Papers by Ryusuke Villemin


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Towards Bidirectional Path Tracing at Pixar

Christophe Hery, Ryusuke Villemin, Florian Hecht
July 2016

On Finding Dory and Piper, we were faced with rendering a lot of water, or creatures and sets seen through water and glass. We worked with production artists to give controls for resolving these difficult light transports. We also learned to cheat these effects where appropriate. In these course notes, ... more


Art and Technology at Pixar, from Toy Story to Today

Ryusuke Villemin, Christophe Hery, Sonoko Konishi, Takahito Tejima, David Yu
November 2015

Technology has always played an important part in Pixar's movie making process, starting with Toy Story over 20 years ago. This course will take you on a journey through that technical evolution, focusing on how story drove our technical designs and how we utilized new technical advancements to tell more appealing stories. Finally ... more

SIGGRAPH Asia 2015 Course Notes.


A Data-Driven Light Scattering Model for Hair

Leonid Pekelis, Christophe Hery, Ryusuke Villemin, Junyi Ling
May 2015

We present an implementation of the [Marschner et al. 2003] model for importance sampling light reflected from hair. The implemen- tation makes use of a version of Adaptive Importance Sampling (AIS), specialized to fit easily sampled distributions to BCSDFs. Our model is novel among importance sampling implementations in that it ... more

Additional materials: [hairlock_eccentricity_100.mov], [hairlock_eccentricity_085.mov]

Available as Pixar Technical Memo #15-02


Physically Based Lighting at Pixar

Christophe Hery, Ryusuke Villemin
July 2013

We recently participated in the Siggraph 2013 Physically Based Shading course, with all notes and documents stored at http://blog.selfshadow.com/publications/s2013-shading-course. We provide here direct access to our own chapter, describing the Physically Based System we designed at Pixar (on top of RenderMan) for the movie Monsters University and the short film ... more


Multiple Importance Sampling for Emissive Effects

Ryusuke Villemin, Christophe Hery
January 2013

We present a method for creating and sampling volumetric light sources directly using the volumetric data, obtaining high quality results with any mirror, glossy or diffuse objects, and integrating with any global illumination framework.

Additional materials: [volumeCornell.mov], [volumeMIS.mov]

Published version available as http://jcgt.org/published/0002/02/10/

Available as Pixar Technical Memo #13-02