RenderMan For Artists #01 - wanochoi.comREYES Algorithm • A geometric pipeline, similar to those...
Transcript of RenderMan For Artists #01 - wanochoi.comREYES Algorithm • A geometric pipeline, similar to those...
RenderMan For Artists #01
Wanho Choi(wanochoi.com)
RenderMan Architecture
RenderMan for Artists wanochoi.com
The Road Ahead• Learning RenderMan is not easy or quick. However, it is not rocket science either.
- Rudy Cortes -
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We will explore …• The RenderMan Shading Language Guide
– Rudy Cortes and Saty Raghavachary
• Rendering for Beginners: Image synthesis using RenderMan
– Saty Raghavachary
• Advanced RenderMan: Creating CGI for Motion Pictures
– Anthony A. Apodaca and Larry Gritz
• Essential RenderMan
– Ian Stephenson
• The RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
– Steve Upstill
• SIGGRAPH course notes
– 1992, 1995, 2000, 2001, 2002, 2003, 2006
• pdf files from web
• Etc.
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Rendering• What is rendering?
– A series of works for determining the color and opacity value of a pixel
– Scene (objects, lights, camera in 3D) Image (2D)
• Rendering algorithms
– Scanline
– Ray tracing
– Radiosity
– etc.
• Commercial renderers
– RenderMan
– Mental Ray
– V-Ray
– POV-Ray
– FurryBall
– etc.
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Ray Tracing Algorithm• A technique for generating an image by tracing the path of light through
pixels in an image plane.
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RenderMan• A standard technical specification created by Pixar for 3D scene description
– RiSpec: RenderMan Interface Specification
• There are some RenderMan compliant renderers.
– PRMan, AIR, Pixie, 3Delight, Aqsis, RenderDotC, BMRT, Mantra, etc.
– It must meet all of the standard requirements laid out in the RiSpec.
• PRMan: Pixar's PhotoRealistic RenderMan® renderer
– Usually, RenderMan = PRMan
– It is just an API(Application Programming Interface) to communicate with renderers.
Maya
3DS Max
SoftImage|XSI
Houdini
Text Editor
RenderManInterface
PRMan
AIR
3Delight
Aqsis
RenderDotC
image
Modeling Programs
RenderingPrograms
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Very Simple Example
Display "result.jpg" "file" "rgb"Projection "perspective" "fov" 30
WorldBeginTranslate 0 0 5Sphere 1 -1 1 360
WorldEnd
.rib
1-1_minimal_rib
• RIB: RenderMan Interface Bytestream
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Two Main Parts of RenderMan• 3D scene description language
• Programmable shading language
Display “sphere.tiff” “file” “rgb”Projection “perspective”WorldBegin
Translate 0 0 2Surface “myShader” “color surfaceColor” [1 0 0]Sphere 1 -1 1 360
WorldEnd
.rib
surface myShader(color surfaceColor = color(1,1,1);color surfaceOpacity = color(1,1,1); )
{Oi = surfaceOpacity;Ci = Oi * surfaceColor;
}
.sl
1-2_minimal_sl
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How to Render Scene & Compile Shader
.rib
.sl
image
• Renderer
• Shader compiler
PRMan
Pixie
3Delight
Aqsis
RenderDotC
prman
rndr
renderdl
aqsis
renderdc
BMRT rendrib
PRMan
Pixie
3Delight
Aqsis
RenderDotC
shader
sdrc
shaderdl
aqsl
shaderdc
BMRT slc
PRMan
Pixie
3Delight
Aqsis
RenderDotC
.slo
.sdr
.sdl
.slx
.dll, .so
BMRT .slc
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RenderMan Packages• RAT (RenderMan Artist Tools)
– MTOR (Maya To RenderMan): Maya plug-in for translating Maya scene into RenderMan
– Slim: the complete solution for shader management and creation using GUI
– Alfred: the script processing system tool for network rendering
– It (Image Tools): viewer, multiple images management
• RFM (RenderMan For Maya) – The latest (and greatest) bridges between Maya and RenderMan
– A plug-in to Maya and renders to the RenderMan embedded renderer (entry-level product)
• RFM Pro (RenderMan For Maya Pro) – .rib is exposed to the user
– allows renders to be dispatched to ProServer render nodes.
• RMS (RenderMan Studio)– RFM Pro
– Slim
– Alfred
– It
• RPS (RenderMan Pro Server)– Standalone renderer + Alfred, It, ….
– RPS will turn any server or artist desktop into a rendering machine.
– Alfserver
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REYES• “Render Everything You Ever Saw”
• Loren Carpenter’s favorite spots on the California coastline, Point Reyes.
• Invented at Lucasfilm (later Pixar) by Cook et al.
The Road to Point Reyes
Directed by R. Cook, LucasFilm 1983
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The Founders of REYES Algorithm• The Reyes Image Rendering Architecture
– Robert L. Cook, Loren Carpenter, and Edwin Catmull
– Computer Graphics, Vol. 21, No. 4, July 1987
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REYES Goal (1986)
Item Spec.
Micropolygons (area=¼ pixel) 80,000,000
Pixels 3000 x 1667 (5 MP)
Depth complexity 4
Samples per pixel 16
Geometric primitives 150,000
Micropolygons per grid 100
Shading flops per micropolygon 300
Textures per primitive 6
Total number of textures 100 (1 MB/textures)
Render time ≤ 2 minutes / 1 frame
RenderMan for Artists wanochoi.com
REYES Algorithm• A geometric pipeline, similar to those modern-day hardware graphics pipeline
• A series of converting process from a primitive into a finer and more detailed version.– Splitting, dicing, busting, sampling
• Every geometry is diced up into grids of micropolygons.
• Micropolygon– A quadrilateral facet
– Approximately pixel-sized, but controllable by user
– Input data structure into the shading stage
– Four vertices get shaded and eventually contribute to final pixel colors & opacities
• Grid– A collection of micropolygons specified by grid size
– Once micropolygon grids are shaded, the grids get busted into individual micropolygonscontaining colors, opacities at the corners.
• Pros.– Uniformity in the shading pipeline
– Future-proof when new geometry types come to
주사위[체크] 무늬로 만들다
깨다, 분할하다, 나누다
RenderMan for Artists wanochoi.com
REYES Rendering Algorithm Overview
RenderMan for Artists wanochoi.com
REYES Rendering Algorithm
patch primitive sub-patches
split
a sub-patch micropolygon grid
four corners of a micropolygon
dice
micropolygon gridindividual
micropolygons
bust
sampling micropolygons at sub-pixel locations
collapsing visible-point list of each sub-pixel sample blending values into single color and opacity
RenderMan for Artists wanochoi.com
REYES Rendering Pipeline
RIB
Parsing
Clipping primitives
Dicing into micropolygon grids
Too large?
Splitting
Shading grid vertices
Busting grid
Clipping micropolygons
Outside?
Outside?
Sampling at subpixel locations
Collapsing visible point lists
Blending sample colors, opacities
Result image
Discard
Discard
Yes
Yes
No
No
No
Yes
shaders textures
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Grids and Micropolygons
surface gmRandColor(){
color Cgrid = randomgrid();float mpc = 0.5 + 0.5*random();
Oi = Os;Ci = Cs * Os * mpc * Cgrid;
}
.sl
Display "result.tiff" "file" "rgb"Projection "perspective" "fov" [30]
ShadingRate 15.0
Translate -0.4 0.15 3Rotate -20 1 0 0Rotate -40 0 1 0
WorldBeginSurface “gmRandColor"ReadArchive “Gumbo.dat"
WorldEnd
.rib
1-3_grid_mcpg
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Controls
• Trade-off between …
– Render time, quality, and memory
• Memory and performance related controls
– Bucket size
– Grid size
• Image quality related controls
– Shading rate
– Pixel samples
– Pixel filter
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Controls: Bucket Size• Bucket
– A rectangular pixel block(=tile) which get processed(=rendered) by one by one
– Default: 16x16 pixels
• Why needed?
– To ensure that the memory requirements stay as low as possible
– Imagine that when the REYES algorithm was designed, machines had less than 1MB of RAM but people wanted to render 2k frames with complex geometry diced into millions of µ-polygons and motion blur without going into swap.
• Guidance
– Make the bucket size as large as possible: Usually, 16x16 or 32x32 or 64x64
• How to control
– Ex) Option “limits” “bucketsize” [32 32]
[32 32] [64 64]
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Controls: Bucket Size (in Maya)
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More on Bucketing• Bucket
– A small rectangular pixel region divided from the image (default: 16x16 pixels)
– A unit processed one by one in the rendering procedure
– One bucket processed one at a time
Primitive A will be diced, shaded, and sampled in the
current bucket.
Primitive B needs to be split, and half will return to the
current bucket while half will be handled in a future
bucket.
Primitive C is in the current bucket because its bounding
box touches it, but once split, both child primitives will
fall into future buckets.
Primitive D will be diced and shaded in the current
bucket, but some of the micropolygons generated will be
held for sampling until the next bucket is processed.
Eventually, there are no more primitives in the current bucket’s list.
They all have either been sampled or transferred to future buckets.
Smaller bucket size, more memory efficiency, but more overhead.
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Controls: Shading Rate• Maximum area of micropolygons in pixels
– Shading rate = 1: the size of the largest micropolygon ≒ 1 pixel
– With larger shading rate
• Fast & low memory, but low image quality
– With small shading rate
• Slow & large memory, but high image quality
• Guidance
– 1.0 : Mid-high level of detail rendering
– 0.25 ~ 0.5: Production-quality rendering
– 5.0 : Fast preview rendering
• How to control
– Ex) ShadingRate 1.0
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Controls: Shading Rate (in Maya)
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Shading Rate Examples: 0.1
1-4_mcpg
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Shading Rate Examples: 1.0
1-4_mcpg
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Shading Rate Examples: 10.0
1-4_mcpg
RenderMan for Artists wanochoi.com
Shading Rate Examples: 100.0
1-4_mcpg
RenderMan for Artists wanochoi.com
Shading Rate Examples: 1000.0
1-4_mcpg
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Shading Rate Examples: 10000.0
1-4_mcpg
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Shading Rate Examples: 100000.0
1-4_mcpg
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Controls: Grid Size• The maximum number of micropolygons in a grid
– Optimal GridSize = ( BucketWidth × BucketHeight ) ÷ ShadingRate
• All micropolygons in a grid are shaded at once
– One grid at a time, not one micropolygon at a time
• It is affected by “Bucket Size” and “Shading Rate”.
– “Grid Size” is strongly related to “Bucket Size”.
• How to control
– Ex) Option “limits” “gridsize” [1024]
1-5_grid
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Controls: Grid Size (in Maya)
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Today’s Key Words
• REYES
• RiSpec
• PRMan
• RIB
• Shader
• Bucket
• Grid
• Micropolygon
• Shading rate
RenderMan for Artists wanochoi.com
References• Cook, Robert L., Loren Carpenter, Edwin Catmull, The Reyes Image Rendering Architecture, SIGGRAPH 87.
• Saty Raghavachary, Rendering for Beginners: Image synthesis using RenderMan, Focal Press, 2004
• Rudy Cortes, Saty Raghavachary, The RenderMan Shading Language Guide, Thomson Course Technology, 2007
• Ian Stephenson, Essential RenderMan Fast, Springer, 2003
• Anthony A. Apodaca, Larry Gritz, Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann, 1999
• PRMan: http://www.pixar.com
• 3Delight: http://www.3delight.com
• Air: http://www.sitexgraphics.com
• Aqsis: http://aqsis.org
• Pixie: http://www.renderpixie.com
• RenderDotC: http://www.dotcsw.com
• http://www.ugrad.cs.ubc.ca/~cs426/426-fall-2005/sept26-cs426-slides.pdf
• http://graphics.stanford.edu/courses/cs448a-01-fall/lectures/lecture16/renderman.2up.pdf
• http://www.graphicslive.co.kr/data/2008/03/0803_tech.pdf
• http://www.dctsystems.co.uk/RenderMan/rmanBasics.html
• http://en.wikipedia.org/wiki/Ray_tracing_(graphics)
• http://www.k-3d.org/wiki/RenderMan_Controls