3Delight NSI: A Streamable Render API
摘要:3Delight是应用于高端电影级别渲染的软件渲染器,迄今为止已经参与了无数的电影制作,具体可以参见链接。 如果你对3Delight的印象就依然是RenderMan的替代品,那就显然已经和时代发展脱节了。现在的3Delight是一个完全PBR Unbiased的渲染器,而且完全为了交互式渲染以及云端
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2018-10-06 12:22
Bo Schwarzstein
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"BLAME" is out.
摘要:The latest feature animation film "BLAME" is watchable on the Netflix. Rendering was done by our J Cube Inc. . You will be able to find our names at t
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2017-05-27 14:48
Bo Schwarzstein
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Multiverse in Doctor Strange // Multiverse在《神秘博士》
摘要:关于《神秘博士》的制作内容 https://www.fxguide.com/quicktakes/bonus-luma-pictures-new-tools-for-doctor-strange/ 这里记录一些后续和编外话。 经过Multiverse for Maya,算彻底的发掘了Maya VP2
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2016-11-30 09:51
Bo Schwarzstein
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DCC Software and Graphics System
摘要:After working with DCC software for so many years, I saw the realtime solution went forward so much, also more and more low-level. As the game engine,
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2016-11-26 22:23
Bo Schwarzstein
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从《BLAME!》说开去——新一代生产级卡通真实感混合的渲染方案Maneki
摘要:《BLAME!》是Polygon Pictures Inc.(以下简称PPI)创业33周年以来制作的第一部CG剧场电影,故事来自于贰瓶勉的同名漫画作品(中文译名为《探索者》或者《还特工次世代》)。也算是我本人来到日本之后参与制作的第一部长片。由于从头设计了流程,时间跨度约莫从2015年开始,以《Knight of Sidonia》为基本素材进行实验和改进,虽然中途发生了一些波折,也有许多地方的进步,制作细节就此逐渐公开发布。详情请访问blame.jp。
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2016-07-24 08:28
Bo Schwarzstein
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Space Time Varying Color Palette
摘要:PDF Space Time Varying Color Palettes from Bo Zhou
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2015-11-06 10:28
Bo Schwarzstein
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Screen Space Depth Varying Glow based on Heat Diffusion
摘要:Inspired by "Interactive Depth of Field Using Simulated Diffusion on a GPU" with heat diffusion for this problem.Keypoints are including, handle the i...
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2015-10-27 15:31
Bo Schwarzstein
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Visualization of Detail Point Set by Local Algebraic Sphere Fitting
摘要:Refers toDynamic Sampling and Rendering of Algebraic Point Set SurfacesGrowing Least Squares for the Analysis of Manifolds in Scale-Space
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2015-07-31 22:50
Bo Schwarzstein
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Stable Fur Generation on Mesh
摘要:After tested the Maya 2015 XGen Grooming, we dropped it, that's really slow and unstable, totally not production ready. So I spent several days to wor...
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2014-11-05 19:49
Bo Schwarzstein
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OpenVDB for Mitsuba
摘要:https://github.com/zhoub/mitsuba-vdb
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2014-05-21 21:32
Bo Schwarzstein
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3Delight feats. OpenVDB
摘要:Full GI, no multiple scattering now (no point-cloud similar solution in 3Delight now)BlackbodyCarton Color Ramp
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2014-01-09 18:08
Bo Schwarzstein
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Implemented Energy-Conserving Hair Scattering Model from Weta Digital
摘要:I used to implement the Energy-ConservingHair Scattering Model as the pre-calculation program, so that now spent a day to implement the all stuff as the shader in Arnold.Next step is to implement this model with importance sampling as the paper “Importance Sampling for Physically-Based Hair Fiber Mo
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2013-11-23 17:15
Bo Schwarzstein
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Multithreading C++ Out of Core Sotring for Massive Data|多线程C++的大规模数据外部排序
摘要:本代码的实现了多线程C++的大数据外排,这个其实是我为实现PantaRay或者是类似Dreamworks的点云GI的技术储备,为大规模点云光线跟踪所准备的第一步。所有的代码全部使用STL+boost实现了足够高层次的抽象,读者完全可以根据自己的需要改写。
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2013-11-17 14:03
Bo Schwarzstein
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Implemented the “Importance Sampling of Reflections from Hair Fibers”
摘要:Just the indirect specular pass by importance sampling.With all layers.Manually traced by 3D Hammersley sequence with 8 samples. Link to the paper.Actually this should be done in a pure Path Tracer with 3 random number from multiple dimension rng, that keeps numerical correction.
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2013-08-20 09:30
Bo Schwarzstein
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Implementating "Physically-Based Shading at Disney"
摘要:Implementing "Physically-Based Shading at Disney" for Arnold.No SHEEN ! I have tried several methods, whatever put trick code in the MIS loop or in main shader_evaluate, the result can't be as the same as it on paper, so if you know how to tweak this, please tell me, thanks a lot !
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2013-02-28 18:51
Bo Schwarzstein
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Importance Sampling in Arnold for Hair
摘要:测试完毕的时候正好是癸巳年新年爆竹响起的时候,恭祝海内外华人朋友新年好!
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2013-02-10 00:17
Bo Schwarzstein
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OraNuke
摘要:Dislike the same plug-in from JP2 or the other one, OraNuke doesn’t not need to operate the scene description file (.rib .ass), it just receives pixel data from the renderer, so that would be much more convenient and friendly.Demo hereNow it supports both Arnold and Nuke now, no .ass, just setup AOV
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2012-12-31 14:25
Bo Schwarzstein
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Hair
摘要:I wrote the artistic friendly hair model for Arnold, this is an old result created by Saber Jlassi.
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2012-12-14 18:48
Bo Schwarzstein
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Car under Physical Sky
摘要:Car in Arnold with my physical sky shader, thanks my ex-workmate XaMiC(王默,cg_xamic@hotmail.com,QQ:26837894) to help me to test.
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2012-07-08 11:47
Bo Schwarzstein
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Houdiniseed
摘要:I decided to join the appleseed project for Houdini translator, here is the repository at gitbub.
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2012-06-02 15:30
Bo Schwarzstein
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