“Path Tracing in Production – Part 2: Making Movies” by Hanika, Pieké, Kulla, Hery, Villemin, et al. …

  • ©Johannes Hanika, Rob Pieké, Christopher Kulla, Christophe Hery, Ryusuke Villemin, Daniel Heckenberg, Andre Mazzone, and Thorsten-Walther Schmidt

Conference:


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Entry Number: 18

Title:

    Path Tracing in Production - Part 2: Making Movies

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Abstract:


    Prerequisites
    None. Though the course covers advanced topics, the presentation is suitable for everyone interested in path tracing.

    Level
    Advanced

    Who Should Attend
    Movie production personnel, technical directors, artists, and researchers.

    Description
    While path tracing was introduced at most VFX and animation studios at a time when a physically based approach to rendering and especially material modelling was already firmly established, the new tools brought with them a whole new paradigm, and many new workflows have evolved to establish a new balance in the production process. Letting go of instincts based on hard-learned lessons has been challenging for some, and many different takes on practical deployment of the new technologies have emerged. While the language and toolkit available to the technical directors are continually closing the gap between lighting in the real world and light-transport simulations generated by software, understanding the limitations of the simulation models and good analysis of the tradeoffs and approximations are of fundamental importance to making efficient use of the available resources.

    This course presents the novel workflows that have emerged at a number of large production facilities.


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