GI时代的细节水平:重新思考人群渲染

Paul Kanyuk
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引用次数: 1

摘要

在过去的几年里,剧情片动画和视觉特效社区在单通道、基于物理的全局照明(GI)渲染方面取得了显著进展。硬件、软件和算法的改进使工作室简化了灯光设置,产生了更逼真的图像。但是对于那些认为他们可以使用相同的技术来渲染大量场景的早期采用者来说,这是一场灾难,这种技术允许光栅化器在几乎无限的复杂性中搅拌。使用各种管道/渲染器的工作室的轶事表明,100多个核心小时的渲染并不罕见,这导致了有限的迭代,匆忙的硬件购买和恐慌的制作人。皮克斯在电影《怪兽大学》(Monsters University)中就有过这样的恐慌,在这部电影中,渲染了一群高度精细的怪兽,揭示了物理逼真渲染的核心本质所固有的规模挑战。这启动了重新评估工作室使用的各种细节技术的努力,并探索更适合GI的新变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Level of detail in an age of GI: rethinking crowd rendering
In the past few years, the feature film animation and vfx community have made a marked move toward single pass, physically based, global illumination (GI) rendering. Improvements in hardware, software, and algorithms, have allowed studios simplify their lighting setups and produce more photorealistic imagery. But woe to the early adopters who thought they could render massive scenes using the same techniques that allowed rasterizers to churn through near unlimited complexity. Anecdotes across studios, using a variety of pipelines/renderers, suggest that 100+ core hour renders have not been uncommon, leading to limited iteration, rushed hardware purchases, and panicky producers. Pixar had a brush with such panic on the film Monsters University, where rendering crowds of highly detailed monsters, revealed the challenges of scale inherent to the in core nature of physically plausible rendering. This launched an effort to re-evaluate the various level of detail techniques used at the studio and explore new variations more amenable to GI.
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