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Into the Voyd: Teleportation of Light Transport inIncredibles 2

Patrick Coleman

Pixar Animation Studios

pcoleman@pixar.comDarwyn Peachey

Pixar Animation Studios

peachey@pixar.comTom Nettleship

Pixar Animation Studios

tomn@pixar.com

Ryusuke Villemin

Pixar Animation Studios

rvillemin@pixar.comTobin Jones

Pixar Animation Studios

tobin@pixar.comFigure 1: Recursive light transport through a portal (left) and a character passing through a portal from one set to another

(right). (c) Disney/Pixar. ABSTRACTInIncredibles 2, a character named Voydhas the ability to create por- tals that connect two locations in space. A particular challenge for this ?lm is the presence of portals in a number of fast-paced action sequences with multiple characters and objects passing through them, causing multiple views of the scene to be visible in a sin- gle shot. To enable the production of this e?ect while allowing production artists to focus on creative work, we"ve developed a sys- tem that allows for the rendering of portals while solving for light transport inside a path tracer, as well as a suite of interactive tools for creating shots and animating characters and objects as they interact with and pass through portals. In addition, we"ve designed an e?ects animation pipeline that allows for the art-directible cre- ation of boundary elements that allow artists to clearly show the presence of visually distinctive portals in a number of fast-paced action sequences.

CCS CONCEPTS

;Raytracing;Graph- ics systems and interfaces;

KEYWORDS

Ray tracing, Animation, Procedural Animation, Constraints, Visi- bility Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for pro?t or commercial advantage and that copies bear this notice and the full citation on the ?rst page. Copyrights for third-party components of this work must be honored.

For all other uses, contact the owner/author(s).

DigiPro "18, August 11, 2018, Vancouver, BC, Canada

©2018 Copyright held by the owner/author(s).

ACM ISBN 978-1-4503-5895-8/18/08.

https://doi.org/10.1145/3233085.3233092ACM Reference Format: Patrick Coleman, Darwyn Peachey, Tom Nettleship, Ryusuke Villemin, and Tobin Jones. 2018. Into the Voyd: Teleportation of Light Transport in Incredibles 2. InDigiPro "18: The Digital Production Symposium, August 11,

2018, Vancouver, BC, Canada.ACM, New York, NY, USA, 4 pages. https:

//doi.org/10.1145/3233085.3233092

1 INTRODUCTION

The character Voyd inIncredibles 2introduces a new superpower to the world ofThe Incredibles-she can open portals that connect two locations in space. These are typically large enough for objects or characters to pass through, and we often see both openings on screen. To produce this e?ect, we have introduced support for light for a seamless visual connection of light and geometry that can span multiple locations in a set. To allow our layout artists and up and previewing portals, as well as for animating characters and objects as they pass through the portals, using our in-house animation system Presto. To visually set the e?ect in the scene, we have designed animated portal boundary e?ects to support the idea that they are transient rifts in space. Each portal is a hole in space whose two sides are separable into ahereopening and athereopening. Ifhereandthereare at the same location, then this is what we normally think of as a hole, but with no teleportation. Ifhereandthereare at separate locations, objects, characters, and light are seamlessly teleported from one location to the other as they pass through the hole. To support this in the 3D software packages we use in our production pipeline, we need to support light transport through the opening, as well as interactive preview renders for users who set up and animate the portals. To see object and character geometry that seamlessly spans the portal

DigiPro "18, August 11, 2018, Vancouver, BC, Canada Coleman, Peachey, Ne?leship, Villemin, and Jonesboundary, we set up a copy on each each side portal and constrain

these two copies of geometry to maintain a continuous boundary. While portals have been used in both interactive games, such as thePortalseries, as well as in live action visual e?ects by texturing or compositing in footage, supporting path traced teleportation simpli?es our production process for fully animated content. The continuous de?nition of connected space allows for single shot renders and compositing setups and enables us to stage portals such that we can see a portal inside itself, enabling the creation of shots that recursively show repeating copies of the scene, as seen in Figure 1 (left). A picture-in-picture setup could also allow for the ?lming of another location through portals in space using additional shots, by this would require complex and error-prone coordination of both cameras in the two locations and characters to interactively update cameras and characters while seeing the view through the portal update live. This also allows our artists to focus on creative animation and staging in a single shot instead of needing to coordinate the content of multiple shots.

2 LIGHT TRANSPORT THROUGH A PORTAL

Since raytracing is a simulation of light transport using rays, it"s natural for the teleportal implementation in RenderMan to directly work on these. Our approach uses thehereandtherecopies of the portal geometry to de?ne a teleportation transform matrix which maps the local space of thehereportal to that of thethere portal. During rendering, when a ray hits thehereportal geometry, the integrator interrupts raytracing and applies the teleportation transform to the ray. This teleports it to the equivalent location and direction relative tothethereportal, afterwhich itcontinues tracing into the scene. The portal surface also carries shading signals for the surface normal, refractive index, opacity, and tinting, which give the artist the ability ?ne tune the look of the view through the portal. There are a number of advantages to performing the telepor- tation at the core of the ray tracer. First, the e?ect "just works" with most RenderMan features-depth of ?eld, recursive hits, mo- tion blur, shadowing, global illumination, volume rendering, and stereo rendering are all immediately compatible with this approach. Second, the work?ow it supports is signi?cantly easier than the alternative approach of using pre-rendered textures from another shot for the view through the portal. While shots containing portals are more complicated to animate and wrangle than typical shots, creating a seamless e?ect is much more easily achieved when ev- erything is kept in-camera as part of a single render pass, especially when the main camera view is moving quickly. As might be expected, a number of challenges were encountered, both technical and creative, once we moved beyond our develop- ment demos and into real production shots:

2.1 View frustum optimizations

which either RenderMan or other portions of our pipeline optimize assets to improve e?ciency. Typically, the far side of a portal would be o?-screen, often nearby, but sometimes a large distance away. Characters and sections of the set needed to be protected from our culling and level-of-detail operations to appear at full quality-or at all-when viewed through a portal. In addition, our lighters and set dressers work to camera. As a result, they often needed to make a second pass on portal shots to add set dressing and visual interest to areas of the scene that the portals revealed.

2.2 Clipping Planes

RenderMan supports arbitrary clipping planes. Our layout team uses these when they need to place a camera inside some geometry within the scene - the clipping plane causes camera rays to ignore that geometry while indirect and shadow rays treat it normally. Rays which have passed through a teleportal are considered by RenderMan to still be camera rays, and the arbitrary clipping planes will cull them. As a result, we avoided the use of these clipping planes in portal shots.

2.3 Geometric Visibility

If a shot calls for an object or character to move through a portal, ray teleportation only provides half of the solution by maintaining the seamless transition to the second copy at the far side. However, the portion of the geometry of the objectbehindthehereportal is not naturally culled or removed once it moves through thehere portal, but instead pokes out the back. If the portal is oblique to the camera, that extra geometry can be revealed and would need to be removed. The same situation occurs at thethereportal, but in reverse-geometry that is visible on the opposite side needs to be hidden. We considered using animated face culling or shading signals to remove geometry as it passes through the portal plane, but these approaches both involve per-asset work that would need to be redonw as the animation gets re?ned. Instead, we constrained a volume to the back of each portal which carried a "deathray" shading network. This would be spliced in to the shading network of any object which passes through the portal. When a ray hits the object, if the hit point is inside the volume, the shading network returns a fully transparent response and the ray continues as if the object had not been encountered, e?ectively rendering that part of the object invisible.

2.4 Light Sampling

While camera and indirect rays pass through a portal intact, Ren- derMan"s light selection component is unaware of them. As a result, lights shining through a portal will not be importance sampled cor- rectly for MIS. This produces noisy results or visible boundaries in the lighting of characters which penetrate the portals. Minor issues of this type were solved with compositing tweaks, while major is- sues required copies of the relevant lighting rigs to be made, placed at the equivalent location relative to the portal exit, and linked to only one copy of the character. Major issues needing duplicate rigs were only encountered in three shots, so a more robust technical solution was not pursued.

2.5 Temporal o?sets

action through a portal is staggered in time. For example, a punch into a portal overheremight emerge from the portal overthere

Into the Voyd: Teleportation of Light Transport inIncredibles 2DigiPro "18, August 11, 2018, Vancouver, BC, Canadaa few frames later. This adds a double-beat to the timing, which

increases the visual impact of the shot. It introduces a technical problem, however, because rays which enter the portal can not be are needed: onehereandtherecopy in sync with each other for one portal, and another pair for the time-delayed copy at thethere. One copy in each pair would have visibility rules set up that restrict their visibility to primary camera rays, this copy corresponds to the geometry that is not seen through a portal. The second copy of each pair would only be visible to camera rays which had passed through the portal; these copies were only visible inside the portals to maintain visual continuity.

2.6 Recursive Teleportation

For shots in which we see a portal inside itself, we want to avoid in?nite recursion when the portals line up closely to the camera view. To do so, we track a ray depth that speci?cally tracks portal hits, and we used this to limit the number of portal transitions a ray could make. This was tracked separately from RenderMan"s standard ray depth tracking so that scene lighting would be con- sistent, regardless of the number of portal teleportations a ray had encountered.

3 INTERACTIVE LAYOUT, VISUALIZATION,

AND ANIMATION WITH PORTALS

To allow our camera and staging and animation departments to set up portals, animate them, and animate objects and characters passing through them, we have developed a suite of tools to support interactive hardware rendering through a portal and the rigging tools needed to allow both rigid and deforming geometry to con- tinuously span the boundary of the portal. As we sometimes ?lm a single opening that connects to another region of the set, and at other times we ?lm both connected openings, we consider each opening to be a separate portal rig with its ownhereportal and thereportal. When we do ?lm both ends of a connected portal, we constrain eachthereportal to the position and location of the oppositehereportal. This approach allows for ?exibility to modify composition through each portal if needed and to create timing on portal motion that slightly deviates from the logical idea that space is connected to increase visual appeal. To provide an interactive hardware render of the view through a hereportal, we render an OpenGL pre-pass from another view that maintains the illusion of connected space. We then use a hardware shader to sample the pre-pass and map it to the correct location on thehereportal. To maintain this connected space illusion, we solve for an additionalthere camerato render the pre-pass texture. We"ve developed a teleportal constraint solver that maintains the therecamera"s spatial relationship to thethereportal"s transform, hereportal"s transform. By doing so, and additionally constraining the perspective projection parameters to be equivalent to those of the primary camera, we can interactively manipulate or animate our primary camera or either portal"s transform while correctly maintaining the illusion of connected space through thehereportal boundary. Finally, we solve for arbitrary clipping plane parameters on thetherecamera to prevent objects in front of thethereportal from appearing in the pre-pass texture. When props or characters pass through portals, we set up two copies, one on each side of the portal, to ensure that both light transport and the preview hardware renders appear continuous across the boundary. We ?rst use the teleportal constraint solver to determine the top-level transform on thetherecopy of the object. Users can then manipulate the primary object, near thehereportal, to see both copies moving in sync and appearing to align at the portal boundary. For deforming characters, we can constrain the deformation parameters to be equal, or we can copy values from the primary copy to thetherecopy; we"ve found cases where each work?ow is useful. We can also procedurally cull portions of an object that pass through a portal to prevent seeing this portion of the geometry when we ?lm a portal from an oblique angle. While geometric instancing could be used to reduce memory overhead in both our animation software and at render time, the limited gain from removing a single additional copy did not justify the additional pipeline complexity. of the character to maintain visual continuity of geometry across the portal boundary. At left, as seen from an interactive view above the scene, the primary copy of the character (screen right), reaches through one portal and her arm should appear to exit the other side. The second copy of the character (screen left) is constrained using our teleportal constraint solver and responds interactively as we modify the primary copy of the character or either portal, and the procedurally geometry culling prevents the portion of the character behind the portals from being visible. When seen from the primary camera (bottom), the teleportal constraint solver positions cameras to create the pre-pass textures for the portals that maintain the illusion of visual continuity into the portals. This interactive view allows us to ensure that the geometry will appear continuous at the boundary for ?nal renders. The portal constraint solver takes a reference frame on thehere side of the portal,MH, and determines a corresponding reference frame on thethereside,MT, that maintains visual continuity of both camera views and geometry that span the portal boundary. If the portal reference frames are speci?ed asPHandPT, the solver evaluates the result asMT=PTP-1HMH. For interactive cameras, MTdetermines the transform of the camera for the prepass render. For characters,MTdetermines the top-level transformation. To maintain visual continuity, as well as consistency with the tele- ported rays in the renderer, we keep remaining parameters in sync for each copy; this includes parameters for the camera"s ?eld of view and for the character"s deforming pose. When characters grab objects or other characters through a portal, we need to ensure that our standard constraint solvers and inverse kinematic rigs appear to function correctly through the portal to connect to constraint targets and end e?ectors on the thereside. If we were to use these solvers without accounting for the portals, the solvers would create implausible states in which a character is stretched across normal space to the area of thethere portal, instead of appearing to pass through the portal. To account for this, we de?ne a secondherecopy of the constraint target or end e?ector near thehereportal, which mirrors the original copy near thethereportal. We then use an inverted version of the portal

DigiPro "18, August 11, 2018, Vancouver, BC, Canada Coleman, Peachey, Ne?leship, Villemin, and Jonesconstraint solver to position and orient the constraint target or

end e?ector such that it maintains a spatial relationship to thehere portal that is equal to that of the original to thethereportal. As described in Section 1, in a handful of shots, characters pass through portals with a few frames of temporal o?set, e?ectively experiencing a fraction of a second of time travel. While not a story point in itself, allowing for this kind of ?exibility has given anima- tors greater freedom to create compelling motion that reads clearly on screen. To support this for animation, we create a character pair for each unique time, and each pair is then constrained across the portal boundary. While we could also constrain body pose param- eters between the temporally o?set pairs, animators preferred to copy these values to allow them to cheat the pose of the temporally o?set pair for visual appeal.Figure 2: An interactive view of a portal (top) and the re- sulting view from the primary camera (bottom), maintain- ing the illusion of visual continuity into the portal.©Dis- ney/Pixar.

4 PORTAL BOUNDARY EFFECTS

The portal boundary was visually conceived as a rotational and unstable ring connecting two locations in space (Figure 1). The boundary is also luminous in nature, emitting light and a?ecting the objects and characters on both sides of the portal. This design presented two challenges for our e?ects artists. First, we need to any individual shot, including modi?cations to scene composition and portal motion. Second, we need the portal boundary to be a luminous and graphic object that would interact with the scene and characters. Furthermore, the object needs to be generated as ?lm renders progress to allow the same boundary to be visible as multiple copies when portals align to the camera, allowing us to set up visually recursive compositions. at the origin, and we modify the frequency and speed to maintain a consistent visual perception of motion, rather than a constant speed. Angular velocity can be modi?ed to account for the distance to the portal, the portal"s orientation, and the length of time that it is visible. Counter rotational curves are included and adjusted to create the appearance of instability. Finally, the boundary can be exported to our Presto animation software to share the actual geom- etry and motion our to animators and camera and staging artists, as the e?ect can a?ect shot composition and character motion. To render the boundary, shaders are authored for RenderMan to enable the rendering of the boundary, transport geometry, and environment in a single pass. Since we sometimes need to align portals, to allow us to recursively see copies of the portal inside itself at various depths, we are limited in our practical ability to use traditional compositing methods. We cache motion blur values into the curve geometry to save render time and to avoid the complexity of setting up accurate curved motion blur for curves moving at a variety of speeds. Color and intensity are also baked into the ge- ometry to support re?ections onto characters and the environment. The boundary also determines the edge of the region where we apply ray teleportation, so we export moving curve data in point clouds that we can access in the shader for the portal surface.

5 CONCLUSION

By supporting spatial teleportation directly through light transport, we have enabled work?ows that allow users to work with single shot setups that natively support the rendering of the view through the portals. This interactive layout and animation toolset has sim- pli?ed how we can incorporate the view through the portals into an existing shot, allowing users to creatively experiment with inter- active feedback. While there is a learning curve for users who work with this approach, it"s enabled the creation numerous shots that include complex character interaction with a number of portals.quotesdbs_dbs19.pdfusesText_25
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