Tag Archives: lighting

Digital Emily on github

The Digital Emily project provides texture maps, geometry and reference photography for a model scanned in the Light Stage.


A github repository has been created with Maya assets ready for use in matching the real Emily with many different renderers. The data set currently includes example images and materials set up for Maya and mental ray. These were created with an eye towards facilitating further experimentation with the existing dataset, extending material definitions for Vray and the skin shader in OSL provided on the main site.

The github repository can be found here: Digital Emily on github

Open-source projects

The top level link for Duiker Research open-source projects is:

The project list includes:

Additional open source work can be found on the Nukepedia site:

ACEScg: A Common Color Encoding for Visual Effects Applications

ACEScg Digipro 2015_header


Haarm-Pieter Duiker, Duiker Research Alexander Forsythe, AMPAS Scott Dyer, AMPAS Ray Feeney, RFX
Will McCown, Consultant Jim Houston, Starwatcher Digital Andy Maltz, AMPAS Doug Walker, Autodesk

The Academy Color Encoding System 1.0 (ACES) was launched in December 2014 by the Academy of Motion Picture Arts and Sciences. The result of over 10 years of industry-driven development and testing, ACES provides a standardized color management infrastructure to replace what was lost in the transition away from film. A key application addressed by ACES 1.0 is visual effects production. The addition of the ACEScg color encoding to compositing, lighting, rendering and other CG workflows will simplify element interchange and preview, as well as enable high dynamic range and wide gamut deliverables.


The full writeup and slides are available below
Continue reading

ACES 1.0 OpenColorIO config


“ACES 1.0 OpenColorIO config”, a presentation at the Siggraph 2015 ACES Birds of a Feather.

Links relevant to the ACES 1.0.1 OpenColorIO configuration:

The slides are available below.
Continue reading

Filmic Tonemapping for Real-time Rendering


A presentation from the Siggraph 2010 Course on Color presentation “Filmic Tonemapping for Real-time Rendering”. This is an extension of the presentation from 2006 that includes an analytical approximation used in Naughty Dog’s Uncharted 2 as well as still from the game.

Articles about the technique or games that have used the technique

Slides can be found below.
Continue reading

Filmic Tonemapping and Color In Games

Filmic Tonemapping Mt Tam

A presentation at Electronic Arts in 2006 on Filmic Tonemapping, a technique from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.

Articles about the technique or games that have used the technique

Slides are available below.
Continue reading

Lighting Reconstruction for “The Matrix” sequels



The Siggraph 2003 presentation on the ESC Lighting Reconstruction Toolkit, an Image-Based Lighting approach used on The Matrix Reloaded and The Matrix Revolutions are online here.


Haarm-Pieter Duiker, ESC Entertainment

The demands of photo-realism required of the effects for The Matrix Reloaded and The Matrix Revolutions led us to create a system for directly and accurately reconstructing real world lighting environments. The Lighting Reconstruction Toolkit builds on research in the area of Image-based Lighting and extends current techniques to enable the reconstruction of lighting that more closely matches the real world.

The full writeup and slides are available below
Continue reading