Real time previsualization of massive animated volumetric data.

Rendering of participating media for VFX productions

2009-2010. Project lead.

Held in collaboration with Moving Picture Company (London) to accelerate production quality renderings. Developed and transferred Volumetric Shadow Mapping algorithm for Film production rendering. Implemented in OpenGL for previz and Renderman for production. Integrated in MPC shader Core 3. Accelerated by 10 the rendering time of participating media wrt Renderman default scheme. Used in GI Joe Rise of the Cobra for underwater and ice scenes and other film sequences produced by MPC including atmospheric effects (Clash of the titans, etc.).

Later enhanced the solution to clouds and volcanoe smoke rendering. The upgrade was integrated in MPC shader Core 4. Used for several film sequences produced by MPC that required atmospheric, clouds and smoke effects (Harry Potter, Wrath of the titans, etc.).

2011-2012. Project lead.

In collaboration with Moving Picture Company (London). Collaboration with MPC teams in order to define how 3DCast technologies such as out-of-core rendering of large assets could be integrated in their workflow in order to perform the real time pre-viz for their massive visual effects production. Objective was to enhance the artists productivity and reduce costs by preventing the use of software licences on their render farm to process non interactive time consuming pre-viz renderings.

Publications

. Boundary-Aware Extinction Mapping. In proceedings of Pacific Graphics, Singapor, 2013.

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. Real time image based volume lighting. In proceedings of Eurographics, Girona Spain. Imaging Short Papers Session, 2013.

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. Bringing Transmittance Function Maps to the Screen: Wrath of the Titans and Prometheus. In proceedings of ACM Siggraph Digital Production Symposium 2012. Los Angeles. Speed Session, 2012.

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. Volume-Aware Extinction Mapping. In proceedings of SIGGRAPH 2012 Talks. Los Angeles. Silence! Eliminate the Noise Talk Session., 2012.

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. Extinction Transmittance Maps. In proceedings of SIGGRAPH Asia 2011. Hong Kong. Production and Visual Effects Sketch Session, 2011.

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. Transmittance Function Mapping. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2011. February 2011. San Francisco, USA., 2011.

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. Single Scattering in Heterogeneous Participating Media. In ACM SIGGRAPH 2010. August 2010. Los Angeles, USA. Volumes and Precipitation Talk Session, 2010.

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. Volumetric Shadow Mapping. In proceedings of SIGGRAPH 2009. New Orlean, USA. Real Fast Rendering Talk Session., 2009.

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