Title
Environment rendering optimization for Pixar's the good dinosaur
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.
Year
DOI
Venue
2015
10.1145/2775280.2792545
SIGGRAPH Talks
Field
DocType
Citations 
Computer vision,Shadow,Computer graphics (images),Computer science,Terrain,Font,Frustum,Artificial intelligence,Rendering (computer graphics),Tracing,Pruning
Conference
1
PageRank 
References 
Authors
0.63
2
6
Name
Order
Citations
PageRank
Daniel Garcia1469.19
Inigo Quilez211.30
Dave Dixon310.63
Ariela Fedorov410.63
Matt Kuruc522.58
Susan Fisher Fong610.63