• What’s the Difference Between Ray Casting, Ray Tracing, Path Tracing and Rasterization? Physical light tracing…

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    RASTERIZATION
    Rasterisation (or rasterization)
    is the task of taking the information described in a vector graphics format OR the vertices of triangles making 3D shapes and converting them into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes), or in other words “rasterizing” vectors or 3D models onto a 2D plane for display on a computer screen.

    For each triangle of a 3D shape, you project the corners of the triangle on the virtual screen with some math (projective geometry). Then you have the position of the 3 corners of the triangle on the pixel screen. Those 3 points have texture coordinates, so you know where in the texture are the 3 corners. The cost is proportional to the number of triangles, and is only a little bit affected by the screen resolution.

    In computer graphics, a raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels (points of color), viewable via a monitor, paper, or other display medium.

    With rasterization, objects on the screen are created from a mesh of virtual triangles, or polygons, that create 3D models of objects. A lot of information is associated with each vertex, including its position in space, as well as information about color, texture and its “normal,” which is used to determine the way the surface of an object is facing.

    Computers then convert the triangles of the 3D models into pixels, or dots, on a 2D screen. Each pixel can be assigned an initial color value from the data stored in the triangle vertices.

    Further pixel processing or “shading,” including changing pixel color based on how lights in the scene hit the pixel, and applying one or more textures to the pixel, combine to generate the final color applied to a pixel.

     

    The main advantage of rasterization is its speed. However, rasterization is simply the process of computing the mapping from scene geometry to pixels and does not prescribe a particular way to compute the color of those pixels. So it cannot take shading, especially the physical light, into account and it cannot promise to get a photorealistic output. That’s a big limitation of rasterization.

    There are also multiple problems:

    • If you have two triangles one is behind the other, you will draw twice all the pixels. you only keep the pixel from the triangle that is closer to you (Z-buffer), but you still do the work twice.

    • The borders of your triangles are jagged as it is hard to know if a pixel is in the triangle or out. You can do some smoothing on those, that is anti-aliasing.

    • You have to handle every triangles (including the ones behind you) and then see that they do not touch the screen at all. (we have techniques to mitigate this where we only look at triangles that are in the field of view)

    • Transparency is hard to handle (you can’t just do an average of the color of overlapping transparent triangles, you have to do it in the right order)


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  • VFX pipeline – Render Wall Farm management topics

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    1: Introduction Title: Managing a VFX Facility’s Render Wall

    • Briefly introduce the importance of managing a VFX facility’s render wall.
    • Highlight how efficient management contributes to project timelines and overall productivity.

     

    2: Daily Overview Title: Daily Management Routine

    • Monitor Queues: Begin each day by reviewing render queues to assess workload and priorities.
    • Resource Allocation: Allocate resources based on project demands and available hardware.
    • Job Prioritization: Set rendering priorities according to project deadlines and importance.
    • Queue Optimization: Adjust queue settings to maximize rendering efficiency.

     

    3: Resource Allocation Title: Efficient Resource Management

    • Hardware Utilization: Distribute rendering tasks across available machines for optimal resource usage.
    • Balance Workloads: Avoid overloading specific machines while others remain underutilized.
    • Consider Off-Peak Times: Schedule resource-intensive tasks during off-peak hours to enhance overall performance.

     

    4: Job Prioritization Title: Prioritizing Rendering Tasks

    • Deadline Sensitivity: Give higher priority to tasks with imminent deadlines to ensure timely delivery.
    • Critical Shots: Identify shots crucial to the project’s narrative or visual impact for prioritization.
    • Dependent Shots: Sequence shots that depend on others should be prioritized together.

     

    5: Queue Optimization and Reporting Title: Streamlining Render Queues

    • Dependency Management: Set up dependencies to ensure shots are rendered in the correct order.
    • Error Handling: Implement automated error detection and requeueing mechanisms.
    • Progress Tracking: Regularly monitor rendering progress and update stakeholders.
    • Data Management: Archive completed renders and remove redundant data to free up storage.
    • Reporting: Provide daily reports on rendering status, resource usage, and potential bottlenecks.

     

    6: Conclusion Title: Enhancing VFX Workflow

    • Effective management of a VFX facility’s render wall is essential for project success.
    • Daily monitoring, resource allocation, job prioritization, queue optimization, and reporting are key components.
    • A well-managed render wall ensures efficient production, timely delivery, and overall project success.