“Physically Plausible Shading and Lighting on Monster’s University and Beyond” Chaired by
Conference:
Type(s):
Title:
- Physically Plausible Shading and Lighting on Monster's University and Beyond
Presenter(s)/Author(s):
Abstract:
Intro: (10 minutes)
A) Presentation Overview
B) Background of the Speakers
C) Motivations
Traditional Lighting Pipeline at Pixar : (35 minutes)
A) Toy Story to Incredibles: Reyes or Bust
B) Cars to Brave: Rendering Grab Bag
Monster’s University and the transition to Physically Plausible Shading and Lighting (45 minutes)
A) Theoretical Framework
B) Types of Lights
C) Artist Friendly Tools
D) Optimization: Importance Sampling, Radiosity Caches, and ASM’s oh my
— BREAK — (15 minutes)
Pattern Generation for Pixar’s shading pipeline (45 minutes)
A) Proceduralism: Noise, Rounded Cubes, and Primvars
B) Geometry Aware Detail: Occlusion & Curvature
C) Picasso and Projections
D) Paint3D, Texture Synthesis, and Mari
E) Shader Pipeline
Shader Interoperability and Render Optimization (35 minutes)
A) Shader Baking and Optimization for Monster’s University
B) Render Friendly Formats
C) Applications to Hardware Shading and Interactive Lighting.
Q & A (10 minutes)
Additional Information:
Level
Intermediate
Intended Audience
Computers Graphics practitioners of all stripes: from Technical Directors, to Pipeline Engineers, Shading Artists, Lighting Artists, Render Wranglers, and Software Developers, should find this course both interesting and useful.
Prerequisites
While the topic is intuitively relevant to computer graphics, we do use some jargon the audience should be familiar with, such as LOD, BRDF, “in-core” vs “out of core”, CPU/GPU, UV Parameterization, Shader, Displacement, Ray Tracing, and Rasterization. Those familiar with shading/rendering will likely keep up best.