DreamWorks Animation embarked on a radical re-engineering of their animation pipeline to better accommodate artistic aspirations and improve workflow across an increasingly complex environment. This article describes the new model being put in place.
Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
The Render Tree in Autodesk* Softimage* allows you to create dynamic property assignments by connecting shader nodes, and then bundle them into presets and shader compounds via this visual interface. This article describes how to do this.
As with lighting, rendering is often one of the least-understood aspects of 3D imaging, but it’s critical to achieving high-quality animations. This article goes into the details of the varying procedures associated with rendering in Autodesk* Softimage.
This white paper describes a novel algorithm for sound propagation and rendering in virtual environments and media applications using geometric propagation techniques for fast computation of propagation paths.
The limited spatial resolution of current displays makes depiction of very fine spatial details difficult. We describe a system that conveys the impression of enhanced spatial resolution on a conventional display.
In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of...
Intel worked closely with DreamWorks Animation engineers to improve the performance of a key rendering system library by up to 35X performance improvement in some cases.
In this short note, we argue that performance per watt, which is often cited in the graphics hardware industry, is not a particularly useful unit for power efficiency in scientific and engineering discussions. We argue that joules per task and watts are more reasonable units. We show a concrete example where nanojoules per pixel is much more intuitive, easier to compute aggregate statistics from...
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