• 学术搜索
  • 科研智能体
    • Research Labs
    • AI 阅读
    • AI 文库
    • 深度研究
    • 学者亮点
  • 学术资源
    • AI2000
    • 期刊/会议
    • 学者库
    • 学术API
    • 溯源树
    • 数据集
  • 知识沉淀
    • 学术空间
订阅小程序
旧版功能
aminer vip
开通会员低至0.73元/天
一次搞定AI科研
立即登录
  • English
  • 联系方式
    卢

    卢卡斯影业

    Lucasfilm
    企业
    43论文总数
    7,291引用总数

    卢卡斯影业有限公司是乔治·卢卡斯于1971年在加州旧金山建立的美国电影公司。目前,卢卡斯担任公司主席和首席执行官,Micheline Chau则是公司总裁和首席运营官。

    论文量&引用量时间轴

    机构学者

    排序
    Alvy Ray Smith
    Alvy Ray Smith
    Ars Longa;Baobab Studios
    论文:4引用:0H-index:0
    James Moorer
    James Moorer
    Florida State University
    论文:3引用:0H-index:0
    Holman, T.
    Holman, T.
    TMH Corp
    论文:3引用:0H-index:0
    R Guggenheim
    R Guggenheim
    LUCASFILM LTD
    论文:3引用:0H-index:0
    A Cohen
    A Cohen
    LUCASFILM LTD
    论文:3引用:0H-index:0
    Stephen Hill
    Stephen Hill
    Advanced Development Group, Lucasfilm
    论文:2引用:0H-index:0
    William T. Reeves
    William T. Reeves
    Sprocket Systems, Lucasfilm
    论文:2引用:0H-index:0
    Robert L. Cook
    Robert L. Cook
    U.S. General Services Administration
    论文:2引用:0H-index:0
    JA MOORER
    JA MOORER
    DROID WORKS
    论文:2引用:0H-index:0

    论文(43)

    年份
    起
    –
    止
    排序
    1OpenPBR: Novel Features and Implementation Details
    Jamie Portsmouth, Peter Kutz, Stephen Hill

    OpenPBR is a physically based, standardized uber-shader developed for interoperable material authoring and rendering across VFX, animation, and design visualization workflows. This document serves as a companion to the official specification, offering deeper insight into the model's development and more detailed implementation guidance, including code examples and mathematical derivations. We begin with a description of the model's formal structure and theoretical foundations - covering slab-based layering, statistical mixing, and microfacet theory - before turning to its physical components. These include metallic, dielectric, subsurface, and glossy-diffuse base substrates, followed by thin-film iridescence, coat, and fuzz layers. A special-case mode for rendering thin-walled objects is also described. Additional sections explore technical topics in greater depth, such as the decoupling of specular reflectivity from transmission, the choice of parameterization for subsurface scattering, and the detailed physics of coat darkening and thin-film interference. We also discuss planned extensions, including hazy specular reflection and retroreflection.

    2025CoRR(2025)引用:1
    引用
    AI阅读
    加入学术空间
    2Lights, Camera, Interaction! the Real-Time Technology of ILM StageCraft
    Stephen Hill,Jeroen (J.) Schulte

    LED volume virtual production brings its own unique set of challenges that differ from typical applications of real-time rendering. ILM StageCraft is a complete suite of virtual production tools that incorporates powerful off-the-shelf systems, such as Unreal, with proprietary solutions that allow us to overcome these challenges—always with the goal of using the very best tool for the job. To meet the most demanding requirements for The Mandalorian season 2 and beyond, Industrial Light & Magic (ILM) developed and augmented proprietary technology solutions in StageCraft 2.0, including a new real-time rendering engine, Helios, and a collection of interactive tools that give filmmakers the freedom, creative feedback, and real-time control to make immediate adjustments on set. Powered by ILM’s award-winning set of tools focused on rendering, lighting, and color, creatives can achieve their desired looks and goals without having to wait for traditional post-production or DI to take place. Since season 2 of The Mandalorian, ILM has continued to evolve the Helios renderer, expanding what’s possible not only in terms of visual fidelity but also visual adjustability, through a real-time toolset that allows on-set operators to rapidly respond (in a matter of seconds!) to late-breaking changes in creative direction, in ways that make intuitive sense for filmmakers rather than technologists and gamers. This groundbreaking approach saves significant time on set while also providing greater creative control and insights over the final result, allowing for an unprecedented degree of freedom and flexibility to make the right choices on the day. This talk will address why, in today’s landscape, you would even consider writing a set of proprietary tools and renderer. It will cover the various aspects of ILM StageCraft rendering and operations, from the streaming systems that feed the Helios renderer, to the core rendering passes (geometry submission, direct lighting, ray-traced reflections, volumetrics, etc.) that compose a frame, as well as the various controls we provide for on-the-day tweaks to virtual content. Along the way, we will discuss our integrated and seamless color pipeline that provides end-to-end confidence in the quality of the captured results. We will also point out some gotchas with using established real-time rendering techniques in the context of the LED volume and how we overcame them. Finally, we will touch on how ILM StageCraft fits within the larger picture of visual effects production and where we plan to take it in the future.

    2023DigiPro '23 Proceedings of the Digital Production Symposium(2023)
    引用
    AI阅读
    加入学术空间
    3Physically Based Shading in Theory and Practice
    Stephen Hill,Stephen McAuley,Laurent Belcour, Will Earl, Niklas Harrysson,Sébastien Hillaire,Naty Hoffman, Lee Kerley, Jasmin Patry, Rob Pieké, Igor Skliar, Jonathan Stone,

    Some Thoughts on the Fresnel Term Naty Hoffman The Fresnel term would appear to be the best-understood part of the microfacet model --- one can simply use the original equations, or an approximation (usually Schlick's) if computation cost is at a premium. However, in this talk, we will show that all is not as it seems, and that even the humble Fresnel term can hold some surprises. This talk builds on a previous presentation at the 2019 Eurographics Workshop on Material Appearance Modeling [Hof19], extending it into a more comprehensive overview.

    2020SIGGRAPH '20 ACM SIGGRAPH 2020 Courses(2020)引用:15
    引用
    AI阅读
    加入学术空间
    4Advances in real-time rendering in games
    Guillaume Abadie, Steve McAuley, Evegenii Golubev,Stephen Hill,Sebastien Lagarde

    No abstract available.

    2018SIGGRAPH(2018)引用:13
    引用
    AI阅读
    加入学术空间
    5Vr In A Galaxy Far, Far Away
    John Bucher, Rob Bredow
    2018STORYTELLING FOR VIRTUAL REALITY: METHODS AND PRINCIPLES FOR CRAFTING IMMERSIVE NARRATIVES(2018)
    引用
    AI阅读
    加入学术空间
    立即登录,查看全部 43 篇论文

    合作机构(15)

    Epic Games合作论文 2
    欧特克公司合作论文 2
    多伦多大学合作论文 2
    光影魔幻工业合作论文 2
    Unity Technologies合作论文 2
    奥多比系统公司合作论文 1
    德克萨斯大学奥斯汀分校合作论文 1
    卢卡斯艺术合作论文 1
    法国国立计算机科学及自动化研究院合作论文 1
    衰仔打手工作室合作论文 1

    机构统计