for IF.” It hosts games made in Twine and similar tools (IFDB, 2020). A loose collection of internet activists associated with the GamerGate movement resist the democratization of game development. Organizing in online forums such as 4Chan or r/KotakuInAction, these gamers have generally been hostile to women and minorities in game development, especially when the games recognize marginalized groups’ experiences, such as gender transition, mental illness, and immigration (Parkin, 2014). References Anthropy, A. (2012) Dys4ia [Video game]. Glenside, PA: Newgrounds. Autodesk, Inc. (2018, April 4). Introducing Arnold 5.1 [Press release]. https://www.arnoldrenderer.com/news/arnold-5-1/ Du, Y. & Akleman, E. (2017). Designing Look-And-Feel Using Generalized Crosshatching. Proceedings of SIGGRAPH ’17 Talks. ACM Digital Library. Du, Y. & Akleman, E. (2016). Charcoal rendering and shading with reflections. In ACM SIGGRAPH 2016 Posters (SIGGRAPH '16), 32, 1–2. ACM Digital Library. GaymerX. (n.d.) GaymerX GDC Scholarship. https://gaymerx.org/gaymerx-gdc-scholarship
Recommended publications
  • CUDA-SCOTTY Fast Interactive CUDA Path Tracer Using Wide Trees and Dynamic Ray Scheduling
    15-618: Parallel Computer Architecture and Programming CUDA-SCOTTY Fast Interactive CUDA Path Tracer using Wide Trees and Dynamic Ray Scheduling “Golden Dragon” TEAM MEMBERS Sai Praveen Bangaru (Andrew ID: saipravb) Sam K Thomas (Andrew ID: skthomas) Introduction Path tracing has long been the select method used by the graphics community to render photo-realistic images. It has found wide uses across several industries, and plays a major role in animation and filmmaking, with most special effects rendered using some form of Monte Carlo light transport. It comes as no surprise, then, that optimizing path tracing algorithms is a widely studied field, so much so, that it has it’s own top-tier conference (​HPG; ​High Performance Graphics). There are generally a whole spectrum of methods to increase the efficiency of path tracing. Some methods aim to create ​better sampling methods (Metropolis Light Transport), while others try to ​reduce noise​ in the final image by filtering the output ​(4D Sheared transform)​. In the spirit of the parallel programming course ​15-618​, however, we focus on a third category: system-level optimizations and leveraging hardware and algorithms that better utilize the hardware (​Wide Trees, Packet tracing, Dynamic Ray Scheduling)​. Most of these methods, understandably, focus on the ​ray-scene intersection ​part of the path tracing pipeline, since that is the main bottleneck. In the following project, we describe the implementation of a hybrid ​non-packet​ method which uses ​Wide Trees​ and ​Dynamic Ray Scheduling ​to provide an ​80x ​improvement over a ​8-threaded CPU implementation. Summary Over the course of roughly 3 weeks, we studied two ​non-packet​ BVH traversal optimizations: ​Wide Trees​, which involve non-binary BVHs for shallower BVHs and better Warp/SIMD Utilization and ​Dynamic Ray Scheduling​ which involved changing our perspective to process rays on a per-node basis rather than processing nodes on a per-ray basis.
    [Show full text]
  • Practical Path Guiding for Efficient Light-Transport Simulation
    Eurographics Symposium on Rendering 2017 Volume 36 (2017), Number 4 P. Sander and M. Zwicker (Guest Editors) Practical Path Guiding for Efficient Light-Transport Simulation Thomas Müller1;2 Markus Gross1;2 Jan Novák2 1ETH Zürich 2Disney Research Vorba et al. MSE: 0.017 Reference Ours (equal time) MSE: 0.018 Training: 5.1 min Training: 0.73 min Rendering: 4.2 min, 8932 spp Rendering: 4.2 min, 11568 spp Figure 1: Our method allows efficient guiding of path-tracing algorithms as demonstrated in the TORUS scene. We compare equal-time (4.2 min) renderings of our method (right) to the current state-of-the-art [VKv∗14, VK16] (left). Our algorithm automatically estimates how much training time is optimal, displays a rendering preview during training, and requires no parameter tuning. Despite being fully unidirectional, our method achieves similar MSE values compared to Vorba et al.’s method, which trains bidirectionally. Abstract We present a robust, unbiased technique for intelligent light-path construction in path-tracing algorithms. Inspired by existing path-guiding algorithms, our method learns an approximate representation of the scene’s spatio-directional radiance field in an unbiased and iterative manner. To that end, we propose an adaptive spatio-directional hybrid data structure, referred to as SD-tree, for storing and sampling incident radiance. The SD-tree consists of an upper part—a binary tree that partitions the 3D spatial domain of the light field—and a lower part—a quadtree that partitions the 2D directional domain. We further present a principled way to automatically budget training and rendering computations to minimize the variance of the final image.
    [Show full text]
  • Activist Critical Making in Electronic Literature
    University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2019 Hearing the Voices of the Deserters: Activist Critical Making in Electronic Literature Laura Okkema University of Central Florida Part of the Digital Humanities Commons, and the Game Design Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Okkema, Laura, "Hearing the Voices of the Deserters: Activist Critical Making in Electronic Literature" (2019). Electronic Theses and Dissertations, 2004-2019. 6361. https://stars.library.ucf.edu/etd/6361 HEARING THE VOICES OF THE DESERTERS: ACTIVIST CRITICAL MAKING IN ELECTRONIC LITERATURE by LAURA OKKEMA M.Sc. Michigan Technological University, 2014 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Arts and Humanities in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Spring Term 2019 Major Professor: Anastasia Salter © 2019 Laura Okkema ii ABSTRACT Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine.
    [Show full text]
  • It's About Ethics in Games Journalism? Gamergaters and Geek
    SMSXXX10.1177/2056305116672484Social Media + SocietyBraithwaite 672484research-article2016 SI: Making Digital Cultures Social Media + Society October-December 2016: 1 –10 It’s About Ethics in Games Journalism? © The Author(s) 2016 Reprints and permissions: sagepub.co.uk/journalsPermissions.nav Gamergaters and Geek Masculinity DOI: 10.1177/2056305116672484 sms.sagepub.com Andrea Braithwaite Abstract #Gamergate is an online movement ostensibly dedicated to reforming ethics in video games journalism. In practice, it is characterized by viciously sexual and sexist attacks on women in and around gaming communities. #Gamergate is also a site for articulating “Gamergater” as a form of geek masculinity. #Gamergate discussions across social media platforms illustrate how Gamergaters produce and reproduce this gendered identity. Gamergaters perceive themselves as crusaders, under siege from critics they pejoratively refer to as SJWs (social justice warriors). By leveraging social media for concern-trolling about gaming as an innocuous masculine pastime, Gamergaters situate the heterosexual White male as both the typical gamer and the real victim of #Gamergate. #Gamergate is a specific and virulent online node in broader discussions of privilege, difference, and identity politics. Gamergaters are an instructive example of how social media operate as vectors for public discourses about gender, sexual identity, and equality, as well as safe spaces for aggressive and violent misogyny. Keywords Gamergate, gaming cultures, geek masculinity, online harassment, social media At the end of August 2014, many online gaming communities situate themselves as the “real” victims, oppressed by calls erupted into vicious arguments—ostensibly about ethics in for diversity and at risk of losing “their” games to more video game journalism, but more pointedly about gender, inclusive ones.
    [Show full text]
  • Megakernels Considered Harmful: Wavefront Path Tracing on Gpus
    Megakernels Considered Harmful: Wavefront Path Tracing on GPUs Samuli Laine Tero Karras Timo Aila NVIDIA∗ Abstract order to handle irregular control flow, some threads are masked out when executing a branch they should not participate in. This in- When programming for GPUs, simply porting a large CPU program curs a performance loss, as masked-out threads are not performing into an equally large GPU kernel is generally not a good approach. useful work. Due to SIMT execution model on GPUs, divergence in control flow carries substantial performance penalties, as does high register us- The second factor is the high-bandwidth, high-latency memory sys- age that lessens the latency-hiding capability that is essential for the tem. The impressive memory bandwidth in modern GPUs comes at high-latency, high-bandwidth memory system of a GPU. In this pa- the expense of a relatively long delay between making a memory per, we implement a path tracer on a GPU using a wavefront formu- request and getting the result. To hide this latency, GPUs are de- lation, avoiding these pitfalls that can be especially prominent when signed to accommodate many more threads than can be executed in using materials that are expensive to evaluate. We compare our per- any given clock cycle, so that whenever a group of threads is wait- formance against the traditional megakernel approach, and demon- ing for a memory request to be served, other threads may be exe- strate that the wavefront formulation is much better suited for real- cuted. The effectiveness of this mechanism, i.e., the latency-hiding world use cases where multiple complex materials are present in capability, is determined by the threads’ resource usage, the most the scene.
    [Show full text]
  • The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
    The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr.
    [Show full text]
  • An Advanced Path Tracing Architecture for Movie Rendering
    RenderMan: An Advanced Path Tracing Architecture for Movie Rendering PER CHRISTENSEN, JULIAN FONG, JONATHAN SHADE, WAYNE WOOTEN, BRENDEN SCHUBERT, ANDREW KENSLER, STEPHEN FRIEDMAN, CHARLIE KILPATRICK, CLIFF RAMSHAW, MARC BAN- NISTER, BRENTON RAYNER, JONATHAN BROUILLAT, and MAX LIANI, Pixar Animation Studios Fig. 1. Path-traced images rendered with RenderMan: Dory and Hank from Finding Dory (© 2016 Disney•Pixar). McQueen’s crash in Cars 3 (© 2017 Disney•Pixar). Shere Khan from Disney’s The Jungle Book (© 2016 Disney). A destroyer and the Death Star from Lucasfilm’s Rogue One: A Star Wars Story (© & ™ 2016 Lucasfilm Ltd. All rights reserved. Used under authorization.) Pixar’s RenderMan renderer is used to render all of Pixar’s films, and by many 1 INTRODUCTION film studios to render visual effects for live-action movies. RenderMan started Pixar’s movies and short films are all rendered with RenderMan. as a scanline renderer based on the Reyes algorithm, and was extended over The first computer-generated (CG) animated feature film, Toy Story, the years with ray tracing and several global illumination algorithms. was rendered with an early version of RenderMan in 1995. The most This paper describes the modern version of RenderMan, a new architec- ture for an extensible and programmable path tracer with many features recent Pixar movies – Finding Dory, Cars 3, and Coco – were rendered that are essential to handle the fiercely complex scenes in movie production. using RenderMan’s modern path tracing architecture. The two left Users can write their own materials using a bxdf interface, and their own images in Figure 1 show high-quality rendering of two challenging light transport algorithms using an integrator interface – or they can use the CG movie scenes with many bounces of specular reflections and materials and light transport algorithms provided with RenderMan.
    [Show full text]
  • Getting Started (Pdf)
    GETTING STARTED PHOTO REALISTIC RENDERS OF YOUR 3D MODELS Available for Ver. 1.01 © Kerkythea 2008 Echo Date: April 24th, 2008 GETTING STARTED Page 1 of 41 Written by: The KT Team GETTING STARTED Preface: Kerkythea is a standalone render engine, using physically accurate materials and lights, aiming for the best quality rendering in the most efficient timeframe. The target of Kerkythea is to simplify the task of quality rendering by providing the necessary tools to automate scene setup, such as staging using the GL real-time viewer, material editor, general/render settings, editors, etc., under a common interface. Reaching now the 4th year of development and gaining popularity, I want to believe that KT can now be considered among the top freeware/open source render engines and can be used for both academic and commercial purposes. In the beginning of 2008, we have a strong and rapidly growing community and a website that is more "alive" than ever! KT2008 Echo is very powerful release with a lot of improvements. Kerkythea has grown constantly over the last year, growing into a standard rendering application among architectural studios and extensively used within educational institutes. Of course there are a lot of things that can be added and improved. But we are really proud of reaching a high quality and stable application that is more than usable for commercial purposes with an amazing zero cost! Ioannis Pantazopoulos January 2008 Like the heading is saying, this is a Getting Started “step-by-step guide” and it’s designed to get you started using Kerkythea 2008 Echo.
    [Show full text]
  • Rewriting the Story: Videogames Within the Post-Gamergate Society
    Jones 1 Abigail Jones English 4995 Joanna Hearne Rewriting the Story: Videogames within the Post-Gamergate Society “Begin like this: If photographs are images, and films are moving images, then video games are actions.” - Gaming: Essays on Algorithmic Culture, Alexander Galloway Staring through the scope in Call of Duty Modern Warfare (2007), as you navigate through the boggy swamps of some exotic jungle, there is never any doubt that you are in control. The operator’s thumbs roll over the toggles of the controller signaling to the consul how the character on screen must move. By enacting actions within the real world, players affect the actions of the avatar within the game world. To any well-versed videogame player, this is common knowledge; when one plays a videogame it is to be engaged within the world of the game and to ultimately achieve the programmed goal of the game. Up until the creation of the videogame, mediums of entertainment were largely spectator based. While reading a book you may turn the page, but you do not affect the ending of the book. When viewing a movie you may be actively watching, but you are not able to change the ending of the movie. But when playing a videogame the decisions made within the game determine whether the goal is reached, or if it is not: game over. In Alexander Galloway’s essay, “Gaming: Essays on Algorithmic Culture,” he defines videogames as a medium based upon action; “There has emerged in recent years a whole new medium, computers and in particular videogames, whose foundation is not in looking and reading but in the instigation of material change through action.” It is this Jones 2 action that appeals to players--the level of interactivity and agency.
    [Show full text]
  • Sony Pictures Imageworks Arnold
    Sony Pictures Imageworks Arnold CHRISTOPHER KULLA, Sony Pictures Imageworks ALEJANDRO CONTY, Sony Pictures Imageworks CLIFFORD STEIN, Sony Pictures Imageworks LARRY GRITZ, Sony Pictures Imageworks Fig. 1. Sony Imageworks has been using path tracing in production for over a decade: (a) Monster House (©2006 Columbia Pictures Industries, Inc. All rights reserved); (b) Men in Black III (©2012 Columbia Pictures Industries, Inc. All Rights Reserved.) (c) Smurfs: The Lost Village (©2017 Columbia Pictures Industries, Inc. and Sony Pictures Animation Inc. All rights reserved.) Sony Imageworks’ implementation of the Arnold renderer is a fork of the and robustness of path tracing indicated to the studio there was commercial product of the same name, which has evolved independently potential to revisit the basic architecture of a production renderer since around 2009. This paper focuses on the design choices that are unique which had not evolved much since the seminal Reyes paper [Cook to this version and have tailored the renderer to the specic requirements of et al. 1987]. lm rendering at our studio. We detail our approach to subdivision surface After an initial period of co-development with Solid Angle, we tessellation, hair rendering, sampling and variance reduction techniques, decided to pursue the evolution of the Arnold renderer indepen- as well as a description of our open source texturing and shading language components. We also discuss some ideas we once implemented but have dently from the commercially available product. This motivation since discarded to highlight the evolution of the software over the years. is twofold. The rst is simply pragmatic: software development in service of lm production must be responsive to tight deadlines CCS Concepts: • Computing methodologies → Ray tracing; (less the lm release date than internal deadlines determined by General Terms: Graphics, Systems, Rendering the production schedule).
    [Show full text]
  • Production Global Illumination
    CIS 497 Senior Capstone Design Project Project Proposal Specification Instructors: Norman I. Badler and Aline Normoyle Production Global Illumination Yining Karl Li Advisor: Norman Badler and Aline Normoyle University of Pennsylvania ABSTRACT For my project, I propose building a production quality global illumination renderer supporting a variety of com- plex features. Such features may include some or all of the following: texturing, subsurface scattering, displacement mapping, deformational motion blur, memory instancing, diffraction, atmospheric scattering, sun&sky, and more. In order to build this renderer, I propose beginning with my existing massively parallel CUDA-based pathtracing core and then exploring methods to accelerate pathtracing, such as GPU-based stackless KD-tree construction, and multiple importance sampling. I also propose investigating and possible implementing alternate GI algorithms that can build on top of pathtracing, such as progressive photon mapping and multiresolution radiosity caching. The final goal of this project is to finish with a renderer capable of rendering out highly complex scenes and anima- tions from programs such as Maya, with high quality global illumination, in a timespan measuring in minutes ra- ther than hours. Project Blog: http://yiningkarlli.blogspot.com While competing with powerhouse commercial renderers 1. INTRODUCTION like Arnold, Renderman, and Vray is beyond the scope of this project, hopefully the end result will still be feature- Global illumination, or GI, is one of the oldest rendering rich and fast enough for use as a production academic ren- problems in computer graphics. In the past two decades, a derer suitable for usecases similar to those of Cornell's variety of both biased and unbaised solutions to the GI Mitsuba render, or PBRT.
    [Show full text]
  • The Limits and Strengths of Using Digital Games As "Empathy
    United Nations Mahatma Gandhi Institute Educational, Scientific and of Education for Peace Cultural Organization and Sustainable Development WORKING PAPER 2017 - 05 | DECEMBER 2017 THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” Matthew Farber, Ed.D., University of Northern Colorado Karen Schrier, Ed.D., Marist College Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Working Paper: The Limits and Strengths of Using Digital Games as “Empathy Machines” THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” United Nations Mahatma Gandhi Institute Educational, Scientific and of Education for Peace Cultural Organization and Sustainable Development UNESCO MGIEP United Nations Educational, Scientific and Cultural Organization | Mahatma Gandhi Institute of Education for Peace and Sustainable Development 35 Ferozshah Road, ICSSR Building,1st Floor, New Delhi- 110001, INDIA. December, 2017 © UNESCO MGIEP Author: Matthew Farber, Ed.D., Assistant Professor, University of Northern Colorado Karen Schrier, Ed.D., Associate Professor, Director of Games & Emerging Media, Marist College The opinions expressed in this publication are those of the authors and are not necessarily endorsed by UNESCO MGIEP. UNESCO MGIEP is not responsible for discrepancies, if any, in data and content. Any communication concerning this publication may be addressed to: UNESCO MGIEP [email protected] Printed in India THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” Matthew Farber, Ed.D., University of Northern Colorado Karen Schrier, Ed.D., Marist College Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Working Paper: The Limits and Strengths of Using Digital Games as “Empathy Machines” Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Abstract This working paper grapples with questions related to the intersection of digital games and empathy.
    [Show full text]