“Taming Render Times at Pixar: CPU & GPU, Brave and Beyond” by Kanyuk and Emms – ACM SIGGRAPH HISTORY ARCHIVES

“Taming Render Times at Pixar: CPU & GPU, Brave and Beyond” by Kanyuk and Emms

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Title:

    Taming Render Times at Pixar: CPU & GPU, Brave and Beyond

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Abstract:


    Despite the exponential growth of computing performance and steady march of algorithmic improvements over the years, the images produced by feature animated film studios like Pixar still take as long as ever to render. You can bet every minute saved is spent by artists to create ever more detailed and stunning imagery, but even these savings can’t match demands of modern graphics quality and techniques by themselves. Learn the behind the scenes tales and techniques of the engineers and artists at Pixar who labor to bring even the most detailed and complex imagery into the realm of computability, and measure their success in cpu time, fps, disk space, and RAM. These “Render Speed” and “Global Tech” Technical Directors are the unsung heroes who don’t add any pixels to final frames themselves, but make it so those pixels can be added by artists with as much efficiency as possible, to facilitate creative iteration and met deadlines. This course will explain some of the challenges faced, and techniques developed for render optimization at Pixar both offline and interactive, for CPU and GPU, with the hopes that they can help other Technical Directors as they fight their own rendering battles.


Additional Information:


    Level
    Intermediate

    Prerequisites
    The topic of this course is render optimization, both film and interactive. So, anyone who’s ever been frustrated by long render times or slow frames rates, and tried to do something about it, will find something in this course for them.


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