課程

    Physically Plausible Shading and Lighting on Monster's University and Beyond

    Wednesday, 20 November

    14:15 - 18:00

    Room S426 + S427

    Intro: (10 minutes)
    A) Presentation Overview
    B) Background of the Speakers
    C) Motivations

    Traditional Lighting Pipeline at Pixar : (35 minutes)
    A) Toy Story to Incredibles: Reyes or Bust
    B) Cars to Brave: Rendering Grab Bag

    Monster's University and the transition to Physically Plausible Shading and Lighting (45 minutes)
    A) Theoretical Framework
    B) Types of Lights
    C) Artist Friendly Tools
    D) Optimization: Importance Sampling, Radiosity Caches, and ASM’s oh my

    -- BREAK -- (15 minutes)

    Pattern Generation for Pixar's shading pipeline (45 minutes)
    A) Proceduralism: Noise, Rounded Cubes, and Primvars
    B) Geometry Aware Detail: Occlusion & Curvature
    C) Picasso and Projections
    D) Paint3D, Texture Synthesis, and Mari
    E) Shader Pipeline

    Shader Interoperability and Render Optimization (35 minutes)
    A) Shader Baking and Optimization for Monster’s University
    B) Render Friendly Formats
    C) Applications to Hardware Shading and Interactive Lighting.

    Q & A (10 minutes)


    Level

    Intermediate


    Intended Audience

    Computers Graphics practitioners of all stripes: from Technical Directors, to Pipeline Engineers, Shading Artists, Lighting Artists, Render Wranglers, and Software Developers, should find this course both interesting and useful.


    Prerequisites

    While the topic is intuitively relevant to computer graphics, we do use some jargon the audience should be familiar with, such as LOD, BRDF, “in-core” vs “out of core”, CPU/GPU, UV Parameterization, Shader, Displacement, Ray Tracing, and Rasterization. Those familiar with shading/rendering will likely keep up best.


    Presenter(s)

    Paul Kanyuk, Pixar Animation Studios
    Davide Pesare, Pixar Animation Studios


    Paul Kanyuk is a Technical Director at Pixar Animation Studios with credits on Cars, Ratatouille, Wall-E, Up, Cars 2, Brave, and Monster’s University. His specialty is crowd simulation, shading, and rendering, and he is responsible for the procedural animation and rendering of numerous crowd spectacles, including the hordes of rats in Ratatouille, the deluge of falling passengers in Wall-E, and the vicious pack of talking dogs in Up. Paul earned his BSE in Digital Media Design at the University of Pennsylvania and teaches courses in RenderMan and Crowd Simulation at the Academy of Art University.

    Davide Pesare has been working in the game, visual effects and animation industry for about 11 years. After joining Pixar in 2008, he contributed to Toy Story 3, Monsters University and The Good Dinosaur, as well as the Research on new looks development and the shorts La Luna, Moon Mater and The Blue Umbrella. His work has been focused on Lighting, Shading, Compositing and Rendering as well as painting tools.