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BREAKING NEWS

LATEST POSTS

  • Introducing Arnold 5.3 with Arnold GPU in public beta

    pIXELsHAM.com
    Apr 8, 2019
    hardware, software

    www.arnoldrenderer.com/news/press-release-arnold-5-3-gpu/

    Autodesk unveiled Arnold 5.3 with Arnold GPU in public beta today. The highly-anticipated release provides artists with a first taste of GPU rendering for a set number of features, and the flexibility to choose between rendering on the CPU or GPU without changing renderers.

    Arnold 5.3 with Arnold GPU in public beta will be available for download on March 20, 2019 as of 12 noon PT / 3pm ET.

    Views : 1,325
  • Humminbird changing color controlling its feathers direction

    pIXELsHAM.com
    Apr 6, 2019
    reference

    Views : 1,090
  • How a car engine works

    pIXELsHAM.com
    Apr 6, 2019
    cool, design

    Views : 1,192
  • Joe Rogan Experience #1234 – David Sinclair about NAD (nicotinamide riboside) and longevity studies

    pIXELsHAM.com
    Apr 6, 2019
    quotes

    https://www.superfoodly.com/niagen-nicotinamide-riboside-side-effects-nad-benefits/

    Views : 1,077
  • Formula1 winners – 1950-2013

    pIXELsHAM.com
    Apr 3, 2019
    design, reference

    Views : 1,467
  • Being a 3D artist

    pIXELsHAM.com
    Apr 3, 2019
    jokes
    Views : 1,916
  • Star Wars concept art

    pIXELsHAM.com
    Apr 3, 2019
    design

    Views : 1,385
  • Vancouver Animators Win Overtime Pay

    pIXELsHAM.com
    Apr 2, 2019
    ves

    www.cartoonbrew.com/artist-rights/vancouver-animators-win-overtime-pay-in-sausage-party-pay-dispute-171836.html

    drive.google.com/file/d/1adi2nB7oMhpxAF1nh74lcT2VrfrVY3qu/view

    In response to the complaint, Cinesite had originally claimed that employees were not entitled to the overtime pay specified in the province’s Employment Standards Act, because animation artists were high-technology professionals developing information systems.

    The Employment Standard Branch’s investigating officer, however, ruled that the exclusion did not apply to studio workers whose primary job was using commercially available software to create visual effects.

    Views : 1,007
  • An Implicit SPH Formulation for Incompressible Linearly Elastic Solids

    pIXELsHAM.com
    Mar 30, 2019
    software

    Views : 1,161
  • Introduction to Quixel Mixer 2019: Tutorial

    pIXELsHAM.com
    Mar 30, 2019
    software

    Views : 1,171
  • Sculptor works an art piece with marble

    pIXELsHAM.com
    Mar 30, 2019
    design

    Views : 943
  • Animatronic gorilla mouth

    pIXELsHAM.com
    Mar 30, 2019
    production
    a24w2YD_460sv.mp4
    Views : 1,109
  • Boston Dynamics robot dances to “Uptown Funk”

    pIXELsHAM.com
    Mar 30, 2019
    cool

    Views : 1,424
  • Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline

    pIXELsHAM.com
    Mar 29, 2019
    colour, hardware, production

    https://jo.dreggn.org/home/2018_manuka.pdf

     

    http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/

     

    The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.

     

    This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.

     

    Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.

     

    Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.

     

    Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
    The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.

     

    The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.

     

     

    Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
    This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.

     

    For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.

     

    For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.

     

    As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster

     

    In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.

     

    We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.

     

     

    Views : 5,193
  • Rebirth: Introducing photorealism in UE4

    pIXELsHAM.com
    Mar 29, 2019
    software, trailers

    Views : 1,274
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FEATURED POSTS

  • AIRenamer – Rename Your Files with AI

    pIXELsHAM.com
    Mar 19, 2025
    A.I.

    https://airenamer.app

    Views : 17
  • Hypnotizing Macro Photos of Exotic Spiders Staring Directly into Your Mind

    pIXELsHAM.com
    Aug 9, 2015
    photography

    http://www.thisiscolossal.com/2014/01/eye-of-the-spider-jimmy-kong/

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  • Victor Perez – The Color Management Handbook for Visual Effects Artists

    pIXELsHAM.com
    May 24, 2023
    colour, production

    Digital Color Principles, Color Management Fundamentals & ACES Workflows

    https://www.amazon.com/dp/1032383615

    Views : 319
  • Yong Ho Ji work with tires

    pIXELsHAM.com
    Jan 24, 2012
    design

    http://yonghoji.com/db/index.php?/human/bullman/

    Views : 1,231
  • The Attribute of Light Science Still Can’t Explain

    pIXELsHAM.com
    Aug 31, 2023
    lighting

    Views : 323
Views : 17,756

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