皮克斯的艺术和技术,从玩具总动员到今天

Ryusuke Villemin, C. Hery, Sonoko Konishi, T. Tejima, David G. Yu
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引用次数: 6

摘要

皮克斯的Hydra是一个实时渲染引擎,专为动画电影制作中使用的资产和工作流程而设计。Hydra提供高性能和可扩展性,以支持完全操纵角色的交互式动画,以及用于大人群,详细的布景和动态特效的预缓存数据集。该实现充分利用了最新的GPU技术,包括多线程数据准备、GPU计算和实例化间接绘图。Hydra结合了OpenSubdiv和一个可扩展的着色系统,以支持高保真度,让生产艺术家有信心和在上下文中工作。主题包括:•架构细节•OpenSubdiv和通用场景描述(USD)集成•GPU并行实例化和截体筛选•使用Presto和第三方DCC工具
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Art and technology at Pixar, from toy story to today
Pixar’s Hydra is a real-time render engine designed for the assets and workflows used in the production of animated feature films. Hydra delivers high performance with the scalability to support interactive animation of fully rigged characters as well as the pre-cached data sets used for large crowds, detailed set dressing, and dynamic special effects. The implementation takes full advantage of the latest GPU techniques including multi-threaded data preparation, GPU compute, and instanced, indirect drawing. Hydra incorporates OpenSubdiv and an extensible shading system to support the high-fidelity needed to allow production artists to work with confidence and in context. Topics include: • architecture details • OpenSubdiv and Universal Scene Description (USD) integration • GPU parallel instancing and frustum culling • use in Presto and 3rd party DCC tools
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