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Transmittance Function Maps

Wrath of The Titans

Scenes from Wrath of the Titans involve extremely dense volumetric objects. We adapt the Transmittance Function Mapping algorithm for high quality interactive previsualization and tuning of those media. (c) 2012 Warner Bros. Entertainment

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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