Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography

F. Pellacini, Kiril Vidimce, A. Lefohn, Alex Mohr, Mark Leone, John Warren
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引用次数: 86

Abstract

In computer cinematography, the process of lighting design involves placing and configuring lights to define the visual appearance of environments and to enhance story elements. This process is labor intensive and time consuming, primarily because lighting artists receive poor feedback from existing tools: interactive previews have very poor quality, while final-quality images often take hours to render.This paper presents an interactive cinematic lighting system used in the production of computer-animated feature films containing environments of very high complexity, in which surface and light appearances are described using procedural RenderMan shaders. Our system provides lighting artists with high-quality previews at interactive framerates with only small approximations compared to the final rendered images. This is accomplished by combining numerical estimation of surface response, image-space caching, deferred shading, and the computational power of modern graphics hardware.Our system has been successfully used in the production of two feature-length animated films, dramatically accelerating lighting tasks. In our experience interactivity fundamentally changes an artist's workflow, improving both productivity and artistic expressiveness.
pics:用于计算机电影摄影的混合硬件加速重光照引擎
在计算机电影中,灯光设计的过程包括放置和配置灯光来定义环境的视觉外观和增强故事元素。这个过程是劳动密集型和耗时的,主要是因为灯光艺术家从现有工具中得到的反馈很差:交互式预览的质量很差,而最终质量的图像通常需要几个小时来渲染。本文介绍了一种交互式电影照明系统,用于制作包含非常复杂环境的计算机动画故事片,其中使用程序RenderMan着色器描述表面和光线外观。我们的系统以交互帧率为照明艺术家提供高质量的预览,与最终渲染图像相比只有很小的近似。这是通过结合表面响应的数值估计、图像空间缓存、延迟着色和现代图形硬件的计算能力来完成的。我们的系统已经成功地应用于两部长篇动画电影的制作,极大地加快了照明任务。根据我们的经验,互动性从根本上改变了艺术家的工作流程,提高了生产力和艺术表现力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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