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Computers and
application software are evolving at a tremendous pace. New methods
and technical improvements are being introduced with every software
release and today creating photorealistic renderings is just a couple
of mouse clicks away.
Going back a couple of years, raytracing, particularly raytraced
reflections, was nothing more than a fake simulation with the
refmap.gif file for 3ds(max) users whereas the term "Refractions" were
arousing just a simple question: “Is it possible?”. But today we have state-of-the
art rendering engines which are available both as standalone and
bundled rendering solutions for major 3d software applications aiding
the 3d artists to create hyper realistic imagery.
"Global Illumination" or "GI" is one of the techniques available
within the contemporary rendering engines which
accurately simulates the real world lighting conditions given the
proper cpu power and enough time for computations. In today’s
production environments usually time is of concern if not the cpu
power thus makes GI an “expensive” method for
visualisation. Optimizing quality rendering time with alternative
methods has become an essential need for the production process.
If you are dealing
with 3d rendering, you probably have heard of the “Occlusion” method.
In the Siggraph 2002 presentation “Production-Ready Global
Illumination”, ILM Technical Director Hayden Landis tells about
this alternate method they developed for simulating GI effectively
with speed.
Apparently this relatively new technique has been used by many huge
production houses for their projects but it has just began to be
available as a common toolset for the regular 3d artist like myself :)
With the introduction and integration of mental ray, 3dsmax has gained
a strength in its rendering department, particulary the
photo-realistic section. 3dsmax 7 now has the ability to render
ambient and reflective occlusion images with the help of a mental ray
3.3 shader.
The
Ambient Occlusion method is basically rendering out an occlusion
pass(which is a grayscale or a tinted image based on environment map)
and then overlaying this image over a flat lit diffuse pass(achieved
by ambient lighting, I’ll describe it later) to represent the
shadowing caused by the environment. That’s why the method is called
“Ambient Occlusion”, to describe the occlusion(blocking) of the
ambient light amount to simulate GI shadows. It is just like rendering
your scene with a GI skylight, with no specular highlights or cast
shadows and faster than GI.
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