Feature Film Quality Now delivering fantastic features from Pixar production
Fast and Accurate The Interactive denoiser is capable of removing noise on images with very low average sample counts and is predictive of the full offline denoiser. Almost Magic Thanks to machine learning powered by production data, the AI Denoiser stands out in preserving complex, intricate details that could otherwise be lost, even with very low average samples, making it ideal for demanding ap
When he was hired the team was looking at new ways to light and render MU, which included looking at point bleeding and irradiance. They were also looking at spherical harmonics (SH), along the lines of the systems being used so well at places like Weta Digital. Surprisingly then, Hery said “no, no no … now we should do ray tracing.” The film started being rendered with RenderMan 16, but finished
If you are not redirected automatically, follow the link go to the correct Open Subdiv Page OpenSubdiv is a set of open source libraries that implement high-performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. The code embodies decades of research and experience by Pixar, and a more recent and still active collaboration on fast GPU drawing between Mi
RenderPixie is a website by designers, for designers, including information relating to software for designers. This includes open-source software where the source code is made available with a licence, giving the rights to study, change, and distribute the software to anyone and for any purpose in open collaboration. This website is provided for free use, financialy and technicaly supported by th
It’s been a while since I last posted here, so I thought I’d post an update. I’m sure people are interested in the new core, but unfortunately real life (ie., desperately trying to finish my PhD) has got in the way so I have had limited time in the last several months. In the last few weeks I’ve been working on getting motion blur and depth of field rendering working in the new aqsis-2.0 rendering
久しぶりに技術系の話題を書きます.とは言え,かなり現場寄りな話ですが. PixarのPhotorealistic RenderMan(PRMan)は,13.5からRenderMan Shading Language(RSL)が大改良され,後方互換性はあるものの,今までとはまるで違うshading systemが構築できるようになりました.以下ではこれをRSL 2.0と呼ぶ事にします. ネットにはまだあまり情報がないようですが,以下で概要を知る事ができます. RSL - Introduction to Shader Objects 最も大きな変更点は,シェーダをクラスとして記述できるようになった事です.クラスのメソッドとしてsurface()やdisplacement()などを実装してやると,マテリアルとして機能するようになります.pre-definedなメソッドは他にもいくつかあり,それぞ
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