We are presenting three talks related to The Good Dinosaur at SIGGRAPH 2016 in Anaheim.
Abstracts can be found here:
We just published a new paper on volumetric modeling and volumetric motion blur in JCGT.
Temporal volumes are a new representation of volumes that capture continuous time, making for fast motion blur in path tracers. Reves (a play on Reyes, on which it is based) is a volume modeling algorithm that makes it possible to use a much broader set of primitives in order to model procedural volumes.
I will be presenting a technique for production-friendly volumetric multiple scattering this year at SIGGRAPH.
Click through for the abstract here: Art-Directable Multiple Volumetric Scattering
Video here: Art-Directable Multiple Volumetric Scattering (video)
A while back, I was interested in comparing the performance of Field3D with some other voxel storage libraries, most notably OpenVDB. Personally, I was interested in the memory- and performance implications of using different data structures, because when Field3D was first developed, our use of multiple data structures came from the assumption that different uses and applications require different data structures for optimal performance. Thus, it was of interest to us to see what each data structure’s performance was under a range of different tasks, so that we could make educated decisions about when to use each one.
The result of this is a suite of tests located at the GitHub/Field3D repo.
The test code was initially written by me, but as the various tests took shape, I implemented the Field3D parts, and people from the VDB team implemented the VDB parts.
Hopefully, the tests can be used as a basis for determining which data structure is more suitable for a range of different contexts: dense data, sparse data, narrow band levelsets, coherent lookups, incoherent lookups, memory overhead, etc., etc.
A summary of the test results is available in PDF form here:
Field3D performance tests
At SIGGRAPH 2013, we will be presenting some of the volumetric work that was done for Oz: The Great and Powerful. We will show an practical approximation of multiple scattering for path tracing, as well as various other developments that make GI volume rendering possible. Hope to see you there.
Click through for the abstract of the talk entitled Oz: The Great and Volumetric.