Papers by Julian Fong

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Production Volume Rendering

Julian Fong, Magnus Wrenninge, Christopher Kulla, Ralf Habel
July 2017

This course provides an overview of production volume rendering, focused on path tracing. The course will describe practical fundamentals for adding volume rendering to an existing path tracer, cover a complete range of volume integration scenarios and techniques, and describe in detail recent production-proven techniques for optimizing volume rendering.

Paper (PDF)

SIGGRAPH 2017 Course Notes

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

Paper (PDF)

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

Paper (PDF)

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