It is not very often that I get a chance to talk about what I do in my day job. I am privileged to work with very smart people in great projects, but it is a fact that these projects are normally protected with teeth and claws, and that includes their technology. In fact I would normally keep the topics on this sketchbook deliberately away from possible overlaps to avoid breaking any confidentiality arrangement and also because there’s simply lots of other interesting topics I want to still look into and share!
I was fortunate to collaborate on a project with some colleagues at MPC, which ended up being published at DigiPro 2012, and therefore is public domain now. The text is on a bit more technical tone than I would normally like to have in these posts, but it has some pretty pictures which I think are worth skimming through.
The topic is about rendering of volumetric effects in real-time, including lighting and shadowing. We wanted to give our artists a tool to work with their fluid simulations without always requiring slow offline renders, thus reducing their iteration times.
The technical paper can be found here: Bringing Transmittance Function Maps to the Screen: Wrath of the Titans and Prometheus
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