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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

Apr 28, 2018

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Page 1: 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

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

rview viewer rpict renderer generates intermediate

image pfilt performs tone mapping and filtering Finished image can be viewed by any

image display program & falsecolor

6Alexander Wilkie

Radiance in Practice rad command-line front-end takes care

of almost everything from CAD data tofinal image

Several packages are based on oraround Radiance, e.g. ADELINE

„Native“ Windows front-end currently instate of development, but useable

Radiance is showing it‘s age, but it is stillthe gold standard for architects

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7Alexander Wilkie

Radiance Technical Specs Radiance is basically a highly accurate

stochastic raytracer Tristimulus renderer – CIE XYZ Physical quantities are used for

luminance Sophisticated reflectance models can be

used Several acceleration strategies are

used, and as a tradeoff no caustics arecomputed

8Alexander Wilkie

Radiance Acceleration Techniques Hybrid deterministic/stochastic raytracing Cached irradiance gradients Adaptive sampling of lightsources

Unimportant sources are not used at all Automatic generation of virtual

lightsources User-directed secondary lightsources Hierarchical octrees Parallel processing

9Alexander Wilkie

Irradiance Gradients

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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19Alexander Wilkie

Brazil Example #1

20Alexander Wilkie

Brazil Example #2

21Alexander Wilkie

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

29Alexander Wilkie

RPK Examples #1

30Alexander Wilkie

RPK Examples #2

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31Alexander Wilkie

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 bastard child: FLIRT – Faster thanLIght RayTracer. ANSI C, 1991 – 1996,Tobler, Stürzlinger, Traxler et. al.

The stillborn child: VEGA / BaBeL. C++,1995-1998, Löffelmann & Tobler.Discontinued due to language & designlimitations

34Alexander Wilkie

RISS Images

35Alexander Wilkie

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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37Alexander Wilkie

ART Features #1 Modelling: CSG, NURBS, subdivision

surfaces, CSG and SDS automata Turing-complete shading language,

cellular automata Modular imaging pipeline with

intermediary spectral images and tonemapping

Spectral rendering incl. polarization andfluorescence

(Realistic skylight and water models)

38Alexander Wilkie

ART Features #2 Renderers: Open GL, edge tracer,

visibility raytracer, lightmap photontracer, path tracer

Intelligent selection of parser moduleson input -> potentially capable of multi-format input

Different colour types for internalcalculations are supported – RGB, CIEXYZ, Spectra with 8,16,45,450 samples

39Alexander Wilkie

ART Structure Code is grouped into a set of 20 libraries Several command-line applications use

these classes Protocols (in Java: interfaces) are used

to group objects by functional hierarchyinstead of inheritance hierarchy

Categories are used to split classes intodifferent libraries where appropriate, e.g.according to rendering technology

40Alexander Wilkie

ART Libraries Basics Colour Graphics Image Material Math Node Objective OpenGL Parser

ShootingExpansion Raycasting GatheringExpansion Rendering Shape Surface Trafo User Value

41Alexander Wilkie

ART: Status Global structure more or less finished Tons of detail work are left Numerous highly advanced features are

implemented, while minor details have notbeen done

Goal: public availability under the GPL Code is still a bit too unfinished for public

beta release CVS server used for internal development

42Alexander Wilkie

Historic ART Example

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43Alexander Wilkie

Project: A Complex Model

44Alexander Wilkie

Battleship Model

45Alexander Wilkie

Battleship Closeup

46Alexander Wilkie

ART: Praktikums- and Other Topics (Maintenance work on the surface models) Leaf surface and volume model Implementation of a new tone mapping

operator, or maintenance of the existingtone mapping operators

Documentation writing (Demo suite)

47Alexander Wilkie

Rendering VO Unit 8

Thank you for your attention!