Abstract
Pixar’s RenderMan renderer is used to render all of Pixar’s films and by many film studios to render visual effects for live-action movies. RenderMan started as a scanline renderer based on the Reyes algorithm, and it was extended over the years with ray tracing and several global illumination algorithms.
This article describes the modern version of RenderMan, a new architecture for an extensible and programmable path tracer with many features that are essential to handle the fiercely complex scenes in movie production. Users can write their own materials using a bxdf interface and their own light transport algorithms using an integrator interface—or they can use the materials and light transport algorithms provided with RenderMan. Complex geometry and textures are handled with efficient multi-resolution representations, with resolution chosen using path differentials. We trace rays and shade ray hit points in medium-sized groups, which provides the benefits of SIMD execution without excessive memory overhead or data streaming. The path-tracing architecture handles surface, subsurface, and volume scattering. We show examples of the use of path tracing, bidirectional path tracing, VCM, and UPBP light transport algorithms. We also describe our progressive rendering for interactive use and our adaptation of denoising techniques.
- Attila Áfra, Carsten Benthin, Ingo Wald, and Jacob Munkberg. 2016. Local shading coherence extraction for SIMD-efficient path tracing on CPUs. In Proceedings of the Conference on High Performance Graphics. 119--128. Google ScholarDigital Library
- Abdalla Ahmed, Till Niese, Hui Huang, and Oliver Deussen. 2017. An adaptive point sampler on a regular lattice. ACM Trans. Graph. 36, 4, Article 138 (2017). Google ScholarDigital Library
- Anthony Apodaca and Larry Gritz. 2000. Advanced RenderMan: Creating CGI for Motion Pictures. Morgan Kaufmann. Google ScholarDigital Library
- James Arvo and David Kirk. 1990. Particle transport and image synthesis. Comput. Graph. 24, 4 (1990), 63--66. Google ScholarDigital Library
- Steve Bako, Thijs Vogels, Brian McWilliams, Mark Meyer, Jan Novák, Alex Harvill, Pradeep Sen, Tony DeRose, and Fabrice Rousselle. 2017. Kernel-predicting convolutional networks for denoising Monte Carlo renderings. ACM Trans. Graph. 36, 4, Article 97 (2017). Google ScholarDigital Library
- Ronen Barzel. 1997. Lighting controls for computer cinematography. J. Graph. Tools 2, 1 (1997), 1--20. Google ScholarDigital Library
- Laurent Belcour, Ling-Qi Yan, Ravi Ramamoorthi, and Derek Nowrouzezahrai. 2015. Antialiasing Complex Global Illumination Effects in Path-space. Technical Report 1375. University of Montreal.Google Scholar
- Janet Berlin, Brent Burley, Lawrence Chai, Andrew Selle, Dan Teese, and Tom Thompson. 2011. SeExpr. Retrieved from www.disneyanimation.com/technology/seexpr.html.Google Scholar
- Benedikt Bitterli, Wenzel Jakob, Jan Novák, and Wojciech Jarosz. 2018. Reversible jump metropolis light transport using inverse mappings. ACM Trans. Graph. 37, 1 (2018). Google ScholarDigital Library
- Antoni Buades, Bartomeu Coll, and Jean-Michel Morel. 2005. A review of image denoising algorithms, with a new one. Multiscale Model. Simul. 4, 2 (2005), 490--530.Google ScholarCross Ref
- Michael Bunnell. 2005. Dynamic ambient occlusion and indirect lighting. In GPU Gems 2, Matt Pharr (Ed.). Addison-Wesley, 223--233.Google Scholar
- Brent Burley. 2015. Extending the disney BRDF to a BSDF with integrated subsurface scattering. In the Physically Based Shading in Theory and Practice SIGGRAPH Course. Google ScholarDigital Library
- Brent Burley and Dylan Lacewell. 2008. Ptex: Per-face texture mapping for production rendering. Comput. Graph. Forum 27, 4 (2008), 1155--1164. Google ScholarDigital Library
- Edwin Catmull and James Clark. 1978. Recursively generated B-spline surfaces on arbitrary topological meshes. Comput. Aided Design 10, 6 (1978), 350--355.Google ScholarCross Ref
- Chakravarty Chaitanya, Anton Kaplanyan, Christoph Schied, Marco Salvi, Aaron Lefohn, Derek Nowrouzezahrai, and Timo Aila. 2017. Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder. ACM Trans. Graph. 36, 4, Article 98 (2017). Google ScholarDigital Library
- Matt Jen-Yuan Chiang, Peter Kutz, and Brent Burley. 2016. Practical and controllable subsurface scattering for production path tracing. In Proceedings of the SIGGRAPH Tech Talks. Google ScholarDigital Library
- Per Christensen. 2008. Point-based Approximate Color Bleeding. Technical Report 08-01. Pixar Animation Studios.Google Scholar
- Per Christensen and Dana Batali. 2004. An irradiance atlas for global illumination in complex production scenes. Proceedings of the Eurographics Symposium on Rendering Techniques, 133--141. Google ScholarDigital Library
- Per Christensen and Brent Burley. 2015. Approximate Reflectance Profiles for Efficient Subsurface Scattering. Technical Report 15-04. Pixar Animation Studios.Google Scholar
- Per Christensen, Julian Fong, David Laur, and Dana Batali. 2006. Ray tracing for the movie Cars. In Proceedings of the IEEE Symposium on Interactive Ray Tracing. 1--6.Google Scholar
- Per Christensen, George Harker, Jonathan Shade, Brenden Schubert, and Dana Batali. 2012. Multiresolution radiosity caching for global illumination in movies. In Proceedings of the SIGGRAPH Tech Talks. Google ScholarDigital Library
- Per Christensen, David Laur, Julian Fong, Wayne Wooten, and Dana Batali. 2003. Ray differentials and multiresolution geometry caching for distribution ray tracing in complex scenes. Comput. Graph. Forum 22, 3 (2003), 543--552.Google ScholarCross Ref
- Andrew Clinton and Mark Elendt. 2009. Rendering volumes with microvoxels. In Proceedings of the SIGGRAPH Tech Talks. Google ScholarDigital Library
- Robert Cook. 2007. 3D Paint Baking Proposal. Technical Report 07-16. Pixar Animation Studios.Google Scholar
- Robert Cook, Loren Carpenter, and Edwin Catmull. 1987. The Reyes image rendering architecture. Comput. Graph. 21, 4 (1987), 95--102. Google ScholarDigital Library
- Robert Cook, Thomas Porter, and Loren Carpenter. 1984. Distributed ray tracing. Comput. Graph. 18, 3 (1984), 137--145. Google ScholarDigital Library
- R. Cranley and T. Patterson. 1976. Randomization of number theoretic methods for multiple integration. SIAM J. Numer. Anal. 13, 6 (1976), 904--914.Google ScholarDigital Library
- Ken Dahm and Alexander Keller. 2017. Learning light transport the reinforced way. In the SIGGRAPH Tech Talks. Google ScholarDigital Library
- Mark Dippé and Erling Wold. 1985. Antialiasing through stochastic sampling. Comput. Graph. 19, 3 (1985), 69--78. Google ScholarDigital Library
- David Dobkin, David Eppstein, and Don Mitchell. 1996. Computing the discrepancy with applications to supersampling patterns. ACM Trans. Graph. 15, 4 (1996), 354--376. Google ScholarDigital Library
- Elmar Eisemann and Frédo Durand. 2004. Flash photography enhancement via intrinsic relighting. ACM Trans. Graph. 23, 3 (2004), 673--678. Google ScholarDigital Library
- Manfred Ernst, Marc Stamminger, and Günther Greiner. 2006. Filter importance sampling. In Proceedings of IEEE Symposium on Interactive Ray Tracing. 125--132.Google ScholarCross Ref
- Henri Fauré and Christiane Lemieux. 2009. Generalized Halton sequences in 2008: a comparative study. ACM Trans. Model. Comput. Simul. 19, 4, Article 15 (2009). Google ScholarDigital Library
- Matthew Fisher, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, William Mark, and Pat Hanrahan. 2009. DiagSplit: Parallel, crack-free, adaptive tessellation for micropolygon rendering. ACM Trans. Graph. 28, 5, Article 150 (2009). Google ScholarDigital Library
- Julian Fong, Ralf Habel, Magnus Wrenninge, and Christopher Kulla. 2017. Production volume rendering. In the SIGGRAPH Courses. Google ScholarDigital Library
- Iliyan Georgiev and Marcos Fajardo. 2016. Blue-noise dithered sampling. In Proceedings of the SIGGRAPH Tech Talks. Google ScholarDigital Library
- Iliyan Georgiev, Jaroslav Křivánek, Tomáš Davidovič, and Philipp Slusallek. 2012. Light transport simulation with vertex connection and merging. ACM Trans. Graph. 31, 6, Article 192 (2012). Google ScholarDigital Library
- Stéphane Grabli, Stephan Steinbach, and Mike King. 2012. Ratgather: How to turn RenderMan into a progressive path tracer. Proceedings of the RenderMan User Group Meeting.Google Scholar
- Larry Gritz and James Hahn. 1996. BMRT: A global illumination implementation of the RenderMan standard. J. Graph. Tools 1, 3 (1996), 29--47. Google ScholarDigital Library
- Larry Gritz, Clifford Stein, Chris Kulla, and Alejandro Conty. 2010. Open shading language. In the SIGGRAPH Tech Talks. Google ScholarDigital Library
- Leonhard Grünschloß, Matthias Raab, and Alexander Keller. 2010. Enumerating quasi-Monte Carlo point sequences in elementary intervals. In Proceedings of Monte Carlo and Quasi-Monte Carlo Methods. 399--408.Google Scholar
- Toshiya Hachisuka, Jacopo Pantaleoni, and Henrik Wann Jensen. 2012. A path space extension for robust light transport simulation. ACM Trans. Graph. 31, 6, Article 191 (2012). Google ScholarDigital Library
- John Halton. 1964. Algorithm 247: Radical-inverse quasi-random point sequence. Commun. ACM 7, 12 (1964), 701--702. Google ScholarDigital Library
- John Hammersley. 1960. Monte Carlo methods for solving multivariable problems. Ann. NY Acad. Sci. 86 (1960), 844--874.Google ScholarCross Ref
- Pat Hanrahan and Jim Lawson. 1990. A language for shading and lighting calculations. Comput. Graph. 24, 4 (1990), 289--298. Google ScholarDigital Library
- Paul Heckbert. 1990. Adaptive radiosity textures for bidirectional ray tracing. Comput. Graph. 24, 4 (1990), 145--154. Google ScholarDigital Library
- Christophe Hery, Ryusuke Villemin, and Anton Kaplanyan. 2017a. Emeryville: Where all the fun light transports happen. In Proceedings of the Path Tracing in Production: Part 2 SIGGRAPH Course.Google Scholar
- Christophe Hery, Ryusuke Villemin, and Junyi Ling. 2017b. Pixar’s foundation for materials. In Proceedings of the Physically Based Shading SIGGRAPH Course.Google Scholar
- Fred Hickernell. 2003. My dream quadrature rule. J. Complex. 19, 3 (2003), 420--427. Google ScholarDigital Library
- Homan Igehy. 1999. Tracing ray differentials. Proceedings of SIGGRAPH. 179--186. Google ScholarDigital Library
- Thiago Ize. 2013. Robust BVH ray traversal. J. Comput. Graph. Tech. 2, 2 (2013), 12--27.Google Scholar
- Henrik Wann Jensen. 1995. Importance driven path tracing using the photon map. In Proceedings of the Eurographics Workshop on Rendering. 326--335.Google ScholarCross Ref
- Henrik Wann Jensen and Juan Buhler. 2002. A rapid hierarchical rendering technique for translucent materials. ACM Trans. Graph. 21, 3 (2002), 576--581. Google ScholarDigital Library
- Henrik Wann Jensen, Steve Marschner, Marc Levoy, and Pat Hanrahan. 2001. A practical model for subsurface light transport. Proceedings of SIGGRAPH. 511--518. Google ScholarDigital Library
- Stephen Joe and Frances Kuo. 2008. Constructing Sobol’ sequences with better two-dimensional projections. SIAM J. Sci. Comput. 30, 5 (2008), 2635--2654. Google ScholarDigital Library
- Jim Kajiya. 1986. The rendering equation. Comput. Graph. 20, 4 (1986), 143--150. Google ScholarDigital Library
- Timothy Kay and James Kajiya. 1986. Ray tracing complex scenes. Comput. Graph. 20, 4 (1986), 269--278. Google ScholarDigital Library
- Csaba Kelemen, László Szirmay-Kalos, György Antal, and Ferenc Csonka. 2002. A simple and robust mutation strategy for the Metropolis light transport algorithm. Comput. Graph. Forum 21, 3 (2002), 531--540.Google ScholarCross Ref
- Andrew Kensler. 2013. Correlated Multi-jittered Sampling. Technical Report 13-01. Pixar Animation Studios.Google Scholar
- Alan King, Christopher Kulla, Alejandro Conty, and Marcos Fajardo. 2013. BSSRDF importance sampling. In the SIGGRAPH Tech Talks. Google ScholarDigital Library
- Craig Kolb, Don Mitchell, and Pat Hanrahan. 1995. A realistic camera model for computer graphics. Proceedings of SIGGRAPH. 317--324. Google ScholarDigital Library
- Thomas Kollig and Alexander Keller. 2002. Efficient multidimensional sampling. Comput. Graph. Forum. 21, 3 (2002), 557--563.Google ScholarCross Ref
- Jaroslav Křivánek and Eugene d’Eon. 2014. A zero-variance-based sampling scheme for Monte Carlo subsurface scattering. In Proceedings of the SIGGRAPH Tech Talks. Google ScholarDigital Library
- Jaroslav Křivánek, Pascal Gautron, Greg Ward, Henrik Wann Jensen, Eric Tabellion, and Per Christensen. 2008. Practical global illumination with irradiance caching. In the SIGGRAPH Courses.Google Scholar
- Jaroslav Křivánek, Iliyan Georgiev, Toshiya Hachisuka, Petr Vévoda, Martin Šik, Derek Nowrouzezahrai, and Wojciech Jarosz. 2014. Unifying points, beams, and paths in volumetric light transport simulation. ACM Trans. Graph. 33, 4, Article 103 (2014). Google ScholarDigital Library
- Eric Lafortune and Yves Willems. 1993. Bi-directional path tracing. In Proceedings of Compugraphics. 145--153.Google Scholar
- Eric Lafortune and Yves Willems. 1995. A 5D tree to reduce the variance of Monte Carlo ray tracing. Proceedings of the Eurographics Workshop on Rendering. 11--20.Google ScholarCross Ref
- Hayden Landis. 2002. Production-ready global illumination. In Proceedings of the RenderMan in Production SIGGRAPH Course. 87--102.Google Scholar
- Gerhard Larcher and Friedrich Pillichshammer. 2001. Walsh series analysis of the -discrepancy of symmetrisized point sets. Monatshefte für Mathematik 132 (Apr. 2001), 1--18.Google Scholar
- LollipopShaders. 2018. Retrieved from www.lollipopshaders.com.Google Scholar
- Charles Loop. 1987. Smooth Subdivision Surfaces Based on Triangles. Master’s thesis. University of Utah.Google Scholar
- Marco Manzi, Fabrice Rousselle, Markus Kettunen, Jaakko Lehtinen, and Matthias Zwicker. 2014. Improved sampling for gradient-domain metropolis light transport. ACM Trans. Graph. 33, 6, Article 178 (2014). Google ScholarDigital Library
- Stephen Marschner, Henrik Wann Jensen, Mike Cammarano, Steve Worley, and Pat Hanrahan. 2003. Light scattering from human hair fibers. ACM Trans. Graph. 22, 3 (2003), 780--791. Google ScholarDigital Library
- William Martin, Elaine Cohen, Russel Fish, and Peter Shirley. 2000. Practical ray tracing of trimmed NURBS surfaces. J. Graph. Tools 5, 1 (2000), 27--52. Google ScholarDigital Library
- Johannes Meng, Johannes Hanika, and Carsten Dachsbacher. 2016. Improving the Dwivedi sampling scheme. Comput. Graph. Forum 35, 4 (2016), 37--44. Google ScholarDigital Library
- Don Mitchell. 1987. Generating antialiased images at low sampling densities. Comput. Graph. 21, 4 (1987), 65--72. Google ScholarDigital Library
- Don Mitchell. 1991. Spectrally optimal sampling for distribution ray tracing. Comput. Graph. 25, 4 (1991), 157--164. Google ScholarDigital Library
- Don Mitchell. 1992. Ray tracing and irregularities in distribution. Proceedings of the Eurographics Workshop on Rendering. 61--69.Google Scholar
- Don Mitchell. 1996. Consequences of stratified sampling in graphics. Proceedings of SIGGRAPH. 277--280. Google ScholarDigital Library
- Thomas Müller, Markus Gross, and Jan Novák. 2017. Practical path guiding for efficient light-transport simulation. Comput. Graph. Forum 36, 4 (2017), 91--100. Google ScholarDigital Library
- Ken Museth. 2013. VDB: High-resolution sparse volumes with dynamic topology. ACM Trans. Graph. 32, 3, Article 27 (2013). Google ScholarDigital Library
- Koji Nakamaru and Yoshio Ohno. 2002. Ray tracing for curves primitive. J. WSCG 10 (2002), 311--316.Google Scholar
- Jan Novák, Andrew Selle, and Wojciech Jarosz. 2014. Residual ratio tracking for estimating attenuation in participating media. ACM Trans. Graph. 33, 6, Article 179 (2014). Google ScholarDigital Library
- Victor Ostromoukhov, Charles Donohue, and Pierre-Marc Jodoin. 2004. Fast hierarchical importance sampling with blue noise properties. ACM Trans. Graph. 23, 3 (2004), 488--495. Google ScholarDigital Library
- Art Owen. 1997. Monte Carlo variance of scrambled net quadrature. SIAM J. Numer. Anal. 34, 5 (1997), 1884--1910. Google ScholarDigital Library
- Jacopo Pantaleoni. 2017. Charted Metropolis light transport. ACM Trans. Graph. 36, 4, Article 75 (2017). Google ScholarDigital Library
- Darwyn Peachey. 1990. Texture on Demand. Technical Report 217. Pixar Animation Studios.Google Scholar
- Leonid Pekelis, Christophe Hery, Ryusuke Villemin, and Junyi Ling. 2015. A Data-driven Light Scattering Model for Hair. Technical Report 15-02. Pixar Animation Studios.Google Scholar
- Fabio Pellacini, Kiril Vidimče, Aaron Lefohn, Alex Mohr, Mark Leone, and John Warren. 2005. Lpics: A hybrid hardware-accelerated relighting engine for computer cinematography. ACM Trans. Graph. 24, 3 (2005), 464--470. Google ScholarDigital Library
- Georg Petschnigg, Richard Szeliski, Maneesh Agrawala, Michael Cohen, Hugues Hoppe, and Kentaro Toyama. 2004. Flash photography enhancement via intrinsic relighting. ACM Trans. Graph. 23, 3 (2004), 664--672. Google ScholarDigital Library
- Matt Pharr, Wenzel Jakob, and Greg Humphreys. 2017. Physically Based Rendering: From Theory to Implementation, 3rd ed. Morgan Kaufmann. Google ScholarDigital Library
- Les Piegl and Wayne Tiller. 1997. The NURBS Book. Springer-Verlag. Google ScholarDigital Library
- Matthias Raab, Daniel Seibert, and Alexander Keller. 2006. Unbiased global illumination with participating media. In Proceedings of Monte Carlo and Quasi-Monte Carlo Methods. 591--606.Google Scholar
- Jonathan Ragan-Kelley, Charlie Kilpatrick, Brian Smith, Doug Epps, Paul Green, Christophe Hery, and Frédo Durand. 2007. The Lightspeed automatic interactive lighting preview system. ACM Trans. Graph. 26, 3, Article 25 (2007). Google ScholarDigital Library
- William Reeves, David Salesin, and Robert Cook. 1987. Rendering antialiased shadows with depth maps. Comput. Graph. 21, 4 (1987), 283--291. Google ScholarDigital Library
- Bernhard Reinert, Tobias Ritschel, Hans-Peter Seidel, and Iliyan Georgiev. 2015. Projective blue-noise sampling. Comput. Graph. Forum 35, 1 (2015), 285--295. Google ScholarDigital Library
- Fabrice Rousselle, Marco Manzi, and Matthias Zwicker. 2013. Robust denoising using feature and color information. Comput. Graph. Forum 32, 7 (2013), 121--130.Google ScholarCross Ref
- Thorsten-Walther Schmidt, Fabio Pellacini, Derek Nowrouzezahrai, Wojciech Jarosz, and Carsten Dachsbacher. 2016. State of the art in artistic editing of appearance, lighting, and material. Comput. Graph. Forum 35, 1 (2016), 216--233. Google ScholarDigital Library
- Peter Shirley. 1991. Discrepancy as a quality measure for sample distributions. Proceedings of the Eurographics Conference. 183--193.Google Scholar
- Peter Shirley, Changyaw Wang, and Kurt Zimmerman. 1996. Monte Carlo techniques for direct lighting calculations. ACM Trans. Graph. 15, 1 (1996), 1--36. Google ScholarDigital Library
- Ilya Sobol’. 1967. On the distribution of points in a cube and the approximate evaluation of integrals. USSR Comput. Math. Math. Phys. 7, 4 (1967), 86--112.Google ScholarCross Ref
- Eric Tabellion and Arnauld Lamorlette. 2004. An approximate global illumination system for computer generated films. ACM Trans. Graph. 23, 3 (2004), 469--476. Google ScholarDigital Library
- Carlo Tomasi and Roberto Manduchi. 1998. Bilateral filtering for gray and color images. In Proceedings of the International Conference on Computer Vision. 839--846. Google ScholarDigital Library
- Steve Upstill. 1990. The RenderMan Companion. Addison Wesley.Google Scholar
- Eric Veach and Leonidas Guibas. 1994. Bidirectional estimators for light transport. In Proceedings of the Eurographics Workshop on Rendering. 147--162.Google Scholar
- Eric Veach and Leonidas Guibas. 1995. Optimally combining sampling techniques for Monte Carlo rendering. Proceedings of SIGGRAPH. 419--428. Google ScholarDigital Library
- Eric Veach and Leonidas Guibas. 1997. Metropolis light transport. Proceedings of SIGGRAPH. 65--76. Google ScholarDigital Library
- Jiři Vorba, Ondřej Karlik, Martin Šik, Tobias Ritschel, and Jaroslav Křivánek. 2014. On-line learning of parameteric mixture models for light transport simulation. ACM Trans. Graph. 33, 4, Article 101 (2014). Google ScholarDigital Library
- Ingo Wald, Philipp Slusallek, Carsten Benthin, and Markus Wagner. 2001. Interactive rendering with coherent ray tracing. Comput. Graph. Forum 20, 3 (2001), 153--164.Google ScholarDigital Library
- Ingo Wald, Sven Woop, Carsten Benthin, Gregory Johnson, and Manfred Ernst. 2014. Embree: A kernel framework for efficient CPU ray tracing. ACM Trans. Graph. 33, 4, Article 143 (2014). Google ScholarDigital Library
- Gregory Ward. 1991. Adaptive shadow testing for ray tracing. In Proceedings of the Eurographics Workshop on Rendering. 11--20.Google Scholar
- Gregory Ward and Paul Heckbert. 1992. Irradiance gradients. In Proceedings of the Eurographics Workshop on Rendering. 85--98. Google ScholarDigital Library
- Turner Whitted. 1980. An improved illumination model for shaded display. Commun. ACM 23, 6 (1980), 343--349. Google ScholarDigital Library
- Alexander Wilkie, Sehera Nawaz, Marc Droske, Andrea Weidlich, and Johannes Hanika. 2014. Hero wavelength spectral sampling. Comput. Graph. Forum 33, 4 (2014), 123--131.Google ScholarDigital Library
- Lance Williams. 1978. Casting curved shadows on curved surfaces. Comput. Graph. 12, 3 (1978), 270--274. Google ScholarDigital Library
- Lance Williams. 1983. Pyramidal parametrics. Comput. Graph. 17, 3 (1983), 1--11. Google ScholarDigital Library
- Andrew Woo, Andrew Pearce, and Marc Ouellette. 1996. It’s not really a rendering bug, you see... IEEE Comput. Graph. Appl. 16, 5 (1996), 21--25. Google ScholarDigital Library
- E. R. Woodcock, T. Murphy, P. Hemmings, and T. Longworth. 1965. Techniques used in the GEM code for Monte Carlo neutronics calculations in reactors and other systems of complex geometry. In Proceedings of the Conference on Applications of Computing Methods to Reactor Problems. Argonne National Laboratory, 557--579.Google Scholar
- Sven Woop, Carsten Benthin, Ingo Wald, Gregory Johnson, and Eric Tabellion. 2014. Exploiting local orientation similarity for efficient ray traversal of hair and fur. In Proceedings of the Conference on High Performance Graphics. 41--49. Google ScholarDigital Library
- Magnus Wrenninge. 2016. Efficient rendering of volumetric motion blur using temporally unstructured volumes. J. Comput. Graph. Tech. 5, 1 (2016), 1--34.Google Scholar
- Magnus Wrenninge, Ryusuke Villemin, and Christophe Hery. 2017. Path Traced Subsurface Scattering Using Anisotropic Phase Functions and Non-exponential Free Flights. Technical Report 17-07. Pixar Animation Studios.Google Scholar
- Sergei Zhukov, Andrei Iones, and Gregorij Kronin. 1998. An ambient light illumination model. In Proceedings of the Eurographics Workshop on Rendering. 45--55.Google ScholarCross Ref
- Henning Zimmer, Fabrice Rousselle, Wenzel Jakob, Oliver Wang, David Adler, Wojciech Jarosz, Olga Sorkine-Hornung, and Alexander Sorkine-Hornung. 2015. Path-space motion estimation and decomposition for robust animation filtering. Comput. Graph. Forum 34, 4 (2015), 131--142. Google ScholarDigital Library
- Matthias Zwicker, Wojciech Jarosz, Jaakko Lehtinen, Bochang Moon, Ravi Ramamoorthi, Fabrice Rousselle, Pradeep Sen, Cyril Soler, and Sung-Eui Yoon. 2015. Recent advances in adaptive sampling and reconstruction for Monte Carlo rendering. Comput. Graph. Forum. 34, 2 (2015), 667--681. Google ScholarCross Ref
Recommendations
Manuka: A Batch-Shading Architecture for Spectral Path Tracing in Movie Production
Special Issue On Production Rendering and Regular PapersThe Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture: to enable the creation of visually rich computer generated imagery for visual effects in movie production. Following in the footsteps of reyes ...
Arnold: A Brute-Force Production Path Tracer
Special Issue On Production Rendering and Regular PapersArnold is a physically based renderer for feature-length animation and visual effects. Conceived in an era of complex multi-pass rasterization-based workflows struggling to keep up with growing demands for complexity and realism, Arnold was created to ...
The Design and Evolution of Disney’s Hyperion Renderer
Special Issue On Production Rendering and Regular PapersWalt Disney Animation Studios has transitioned to path-traced global illumination as part of a progression of brute-force physically based rendering in the name of artist efficiency. To achieve this without compromising our geometric or shading ...
Comments