Order by: Date | Author | Title | Index of all authors | Index of Pixar Technical Memos

Multiresolution Radiosity Caching for Efficient Preview and Final Quality Global Illumination in MoviesPer H. Christensen, George Harker, Jonathan Shade, Brenden Schubert, Dana BataliJuly 2012We present a multiresolution radiosity caching method that allows global illumination to be computed efficiently in a single pass in complex CG movie production scenes.
For distribution ray tracing in production scenes, the bottleneck is
the time spent evaluating complex shaders at the ray hit points. We
speed up this shader ... more | |

Ray Tracing for the Movie 'Cars'Per H. Christensen, Julian Fong, David M. Laur, Dana BataliSeptember 2006This paper describes how we extended Pixar's RenderMan renderer with ray tracing abilities. In order to ray trace highly complex scenes we use multiresolution geometry and texture caches, and use ray differentials to determine the appropriate resolution. With this method we are able to efficiently ray trace scenes with much more geometry and ... more Paper (PDF) Available in Proceedings of the IEEE Symposium on Interactive Ray Tracing 2006, pages 1-6. IEEE 2006 | |

An Irradiance Atlas for Global Illumination in Complex Production ScenesPer H. Christensen, Dana BataliJune 2004We introduce a tiled 3D MIP map representation of global illumination data. The representation is an adaptive sparse octree with a "brick" at each octree node; each brick consists of 8 cubed voxels with sparse irradiance values. The representation is designed to enable efficient caching. Combined with ... more Paper (PDF) Published as pp. 133-141 in the Proceedings of the Eurographics Symposium on Rendering 2004, Eurographics/ACM, June 2004. | |

Ray Differentials and Multiresolution Geometry Caching for Distribution Ray
Tracing in Complex ScenesPer H. Christensen, David M. Laur, Julian Fong, Wayne L. Wooten, Dana BataliSeptember 2003When rendering only directly visible objects, ray tracing a few levels of specular reflection from large, low curvatures surfaces, and ray tracing shadows from point-like light sources, the accessed geometry is coherent and a geometry cache performs well. But in many other cases, ... more Paper (PDF) Published as pp. pp. 543-552 in Computer Graphics Forum (Eurographics 2003 Conference Proceedings), Blackwell Publishers, September 2003. | |

RenderMan, Theory and PracticeDana Batali, Byron Bashforth, Chris Bernardi, Per H. Christensen, David Laur, Christophe Hery, Guido Quaroni, Erin Tomson, Thomas Jordan, Wayne WootenJuly 2003Siggraph 2003 course notes. Paper (PDF) |