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Path tracing in production: part 1: modern path tracing

Published:28 July 2019Publication History

ABSTRACT

In the past few years the movie industry has switched over from stochastic rasterisation approaches to using physically based light transport simulation: path tracing in production has become ubiquitous across studios. The new approach came with undisputed advantages such as consistent lighting, progressive previews, and fresh code bases. But also abandoning 30 years of experience meant some hard cuts affecting all stages such as lighting, look development, geometric modelling, scene description formats, the way we schedule for multi-threading, just to name a few. This means there is a rich set of people involved and as an expert in either one of these aspects it is easy to lose track of the big picture.

This is part I of a full-day course, and it focuses on the necessary background knowledge. In this part, we would like to provide context for everybody interested in understanding the challenges behind writing renderers intended for movie production work. In particular we will give an insight into movie production requirements for new students and academic researchers. On the other side we will lay a solid mathematical foundation to develop new ideas to solve problems in this context.

To further illustrate, part II of the course will focus on materials (acquisition and production requirements) and showcase practical efforts by prominent professionals in the field, pointing out unexpected challenges encountered in new shows and unsolved problems as well as room for future work wherever appropriate.

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References

  1. Animal Logic. 2019. AL_USDMaya Github Repository. https://github.com/AnimalLogic/AL_USDMaya.Google ScholarGoogle Scholar
  2. Luca Fascione, Johannes Hanika, Rob Pieké, Christophe Hery, Ryusuke Villemin, Thorsten-Walther Schmidt, Christopher Kulla, Daniel Heckenberg, and André Mazzone. 2017. Path Tracing in Production - Part 2: Making Movies. In ACM SIGGRAPH 2017 Courses (SIGGRAPH '17). Article 15, 32 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Pixar. 2019. Universal Scene Description. https://graphics.pixar.com/usd/docs/index.html.Google ScholarGoogle Scholar

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  • Published in

    cover image ACM Conferences
    SIGGRAPH '19: ACM SIGGRAPH 2019 Courses
    July 2019
    3772 pages
    ISBN:9781450363075
    DOI:10.1145/3305366

    Copyright © 2019 Owner/Author

    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 28 July 2019

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