Blog Task & Researching

What you’re researching? How you’re researching it? & Why it is important to research this subject?

My task for explore the current dominant rendering paradigm and the possibilities of future rendering methods. I will look through some popular software’s user help documents and test them for grabbing different information.

With the development of the metaverse, there is a growing demand for rendering. In the traditional film industry, practitioners can spend hours rendering a single image, but such efficiency is clearly not enough for a completely digital world. In the traditional games industry, rendering efficiency has increased dramatically but accuracy is often difficult to achieve. The quality of the image and the time taken to render it gradually become irreconcilable.

Provide at least 5 keywords

rendering / model / texture / light / algorithm

render:The computer needs to integrate all the resources to present them on the display in pixels. The efficient integration of resources and fast processing of the images became a major challenge.

model: The processing of the surface of the model is also very important in the rendering process.Efficient handling of complex models can speed up the rendering process.

texture : In order to reduce computer resources and save time, the advent of texture systems has significantly increased the efficiency and reduced the difficulty of rendering.

light : Calculating the representation of light takes up most of the rendering time, almost as if the rendered image were a rendered light.

algorithm :Quality algorithms can significantly improve the efficiency of rendering or even disrupt the rendering process.

Provide at least four sources, debates, or texts on the subject area and a short explanation of the relevance to your project proposal.

https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/RayTracing/

https://www.cnblogs.com/KillerAery/p/15106773.html

https://blogs.nvidia.com/blog/2018/03/19/whats-difference-between-ray-tracing-rasterization/

https://medium.com/@junyingw/future-of-gaming-rasterization-vs-ray-tracing-vs-path-tracing-32b334510f1f

https://www.autodesk.co.uk/products/arnold/features

The official documentation from NVIDIA and Autodesk does a good job of laying out the cutting edge technology of the moment. Some of the blogs and documents posted by practitioners give a good indication of the history of rendering technologies and how they are intrinsically linked. The official documentation from NVIDIA and Autodesk does a good job of laying out the cutting edge technology of the moment. Some of the blogs and documents posted by practitioners give a good indication of the history of rendering technologies and how they are intrinsically linked

S3.W3

The week 3 I finished the clothes model in MD and then unfold UV in the Maya. Because the substance painter pipe flow is not convenient, I give up to use the substance painter to paint textures. I have imported models into the SP several times, and there are always some errors such as can not show models well, can not separate UV correct or can not bake ID textures and so on. I directly use Arnold nodes to come true the realistic clothes.

The tie example

diffuse
bump
normal
blend (normal + bump)
texture
sheen color
colour correct
final

Then I start to build an animation system through the advanced skeleton and paint the skin weight.

I can not find a reference video from websites, so I take a short myself as the animation reference.

After finishing the character animation draft, I start to make the fx part in Houdini.

Then I also need a bird animation, but I really do not want cost too much time building a bird model so I directly buy a cheap model from the Artstation. I only need to key the animation and make a cycle animation in Houdini which saves much time.

The Final draft camera like below:

The last thing I make in Week 2 is to test the face skin weight and the result like below: