Rasterizing Volumes and Surfaces for Crowds on Soul Sasha Ouellet, Daniel Garcia, Stephen Gustafson, Matt Kuruc, Michael Lorenzen, George Nguyen, Grace Gilbert July 2020 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) | |
From Procedural Panda-monium to Fast Vectorized Execution using PCF Crowd Primitives Aaron Lo, Venkateswaran Krishna, J.D. Northrup, Mark Hessler, Arnold Moon, Michael Lorenzen, Jonah Laird, and Paul Kanyuk May 2022 In animation and VFX, crowds are too often considered an "edge case", to be handled by specialized pipeline outside the main workflows. Requirements of scale and traditional reliance on history based simulation have been obstacles to properly building crowd systems into the core functionality of digital content creation software. Pixar's ... more Paper (PDF) Siggraph Talk 2022 |