DocumentCode
3232078
Title
Ray Tracing for the Movie `Cars´
Author
Christensen, Per H. ; Fong, Julian ; Laur, David M. ; Batali, Dana
fYear
2006
fDate
18-20 Sept. 2006
Firstpage
1
Lastpage
6
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´
Keywords
cache storage; cinematography; computational geometry; humanities; image texture; ray tracing; rendering (computer graphics); Pixar Cars movie; extended Pixar RenderMan renderer; movie-quality rendering; multiresolution geometry; ray tracing; scanline rendering algorithms; texture caches; Animation; Geometry; Layout; Motion pictures; Optical reflection; Production; Ray tracing; Rendering (computer graphics); Testing; Tiles;
fLanguage
English
Publisher
ieee
Conference_Titel
Interactive Ray Tracing 2006, IEEE Symposium on
Conference_Location
Salt Lake City, UT
Print_ISBN
1-4244-0693-5
Type
conf
DOI
10.1109/RT.2006.280208
Filename
4061539
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