Global Illumination Across IndustriesSIGGRAPH 2010 CourseThursday, 29 July | 2:00 PM - 5:15 PM | Room 502 A |
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Jaroslav Křivánek
Cornell University & Charles University, Prague |
Marcos Fajardo
Solid Angle SL |
Per H. Christensen
Pixar Animation Studios |
Eric Tabellion
PDI/DreamWorks |
Michael Bunnell
Fantasy Lab, Inc. |
David Larsson
Autodesk Inc. |
Anton Kaplanyan
Crytek GmbH |
(hover mouse over name for presenter info)
Global-illumination (GI) computation has been the subject of intense research in computer graphics for many years, but it has only recently been extensively used in practical applications. Major industries, such as videogame and film production, architecture, and design, now use GI to produce CG imagery with increased realism. However, trade-offs differ in these applications, so each uses a significantly different GI computation technique.
This course provides an overview of GI computation in practical applications across and within industries. It focuses on juxtaposing the domain-specific decision processes that influence the choice of a particular solution. Each technique is presented in the context of the objectives and constraints set by the application. The course reviews the strong and weak points of each implementation and possibilities for further innovation.
| 2:00pm ... | Introduction to GI (Křivánek) notes |
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| 2:15pm ... | Ray Tracing Solution in Film Production Rendering (Fajardo) slides |
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| 2:40pm ... | Point-based Global Illumination for Film Production (Christensen) notes |
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| 3:05pm ... | Ray Tracing vs. Point-based GI for Animated Films (Tabellion) notes |
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| 3:30pm ... | break |
| 3:45pm ... | Adding Real-Time Point-based GI to a Video Game - Lessons Learned (Bunnell) notes |
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| 4:15pm ... | Pre-computing Lighting in Games (Larsson) notes |
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| 4:45pm ... | Dynamic Global Illumination for Games: From Idea to Production (Kaplanyan) notes |
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| 5:10pm ... | Conclusions / Q & A (all) notes |
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