Introduction

Why the studios who are using RenderMan in pipeline such as Weta Digital {2} and Dreamworks {3} require an out-core ray tracer to process the massive point cloud ? Because in RenderMan, ambient occlusion pass and GI pass (inter-diffuse) are quite expensive, and at the same time, CPU-based solution such as ptfilter in RPS can't handle too huge point cloud or too slow.

Inside

This is not the rocket science, there are two critical keys about similar tool
* Out-of-core method to build accelerating structure from point cloud.
* Spherical harmonics-based AO and GI, as {3}, or simple approximated way.

Our plan

In a nutshell, no REYES pipeline, no requirement about this.
Milestones are,
  1. Milestone 1
    1. Frameworks for development.
    2. API design.
  2. Milestone 2
    1. Out-of-core mechanisms for accelerating structure.
  3. Milestone 3
    1. AO.
  4. Milestone 4
    1. GI
  5. Integration testing

References

{1} Point-Based Approximate Color Bleeding
{2} PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes
{3} Coherent Out-of-Core Point-Based Global Illumination

Last edited Dec 14, 2011 at 7:59 AM by JediMaster, version 1

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