Sasha Ouellet, D. Garcia, Stephen Gustafson, Matt Kuruc, Michael Lorenzen, George Nguyen, Grace Gilbert
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引用次数: 3
摘要
为了在《Soul》中制作包含数百个多卷人群角色的镜头,我们不能依赖与英雄角色相同的I/O重姿态缓存管道[Coleman et al. 2020]。我们的渲染和系统团队认为“灵魂世界”所需的总存储空间超过100 tb,平均每个镜头有两个英雄角色为了使大量的这些角色达到相同的体积外观,同时避免这种I/O限制,开发了两种新的渲染时间技术。第一个是利用现有的体积光栅器在渲染时通过晶格变形来呈现体积。第二个允许栅格化的表面原质料被传送到体着色器。
Rasterizing Volumes and Surfaces for Crowds on Soul
In order to produce shots with hundreds of multi-volume crowd characters for Soul, we could not rely on the same I/O heavy pose-cache pipeline used for the hero characters [Coleman et al. 2020]. Our rendering and systems teams rated the total necessary storage for the ”soul world” at over 100 TBs for an average of two hero characters per shot.1 For expansive crowds of these characters to hit the same volumetric look while avoiding this I/O limitation, two new render-time technologies were developed. The first leveraged an existing volume rasterizer to pose volumes at render-time, informed by a lattice deformation. The second allowed for rasterization of surface primvars to be delivered to the volume shaders.