Per H. Christensen, Julian Fong, D. Laur, Dana Batali
{"title":"Ray Tracing for the Movie `Cars'","authors":"Per H. Christensen, Julian Fong, D. Laur, Dana Batali","doi":"10.1109/RT.2006.280208","DOIUrl":null,"url":null,"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'","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"82","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2006 IEEE Symposium on Interactive Ray Tracing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/RT.2006.280208","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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'