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Regular Meeting of the
Los Angeles Chapter of ACM

Wednesday, April 6, 2005

"Image Rendering Today"

Andy Kopra
Senior Software Engineer at Mental Images, Inc.

For a quarter-century, the movie industry has increasingly used computer-generated images for story-telling. The field of computer graphics has made great progress in recent years in the development of software systems that can generate images that appear to be as realistic in appearance as photographs. The creation of such images is called "three-dimensional rendering." This presentation will give an overview of such a software system, called "mental ray," and will describe its approach to simulating complex lighting environments. The flexibility of mental ray as a software platform will also be demonstrated with a description of its non-photorealistic rendering capabilities.

The quest for ever more vivid, detailed and realistic imagery demands substantial computing resources. One big animation studio, for example, reportedly operates a 'render farm' of some three thousand large 64-bit machines running Linux. Managing the work flow in such a complex, requires additional sophisticated software.

Topics will include:

  • A definition of computer graphics rendering.
  • The effect of light on physical objects.
  • The structure of software applications that model complex phenomena.
  • Simulating the effect of light in software.
  • The structure of the scene in mental ray.
  • The function of mental ray software extensions ("shaders") in photorealistic and non-photorealistic rendering.
  • An introduction to mental ray shader programming.

More information about computing in motion picture production, will be on view in Los Angeles this summer at ACM SIGGRAPH's annual conference and trade show; see www.siggraph.org/s2005. The keynote speaker is "Star Wars" creator George Lucas, who founded Pixar Animation before selling it to Apple Computer's Steve Jobs some two decades ago.

Andy Kopra has over twenty years of computer graphics production and software development experience, including work at Digital Effects Inc., Symbolics Graphics Division, DeGraf/Wahrman, VIFX, Walt Disney Feature Animation, and as a partner of Anohana Production Management & Technologies. His work at Symbolics included the development of user interfaces for the hierarchical specification of rendering attributes. At VIFX, he pioneered the use of behavioral animation techniques in production for bats and birds in "Batman Returns," "Speed," "Cliffhanger," and "From Dusk Till Dawn." Throughout his career, Andy has also been involved in the design and implementation of computer graphics production pipelines and workflow management systems, beginning at Digital Effects in 1984 and most recently at Disney Feature Animation. Andy joined mental images in October, 2003, where he focuses on technical aspects of the integration of mental ray into current production pipelines and on custom applications.
 

~Summary~

LA ACM Chapter Meeting
Held Wednesday, April 6, 2005

LA ACM Chapter April Meeting. Held April 6, 2005.

The presentation was “Image Rendering Today” by Andy Kopra Senior Software Engineer at Mental Images, Inc.

Andy Kopra started by saying that he has a degree in fine arts, film and photography and is a programmer and special effects artist. His program tonight is about a rendering program called mental ray. Rendering involves simulating the effect of light and the software structure required to accomplish this. He provided concepts and the vocabulary used in describing rendering. He recommended going online to:

www.lamrug.org.

This is the website of the Los Angles mental ray User Group.

Rendering is a description of a scene including object geometries, visual properties of objects, lighting and the atmospheric environment. The effects of light are different from glass, water and clouds. Andy showed several pictures that demonstrated both effects provided by classical artists and those provided by special effects. He said that light is everywhere, but we work with photographs of the world, not the real world. We intuitively observe the complexity of the visible world, but it is not directly renderable. We use cameras, lights and objects to create effects and develop software which is not an intuitive process, but is necessary for rendering. He described how software implements rendering by simulating the effect of light. He described direct and indirect illumination, global illumination and “caustics” such as light reflecting or refracting from glass or water. Rendering uses a scene represented by a database of entities. Objects, lights, and cameras are elements and rendering procedures are shaders. The mental ray software has standard shaders, but providing new effects requires programming. He described the process of writing a shader in C/C++. Rendered images range from realistically adding things to a real background to producing radical forms of animation designed to be spectacular. You also have actors working without a background with the background added to the scene later.

Andy provided a large number of examples and a detailed discussion in a short time period. The illustrations he presented demonstrated the effects of the rendering products that were apparent to even those (such as the writer of this report) that were not familiar with these processes. Remarks and questions from people in the room who were familiar with these processes showed great appreciation for his presentation. You can get detailed information on the mental ray product from other sources, but if you did not attend the meeting you did not get the insights of Andy’s commentary and the ability to observe the visual effects associated with the processes described.

To get details on mental ray and other products of the mental images company go to:

www.mentalimages.com.

There is a great deal of information given on mental ray at this website and I would recommend that anyone who is seriously interested in investigating that software use it as a resource. LA ACM makes no recommendations about the capabilities of specific company’s products, but I will say that the website is well organized, easily readable, and provides references on how to get further information on their products.

This was eighth meeting of the LA Chapter year and was attended by about 22 persons.
Mike Walsh, LA ACM Secretary 

The next meeting will be Wednesday, May 4th. Professor Gregory Pottie of UCLA will discuss Privacy in the Global e-Village. This will be a joint meeting with CPSR and the IEEE Computer Society.
Plan to be there!


This month's meeting will be held at Loyola Marymount University, University Hall (Room 1767), One LMU Dr., Los Angeles, CA 90045-2659 (310) 338-2700.

Directions to LMU & the Meeting Location:

The Schedule for this Meeting is

5:00 PM  Networking/Food

6:00 PM  Program

7:30 PM  Meeting about Future

9:00 PM  Adjourn

If you plan on attending the FREE Food portion of the meeting, we ask that you please make a reservation so that we may plan properly.

Make your reservationsearly.

8:00 p.m.  Presentation

 
Reservations

To make a reservation, call or e-mail Matt Reese, (626)794-5626, and give your name and telephone number, by the Sunday before the dinner meeting.

There is no charge or reservation required to attend the presentation at 8:00 p.m.. Parking is FREE!

For membership information, contact Mike Walsh, (818)785-5056 or follow this link.

Other Affiliated groups

SIGAda   SIGCHI SIGGRAPH  SIGPLAN

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LA  SIGGRAPH

Please visit our website for meeting dates, and news of upcoming events.

For further details contact the SIGPHONE at (310) 288-1148 or at Los_Angeles_Chapter@siggraph.org, or www.siggraph.org/chapters/los_angeles

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