建筑和产品可视化中的逼真渲染

Jaroslav Křivánek, Christophe Chevallier, V. Koylazov, Ondrej Karlik, H. Jensen, T. Ludwig
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引用次数: 8

摘要

近年来,VFX和计算机动画经历了一场“路径追踪革命”,在此期间,大多数渲染技术都集中在使用基于物理的蒙特卡罗技术。这种转变引发了人们对基于物理的渲染主题的新兴趣,但焦点几乎完全集中在这些方法在电影工业中的应用上。与此同时,现实渲染市场的一个重要部分——专注于建筑、汽车和产品可视化——从千禧年开始就一直依赖于基于物理的渲染技术。尽管如此,到目前为止,在Siggraph的交流中,对这一细分市场的关注相对较少。本课程的目标就是填补这一空白。我们提出了用户对“archviz”和产品可视化市场的期望,并讨论了这些期望对这些领域中使用的渲染引擎所隐含的技术和工程选择。我们将这项技术与电影渲染技术并置,并指出其中最显著的区别。具体来说,我们讨论了CPU和GPU渲染的利弊,简单的(单向)与更先进的(双向)光传输模拟方法,不同的“lookdev”和材料设计方法,艺术家工作流程,以及将渲染器集成到图像创建管道中。最后,我们讨论了一些开放的技术问题,以及研究界应该考虑的限制,以便开发的方法尊重目标用户群体的需求和期望。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Realistic rendering in architecture and product visualization
In the recent years, VFX and computer animation witnessed a "path tracing revolution" during which most of the rendering technology has converged on the use of physically-based Monte Carlo techniques. This transition sparked a renewed interest in the topic of physically-based rendering but the focus has been almost exclusively on the application of these method in the movie industry. In the meantime, a significant segment of the realistic rendering market - that focusing on architectural, automotive, and product visualization - has been relying on the physically-based rendering technology since the beginning of the millennium. Despite that, relatively little attention in the communication at Siggraph has been so far paid to this market segment. The goal of this course is to fill this gap. We present user expectations in the "archviz" and product visualization markets and discuss the technological and engineering choices that these expectations imply on the rendering engines used in these fields. We juxtapose this technology to rendering for motion pictures and point out the most significant differences. Specifically, we discuss the pros and cons of CPU and GPU rendering, simple (unidirectional) vs. more advanced (bidirectional) light transport simulation methods, different approaches to "lookdev" and material design, artist workflows, and the integration of the renderers into the image creation pipeline. We conclude by discussing some open technological issues along with the constraints that the research community should consider so that the the developed methods respect the needs and expectations of the target user group.
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