Volumetric clouds in the VR movie, Allumette

Devon Penney
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引用次数: 5

Abstract

Allumette is an immersive, highly emotional, and visually complex virtual reality movie that takes place in a city floating amongst clouds. The story unfolds around you, and as the viewer, you are free to experience the action from a perspective of your choosing. This means you can move around and view the clouds from all angles, while the set and characters interact intimately with the landscape. This type of set is a formidable challenge for traditional animated films where you have huge resources and hours to render each frame, which makes achieving the look and feel of immersive clouds in VR uncharted territory full of difficult challenges. Existing lightweight techniques for real time clouds, such as using geometric shells with translucency shaders, and sprite-based methods, have a combination of poor quality and bad performance in VR, which led us to seek novel methods to tackle the problem. For Allumette, we first modeled clouds in virtual reality by painting cloud shells using a proprietary modeling tool, then used a third party procedural modeling package to create and light the cloud voxel grids. Finally, these grids were exported with a custom file format, and rendered using a ray marcher in our game engine. The resulting clouds take .6ms per eye to render, and immerse the viewer in our cloud city.
VR电影《Allumette》中的体积云
Allumette是一部沉浸式的、高度情绪化的、视觉上复杂的虚拟现实电影,故事发生在一个漂浮在云中的城市。故事在你周围展开,作为观众,你可以自由地从你选择的角度来体验行动。这意味着你可以四处走动,从各个角度观看云彩,而布景和人物则与景观密切互动。这种类型的场景对传统动画电影来说是一个巨大的挑战,因为你有巨大的资源和时间来渲染每一帧,这使得在VR中实现沉浸式云的外观和感觉充满了困难的挑战。现有的用于实时云的轻量级技术,如使用带有半透明着色器的几何外壳和基于精灵的方法,在VR中存在质量差和性能差的问题,这促使我们寻找新的方法来解决这个问题。对于Allumette,我们首先使用专有的建模工具在虚拟现实中通过绘制云壳来建模云,然后使用第三方程序建模包来创建和点亮云体素网格。最后,这些网格被导出为自定义文件格式,并在我们的游戏引擎中使用光线行进器进行渲染。生成的云每只眼睛需要0.6毫秒来渲染,并让观众沉浸在我们的云城中。
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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