Title
Procedural Geometry with Open Shading Language on Pixar’s Onward and Soul
Abstract
ABSTRACTSince Brave, Pixar has used a system called Moss to manage procedural ground cover such as grass and dense debris. The Moss system made it easy for a show to develop a series of looks (or ”types”) implemented in C++ with APIs mimicking a standard shading language. For Onward and Soul, we wanted to make development of types simpler for shading artists less familiar with C++, while still preserving the workflows and performance crucial to our vegetation heavy shows. Inspired partially by the new shading interface in RenderMan’s RIS path tracer, we reimagined Moss as having a small number of core types defining both the structure (debris, particles, single-blade grass, feathered grass, etc.) and features (keep alive, simulation, etc.). Look development and customization of these types would now be handled by Open Shading Language.
Year
DOI
Venue
2020
10.1145/3388767.3407372
International Conference on Computer Graphics and Interactive Techniques
DocType
Citations 
PageRank 
Conference
0
0.34
References 
Authors
0
6
Name
Order
Citations
PageRank
Dave Dixon100.34
Matt Johnson200.34
Andy Whittock300.34
Peter Roe400.34
Jamie Hecker500.34
Matt Kuruc622.58