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Pixar's Chris Horne Sheds New Light on Monsters University

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11–20 of 123 posts

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#11
post #8

Anybody knows how other companies like universal's animation department (ice age, despicable me, ...) stand technology-wise? From the visuals, i always assumed pixar is setting the standards but now knowing that they just start to use unified raytracing, the gap might not be that big...

Ice Age / Rio / Epic are Blue Sky, not Universal.

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#12

I was surprised that ray tracing in Pixar was historically a clunky, haphazard process. I always thought of it as this smooth, polished machine like something you would see at an Apple store. Life inside the sausage factory never quite looks like what outsiders would expect.

Even if it renders everything you ever saw.

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#13
post #3

Wow, I had always assumed Pixar was doing GI/ray tracing by now. Looking forward to seeing MU to check out the graphics porn.

Ironically Renderman has had global illumination and ray tracing for over ten years.

Having said that, what renderman is and what pixar animation do/use are rather orthogonal. For example pixar made heavy use of Subsurface scattering in the incredibles. Something that was at the time rather time intensive.

The title is a bit misleading as they've been using raytracing for years 1

[1]http://graphics.pixar.com/library/RayTracingCars/paper.pdf

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#14
post #8

Anybody knows how other companies like universal's animation department (ice age, despicable me, ...) stand technology-wise? From the visuals, i always assumed pixar is setting the standards but now knowing that they just start to use unified raytracing, the gap might not be that big...

At least historically, Pixar wasn't just a studio but also sold their renderer to others as software.

http://en.wikipedia.org/wiki/RenderMan

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#15
post #4
post #2

An article about a new dimension in rendering quality, and they're demonstrating that quality with two images the size of a stamp...WAT?

Larger versions: http://bluraymedia.ign.com/bluray/image/article/104/1044870/... http://pixartimes.com/wp-content/uploads/2012/08/Monsters-Un...

Wow! There's actually a huge difference! Not that I'm really surprised but still.

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#16
post #8

Anybody knows how other companies like universal's animation department (ice age, despicable me, ...) stand technology-wise? From the visuals, i always assumed pixar is setting the standards but now knowing that they just start to use unified raytracing, the gap might not be that big...

Why does it matter that much what technology is in the backend? You lead the industry with results, not with the means to get to those results.

If I can make my webapp better (however you define "better") than my competitors' using PHP and MySQL, while they're making theirs using Ruby on Rails, MongoDB, etc,etc. Does the tech stack in the background matter, aside from making a nice article?

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#17
post #8

Anybody knows how other companies like universal's animation department (ice age, despicable me, ...) stand technology-wise? From the visuals, i always assumed pixar is setting the standards but now knowing that they just start to use unified raytracing, the gap might not be that big...

Pixar's focus has always been on renderer efficiency for cinematic storytelling not really for accuracy or 'simulation'.

So while I'd say they are still way ahead in efficacy they are at par or behind with respect to light simulation.

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#18
post #3

Wow, I had always assumed Pixar was doing GI/ray tracing by now. Looking forward to seeing MU to check out the graphics porn.

They were doing GI before, but using an approximate point-based solution. The point-based stuff isn't as accurate but it's very fast and still looks pretty good.

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#19
post #6

From what I gathered from John Carmack, ray tracing is done much more efficiently with voxels than with triangles, so hopefully this will push game engine companies to incorporate voxels sooner into their engines, too.

They're already on it. The Unreal 4 engine will use voxel cone tracing: http://www.unrealengine.com/files/misc/The_Technology_Behind...

Re: Pixar's Chris Horne Sheds New Light on Monsters University

#20

I was surprised that ray tracing in Pixar was historically a clunky, haphazard process. I always thought of it as this smooth, polished machine like something you would see at an Apple store. Life inside the sausage factory never quite looks like what outsiders would expect.

I think it's awesome how they thought something was too hard, and so they faked it to be "good enough."

I'm going to have to look more critically at Pixar movies now, knowing that the old ones didn't have actual calculated light sources.

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