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RANDOM POSTs

  • Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline

    pIXELsHAM.com
    Mar 29, 2019

    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 : 5,151
    colour, hardware, production
    Read more: Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline
  • 50 Stunning Realistic CG Portraits You Should Have Seen

    pIXELsHAM.com
    Mar 27, 2012

    https://designrfix.com/inspiration/digital-art-60-stunning-realistic-cg-portraits

    https://designrfix.com/inspiration/compilation-amazing-cg-portraits

    Views : 1,464
    design
    Read more: 50 Stunning Realistic CG Portraits You Should Have Seen
  • HEREAFTER Featurette: Visual Effects Shot Breakdowns Reel

    pIXELsHAM.com
    Feb 17, 2011

    Views : 1,118
    production
    Read more: HEREAFTER Featurette: Visual Effects Shot Breakdowns Reel
  • LightForm projection scanner

    pIXELsHAM.com
    Jun 13, 2020

    lightform.com/

    Views : 676
    hardware
    Read more: LightForm projection scanner
  • AnimationXpress.com interviews Daniele Tosti for TheCgCareer.com channel

    pIXELsHAM.com
    Aug 5, 2020

    https://www.animationxpress.com/vfx/meet-daniele-tosti-a-senior-cg-artist-who-is-on-a-mission-to-inspire-the-next-generation-of-artists/

     

    You’ve been in the VFX Industry for over a decade. Tell us about your journey.

    It all started with my older brother giving me a Commodore64 personal computer as a gift back in the late 80′. I realised then I could create something directly from my imagination using this new digital media format. And, eventually, make a living in the process.
    That led me to start my professional career in 1990. From live TV to games to animation. All the way to live action VFX in the recent years.

    I really never stopped to crave to create art since those early days. And I have been incredibly fortunate to work with really great talent along the way, which made my journey so much more effective.

     

    What inspired you to pursue VFX as a career?

    An incredible combination of opportunities, really. The opportunity to express myself as an artist and earn money in the process. The opportunity to learn about how the world around us works and how best solve problems. The opportunity to share my time with other talented people with similar passions. The opportunity to grow and adapt to new challenges. The opportunity to develop something that was never done before. A perfect storm of creativity that fed my continuous curiosity about life and genuinely drove my inspiration.

     

    Tell us about the projects you’ve particularly enjoyed working on in your career

    I quite enjoyed working on live TV projects, as the combination of tight deadlines and high quality was quite an incredible learning platform as a professional artist. But working on large, high end live action feature projects was really where I learnt most of my trade. And gave me the most satisfaction.

    Every film I worked on had some memorable experiences. Right from Avatar to Iron Man 3 to Jungle Book to The Planet of the Apes to The Hobbits to name a few.

    But above all, the technical challenges and the high quality we reached in each and every of the projects that I worked on, the best memories come from working with amazing and skilled artists, from a variety of disciplines. As those were my true mentors and became my best friends.

    Post Production, Animation, VFX, Motion Graphics, Video Editing …

     

    What are some technologies and trends that you think are emerging in the VFX Industry?

    In the last few years there has definitely been a bias from some major studios to make VFX a commodity. In the more negative sense of the word. When any product reaches a level of quality that attracts a mass of consumers and reaches a plateau of opportunities, large corporation tend to respond with maximising its sale values by leveraging marketing schemes and deliverable more than the core values of the product itself. This is often a commoditisation approach that tends to empower agents who are not necessarily knowledgeable of a product’s cycles, and in that process, lowering the quality of the product itself for the sake of profits. It is a pretty common event in modern society and it applies to any brand name, not just VFX.

    One challenge with VFX’s technology and artistry is that it relies on the effectiveness of artists and visionaries for the most. And limiting the authority, ownerships and perspective of such a crowd has definitely directly impacted the overall quality of the last decade of productions, both technically and artistically. There are very few and apart creative forces who have been able to deliver project that one could identify as a truly creative breakthrough. While the majority of productions seem to have suffered from some of these commoditisation patterns.

    The other bigger challenge with this current trend is that VFX, due to various, historical business arrangements, is often relying on unbalanced resources as well as very small and feeble economic cycles and margins. Which make the entire industry extremely susceptible to marketing failures and to unstable leadership. As a few recent bankruptcies have demonstrated.

    It is taking some reasonable time for the VFX crowd to acknowledge these trends and learn to be profitable, as the majority has never been educated on fair business practices.

    But. Thankfully, the VFX circle is also a crowd of extremely adaptable and talented individuals, who are quite capable at resolving issues, finding alternatives and leveraging their passion. Which I believe is one of the drives behind the current evolution in the use of artificial intelligence, virtual reality, virtual production, real time rendering, and so on.

    There is still a long path ahead of us but I hope we are all learning ways to make our passion speaks in profitable ways for everyone.

    It is also highly likely that, in a near future, larger software and hardware corporation, thanks to their more profitable business practices, large development teams and better understanding of marketing, will eventually take over a lot of the cycles that the current production houses currently run. And in that process allow creative studios to focus back on VFX artistry.

     

    What effect has the pandemics-induced lockdown had on the industry?

    It is still early to say. I fear that if live action production does not start soon, we may see some of the economic challenges I mention above. At both studio and artists’ scale. There is definitely a push from production houses to make large distribution clients understand the fragility of the moment, especially in relation to payment cycles and economic support. Thus, there is still a fair risk that the few studios which adopted a more commoditised view to production will make their artists pay some price for their choices.

    But, any challenge brings opportunities. For example, there is finally some recognition into a momentum to rely on work-from-home as a feasible solution to a lot of the current office production’s limitations and general artistry restrictions. Which, while there is no win-win in this pandemic, could be a silver lining.

     

    What would you say to the budding artists who wish to become CG artists or VFX professionals?

    Follow your passion but treat this career as any other business.
    Learn to be adaptable. Find a true balance between professional and family life. Carefully plan your future. And watch our channel to learn more about all these.

    Being a VFX artist is fundamentally based on mistrust.
    This because schedules, pipelines, technology, creative calls… all have a native and naive instability to them that causes everyone to grow a genuine but beneficial lack of trust in the status quo

    The VFX motto: “Love everyone but trust no one” is born on that.

     

    What inspired you to create a channel for aspiring artists?

    As many fellow and respected artists, I love this industry, but I had to understand a lot of business practices at my own expenses.
    You can learn tools, cycles and software from books and schools. But production life tends to drive its own rhythms and there are fewer opportunities to absorb those.

    Along my career I had some challenges finding professional willing to share their time to invest into me. But I was still extremely fortunate to find other mentors who helped me to be economically and professionally successful in this business. I owe a lot to these people. I promised myself I would exchange that favour by helping other artists, myself.

     

    What can students expect to learn from your channel?

    I am excited to have the opportunity to fill some of the voids that the current education systems and industry may have. This by helping new artists with true life stories by some of the most accomplished and successful talents I met during my career. We will talk about technology trends as much as our life experiences as artists. Discussing career advises. Trying to look into the future of the industry. And suggesting professional tips. The aim through this mentor-ship is to inspire new generations to focus on what is more important for the VFX industry. Take responsibilities for their art and passions as much as their families.

    And, in the process, to feel empowered to materialise from their imagination more and more of those creative, awe inspiring moments that this art form has gifted us with so far.

     

    http://TheCGCareer.com

     

    Views : 704
    Featured, ves
    Read more: AnimationXpress.com interviews Daniele Tosti for TheCgCareer.com channel
  • Clever Photoshop use of Environments in product photography

    pIXELsHAM.com
    Nov 10, 2017

    Views : 1,260
    photography
    Read more: Clever Photoshop use of Environments in product photography
  • Watch Dogs, Game Demo Video

    pIXELsHAM.com
    Jun 17, 2012

    Views : 1,052
    trailers
    Read more: Watch Dogs, Game Demo Video
  • Learn Object Oriented JavaScript Via Game Development

    pIXELsHAM.com
    Oct 15, 2016

    http://www.onlywebpro.com/2016/09/26/learn-object-oriented-javascript-via-game-development/

     

    Views : 1,152
    software
    Read more: Learn Object Oriented JavaScript Via Game Development
  • 10 Craziest Scientific Theories

    pIXELsHAM.com
    Nov 19, 2014

    http://listverse.com/2010/07/12/10-craziest-scientific-theories/

    Views : 968
    quotes
    Read more: 10 Craziest Scientific Theories
  • ComfyUI – Beginner guide to upscaling, inpainting, SDLX workflow, Impack Pack, embeddings, LoRA,

    pIXELsHAM.com
    Dec 28, 2024

    https://stable-diffusion-art.com/comfyui/

    Views : 54
    A.I.
    Read more: ComfyUI – Beginner guide to upscaling, inpainting, SDLX workflow, Impack Pack, embeddings, LoRA,
  • Dishonored by Bethesda

    pIXELsHAM.com
    Apr 18, 2012

    Views : 1,026
    trailers
    Read more: Dishonored by Bethesda
  • Optical Illusions – These Cars Are The Same Size

    pIXELsHAM.com
    Oct 22, 2016

    http://www.neatorama.com/2013/09/27/These-Cars-are-of-the-Same-Size/

    Views : 1,180
    cool
    Read more: Optical Illusions – These Cars Are The Same Size
  • VFX Giant MPC and Parent Company Technicolor Shut Down Amid ‘Severe Financial Challenges

    pIXELsHAM.com
    Feb 23, 2025

    https://variety.com/2025/film/global/technicolor-vfx-mpc-shutter-severe-challenges-1236316354

    Shaun Severi, Head of Creative Production at the Mill, claimed in a LinkedIn post that 4,500 had lost their jobs in 24 hours: “The problem wasn’t talent or execution — it was mismanagement at the highest levels…the incompetence at the top was nothing short of disastrous.”

    According to Severi, successive company presidents “buried the company under massive debt by acquiring VFX Studios…the second president, after a disastrous merger of the post houses, took us public, artificially inflating the company’s value — only for it to come crashing down when the real numbers were revealed….and the third and final president, who came from a car rental company, had no vision of what she was building, selling or managing.”

    https://deadline.com/2025/03/technicolor-ceo-company-back-lies-in-ruins-vfx-post-production-1236305304

    Views : 38
    ves
    Read more: VFX Giant MPC and Parent Company Technicolor Shut Down Amid ‘Severe Financial Challenges
  • Importance sampling framework at MPC

    pIXELsHAM.com
    Jan 19, 2015

    http://www.moving-picture.com/documents/FilterRendering.pdf

    Views : 1,173
    production
    Read more: Importance sampling framework at MPC
  • Game of War

    pIXELsHAM.com
    Nov 16, 2014

    Views : 982
    trailers
    Read more: Game of War
  • Deep Compositing in Rise of the Planet of the Apes by Robin Hollander

    pIXELsHAM.com
    Mar 15, 2013

    Views : 1,068
    production
    Read more: Deep Compositing in Rise of the Planet of the Apes by Robin Hollander
  • Rollin Wild

    pIXELsHAM.com
    Oct 1, 2013

    https://www.facebook.com/RollinWild

    Views : 1,187
    animation
    Read more: Rollin Wild
  • Google Spotlight Stories: Age of Sail Theatrical

    pIXELsHAM.com
    Dec 14, 2018

    Views : 1,071
    trailers
    Read more: Google Spotlight Stories: Age of Sail Theatrical
  • Photogrammetry capture workflow for Unity3D – pdf

    pIXELsHAM.com
    Oct 15, 2018

    unity3d.com/files/solutions/photogrammetry/Unity-Photogrammetry-Workflow_2017-07_v2.pdf

     

    Local copy:

     

    Views : 1,578
    photogrammetry, production, VR
    Read more: Photogrammetry capture workflow for Unity3D – pdf
  • Hand drawn photoshop action

    pIXELsHAM.com
    Feb 8, 2017

    https://graphicriver.net/item/hand-drawn-photoshop-action/13940500

    Views : 1,203
    design, software
    Read more: Hand drawn photoshop action
  • The philosophy of Charles Schulz, the creator of the ‘Peanuts’ comic strip

    pIXELsHAM.com
    Feb 19, 2024
    1. Name the five wealthiest people in the world.
    2. Name the last five Heisman trophy winners.
    3. Name the last five winners of the Miss America pageant.
    4.  Name ten people who have won the Nobel or Pulitzer Prize.
    5. Name the last half dozen Academy Award winners for best actor and actress.
    6. Name the last decade’s worth of World Series winners.

    How did you do?
    The point is, none of us remember the headliners of yesterday.
    These are no second-rate achievers.

     

    They are the best in their fields.
    But the applause dies.
    Awards tarnish …
    Achievements are forgotten.
    Accolades and certificates are buried with their owners.

     

    Here’s another quiz. See how you do on this one:

    1. List a few teachers who aided your journey through school.
    2. Name three friends who have helped you through a difficult time.
    3. Name five people who have taught you something worthwhile.
    4. Think of a few people who have made you feel appreciated and special.
    5. Think of five people you enjoy spending time with.

     

    Easier?

     

    Views : 115
    quotes
    Read more: The philosophy of Charles Schulz, the creator of the ‘Peanuts’ comic strip
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