Abstract | ||
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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 |
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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 Dixon | 1 | 0 | 0.34 |
Matt Johnson | 2 | 0 | 0.34 |
Andy Whittock | 3 | 0 | 0.34 |
Peter Roe | 4 | 0 | 0.34 |
Jamie Hecker | 5 | 0 | 0.34 |
Matt Kuruc | 6 | 2 | 2.58 |