“Using Sparse Voxel Octrees in a Level-of-Detail Pipeline for Rio 2” by Palmer, Maurer and Adams – ACM SIGGRAPH HISTORY ARCHIVES

“Using Sparse Voxel Octrees in a Level-of-Detail Pipeline for Rio 2” by Palmer, Maurer and Adams

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Title:

    Using Sparse Voxel Octrees in a Level-of-Detail Pipeline for Rio 2

Session/Category Title:   Crowded, Furry and in a Hurry


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Abstract:


    Blue Sky Studios met the challenge of scope and complexity for “Rio 2” with a unified level-of-detail asset pipeline using a sparse-voxel-octree geometry cache to support multiple workflows for populating, animating, and raytracing thousands of intricate characters with consistent and efficient throughput for lighting and rendering.


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