Ray Tracing for the Movie `Cars'

Per H. Christensen, Julian Fong, D. Laur, Dana Batali
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引用次数: 82

Abstract

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 texture data than there is main memory. Movie-quality rendering of scenes of such complexity had only previously been possible with pure scanline rendering algorithms. Adding ray tracing to the renderer enables many additional effects such as accurate reflections, detailed shadows, and ambient occlusion. The ray tracing functionality has been used in many recent movies, including Pixar's latest movie `Cars'. This paper also describes some of the practical ray tracing issues from the production of `Cars'
电影《赛车总动员》中的光线追踪
本文描述了我们如何扩展皮克斯的RenderMan渲染器的光线追踪功能。为了光线跟踪高度复杂的场景,我们使用多分辨率几何和纹理缓存,并使用光线差分来确定适当的分辨率。使用这种方法,我们能够有效地使用比主存储器更多的几何和纹理数据进行光线跟踪场景。对如此复杂的场景进行电影质量的渲染,以前只有使用纯扫描线渲染算法才能实现。将光线跟踪添加到渲染器中可以实现许多额外的效果,例如精确的反射,详细的阴影和环境遮挡。光线追踪功能在最近的许多电影中都有使用,包括皮克斯的最新电影《汽车总动员》。本文还介绍了“汽车”生产中的一些实际光线追踪问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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