1 VO Rendering SS 2005 Unit 8: Rendering Systems 2 Alexander Wilkie Overview Radiance Maya 3DS Brazil RenderPark Lightwave ART 3 Alexander Wilkie Radiance Development started 1988 Major systems paper: SIGGRAPH 1994 Principal author: Greg Ward-Larson Provided as free UNIX binaries by LLBL An open source project (!) A collection of command-line C programs designed to work in concert ~60.000 lines of code as of ´94 http://radsite.lbl.gov 4 Alexander Wilkie Radiance Workflow 1 Modelling is usually done in an external CAD program Import filters for a wide variety of applications (AutoCAD etc.) exists Filters operate autonomously on well- structured 3D data Scene properties – textures etc. – are added to object descriptions obtained from CAD files by the user Native Radiance modelling also possible 5 Alexander Wilkie Radiance Workflow 2 Completed scene description is then processed by oconv -> octree scene file Interactive preview of camera position in rview viewer rpict renderer generates intermediate image pfilt performs tone mapping and filtering Finished image can be viewed by any image display program & falsecolor 6 Alexander Wilkie Radiance in Practice rad command-line front-end takes care of almost everything from CAD data to final image Several packages are based on or around Radiance, e.g. ADELINE „Native“ Windows front-end currently in state of development, but useable Radiance is showing it‘s age, but it is still the gold standard for architects
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Radiance Radiance Workflow 1 - TU Wien · Radiance vs. Path Tracer 14 Textures and Refraction A lexandrW ik 15 Out- & Indoor Rendering AlexandrW ilk 16 ... Vray Example A lexandrW
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1
VO RenderingSS 2005
Unit 8: Rendering Systems
2Alexander Wilkie
Overview Radiance Maya 3DS Brazil RenderPark Lightwave ART
3Alexander Wilkie
Radiance Development started 1988 Major systems paper: SIGGRAPH 1994 Principal author: Greg Ward-Larson Provided as free UNIX binaries by LLBL An open source project (!) A collection of command-line C
programs designed to work in concert ~60.000 lines of code as of ´94
http://radsite.lbl.gov 4Alexander Wilkie
Radiance Workflow 1 Modelling is usually done in an external
CAD program Import filters for a wide variety of
applications (AutoCAD etc.) exists Filters operate autonomously on well-
structured 3D data Scene properties – textures etc. – are
added to object descriptions obtainedfrom CAD files by the user
Native Radiance modelling also possible
5Alexander Wilkie
Radiance Workflow 2 Completed scene description is then
processed by oconv -> octree scene file Interactive preview of camera position in
Distribution ray-tracing is done forthe blue pixels
Information isinterpolated in theareas inbetween
Sample points arechosen based ongeometry and light
10Alexander Wilkie
Irradiance Gradient Example
11Alexander Wilkie
Genuine Radiance
12Alexander Wilkie
Falsecolor Output
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13Alexander Wilkie
Radiance vs. Path Tracer
14Alexander Wilkie
Textures and Refraction
15Alexander Wilkie
Out- & Indoor Rendering
16Alexander Wilkie
Radiance Improvements
Radiance AutoCad integration Done at Lawrence Livermore labs
Perceptually-based ray terminationGaze-directed realtime rendering University of Bristol - original codebase
Parallel, spectral Radiance University of Bristol New codebase - work in progress
17Alexander Wilkie
Maya, 3D Studio Similar, with different capabilities: Maya is
somewhat more powerful Primarily geared towards a creative user
interface, rendering technology comessecond -> primary renderer is usuallyshader based OpenGL / scanline hybrid
However: experienced artists can deliverstunning results using these tools
Plus: rendering engine can be exchangedby a third-party plug-in
18Alexander Wilkie
Brazil Commercial product: third party global
illumination plugin for 3DS & possiblylater Maya
Finished product Stochastic ray-based renderer with
subsurface scattering One of the first commercial GI rendering
systems. Others are VRay, FinalRender,Raymax, (Entropy – cancelled by Exluna)
http://www.splutterfish.com/
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Brazil Example #1
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Brazil Example #2
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Brazil Example #3
22Alexander Wilkie
Vray Example
23Alexander Wilkie
Mental Ray The premier raytracing backend for the
entire CG industry Extremely reliable and fast – only
geometric primitive is the triangle Is dependent on preprocessing for
geometry Supports photon mapping as add-on
and custom shaders Not a native global illumination renderer
http://www.mentalray.com/ 24Alexander Wilkie
MentalRay Example
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25Alexander Wilkie
POVRay Persistence of Vision Raytracer Ancient by computer science standards The tool for hobbyists and certain artists Comparatively primitive – no tone
mapping, RGB colour space rendering Software structure a catastrophe Highly configurable, several subversions
exist (most notably MegaPOV) In the hands of a good artist it still is a
formidable tool
http://www.povray.org/ 26Alexander Wilkie
POVRay Example
http://www.oyonale.com/
27Alexander Wilkie
RenderPark Developed at the KU Leuven / Belgium Primary target: image synthesis
algorithm testbed Will eventually be a general purpose
toolkit C++ libraries and applications Under development since 1993 Snapshots available for download
http://www.renderpark.be/ 28Alexander Wilkie
RenderPark Features
Wide variety of patch- and ray-basedglobal illumination methods. Alsofeatures OpenGL and AR output
MGF and VRML97 input X-Windows interface Tone mapping support Can act as a plug-in for other
applications
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RPK Examples #1
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RPK Examples #2
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PBRT
Devloped by Matt Pharr, GregHumphires and others
Stochastic rendering research toolkit Path tracing, stochastic raytracing Large selection of reflectancy models
Extensive documentation in book form Covers a wide range of the topic in this
lecture by example
32Alexander Wilkie
PBRT Example
33Alexander Wilkie
Graphics Toolkits @ ICGA The grandfather: RISS – Realistic Image
Synthesis System. VAX Pascal, 1987 –1991, chief architect Michael Gervautz
The stillborn child: VEGA / BaBeL. C++,1995-1998, Löffelmann & Tobler.Discontinued due to language & designlimitations
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RISS Images
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FLIRT DCG Image
36Alexander Wilkie
Advanced Rendering Toolkit Aim: a general-purpose rendering toolkit
for graphics research and use Under development since 1996 2 core developers, ~10 students Written in Objective C, ~180k LOC Highly modularized Currently command-line only Runs on a large variety of platforms:
Solaris, Linux, Windows, IRIX, OS X, ...
http://www.artoolkit.org/
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ART Features #1 Modelling: CSG, NURBS, subdivision
surfaces, CSG and SDS automata Turing-complete shading language,