Point-Based Color Bleeding. Per Christensen Pixar Animation Studios

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Transcription:

Point-Based Color Bleeding Per Christensen Pixar Animation Studios June 2009

Overview What is color bleeding? Other computation methods Point-based color bleeding generating direct illumination point cloud rendering using point cloud Examples of use in movies Variations and extensions

Color bleeding Soft indirect illumination between matte surfaces

Computation methods Faking it: adding extra light sources tedious; labor intensive Radiosity (finite elements) requires entire scene geometry in memory Ray tracing requires many rays + shader evaluations: slow Point-based little memory, no shader evaluations

Computation methods Faking it: adding extra light sources tedious; labor intensive Radiosity (finite elements) requires entire scene geometry in memory Ray tracing requires many rays + shader evaluations: slow Point-based little memory, no shader evaluations

Point-based color bleeding Handles complex geometry (including dense polygon meshes, hair, leaves, displacement), many light sources, complex surface shaders,... Very movie-production friendly Part of Pixar s RenderMan renderer

Point-based color bleeding Two steps: Generate point cloud of directly illuminated surface colors (radiosity) Render: compute color bleeding at each shading point

A point cloud Each point: position, normal, radius, color: a colored disk point cloud point cloud Terminology: point or disk?

Generate point cloud Render direct illumination image Generate point cloud file at same time rendered image point cloud, 560K points (various views)

Generate point cloud Point cloud files from Up key light fill lights

Compute color bleeding at a point Basic idea: add up color from all other points!

Compute color bleeding at a point For efficiency: use cluster of points for distant points For higher accuracy: ray trace close points

Compute color bleeding at a point Problem: if all points are added up, even points hidden behind other points will contribute

Compute color bleeding at a point Solution: rasterize colors contributing to a point -- world as seen by that point Raster cube examples: point on ceiling point on teapot lid

Compute color bleeding at a point Multiply all raster pixel colors by reflectance function (BRDF); add Result is color bleeding at point

Color bleeding results direct illum direct illum + color bleeding

Use in movies Pirates of the Carribean 2 & 3, Eragon, Surf s Up, Spiderman 3, Harry Potter 5 & 6, Chronicles of Narnia, Fred Claus, Beowulf, Spiderwick Chronicles, Ironman, Indiana Jones, 10,000 BC, Batman: Dark Knight, Quantum of Solace, Cloverfield, Doomsday, Hellboy 2, Inkheart, Wall-E, Star Trek, Terminator 4, The Boat that Rocked, Fast & Furious 4, Angels and Demons, Up,...

Davy Jones Pirates of the Carribean: Dead Man s Chest (Courtesy of Industrial Light & Magic)

Up example without color bleeding

Up example with color bleeding

Up example without color bleeding

Up example with color bleeding

Up example without color bleeding

Up example with color bleeding

Variations and extensions Glossy reflection Area light sources Environment illumination Multiple light bounces Ambient occlusion, reflection occlusion Volumes

Glossy reflection Only collect illumination from within a small cone of directions Raster cube example: Multiply raster pixel colors by glossy reflectance function (BRDF)

Glossy reflection narrow glossy reflection wide glossy reflection

Glossy reflection point cloud glossy reflection

Area light sources Treat area light sources the same as surfaces: generate point cloud with color data Light sources can have arbitrary shape and colors Also write (black) points for shadow-casting objects

Area light sources area lights area light illumination

Environment illumination Use environment color for raster pixels not covered by points HDRI env map raster cube

Multiple light bounces Run the algorithm n times (For efficiency: first n-1 times can be computed at fewer points) n=0 n=1 n=2 n=3

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

Ambient occlusion Generate point cloud with only position, normal, radius (no colors)

Ambient occlusion

Ambient occlusion (and reflections)

Ambient occlusion Surf s Up test (Courtesy of Sony Imageworks)

Special case: reflection occlusion As ambient occlusion, but narrow cone of directions (around reflection direction) narrow reflection wider reflection

Other result types Given the raster cube it is also fast to compute: average unoccluded direction ( bent normal ) average illumination direction

Color bleeding in volumes Points don t have normals: spheres, not disks Color bleeding from all directions: entire raster cube surface volume volume volume

Optimization: interpolation If the color bleeding varies only a little in an area (<2%), we simply interpolate it Technique known from ray tracing ( irradiance cache )

Optimization: interpolation Compute color bleeding at the 4 corners of surface patch Is the difference between 4 values small? yes: interpolate on patch no: split patch in 2; recurse surface patch

Parallel computation Color bleeding at each point is independent Ideal for parallel execution Observed speedups: 4 cores: 3.6 8 cores: 6.6

Summary Point-based color bleeding is fast and can handle complex production scenes Also works for glossy reflection, area lights, env. map illumination, multiple bounces, ambient occlusion, reflection occlusion, volumes In Pixar s RenderMan Is gaining widespread use in production

More information Point-Based Graphics book by Gross & Pfister Pixar technical report #08-01: Point-based approximate color bleeding Talk this afternoon: Making of Partly Cloudy and Up

Acknowledgments RenderMan team, Jean-Claude Kalache Rene Broca, Cedric Guiard, Marine Lamblin You for listening Thanks!

Questions?