在《露西》中捕捉无限宇宙:电影制作中的分形渲染

Alex Kim, D. P. Ferreira, Stephen Bevins
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引用次数: 3

摘要

有几个现有的分形渲染器可以创建高质量的图像,例如ultra-fractal, mandelbulber, xenodream, fractal Explorer。虽然这些渲染器专注于计算性能和图像质量,但它们往往忽略了布局和与其他元素/模拟的交互以及管道集成等因素,而这些因素对电影制作至关重要。为高度详细的分形创建显式几何图形可以快速导致具有压倒性多边形计数的网格,因此大多数生产渲染器,例如Mantra,将在构建相关网格加速数据结构期间耗尽内存。为了解决这些缺点,我们提出了一种新的方法来绘制详细的分形。我们的技术基于混合粒子/OpenVDB表示,可以呈现具有非常高细节的分形,同时占用很小的内存。此外,我们的方法很容易在多台机器上并行化,允许快速预览布局,可以利用现有的生产灯/着色器,可以为模拟交互生成代理网格,并支持体渲染。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Capturing the infinite universe in "Lucy": fractal rendering in film production
There are several existing fractal renderers that can create high quality images, e.g. ultra-fractal, mandelbulber, xenodream, Fractal Explorer. While these renderers focus on computational performance and image quality, they tend to overlook factors like layout and interaction with other elements/simulations as well as pipeline integration, all of which are essential to movie production. The creation of explicit geometry for highly detailed fractals can quickly result in meshes with overwhelming polygon counts, and consequently most production renderers, e.g. Mantra, will run out of memory during the construction of the associated mesh acceleration data structures. To address these shortcomings we propose a novel approach to production rendering of detailed fractals. Our technique, which is based on a hybrid particle/OpenVDB representation, can render fractals with very high details while incurring a small memory footprint. Additionally our approach is easily parallelizable across multiple machines, allows for a quick viewport preview for layout, can utilize existing production lights/shaders, can produce proxy meshes for interactions with simulations, and supports volume rendering.
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