Disney's Hyperion Renderer
disneyanimation.com
Disney's Hyperion Renderer
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Re: Disney's Hyperion Renderer
#2I'd never heard of path tracing before now and the video makes it sound the same as ray tracing/casting, but what I've read implies otherwise (but I'm not sure how). Clearly it's different to photon mapping, but what ever happened to that: Was it too computationally expensive for the pay-off?
Re: Disney's Hyperion Renderer
#3What's the difference between path tracing, ray tracing and photon mapping? I'd never heard of path tracing before now and the video makes it sound the same as ray tracing/casting, but what I've read implies otherwise (but I'm not sure how). Clearly it's different to photon mapping, but what ever happened to that: Was it too computationally expensive for the pay-off?
Practically speaking path tracing is going to give you a more real to life image at the expense of a slower rendering process.
Re: Disney's Hyperion Renderer
#4What's the difference between path tracing, ray tracing and photon mapping? I'd never heard of path tracing before now and the video makes it sound the same as ray tracing/casting, but what I've read implies otherwise (but I'm not sure how). Clearly it's different to photon mapping, but what ever happened to that: Was it too computationally expensive for the pay-off?
Ray tracing is used in photon mapping and path tracing.
With photon mapping you trace a ray from a light source and store the light energy for the area where the light hits an object.
With path tracing you ray trace a ray from the camera and every time you hit an object you check if you can see a light source from that spot. If true you return all the gathered energy back to the camera (pixel).
Re: Disney's Hyperion Renderer
#5Re: Disney's Hyperion Renderer
#6Re: Disney's Hyperion Renderer
#7Anyone have any insight as to why Disney would build a separate rending engine when they own Pixar and could use their renderman engine?
[1] http://www.fxguide.com/featured/disneys-new-production-rende...
Re: Disney's Hyperion Renderer
#8Anyone have any insight as to why Disney would build a separate rending engine when they own Pixar and could use their renderman engine?
This article[1] implies that there's a lot of cross-pollination with regard to computer graphics research and technology within the movie/VFX industry. So my guess is a bit of friendly competition that keeps spurring new innovation (similar to the browser wars). [1] http://www.fxguide.com/featured/disneys-new-production-rende...
Re: Disney's Hyperion Renderer
#9Anyone have any insight as to why Disney would build a separate rending engine when they own Pixar and could use their renderman engine?
The RSL shading language was also causing a rather large overhead of shading time as it was an interpreted language that could no longer amortise its runtime cost over a shading grid of points using SSE - in path tracing, you generally shade one point at a time per ray vertex, although you can batch them up in some cases (but without significant ray re-ordering and deferring, after the first bounce this becomes less and less useful).
Disney also use Ptex for texturing, which doesn't really like incoherent shading points, so that was another reason to put effort into doing large scale re-ordering of rays and batching them up.
Re: Disney's Hyperion Renderer
#10What's the difference between path tracing, ray tracing and photon mapping? I'd never heard of path tracing before now and the video makes it sound the same as ray tracing/casting, but what I've read implies otherwise (but I'm not sure how). Clearly it's different to photon mapping, but what ever happened to that: Was it too computationally expensive for the pay-off?
Kajiya introduced the rendering equation, a mathematical formulation of global illumination (takes diffuse, secular into account). It's a multidimensional integral equation. Unidirectional path tracing is an algorithm he introduced to solve the rendering equation. It uses several rays traced from pixels in the camera bouncing randomly through the scene. It's a Monte Carlo integration algorithm for solving the nasty integrals.
Photon mapping involves a pass algorithm tracing light from light sources into the scene, then a pass (like path tracing) gathering that light back at the camera. It better handles more complex light effects like caustics.