Rasterizing Volumes and Surfaces for Crowds on Soul

Sasha Ouellet, Daniel Garcia, Stephen Gustafson, Matt Kuruc, Michael Lorenzen, George Nguyen, Grace Gilbert

Abstract:

In order to produce shots with hundreds of multi-volume crowd characters for Soul, we developed a pipeline rooted in rasterization techniques to pose density fields and other shading signals entirely at render-time.

Paper (PDF)