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Level of detail in an age of GI: rethinking crowd rendering

Published: 27 July 2014 Publication History

Abstract

In the past few years, the feature film animation and vfx community have made a marked move toward single pass, physically based, global illumination (GI) rendering. Improvements in hardware, software, and algorithms, have allowed studios simplify their lighting setups and produce more photorealistic imagery. But woe to the early adopters who thought they could render massive scenes using the same techniques that allowed rasterizers to churn through near unlimited complexity. Anecdotes across studios, using a variety of pipelines/renderers, suggest that 100+ core hour renders have not been uncommon, leading to limited iteration, rushed hardware purchases, and panicky producers. Pixar had a brush with such panic on the film Monsters University, where rendering crowds of highly detailed monsters, revealed the challenges of scale inherent to the in core nature of physically plausible rendering. This launched an effort to re-evaluate the various level of detail techniques used at the studio and explore new variations more amenable to GI.

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  • (2016)ApplicationsSimulating Heterogeneous Crowd with Interactive Behaviors10.1201/9781315370071-13(215-234)Online publication date: 19-Oct-2016

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  1. Level of detail in an age of GI: rethinking crowd rendering

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    cover image ACM Conferences
    SIGGRAPH '14: ACM SIGGRAPH 2014 Talks
    July 2014
    76 pages
    ISBN:9781450329606
    DOI:10.1145/2614106
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 27 July 2014

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    Author Tags

    1. crowd rendering
    2. global illumination
    3. level of detail

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    • (2016)ApplicationsSimulating Heterogeneous Crowd with Interactive Behaviors10.1201/9781315370071-13(215-234)Online publication date: 19-Oct-2016

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