The Design and Evolution of Disney’s Hyperion Renderer
Autor: | Yining Karl Li, Ralf Habel, Hank Driskill, David Adler, Peter Kutz, Brent Burley, Matt Jen-Yuan Chiang, Patrick Kelly, Daniel Teece |
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Rok vydání: | 2018 |
Předmět: |
010504 meteorology & atmospheric sciences
Global illumination Computer science ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION 020207 software engineering 02 engineering and technology Animation 01 natural sciences Computer Graphics and Computer-Aided Design GeneralLiterature_MISCELLANEOUS Rendering (computer graphics) Computer graphics (images) Path tracing 0202 electrical engineering electronic engineering information engineering Shading Physically based rendering Studio ComputingMethodologies_COMPUTERGRAPHICS 0105 earth and related environmental sciences |
Zdroj: | ACM Transactions on Graphics. 37:1-22 |
ISSN: | 1557-7368 0730-0301 |
Popis: | Walt 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 complexity, we built our Hyperion renderer based on a novel architecture that extracts traversal and shading coherence from large, sorted ray batches. In this article, we describe our architecture and discuss our design decisions. We also explain how we are able to provide artistic control in a physically based renderer, and we demonstrate through case studies how we have benefited from having a proprietary renderer that can evolve with production needs. |
Databáze: | OpenAIRE |
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