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Environment rendering optimization for Pixar's the good dinosaur

Published: 31 July 2015 Publication History

Abstract

The vast environments for The Good Dinosaur cover miles of terrain with procedurally generated geometry and instanced vegetation assets. Early sequence profiles revealed large memory costs attributable to tracing offscreen trees. Given the variety of vegetation in a set, many assets were not repeated enough to be instanceable and some instances only appeared offscreen. Our rendering procedurals employed both stochastic and frustum pruning. However, ray traced objects were excluded from frustum pruning or a large buffer was applied to minimize shadow popping. Stochastic pruning was still applied but as if the object was onscreen.

References

[1]
Cook, R. L., Halstead, J., Planck, M., and Ryu, D. 2007. Stochastic simplification of aggregate detail. In ACM SIGGRAPH 2007 Papers, ACM, New York, NY, USA, SIGGRAPH '07.
[2]
Kuruc, M., Tsang, N., and Nettleship, T. 2014. Art-directable canopies in pixar's vegetation pipeline. In ACM SIGGRAPH 2014 Talks, ACM, New York, NY, USA, SIGGRAPH '14, 69:1--69:1.

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      cover image ACM Conferences
      SIGGRAPH '15: ACM SIGGRAPH 2015 Talks
      July 2015
      82 pages
      ISBN:9781450336369
      DOI:10.1145/2775280
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Published: 31 July 2015

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