ABSTRACT
The last few years have seen a decisive move of the movie making industry towards rendering using physically-based methods, mostly implemented in terms of path tracing. Increasing demands on the realism of lighting, rendering and material modeling, paired with a working paradigm that very naturally models the behaviour of light like in the real world mean that more and more movies each year are created the physically-based way. This shift has also been recently recognised by the Academy of Motion Picture Arts and Sciences, which in this year's SciTech ceremony has awarded three ray tracing renderers for their crucial contribution to this move. While the language and toolkit available to the technical directors get closer and closer to natural language, an understanding of the techniques and algorithms behind the workings of the renderer of choice are still of fundamental importance to make efficient use of the available resources, especially when the hard-learned lessons and tricks from the previous world of rasterization-based rendering can introduce confusion and cause costly mistakes. In this course, the architectures and novel possibilities of the next generation of production renderers are introduced to a wide audience including technical directors, artists, and researchers.
This is the first part of a two part course. While the first part focuses on architecture and implementation, the second one focuses on usage patterns and workflows.
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