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Multipass Rendering in mental ray for “The Matrix” sequels - Siggraph 2003
Multipass Rendering in
mental ray
for
“The Matrix” sequels
Haarm-Pieter Duiker
ESC Entertainment
Motivation
Visual Effects for “The Matrix” sequels
• Photo-realism
• Integration with live-action
• Hundreds of characters / objects on screen in
a single frame
Example
Example
Example
Rendering Techniques
• Light-mapping
• Displacement-mapping
• Measured-BRDFs
• Hair – Shaded / Volumetric Shadowing
• Lighting Reconstruction
• Universal Capture
• Motion Blur
• Shadowing from all Light Sources
• Interreflection
Dilemma
• Quality compromises were not acceptable.
• Impractical / Impossible to Render full
scenes.
– Memory.
– Speed.
– Reliability.
Ex. The total size of all textures, geometry, and
image data used by the Sentinels shot hovered
around 100 gigabytes.
Approach
Depth Compositing – Solution
• Memory usage reduced by breaking up
renders into layers
• Speed, reliability, and flexibility benefited by
inherent parallelism
• Automatic Compositing
– Manual approach would be almost impossible
• No quality compromises
• Simple rendering pipeline
Approach
Depth Compositing – Problem
• Edge Artifacts – Pixels values are averages
– Depth
– Motion Vectors
• 2d Motion Blur
– Necessary artistic control
– Edge Artifacts
Implementation
Multipass Rendering
• Access to Sample data before Filtering to
Pixels
– Depth and Motion Vector Errors eliminated
• 2d Motion Blur – Applied to Layers
– Edge Artifacts Eliminated for Worst cases
“The Matrix Reloaded”
Need for Multipass
• “The Burly Brawl”
– Fight sequence with synthetic humans
– Use all features of the renderer
• “Sentinels Revealed”
– Single shot with thousands of objects in frame
– Each object modeled and textured at very high
resolution
Thanks Go to
• George Borshukov
• John Schlag
• Dev Mannemela
• Ray Haleblian
• Scot Shinderman
• Andrew Harris
• Scott Liedtka
• Andy Lomas
• Olivier Maury
• Kim Libreri

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Multipass Rendering in mental ray for “The Matrix” sequels - Siggraph 2003

  • 2. Multipass Rendering in mental ray for “The Matrix” sequels Haarm-Pieter Duiker ESC Entertainment
  • 3. Motivation Visual Effects for “The Matrix” sequels • Photo-realism • Integration with live-action • Hundreds of characters / objects on screen in a single frame
  • 7. Rendering Techniques • Light-mapping • Displacement-mapping • Measured-BRDFs • Hair – Shaded / Volumetric Shadowing • Lighting Reconstruction • Universal Capture • Motion Blur • Shadowing from all Light Sources • Interreflection
  • 8. Dilemma • Quality compromises were not acceptable. • Impractical / Impossible to Render full scenes. – Memory. – Speed. – Reliability. Ex. The total size of all textures, geometry, and image data used by the Sentinels shot hovered around 100 gigabytes.
  • 9. Approach Depth Compositing – Solution • Memory usage reduced by breaking up renders into layers • Speed, reliability, and flexibility benefited by inherent parallelism • Automatic Compositing – Manual approach would be almost impossible • No quality compromises • Simple rendering pipeline
  • 10. Approach Depth Compositing – Problem • Edge Artifacts – Pixels values are averages – Depth – Motion Vectors • 2d Motion Blur – Necessary artistic control – Edge Artifacts
  • 11. Implementation Multipass Rendering • Access to Sample data before Filtering to Pixels – Depth and Motion Vector Errors eliminated • 2d Motion Blur – Applied to Layers – Edge Artifacts Eliminated for Worst cases
  • 12. “The Matrix Reloaded” Need for Multipass • “The Burly Brawl” – Fight sequence with synthetic humans – Use all features of the renderer • “Sentinels Revealed” – Single shot with thousands of objects in frame – Each object modeled and textured at very high resolution
  • 13. Thanks Go to • George Borshukov • John Schlag • Dev Mannemela • Ray Haleblian • Scot Shinderman • Andrew Harris • Scott Liedtka • Andy Lomas • Olivier Maury • Kim Libreri