ABSTRACT
By enabling artists to work interactively with multiple active renders from a single application, new lighting and surfacing workflows were made possible. This technique was implemented by replacing Katana's interactive-render mechanism, and by leveraging Arras, DreamWorks' in-house cloud computation system.
Supplemental Material
- Brian Hall, Jeremy Selan, and Steve LaVietes. 2014. Katana's Geolib: Behind the Scenes. In ACM SIGGRAPH 2014 Talks (SIGGRAPH '14). ACM, New York, NY, USA, Article 60, 1 pages. Google ScholarDigital Library
- Mark Lee, Brian Green, Feng Xie, and Eric Tabellion. 2017. Vectorized Production Path Tracing. In Proceedings of High Performance Graphics (HPG '17). ACM, New York, NY, USA, Article 10, 11 pages. Google ScholarDigital Library
- Michael Voss, Rafael Asenjo Plaza, and James Reinders. 2019. Pro TBB: C++ Parallel Programming with Threading Building Blocks (first ed.). Apress.Google Scholar
Index Terms
- Distributed multi-context interactive rendering
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