Papers by Julian Fong


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


Large Scale Geometric Visibility Culling on Brave

Zachary Repasky, Patrick Schork, Kevin McNamara, Julian Fong
August 2013

Disney/Pixar's Brave is visually complex, containing fully clothed and articulated crowds characters, a forest full of vegetation, ruins littered with debris, and a full fledged castle. In fact, it is so complex that our previous methods to remove unnecessary geometry are no longer adequate in keeping the renders feasible.

On ... [more]

Additional materials: [visibilityCullingOnBrave.mov]

Available as Pixar Technical Memo #13-05


Ray Tracing for the Movie 'Cars'

Per H. Christensen, Julian Fong, David M. Laur, Dana Batali
September 2006

This 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]

Available in Proceedings of the IEEE Symposium on Interactive Ray Tracing 2006, pages 1-6. IEEE 2006


Ray Differentials and Multiresolution Geometry Caching for Distribution Ray Tracing in Complex Scenes

Per H. Christensen, David M. Laur, Julian Fong, Wayne L. Wooten, Dana Batali
September 2003

When 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]

Published as pp. pp. 543-552 in Computer Graphics Forum (Eurographics 2003 Conference Proceedings), Blackwell Publishers, September 2003.