Archaeological Computing Systems Final

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    ARCHAEOLOGICAL COMPUTING SYSTEMS: AN INVESTIGATION INTO THEPOTENTIAL OF THE MENTAL RAY ENGINE TO ARTIFICIALLY REPRESENT LIGHT IN

    THE NEOLITHIC SITE OF ATALHYK.

    1. Introduction: Realistic Graphics in Archaeology?

    Currently, many virtualreconstructions are limited because their level of realism cannot

    be validated. The generated images may look realistic, but their accuracy is not

    guaranteed since they have no physical basis in reality. (Devlin et al 2001)

    There is great potential, but also incredible danger in incorporating three dimensional

    technologies into the study of archaeological sites. In particular this is most poignant in

    areas where reconstructions factor as both a base for visualisation and as an analysis

    for artefacts and structures that are no longer present. Constructing imagery using the

    latest programs and techniques can be an incredibly powerful, persuasive tactic.

    Therefore responsibility lies with the artist to make sure any modelling is deemed to be

    as physically accurate in all areas of investigation as possible, In order for the

    archaeologists to benefit from computer-generated models and use them in a predictive

    manner, they must accurately simulate all the physical evidence from the site being

    reconstructed [Devlin et al. 2001].

    One of the most important areas of research in this respect is lighting.

    Rembrandt said that All is light, and within the commercial world of three

    dimensional graphics, film, television and photography, it is perhaps the most vital tool

    in conveying an emotional and physical response from the viewer. This is no different in

    archaeological representation, without light there would be no scene and without

    accurate shadows and illumination, the way the viewers respond to what they see can

    be fundamentally affected, if we are to avoid misleading impressions of a site, then the

    computer generated images should not only look real, but must simulate accurately all

    the physical evidence for the site being modelled (Chalmers and Debattista 2005: 2).

    This dependence upon light is echoed by Chalmers and Stoddart (1996: 87), who state

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    that, In all image synthesis techniques, the fundamental step is computing the amount

    and nature of the light from the three-dimensional environment that reaches the eye

    from any given direction.

    Lighting was also essentially for past societies, with a clear physical example

    visible in the Orkney Islands, where the site of Maeshowe is orientated to face the

    south-west, allowing light to spill into the monument only at the heart of winter. It

    relegates the rest of the year within to darkness beginning, at the very point of

    midwinter solstice (Richards 1996: 202) and it has been suggested that it signals the

    death of the old year and the rebirth of a new year through illumination. Richards

    (1996) clarifies that at its construction, Maeshowe would have represented the

    landscape, fulfilling a role as a cultural and cosmological marker to its society.

    Consequently, light defines more than what people saw, it lies at the very heart of

    existence, influencing architecture and belief in a myriad of different ways, Light in

    architecture is a complex phenomenon which penetrates every day practices and

    rituals (Papadopoulos, C. & Sakellarakis, Y. 2010: 417).

    In virtual imagery, this can be seen in the work of Gruber and Dobbins (2010),

    who used a Maya script to generate virtual daylight in a model of the House of the

    drinking contest in Antioch. Speaking about their model, they note that the software

    was vital in analysing light at the site and that the ability to apply realistic, physical

    lighting based on global positioning would have many uses outside of their project

    (Gruber & Dobbins 2010: 422). Critically, their success in re-contextualising a series of

    mosaics using the technology allowed them to be viewed in a way they cannot be

    traditionally. Importantly, they felt their inferences using the software were reliable.

    This desire for perspective is mirrored at the site of atalhyk. It is a place

    where vision, expression and cosmology formed a valuable aspect of a society. If the

    material culture remaining could be replaced into its original context these remains

    could provide a great deal of information about life at a site, of unique international

    significance (www.catalhoyuk.com).

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    2.Aims: virtual accuracy at atalhyk

    This project will attempt to discuss just how reliable the Mental Ray rendering engine is

    in producing an image that cannot just be trusted visually, but also reinforced physically

    in its ability to generate light. Speaking about Mental Ray in 2007, Joep van der Steen

    comments that it is not only an engine with enormous potential, but possibly the best

    available at providing beautiful, trustworthy imagery. Consequently, whilst it may not

    be as efficient as other commercial rendering engines such as VRay and Brazil, this

    ability to provide realistic equations is why it is placed at the heart of this study. The

    features it contains extend to providing accurate techniques for Global illumination,

    Reflection/refraction, Ray-tracing, Area lights, Bounced Light and Direct Light.

    Following preliminary contact regarding reconstruction work at the site of

    atalhyk in Turkey, a desire for a stringent test of Mental Ray was needed to convince

    site director Ian Hodder into its potential as an analytical tool. The site holds many

    conserved wall paintings, sculptures and other artefacts that are to be, enhanced by

    virtual reality techniques and interactive video (www.catalhoyuk.com) and ultimatelyanalysed in their original context using three-dimensional software. A reference image

    was provided of the onsite Neolithic House (Fig. 1) and from this a photorealistic,

    physically accurate render was expected with lighting placed as the focus using a single

    daylight system to light the entire scene. Future virtual study could be critical if such a

    system can be relied upon to generate light accurately and from any global position.

    More importantly, proving the programs ability and precision is crucial in providing any

    rendered work from atalhyk with credibility, if computer reconstructions are to gobeyond mere digital images and models, and become a predictive tool for

    archaeologists, physically-based rendering techniques have to be used. (Gutierrez et al

    2008: 2).

    This study will evaluate the stages taken to show exactly how much realism can

    be attributed to Mental Ray, evaluating the positive and negative aspects of Mental Rays

    light distribution.

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    (Fig. 1) Reference Image from atalhyk, Turkey

    3. Setting up a lighting Rig

    There are various ways that 3DS Max and Mental Ray can light a scene, from the basic

    three point lighting system (http://www.mediacollege.com/lighting/three-point/), to

    complex scenes with multiple levels of lights, both standard and photometric

    (Physically accurate). However, where considerable study is compiled into structures

    such as those at atalhyk, dependent upon seasonal natural light, one of the most

    important is the daylight system fashioned by the Mental Ray Sun and Sky package. To

    use it within Mental Ray, all that is needed is to access the systems tab and create (Fig.

    2). Once set, the Daylight system acts as a directional light source that exhibits crisp

    shadows using the mrSun, to produce direct illumination, whilst the mrSky factors in

    the many softer, diffuse shadows that provide the environmental bouncing of light. This

    is formulated through the Final Gathering process that will be discussed later (Reinhart,

    C, Breton, P.F, Landry, Marion 2008: 4).

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    (Fig. 2) Setting up a Daylight System

    As opposed to the IES equivalent, the Mental Ray Sun and Sky is the most

    physically accurate daylight generator and is therefore focused upon in this project. Van

    der Steen (2007) justifies this by saying it holds superior options, due to its ability to

    provide soft shadows, haze and allow for changing cycles, I advise you to use this

    mental ray Daylight system whenever you need to create an outdoor scene; it is far

    better than the alternatives previously available inside 3ds Max. (Van der Steen 2007)

    and importantly, it includes ways of accurately providing light from any location in the

    world.

    4.Analysing Light in Mental Ray

    4.1. Direct Light

    There are different aspects to compiling a successful lighting model using the daylight

    system in Mental Ray, the first of these is direct lighting. Direct light represents the

    exposed area of surface that is illuminated directly by a lighting source, in this case is

    the Mental Ray Sun, Direct light is a pretty common term in the computer graphics

    environment. Basically, it is light that is present in the scene in which all the light rays

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    stop when they hit a surfacethere is no bouncing of light occurring. (Van der Steen

    2007: 8). By highlighting the first areas of light, it provides useful visual information

    about exactly where rays are falling and hitting surfaces. As shown below (Fig. 3), light

    can be seen spilling into the room from its roof entrance, creating distinctive areas of

    illumination comparable to those seen in the reference image.

    (Fig. 3) - An Example of direct light using only the mrSun

    To determine what the viewer should see, Mental Ray shoots light into the scene

    until it comes into contact with an object. It is then passed through a shader that

    describes how the material should look, before colouring the pixels for the resulting

    image. (Van der Steen 2007:7). As shown in image (Fig. 3), when isolated, the Mental

    Ray sun is very one dimensional, providing very intensive shadow and rays of light

    without any soft shadow. This light simply represents the first stage of accurate

    illumination as Mental Rays real power lies in indirect lighting.

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    4.2. Environmental Light: Its Role.

    The sun on its own cannot create accurate light, there needs to be another dimension. Inreal life, a huge aspect of lighting is comprised of indirect, environmental light. As light

    radiates outwards, it hits various surfaces and fragments, being either absorbed or

    reflected into the surrounding environment. How it bounces and how it returns from

    the various surfaces it hits is down to numerous factors including translucency, density,

    colour and texture. If a ray hits a smooth object it can be reflected in a corresponding

    angle to the one that it arrived in, a mirror is a good example of this. This is called a

    specular surface. In contrast, light can also hit rough surfaces and be scattered in aseries of different directions. These are called diffuse surfaces (Van der Steen 2007: 7).

    Natural light is therefore comprised of both direct light (direct illumination) and

    crucially, scattered, environmental light (indirect illumination). In Mental Ray an entire

    element of the rendering engine is dedicated to this factor of lighting, highlighting its

    importance. In any renders of atalhyk, bounced light will hold a crucial role

    importance due to its ability to recolour surfaces, highlight different areas of shadow

    and create pockets of illumination. Understanding this aspect of light is essential and

    when applied to atalhyk could be used to understand structures and their uses. This

    is shown by Papadopoulos and Sakellarakis (2010) in their assessment of natural and

    flame lighting on the usage of a potential pottery workshop.

    4.3 Shadows

    With indirect illumination detailed shadow is created and in Mental Ray these areachieved primarily using ray tracing. This casts rays to every light in the scene from the

    point that is being rendered, and checks if the rays intersect any of the objects on its

    way. If so, the point is excluded so that a shadow is generated. Obviously, based on the

    materials and how light bounces throughout the environment different coloured and

    weighted shadows are created, Opaque objects create full shadows; transparent

    objects create density and coloured shadows, based upon how much light travels

    through the object material definition. (Van der Steen 2007:8). Without environmentallight, the human eye would instantly spot unnatural differences in perception, due to its

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    constant experience of such phenomena in real life. A good isolated example of this can

    be seen below (Fig. 4), where environment light from the scene has been alienated to

    highlight how bouncing light moves through the room, creating gradient like shadows

    and areas of light fallout. This is drastically different to (Fig. 3) that is very crisp, with

    areas of drastic light and dark contrast. The balance between these two natural

    phenomena is further emphasized in (Fig. 5), where both elements have been combined.

    (Fig. 4) Isolated Environmental Light using the atalhyk Model

    Fig. 5) Combination of Direct and Environment Light

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    4.4 Mental Rays Indirect Illumination

    There are two main ways Mental Ray can create environmental lighting, Final Gatherand Photon Mapping (Global Illumination). Both of these techniques generate bounced

    light in different ways, presenting potentially different results and both can be used

    independently of each other (Respective of the light setup) or be linked together.

    Although both techniques may show differences, critically, they are both 100% correct

    physically. These differences are usually due to the shaders used inside the scene and

    not the underlying algorithms (Van de Steen 2007: 12).

    4.5 Final Gather

    Final gather is way of generating the indirect light that occurs in real life lighting by

    firing light rays around a scene in a very similar way to how light bounces in reality,

    with one fundamental difference, The rays used for Final Gather do not originate from

    light sources or a camera; they originate from the geometry itself. (Van de Steen 2007:

    12). This means that the Final Gather technique shoots rays into the environment and

    then back to the light source to collect information and analyse shading. This

    information is then compiled to decide how much light reaches the origins of the final

    gather rays. It is then cross referenced with neighbouring points and averaged to create

    smooth shading.

    Within Final Gather there are a series of options that control the spread of

    indirect illumination that are crucial to the rendering process. These are Rays, Point

    Density, Interpolation and Bounces. To use an analogy, every final gather point

    shoots an amount of rays back towards the light source like fingers from a hand and

    logically, the more points that are shot, the more information that can be computed.

    Point density controls how many points are within the scene and defining more FG

    points will provide a greater spread, pushing the total amount of information that can

    be collected up, and thus increasing the quality of the image. However, there is a drastic

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    change on the render times and as visible in (Fig. 6) below, point density and the

    amount of rays in a scene only really increase in the very highest settings of Mental Ray.

    The interpolation works like a catchment area, looking for a certain amount of

    points around the pixel in question and when it finds this amount of rays, it then

    averages out the result and as before, the higher this setting, the greater accuracy in the

    spread of toning across an image. A benefit to this setting in Final Gather is that it can be

    increased without a real drastic difference in rendering times, as can be seen in the

    graph below (Fig. 6). Taking in large interpolation settings will make sure that a blotchy

    image (Fig. 10) is avoided, as small areas can result in pockets of drastically contrasting

    pixels, making the image look uneven and noisy.

    Bounced light affects how many diffuse reflections there are in the scene. It is

    created when the Mental Ray Engine is told to refract light off of a surface, so that the

    light carries on in the scene (Van der Steen 2007: 9)and as mentioned by Reinhart et al

    in their study on the daylight system, bounced light is the single most important

    attribute for accurate daylight simulation and, For interior renderings, a Final Gather

    Bounce of 4 to 7 is recommended. (Reinhart, C, Breton, P.F, Landry, Marion 2008: 7).

    There are drawbacks to using Final Gather. It can be too smooth, presenting

    flickering in animation and it can also lack texture definition, but critically, it provides

    accuracy in all levels of its use if used correctly.

    FG Point Density Rays per FG Point Interpolate over Number of FG

    Points

    Draft 0.1 50 30

    Low 0.4 150 30

    Medium 0.8 250 30

    High 1.5 500 30

    Very High 4 10.000 100

    (Fig. 6) Table showing the breakdown between the Final Gather settings

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    (Fig. 7) - Point Density [0.1] Rays [1] Points [1]

    Bounces [1]

    This image shows a low spread of points with a low

    amount of rays. Each point is firing a single ray that

    is returning to the light of the scene. The

    interpolation then decides how many points will be

    used to find an average shade for the pixel. Using

    very small settings can create a disco like effect.

    (Fig. 8) - Point Density [5.0] Rays [1] Points [1]

    Bounces [1]

    The real difference in this image is the density.

    Whilst the rays and bounces are the same, the size of

    the clusters is much larger. Density is a great way to

    increase detail in shadow, however it is one of the

    problematic areas for drastically increasing

    rendering times.

    (Fig. 9) - Point Density [1.0] Rays [50] Points [50]

    Bounces [1]

    When Rays and Points are increased, the quality of

    shading quickly progresses. This blotchy effect is

    often seen in interior rendering as it requires a

    greater level of atmospheric light than external

    scenes. It simply represents the images above but

    spread across a larger area.

    (Fig. 10) - Point Density [1.0] Rays [250] Points

    [250] Bounces [1]

    With 250 Rays and Points, the image is finally

    looking smooth and the catchment areas have finally

    reached a happy medium where there are enough to

    allow for consistent shading across the entire image.

    To develop greater contrast in shadows, a high point

    density is needed.

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    The images below show the difference between one bounce and five. On first

    viewing, the difference is unnoticeable, however increasing the bounces creates more

    softened shadows, that gravitate towards the corners and crevasses of the room. Getting

    shadows to form correctly is something that is incredibly important in demonstrating a

    life like image to the viewer. It is very difficult to look between these images and find

    instant differences, however where the real quality can be shown from the high bounce

    image is in the subtle gradient of the shadows, the build up of shadow is a lot cleaner.

    The images below represent a higher point density than is seen above (Fig. 10) and have

    greater contrast.

    (Fig. 11) - Point Density [4.0] Rays

    [250] Points [250] Bounces [1]

    The effect of the four bounces is very

    difficult to distinguish between these

    two images and is usually best seen

    on shadows cast from objects,

    however

    When observing the different in the

    tonality of shadow it is clear that the

    image below provides a more natural

    falloff.

    (Fig. 12) - Point Density [4.0] Rays

    [250] Points [250] Bounces [4]

    Between 4-7 bounces produces a

    model that realistically highlights

    the amount of reflection that

    happens in real life. When

    comparing in particular the darker

    areas of shadow, the smoothness

    and realism in the quality of higher

    bounces can be seen

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    4.6 Photon Mapping

    Globalillumination is a universal term for the description of a scene in which all aspects of light have been

    considered as bounced, reflected, and refracted light. Rendering algorithms that calculate the way light

    travels between surfaces of objects are called Global Illumination algorithms. The two most important Global

    Illumination algorithms are raytracing and radiosity. Radiosity is used by the scanlinerenderer, whereas

    mental ray uses ray-tracing.(Van der Steen 2007: 7)

    Photon mapping is the second Indirect Illumination technique that is used by the Mental

    Ray renderer. Unlike Final Gather, it works in a very similar way to how light is bouncedin real life. Using the mrSun (Or any Photon emitter), it fires small particles, called

    photons towards the room, where these are either absorbed or reflected. Photons track

    energy and colour wavelength, so this technique of indirect illumination is able to bleed

    colour onto other surfaces, Photons in mental ray simulate the phenomena of real-

    world photons. Photons are reflected by mirrors, refracted through glass, or scattered

    by diffuse surfaces. The big advantage of photons is that they replicate what happens in

    nature. (Van der Steen 2007: 12). The Global Illumination that is achieved throughusing photons is split into various sub-features in a similar way to Final Gather. The

    most important of these include the amount of photons per sample (The look-up), the

    sampling radius and crucially the amount of photons that are fired into the scene.

    A larger amount of photons being emitted into the room will provide a greater

    potential for information as there are more points to registering data from. These

    photons are then collected within a radius that averages the amount of points set in the

    max photons per sample setting. A 30 sample will there look for that amount within the

    specified area size from itself and if there are more, it will retrieve the closest. Like with

    Final Gather, if the radius is too small, or there are not enough photons to register a

    consistent image, the results will appear blotchy (Fig. 13). It is therefore important that

    all three of these key aspects are balanced so that the maximum amount of photons

    entering the scene to fill it is combined with a decent sized sample to create a smooth

    image in a radius that is not going to isolate areas of the image.

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    (Fig. 13) - Photos per Sample [100] Radius

    [0.5m] Average Photons Per Light [20000]

    The blotchiness in the image to the left

    highlights how a small sampling size can isolate

    photons leaving uneven areas of averaged

    shading

    (Fig. 14) - Photos per Sample[100] Radius

    [5.0m] Average Photons Per Light [20000]

    Instantly, by increasing the radius in whichsamples are taken, smoothing can occur.

    However, it is still only sampling 100 maximum

    photons, meaning that the colour and energy

    will still be very similar. To create a more

    balanced image a larger sample size is needed.

    (Fig. 15) - Photos per Sample [200] Radius

    [2.0m] Average Photons Per Light [20000]

    Increasing the maximum sample size and

    balancing it with the radius allows for more

    data to be processed maintain a blended image.

    (Fig. 16) - Photos per Sample [300] Radius

    [2.0m] Average Photons Per Light [20000]

    We can finally see that 300 photons per sample

    were needed to smooth the walls and the floor.

    With this amount of data, Mental Ray can

    generate a decent, smooth image.

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    As with final gather, there is no direct science to which settings are needed, each

    scene will require the lighting settings to be tweaked. However there are guidelines to

    how to approach photons. As credited to Mental Images themselves, to achieve a

    successful image by increasing photons, the user must, Shoot 4 times as many photons

    in the scene from the light source, and then decrease the radius by a factor of 2. By

    doing this, you will keep roughly the same amount of photons in the sample, but the

    potential for a smoother image is increased due to more surface detail. Consequently,

    van der Steen takes this further, stating that actually, We should have done the

    following: divide the radius by 2, multiply the number of photons by 8, and multiply the

    number on the lookup by 2; this is courtesy, again, of th e people from mental images.

    (van der Steen 2007: 46).

    When combining Photons with Final Gather, the first bounce is overlooked,

    meaning that there is only need for one in the Final Gather settings. Photons will then

    take over, and provide a rendered image that has, both great light depth in the shadows

    and soft tonal variations in the lighted areas (van der Steen 2007: 12).

    4.7 Ambient Occlusion

    On top of the lighting mentioned above there are a number of other techniques that can

    be used to further induce accurate light and provide depth to an image. One of the key

    techniques for this is Ambient Occlusion. However, unlike Final Gather and Photon

    lighting that is concerned with bounced light and multi-bounce transparency, Ambient

    Occlusion is concerned at detailing the absence of light in order to develop a successful

    shading method.

    In the images below, the Ambient Occlusion shader has been used and whilst this

    is not the only way to achieve such an outcome, it provides a nice balance to being able

    to provide an added dimension to lighting that can be independently edited, The output

    can be used to modulate other render passes to achieve proper compositing in

    postproduction (Figure 1.20). (Van der Steen 2007: 14). The theory behind ambient

    occlusion is that there is an ever present light source in the scene (Irrespective of our

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    lighting system). The amount of shading is distinguished by how much of the geometry

    is hidden, or blocked, What happens internally is that the area above the point to be

    shaded is sampled for blocking geometry. If any is found, the percentage of blockage

    translates directly to an occlusion factor. (Van der Steen 2007: 14). It therefore

    calculates based on their visibility how much shading the pixels should get. To properly

    achieve it using an occlusion pass (Fig. 18), exposure and final gather need to be turned

    off and the entirety of the objects in the scene are overwritten by a specific, mental ray

    shader. On top of simply being used for shading, Occlusion can also be used on a

    specular level, to develop a higher level of detail regarding reflections visibility.

    Whilst in the images below it is difficult to instantly see what impact ambient

    occlusion has to the image, in the corners and where objects sit in front of each other, or

    occlude view, the difference is remarkable. In terms of credibility, Ambient Occlusion is

    a tool that can be used to simulate an extra dimension to provide an image with depth,

    however its use, particularly in post production is an aspect that needs to be stringently

    modelled based on an understanding of natural lighting, a knowledge rapidly developed

    through consistent work in virtual lighting. This technique in particular is an area that

    can easily be carried away with, potentially justifying Barcel (2000: 28) in hisdiscussions about archaeological accuracy falling behind the desire to demonstrate new

    techniques. Ultimately it should be a very subtle effect, requiring definite responsibility,

    but when used correctly, it can provide a great deal to an image.

    (Fig. 17) - Ambient Occlusion Parameters.

    The Ambient/Reflective Occlusion is placed in thesurface shader option of a Mental Ray material and

    then into the Material Overwrite section of the

    processing tab. On top of normal AO, the type can be

    changed to create different results etc Specular

    diffusion passes. The samples affect the smoothness of

    the image, the trade off in higher samples is render

    time. Spread tightens, or lossens the diffusion of the

    occlusion similar to a Guassian Blur filter in photoshop.

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    4.8 Participating Media

    An aspect of internal lighting in particular that is often forgotten is how participating

    media can affect the quality and natural equilibrium of an image. Especially within

    archaeology, the need to represent different mediums that would have refracted light

    through varying environments is important. With rooms like those found at atalhyk,

    there are clear examples of hearths and fires that would have been used to heat and

    cook in a fashion we have ultimately become out of touch with in contemporary society,

    In archaeological sites in particular, the materials used to provide interior light, for

    example, candles and wood fires, would have generated smoke, perhaps significantly

    affecting visibility in these environments [Rushmeier 1995]. It is therefore important

    to recreate these phenomena to provide accuracy in not just how the geometry looks

    through light but also external, cultural and geographical factors like dust and smoke.

    Within 3DS Max and Mental Ray there is a very realistic shader that can be

    utilized to create these effects in a physically accurate form, Fog, clouds, and saltwater

    scatter the light that passes through them; in other words, they contribute to the light

    transport. To simulate this effect, you need a Parti Volume shader. ( Parti is an

    abbreviation for participating.) (Van Der Steen 2007: 81). This spreading is caused by

    tiny Particles and in Mental Ray this shader can produce a number of different effects

    and must be applied to the camera shaders in the rendering tab of the rendering

    settings. The main components for the shader are mode, scatter colour and minimum

    and maximum step. Mode effectively changes whether the particles affect the entire

    scene or simply elements of it. As its base setting, 0 will fill the entire scene and 1 willrelegate the phenomena to only certain areas before asking for a height modifier to

    determine where in the scene it occurs. Scatter colour is incredibly important, as it

    determines how bright the image is. As a default it is set to around 50% white, which

    renders an incredibly over exposed image (Fig. 24). To allow for anything near realism,

    this setting needs to be reduced to around 0.08% white. Minimum and Maximum step

    effect the sample size and it is useful to start big (around 4.0/4.0) and then slowly

    decrease until you get a smooth image(http://3dsmaxrendering.blogspot.com/2009/03/parti-volume-shader.html).

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    The Parti Volume shader, like the Ambient Occlusion variant can be applied in

    post production (Fig. 22) and I found that this was a very good way of using it. As can be

    seen in the images below, when used with the original image, there was a fair amount of

    issue with creating a clean output (Fig. 21). In comparison, by simply overwriting the

    entire scene with a simple non reflecting black diffuse material, a very clean render pass

    could be completed, highlighting not just the participating media itself, but also isolating

    the phenomena and allowing a greater insight into its effect on the room.

    (Fig. 21) - Natural Part Volume Pass (Fig. 22) - Separate Parti Volume Pass

    (Fig. 23) Parti-Volume Settings (Fig. 24) - High scatter colour

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    5. The Final Images(Fig. 25) (Original)

    The photograph provided clearly

    shows the areas of the image that

    needed to be represented clearly.

    Contrasted, dark shadows clung to

    the walls and around the baskets at

    the right wall, forming a very

    distinctive pattern. Light entering the

    room also left distinctive spread.

    (Fig. 26) GI/FG (Image 1)

    This is the image that combines both

    final gather and global illumination.

    It provides an accurate texture and

    depth to the shadows. If there is one

    criticism, it lies in the colour

    bleeding into the room. It feels too

    warm in relation to the photograph.

    (Fig. 27) Final Gather (Image 2)

    This image is much cooler in its

    complexion and therefore closer to

    the original in its colour. However,

    only using Final Gather has made

    the interior surfaces seem too

    smooth. In comparison to the image

    above, there is some depth missing

    to the image, especially in regards to

    lighting around the lip of the roof

    entrance.

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    (Fig. 28) -Analysis of light spill in the top-right corner. Left Original MiddleImage 1 Right Image 2

    (Fig. 30)Top Original

    Middle- Image 1 Bottom-

    Image 2

    (Fig. 29) Selection of the right hand wall. Left Original Middle - Image 1

    Right - Image 2

    It is clear from looking at the observations that Mental Ray has produced an

    incredibly realistic series of images. (Fig. 29) shows how seamlessly the

    three images are and in particular when comparing the Photon based image

    with the original, as well as correct shadows, there is also a very similar

    texture to the render. The Ambient Occlusion has also brought out theshading around the baskets and in the corners of the room successfully,

    especially in image 1, where the light penetrates the area between the

    baskets in exactly the same manner as the photograph, leaving accurate

    arcs of shadow where they block the wall. If there is one criticism of the

    Photon based render (Image 1) it is that the colour bleed is slightly off.

    However that is a texture issue, not a light malfunction. The spilling of light

    is identical in the renders, with the volumetric lighting provided the added

    extra realism needed in representing the gentle haze (Fig. 30). The only real

    difference between Image 1 & 2 is colour bleed and texture. If further workcould be completed to combine the mood of the Final Gather with the

    texture of the Photons, the results could be stunningly accurate.

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    (Fig. 31)Above - Colour Corrected Photon/Final Gather Render Below - Original Image

    To produce something that can be regarded as physically accurate as possible in all regards, the levels on

    the image were colour corrected to provide a more correct result. Whilst this was completed in post

    production, any future work using the Mental Ray engine to render will provide firsthand experience of

    textures as opposed to a second hand archive. This will enable greater accuracy in their creation and

    colour. If there was a drawback to this project it was that the model was created without the author

    having any measurements, or experience of the site.

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    6. ConclusionA great deal was learnt by examining Mental Ray. In looking at the final output images, it

    is clear that there is great potential in the rendering engine to deliver clean, reliable

    imagery. When comparing the two final renders to the original, physically, the way the

    light is falling is incredibly realistic. Furthermore, although each render has slight

    differences, they both fulfil the claim by van der Steen (2007) that they are 100%

    physically accurate (Figs. 26 & 27). This is remarkable considering the entire scenes

    dependence upon a single light source. This trust can only be further extended with the

    knowledge that the models geometry has been compiled from photographs and not

    measurements.

    This justification into the power of Mental Ray is incredibly important for work at

    atalhyk where a synthesis of virtual reality could present art and culture in its

    original habitat, providing a new dimension to both research and viewer experience.

    However, this is not just important from an aesthetical and luminary view, accuracy

    becomes even more important when taking into account how light affects both

    perception of space and crucially such cultural inferences as art, religion and the

    domestic household at atalhyk. It is hopeful that future work at the site will have as

    successful an impact as the work in Antioch where contentment in their software

    evolved to new understanding, it may invoke a new and more accurate level of

    comprehension of ancient environments (Gruber & Dobbins 2010: 424)

    To conclude, the author feels that Mental Ray has proved an immense amount in

    this study. From its use of Final Gather to its Ambient Occlusion, the final images created

    by the engine have shown a level of realism down to the smallest detail. Shadow and

    light has been accurately represented and Mental Ray has been a resounding success in

    laying the groundwork for exciting future work reconceptualising physical culture at

    the site. In contemporary society it is easy to forget how involved light was in Neolithic

    life, However, it was not the case in ancient times (Papadopoulos, C. & Sakellarakis, Y.

    2010: 417) and it has not been the case on the part of the author.

    Mental Ray offers a sublime ability to both balance photorealism with accuracyand at atalhyk with detailed observation and solid software, virtual reconstruction

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    can provide new understanding about how art and culture influenced life in one of the

    oldest cities in the world (www.catalhoyuk.com).

    http://www.catalhoyuk.com/http://www.catalhoyuk.com/http://www.catalhoyuk.com/
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