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Rasterizing Volumes and Surfaces for Crowds on Soul

Published:20 August 2020Publication History

ABSTRACT

In order to produce shots with hundreds of multi-volume crowd characters for Soul, we could not rely on the same I/O heavy pose-cache pipeline used for the hero characters [Coleman et al. 2020]. Our rendering and systems teams rated the total necessary storage for the ”soul world” at over 100 TBs for an average of two hero characters per shot.1 For expansive crowds of these characters to hit the same volumetric look while avoiding this I/O limitation, two new render-time technologies were developed. The first leveraged an existing volume rasterizer to pose volumes at render-time, informed by a lattice deformation. The second allowed for rasterization of surface primvars to be delivered to the volume shaders.

References

  1. Patrick Coleman, Laura Murphy, Markus Kranzler, and Max Gilbert. 2020. Making Souls: Methods and a Pipeline for Volumetric Characters. In ACM SIGGRAPH 2020 Talks(SIGGRAPH ’20). Association for Computing Machinery, New York, NY, USA, 2.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Robert L. Cook, John Halstead, Maxwell Planck, and David Ryu. 2007. Stochastic Simplification of Aggregate Detail. In ACM SIGGRAPH 2007 Papers (San Diego, California) (SIGGRAPH ’07). Association for Computing Machinery, New York, NY, USA, 79–es. https://doi.org/10.1145/1275808.1276476Google ScholarGoogle Scholar
  3. Julian Fong, Magnus Wrenninge, Christopher Kulla, and Ralf Habel. 2017. Production Volume Rendering: SIGGRAPH 2017 Course. In ACM SIGGRAPH 2017 Courses (Los Angeles, California) (SIGGRAPH ’17). Association for Computing Machinery, New York, NY, USA, Article 2, 79 pages. https://doi.org/10.1145/3084873.3084907Google ScholarGoogle Scholar
  4. Magnus Wrenninge. 2016. Efficient Rendering of Volumetric Motion Blur Using Temporally Unstructured Volumes. Journal of Computer Graphics Techniques (JCGT) 5, 1 (31 January 2016), 1–34. http://jcgt.org/published/0005/01/01/Google ScholarGoogle Scholar
  5. Jane Yen, Stephen Gustafson, Aaron Lo, J. D. Northrup, and Lana Sun. 2018. Other Worldly Crowds in Coco. In ACM SIGGRAPH 2018 Talks (Vancouver, British Columbia, Canada) (SIGGRAPH ’18). Association for Computing Machinery, New York, NY, USA, Article 19, 2 pages. https://doi.org/10.1145/3214745.3214796Google ScholarGoogle Scholar
  1. Rasterizing Volumes and Surfaces for Crowds on Soul

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    • Published in

      cover image ACM Conferences
      SIGGRAPH '20: ACM SIGGRAPH 2020 Talks
      August 2020
      152 pages
      ISBN:9781450379717
      DOI:10.1145/3388767

      Copyright © 2020 Owner/Author

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 20 August 2020

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      Overall Acceptance Rate1,822of8,601submissions,21%

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