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Distributed multi-context interactive rendering

Published:27 July 2019Publication History

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.

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References

  1. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  2. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  3. Michael Voss, Rafael Asenjo Plaza, and James Reinders. 2019. Pro TBB: C++ Parallel Programming with Threading Building Blocks (first ed.). Apress.Google ScholarGoogle Scholar

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  1. Distributed multi-context interactive rendering

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        cover image ACM Conferences
        DigiPro '19: Proceedings of the 2019 Digital Production Symposium
        July 2019
        52 pages
        ISBN:9781450367998
        DOI:10.1145/3329715

        Copyright © 2019 ACM

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        New York, NY, United States

        Publication History

        • Published: 27 July 2019

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