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Ray Tracing Solution for Film Production Rendering Marcos Fajardo [email protected] SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Ray Tracing Solution for Film Production Rendering Marcos Fajardo [email protected] SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

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Page 1: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Ray Tracing Solution for Film Production

Rendering

Ray Tracing Solution for Film Production

Rendering

Marcos Fajardo

[email protected]

SIGGRAPH 2010 Global Illumination Across Industries

SIGGRAPH 2010

Page 2: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Distributed ray tracing, Cook et al.1984

Image courtesy of LucasfilmImage courtesy of LucasfilmSIGGRAPH 2010

Page 3: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

The Rendering Equation, Kajiya 1986

SIGGRAPH 2010

Page 4: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

CGI Studio•Blue Sky Studio’s proprietary

renderer

•Physically-based Monte Carlo ray tracer

•Created by Carl Ludwig, Eugene Troubetzkoy, Michael Ferraro et al.

•ex-MAGI/SynthaVision team (TRON etc)

•Blue Sky Studio’s proprietary renderer

•Physically-based Monte Carlo ray tracer

•Created by Carl Ludwig, Eugene Troubetzkoy, Michael Ferraro et al.

•ex-MAGI/SynthaVision team (TRON etc)

SIGGRAPH 2010

Page 5: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Image courtesy of Blue Sky Studios, Inc.Image courtesy of Blue Sky Studios, Inc.

Carl Ludwig 1990 (!)

SIGGRAPH 2010

Page 6: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Image courtesy of Blue Sky Studios, Inc.Image courtesy of Blue Sky Studios, Inc.

uncredited,1991

SIGGRAPH 2010

Page 7: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Image courtesy of Blue Sky Studios, Inc.Image courtesy of Blue Sky Studios, Inc.

John Kars 1992

SIGGRAPH 2010

Page 8: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Image courtesy of Blue Sky Studios, Inc.Image courtesy of Blue Sky Studios, Inc.

“Bunny”, Best Animated Short 1998

SIGGRAPH 2010

Page 9: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Arnold

•Physically-based Monte Carlo ray tracer

•Unbiased, uni-directional path tracing

•Co-developed by Solid Angle SL and Sony Pictures Imageworks, Inc.

•Physically-based Monte Carlo ray tracer

•Unbiased, uni-directional path tracing

•Co-developed by Solid Angle SL and Sony Pictures Imageworks, Inc.

SIGGRAPH 2010

Page 10: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

“Pepe” 1999Image courtesy of Daniel Martinez Lara. ©

1999 Daniel Martinez Lara. All rights reserved.

“Pepe” 1999Image courtesy of Daniel Martinez Lara. ©

1999 Daniel Martinez Lara. All rights reserved.

SIGGRAPH 2010

Page 11: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Image courtesy of Ruairi Robinson. © 2001 Zanita Films. All rights reserved.Image courtesy of Ruairi Robinson. © 2001 Zanita Films. All rights reserved.

“Fifty Percent Grey” 2001

SIGGRAPH 2010

Page 12: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Image courtesy of Columbia Pictures. © 2006 Columbia Pictures Industries, Inc. All rights reserved.Image courtesy of Columbia Pictures. © 2006 Columbia Pictures Industries, Inc. All rights reserved.

“Monster House” 2006

SIGGRAPH 2010

Page 13: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Image courtesy of Sony Pictures Animation. © 2009 Sony Pictures Animation, Inc. All rights reserved.Image courtesy of Sony Pictures Animation. © 2009 Sony Pictures Animation, Inc. All rights reserved.

“Cloudy with a Chance of Meatballs” 2009

SIGGRAPH 2010

Page 14: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Image courtesy of Columbia Pictures. © 2009 Columbia Pictures Industries, Inc. All rights reserved.Image courtesy of Columbia Pictures. © 2009 Columbia Pictures Industries, Inc. All rights reserved.

“2012” 2009

SIGGRAPH 2010

Page 15: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

“Alice in Wonderland” 2010

Lots of furry characters ...

SIGGRAPH 2010 Images courtesy of Walt Disney Pictures

Page 16: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

What is Arnold?

•Unbiased Monte Carlo ray tracer

•Uni-directional path tracer

•200k lines of highly optimized C/C++ code

•Fully multi-threaded + SIMD architecture

•Unbiased Monte Carlo ray tracer

•Uni-directional path tracer

•200k lines of highly optimized C/C++ code

•Fully multi-threaded + SIMD architecture

SIGGRAPH 2010

Page 17: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Production features

•Motion blur (xform and deformation)

•Networked, programmable shaders

•Hundreds of millions of triangles and hair splines

•Deferred/procedural loading of geometry

•Texture caching

•Motion blur (xform and deformation)

•Networked, programmable shaders

•Hundreds of millions of triangles and hair splines

•Deferred/procedural loading of geometry

•Texture caching

SIGGRAPH 2010

Page 18: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Production features

•Motion blur (xform and deformation)

•Networked, programmable shaders

•Hundreds of millions of triangles and hair splines

•Deferred/procedural loading of geometry

•Texture caching

•Motion blur (xform and deformation)

•Networked, programmable shaders

•Hundreds of millions of triangles and hair splines

•Deferred/procedural loading of geometry

•Texture caching

SIGGRAPH 2010

all at t

he same time!

all at t

he same time!

Page 19: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Pros•Single-pass: dramatically simpler

pipeline (no extra files or caches)

•Only one quality knob (number of samples)

•Shadows are always perfect (no shadowmaps etc)

•Interactive (via progressive refinement)

•No memory used to store lighting/GI

•Single-pass: dramatically simpler pipeline (no extra files or caches)

•Only one quality knob (number of samples)

•Shadows are always perfect (no shadowmaps etc)

•Interactive (via progressive refinement)

•No memory used to store lighting/GI

SIGGRAPH 2010

Page 20: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Cons

•Slow?

•Noise

•Indoors are hard

•Geometry must reside in memory at all times

•Slow?

•Noise

•Indoors are hard

•Geometry must reside in memory at all times

SIGGRAPH 2010

Page 21: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Address the cons!

•Three orthogonal axes:

•make rays faster

•reduce memory use (cost per polygon)

•variance reduction

•Three orthogonal axes:

•make rays faster

•reduce memory use (cost per polygon)

•variance reduction

SIGGRAPH 2010

Page 22: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Address the cons!

•Aim for optimal multi-threading performance (linear scalability)

•8-core machines are the norm at the workstation

•32- and 64-core machines are in the horizon

•Aim for optimal multi-threading performance (linear scalability)

•8-core machines are the norm at the workstation

•32- and 64-core machines are in the horizon

SIGGRAPH 2010

Page 23: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Address the cons!

•Explore new ray acceleration structures

•BVH, kd-tree etc

•Build time is less important than traversal

•Geometry quantization

•Explore new ray acceleration structures

•BVH, kd-tree etc

•Build time is less important than traversal

•Geometry quantization

SIGGRAPH 2010

Page 24: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Variance reduction•Good 2D (pixel, lens, light, BRDF) and

1D (motion blur, volume) sample sets

•BRDF importance sampling

•Solid angle-based light source importance sampling

•Multiple importance sampling

•Volume importance sampling

•Careful with correlation between dimensions

•Good 2D (pixel, lens, light, BRDF) and 1D (motion blur, volume) sample sets

•BRDF importance sampling

•Solid angle-based light source importance sampling

•Multiple importance sampling

•Volume importance sampling

•Careful with correlation between dimensions

SIGGRAPH 2010

Page 25: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Geometry instancing

•Easy to generate billions of visible polygons

•Greatly helps in many common scenarios:

•cities

•crowds

•debris

•Easy to generate billions of visible polygons

•Greatly helps in many common scenarios:

•cities

•crowds

•debris

SIGGRAPH 2010

Page 26: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Geometry instancing

SIGGRAPH 2010

Chew and Swallow city from Cloudy with a Chance of Meatballs1 million separate instanced objects, 2.5 GB

Page 27: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Geometry instancing

SIGGRAPH 2010

Page 28: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Geometry instancing

SIGGRAPH 2010

Page 29: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Geometry instancing

SIGGRAPH 2010

Page 30: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Interactivity

•Why is interactive feedback so important?

•CPU time: $0.1 / hour

•artist time: $40 / hour

•Final “beauty” render time is not as important as reducing lighting overhead

•Why is interactive feedback so important?

•CPU time: $0.1 / hour

•artist time: $40 / hour

•Final “beauty” render time is not as important as reducing lighting overhead

SIGGRAPH 2010

Page 31: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

SIGGRAPH 2010

1 million polys, area light, sky, 2-bounce GI, reflections(rendered on a single quad-core CPU, 4 threads)

Page 32: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Interactivity•Can’t afford to have lighters

waiting for shadowmaps, pointclouds and caches everytime they need to move a light

•Scene updates are interactive: lights, shaders, camera, moving geometry

•Inmediate feedback via progressive refinement

•Can’t afford to have lighters waiting for shadowmaps, pointclouds and caches everytime they need to move a light

•Scene updates are interactive: lights, shaders, camera, moving geometry

•Inmediate feedback via progressive refinement

SIGGRAPH 2010

Page 33: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

1.5 M displaced tris3 area lights + sky

diffuse + glossy + sss10x10 pixel samples

1920x1080

00:14

model by Glassworks London

SIGGRAPH 2010

Low-overheaddeformationmotion blur

Page 34: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

1.5 M displaced tris3 area lights + sky

diffuse + glossy + sss10x10 pixel samples

1920x1080

00:16

model by Glassworks London

SIGGRAPH 2010

Low-overheaddeformationmotion blur

Page 35: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Less artistic freedom?

•Often mentioned as a criticism for global illumination renderers

•... but in practice we are not getting many complaints, specially in photoreal projects

•Many optional controls:

•light groups (e.g. lights for eyes only)

•per-light spec/diffuse switches

•hide/substitute objects for certain ray types

•Often mentioned as a criticism for global illumination renderers

•... but in practice we are not getting many complaints, specially in photoreal projects

•Many optional controls:

•light groups (e.g. lights for eyes only)

•per-light spec/diffuse switches

•hide/substitute objects for certain ray types

SIGGRAPH 2010

Page 36: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Less artistic freedom?

SIGGRAPH 2010

"The initial expectation was that combined specular and reflection parameters would result in reduced ability to art-direct and dial the looks. In

practice however, the imagery looked more correct out of the box, we almost never received direction to

dial specular illumination and reflection independently."

Adam Martinez on Alice in Wonderland

Page 37: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Initial reluctance•Traditionally too slow for production use

...

•But both algorithms and hardware have improved dramatically in recent years

•GI is now “always on”, rarely turned off

•By having it on by default, first-time artists don’t have to press extra buttons and get up to speed more quickly

•Traditionally too slow for production use ...

•But both algorithms and hardware have improved dramatically in recent years

•GI is now “always on”, rarely turned off

•By having it on by default, first-time artists don’t have to press extra buttons and get up to speed more quickly

SIGGRAPH 2010

Page 38: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Some tricks

•Noisy caustics: turn off certain light paths

•Noisy caustics: broaden specular lobes for secondary bounces

•Clamp 1/d^2 term near the lights

•Noisy caustics: turn off certain light paths

•Noisy caustics: broaden specular lobes for secondary bounces

•Clamp 1/d^2 term near the lights

SIGGRAPH 2010

Page 39: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Broaden specular lobes for direct lighting in

secondary bounces

SIGGRAPH 2010

phong_exponent = 2000 phong_exponent = 50

same render time!

Page 40: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Conclusion

•Path tracing for film production is here to stay

•Radically changes the rendering pipeline at film studios (after an initial period of scepticism)

•Still lots of room for improvement (sampling, new accels etc)

•Path tracing for film production is here to stay

•Radically changes the rendering pipeline at film studios (after an initial period of scepticism)

•Still lots of room for improvement (sampling, new accels etc)

SIGGRAPH 2010

Page 41: Ray Tracing Solution for Film Production Rendering Marcos Fajardo marcos@solidangle.com SIGGRAPH 2010 Global Illumination Across Industries SIGGRAPH 2010

Thanks!

• Blue Sky: Carl Ludwig

• Imageworks: Cliff Stein, Chris Kulla, Larry Gritz, Alex Conty, Rene Limberger, Rob Bredow

• Solid Angle: Angel Jimenez, Borja Morales, Luis Armengol

• Glassworks: Andreas Byström

• Blue Sky: Carl Ludwig

• Imageworks: Cliff Stein, Chris Kulla, Larry Gritz, Alex Conty, Rene Limberger, Rob Bredow

• Solid Angle: Angel Jimenez, Borja Morales, Luis Armengol

• Glassworks: Andreas Byström

SIGGRAPH 2010