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3DS.COM © Dassault Systèmes | Confidential Information | 3/18/2019 | ref.: 3DS_Document_2015 S9949: A new PBR Material serving Mobile, Web, Real-time Engines and Raytracing Jan Meseth (3DS) Marc Ellens (X-Rite) Pierre Maheut (Allegorithmic) Jan Jordan (NVIDIA)

Transcript of A new PBR Material serving Mobile, Web, Real-time …...Normal Map * Transparency Cutout Opacity *...

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S9949: A new PBR Material

serving Mobile, Web, Real-time

Engines and Raytracing

Jan Meseth (3DS)

Marc Ellens (X-Rite)

Pierre Maheut (Allegorithmic)

Jan Jordan (NVIDIA)

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2015 Motivation

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Enterprise Visualization – Diverse Requirements

Design

Marketing Engineering

image

courtesyofO

pel

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Powerwall

Enterprise Visualization – Diverse RequirementsVR

AR

Design

Marketing Engineering

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Mobile

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Enterprise Visualization – Diverse RequirementsVR

AR

PowerwallDesign

Marketing Engineering

image

courtesyofO

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Mobile

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GGX PBR Different proposals

Disney Principled BRDF

Unreal 4 PBR Material

Widely adopted

Very performant

Not all relevant effects covered

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Component ModelsMany proposals

MDL (Material Definition Language)

OSL (Open Shading Language)

Widely adopted

Very expressive

Hard to implement efficiently

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New Proposal: Enterprise PBR Great expressiveness at great performance

GGX PBR

Component model

Enterprise PBR

perf

orm

ance

expressiveness

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Enterprise PBR Design Goals

Expressiveness – model most common materials

Performance – AR / VR / mobile

Ease of use – few intuitive parameters

Fitness for Global Illumination

Inspired by existing GGX models

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Enterprise PBR – Base Layer Albedo *

Metallic *

Roughness *

Anisotropy *

Normal Map *

Transparency

Cutout Opacity *

Sheen *

Specular *

Specular Tint *

Not: Sheen Tint

* Supported in popular GGX PBR

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Enterprise PBR – Coating Layer Clearcoat *

Clearcoat Roughness *

Not:

Clearcoat IOR

Tinting

Thin Film

no coating coating glossy coating

coating glossy coatingcoating

* Supported in popular GGX PBR

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Enterprise PBR – Flakes Layer Flake Color

Flake Density

Flake Roughness

Flake Size

Not:

Differentiation Flip vs. Flop

Roughness of individual flakesreplace

* Supported in popular GGX PBR

roughness size density

color color color

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Enterprise PBR – Emission Layer Emission color * (normalized or not)

Emission value (in lm/m² or lm)

Not:

Goniometric profile

spheres with 1 lm

spheres with 1 lm/m²

* Supported in popular GGX PBR

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Enterprise PBR – Volume Layer Thin Walled

IOR

Attenuation Color

Attenuation Distance

Subsurface Color *

Not:

Phase Function

thin thick IOR 2.5

rough greenish SSS

* Supported in popular GGX PBR

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Energy Preservation Previous PBR models: energy conservation

Enterprise PBR: also energy preservation / multi-scattering

Solutions:

Lookup table

Approximation via closed formula

roughness = 0 roughness = 1; no preservation roughness = 1; preservation

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Implementation in 3DS engines

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Consistency between Renderers

Path tracer OpenGL 4.6 WebGL

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Consistency between Renderers

Path tracer OpenGL 4.6 WebGL

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Consistency in different Engines

Path tracer (GI) OpenGL 4.6 (OGL) WebGL (Web)

in collaboration with

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Consistency in different Engines (with baking)

OGL Web

in collaboration with

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Enterprise PBR – Github project Published on Github

https://github.com/DassaultSystemes-

Technology/EnterprisePBRShadingModel

Specification

User Guide

Images

Format Example (based on glTF 2.0)

Target:

Evolve into widely used standard

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Creating and Using Enterprise PBR

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INTRODUCTIONWHO WE ARE

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INTRODUCTIONMETHODS TO GENERATE DIGITAL MATERIALS

TOTAL APPEARANCE CAPTURE

IS THE DIGITIZATION OF MATERIALS

WITH TRUE, FULL

APPEARANCE MEASUREMENT.

TEXTURE

SCANNER

ARTISTIC PROCESSES

FULL

APPEARANCE

MEASUREMENT

PLAUSIBLE COLORDECLINING ACCURACY WITH INCREASING MATERIAL COMPLEXITY

ARBITRARY RESULTS DEPENDING ON ARTISTIC SKILLS OF OPERATORTYPICALLY OPTIMISED FOR A SPECIFIC SCENE

PHYSICALLY CORRECT AS BASED ON MEASUREMENTS

HIGH ACCURACY EVEN FOR COMPLEXMATERIALS

SCENE INDEPENDENT

Accuracy

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COMMUNICATETHE APPEARANCE EXCHANGE FILE FORMAT

THE AxF FILE IS THE DIGITAL TWIN OF A PHYSICAL MATERIAL SAMPLE COMPRISING, FULL APPEARANCEMEASUREMENT INFORMATION PLUSMETADATA.

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AxF MATERIAL FORMATSMEASURED MATERIALS

CarPaint (BTF/BRDF Hybrid)

SVBRDF

Ward

GGX

EP-GGX (Dassault Systems)

Translucent Plastic

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EP-GGX in AxF 1.7DEFAULT SVBRDF MATERIAL MODEL

EP-GGXAxF 1.7

GGXAxF 1.5

Measured

Increasing Roughness

Converted

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CAPTURETHE TAC7 SCANNER

EDIT AND MANAGETHE PANTORA DIGITAL MATERIAL HUB

VISUALIZETHE VIRTUAL LIGHT BOOTH

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DEMO

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Jan Jordan Software Product Manager MDL

MDL and Enterprise PBRbridging worlds

March 18, GTC San Jose 2019

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The NVIDIA Material Definition Language (MDL)

• is technology developed by NVIDIA

• to define physically-based materials

• for physically-based rendering solutions.

• Materials are defined by combining elemental building Blocks (BSDF)

More info:

S9346 Sharing Physically Based Materials between Renderers with MDL (https://on-demand-gtc.gputechconf.com/

www.nvidia.com/mdl

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Diffuse Transmission

Spec. Refl.+Transm.Glossy (various)

MDL Materials: combinations of (X)DF

Diffuse Reflection

Fresnel Layer

Measured Curve LayerCustom Curve Layer

BSDF building blocks (subset) Recursive layering and mixing of DF

+

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www.mdlhandbook.com

4 anisotropic glossy highlights + translucency

Complex example

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MDL vs. Enterprise PBR

When to use MDL

-if your users often have exotic requirements for materials

-if you want to give users choice about material interfaces and features

-if flexibility in content creation is key

When to use Ubershaders

-if your users are ok with you choosing a material interface for them

-if you need performance guarantees (VR, Games)

-if most work is using a similar set of materials

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Bridging worlds: going there…

Fixed Material Model MDL Material

Complex BSDF layering

Complex procedurals

Simple BSDF structure

One texture per parameter

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Implementing Ubershaders in MDL

Fixed Material Model MDL Material

Complex BSDF layering

Complex procedurals

Simple BSDF structure

One texture per parameter

Implementation

MDL is powerful enough to implement common physically based Ubershaders.

Sharing of content is reduced to sharing of parameter values and textures.

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Bridging worlds: …and coming back

Fixed Material ModelMDL Material

Complex BSDF layering

Complex procedurals

Simple BSDF structure

One texture per parameter

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Distillation to Fixed Material Model

Fixed Material ModelMDL Material

Complex BSDF layering

Complex procedurals

Simple BSDF structure

One texture per parameter

Distillation

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Distillation to Fixed Material Model

Fixed Material ModelMDL Material

Complex BSDF layering

Complex procedurals

Simple BSDF structure

One texture per parameter

Distillation

tex

tex

tex

tex

tex

Materialdiffuse

specular

glossy

kurtosis

normal

fctbsdf

bsdf

fct

fct

fct

fct

fct

fct

fct

fct

bsdf

bsdf

fct

fct

fct

fct

bsdf

bsdf

bsdf

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Distillation to Fixed Material Model

Fixed Material ModelMDL Material

Complex BSDF layering

Complex procedurals

Simple BSDF structure

One texture per parameter

Distillation

tex

tex

tex

tex

tex

Materialdiffuse

specular

glossy

kurtosis

normal

fctbsdf

bsdf

fct

fct

fct

fct

fct

fct

fct

fct

bsdf

bsdf

fct

fct

fct

fct

bsdf

bsdf

bsdf

Approximate

render result:

Some materials

will look quite

different

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Distillation to Fixed Material Model

Fixed Material ModelMDL Material

Complex BSDF layering

Complex procedurals

Simple BSDF structure

One texture per parameter

Distillation

tex

tex

tex

tex

tex

Materialdiffuse

specular

glossy

kurtosis

normal

fctbsdf

bsdf

fct

fct

fct

fct

fct

fct

fct

fct

bsdf

bsdf

fct

fct

fct

fct

bsdf

bsdf

bsdf

Fast projection of material

instances: Realtime editingApproximate

render result:

Some materials

will look quite

different

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MDL Distilling

GLSL rendering sample using Distilling and baking

Released as part of Iray/MDL SDK

MDL

UE4

Multiple distilling targets (diffuse only, diffuse_glossy, UE4)

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MDL Distilling

New with MDL SDK 2019: transmissive_pbr (Enterprise PBR semantic)

Released as part of Iray/MDL SDK

Original:

Iray MDL

Projection:

Stellar Physically

Correct with

Enterprise PBR

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MDL Distilling

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Enterprise PBR in 3DEXPERIENCE Platform 3DEXPERIENCE platform

BUSINESS EXPERIENCE

platform

“Framework” for 3DS apps

Support Substance archives

Predefined content roles

Enterprise PBR enables

High fidelity appearance

representations

Lossless import

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Enterprise PBR in SOLIDWORKS Visualize SOLIDWORKS Visualize

Quick and easy creation of

professional, photo-quality

images, animations & other

interactive 3D content

Enterprise PBR enables

High fidelity appearance

representations

Lossless im-/export

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Enterprise PBR in 3DEXCITE DELTAGEN Suite 3DEXCITE DELTAGEN

Bring CAD-Data to life

Real-time 3D rendering

Interactive Storytelling

Immersive marketing

Enterprise PBR enables

High fidelity appearance

representations

Lossless im-/export

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Questions & Answers

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