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Newsletter #13 - Come See Us at FMX in Germany!

 
Christos Obretenov and Arkell Rasiah from LollipopShaders will be presenting at the FMX conference in Germany during the week of May7th to May11th. Arkell's talk is titled Capturing Light Maps for Image Based Lighting, and Christos' is The Importance of Unclipped Lightmaps and Resulting Material Setup in Production. Click the links to view more info, or read below:


Thursday, May 10, Gloria 2, 12:00 - 13:00
Capturing Light Maps for Image Based Lighting
Arkell Rasiah, Red

Light maps form the basis of realism in any image and physical based environment lighting system. This presentation examines the techniques, tricks and limitations of practicality capturing and creating unclipped HDRI light maps. We detail the workflow of capturing and making the real world lighting light maps by examining the capture apparatus, the post tools and the lighting accuracy of rendered results when such maps are deployed in a typical infinite dome light.

Arkell Rasiah, Engineer, Red Digital Cinema.

Arkell Rasiah graduated as an E&E engineer from Imperial College, London.
After completing his PhD with the Dept of E&E Engr at University of W. Australia, he began working life as a software engineer in Programmable Logic for Motorola and then Altera spanning a period of eight years. He switched career tracks joining ILM's R&D dept from 2001-2011; working on software infrastructure, previsualization, stereo3D layout and HDRI capture pipeline for application in digital matte/global illumination workflows.
Arkell currently lives in Irvine, CA and works for Red Digital Cinema. He continues to maintain his interest in panoramic photography and light map capture for CG lighting with Renderman.
 


Thursday, May 10, Gloria 2, 14:30 - 15:30
The Importance of Unclipped HDRI Lightmaps and Resulting Material Setup in Production
Christos Obretenov, Lollipop Shaders

In CG film production, we rely on captured HDRI maps to drive realistic lighting response from the environment. Many of these HDRI Environment Maps, or Lightmaps, used in production by either on-set capture or purchased through a 3rd party, contain clipped high values, especially the sun. When using clipped maps from a look development process through to lighting on a production, inconsistency in material settings result, creating unrealistic and inconsistent responses in materials.

One major source for clipping these maps for use in production and the reason they have been so prevalent has been due to non importance-sampled shader setup requiring too many samples to practically deal with unclipped map sources. With Renderman’s introduction of Physically Plausible Shading, and other proprietary importance-sampled shading setups becoming more common, it has become more practical and necessary to use properly captured and unclipped HDRI’s.

In our presentation we test multiple unclipped HDRI Lightmaps using fully raytraced importance-sampled shading, and compare with clipped HDRI maps found in production.

Christos Obretenov, Co-owner and Shader Developer, Lollipop Shaders, http://lollipopshaders.com

Educated at Simon Fraser University in Computing Science and Computer Graphics, Christos Obretenov started contributing to the Animation and Film industry at Mainframe Entertainment in conjuction with Simon Fraser University. He continued his career by designing and developing shading software for Walt Disney's "The Wild" feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films. Recently co-founding LollipopShaders.com, Christos develops procedural solutions to shading and lighting, currently experimenting with Physically Plausible Shading. He currently resides in Vancouver, Canada.
 
 
We would like to thank Christophe Hery for organizing the Lighting & Rendering Track for the conference.

-- The LollipopShaders Team



             


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