Papers by Julian Fong


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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.


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


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


RenderMan: An Advanced Path Tracing Architecture for Movie Rendering

Per Christensen, Julian Fong, Jonathan Shade, Wayne Wooten, Brenden Schubert, Andrew Kensler, Stephen Friedman, Charlie Kilpatrick, Cliff Ramshaw, Marc Bannister, Brenton Rayner, Jonathan Brouillat, Max Liani
July 2018

Pixar's RenderMan renderer is used to render all of Pixar's films, and by many film studios to render visual effects for live-action movies. RenderMan started as a scanline renderer based on the Reyes algorithm, and was extended over the years with ray tracing and several global illumination algorithms. This paper describes the modern version of ... more

Paper (PDF)


Efficient Unbiased Rendering of Thin Participating Media

Ryusuke Villemin, Magnus Wrenninge, Julian Fong
September 2018

In recent years, path tracing has become the dominant image synthesis technique for production rendering. Unbiased methods for volume intergration have followed, and techniques such as delta tracking, ratio tracking and spectral decomposition tracking are all in active use, and this paper is focused on optimizing the underlying mechanics ... more

Paper (PDF)


Volume Rendering for Pixar's Elemental

Julian Fong
May 2023

This work presents recent updates to volume rendering in RenderMan, the production renderer used at Pixar. With the advent of increasingly complicated volumetric assets such as those seen in Pixar's films Soul and Elemental, our aggregate volume renderer required changes to handle complex water based characters; optimizations for complicated scenes; ... more

Paper (PDF)

SIGGRAPH Talks 2023