Walt Disney Animation Studios Datasets
disneyanimation.com
disneyanimation.com
It's absolutely amazing that Disney is doing this, especially as the license is quite permissive and also allows the usage for non-research purposes.
[0] https://dl.acm.org/citation.cfm?id=2927384
[1] http://pbrt.org/
[2] https://blog.yiningkarlli.com/2018/07/disney-animation-datas...
[3] https://s3-us-west-1.amazonaws.com/assets.disneyanimation.co...
At Stanford, this fed into our micropolygon/subdivision work, though we couldn't use the Disney scenes as that was only for me, Dylan and Utah. Luckily, Marcos at Solid Angle put me in touch with the folks from Zinkia Entertainment, which was much more challenging than anything we would have created by hand. But we couldn't share that with anyone else either.
That this dataset is actually publicly available may easily push forward the subdivision/rendering community. Modern subdivision research folks (Loop, Niessner, etc.) have blazed past traditional evaluation with some amazing approximation work, including sharpness. Production renderers still don't those except for previewing though, because it's not that big of a win and because researchers haven't had access to scenes like this.
I'm super excited to see this scene (or portions thereof) replace Big Guy :).
> The raw data necessary to render just one frame is available in the “Base” package. [45 GB download / 93 GB unpacked]
But the "render just one frame" just means that package is a cut-down version of the "Animation" package which lets you render the entire scene while dispensing with the animation entirely.
Do Hyperion and Renderman support out of core renders?
Per Christensen said in his EGSR keynote last week that typical renders at Pixar use between 35 and 120GB of RAM and sometimes can load in about a TB of data. I don't know how to break this down into acceleration structures, geometry, textures etc.
However, I don't think they actually do 10 bounces of diffuse reflections just yet. But this is just a guess. I simply doubt that it makes enough of a difference to bother with that.
Blocks of primary rays tend to be about 16x16 by default, though this is tunable. MIP maps do greatly help with textures for incoherent rays. But we are also able to use the same trick for geometry; secondary rays may use coarser tesselations than primary rays. Per wrote about this some time ago, but it's something we still leverage. [0]
The number of bounces we do is fairly flexible. [1] We actually default to an upper limit of 10 total rays per path, with an initial limit of 1 diffuse bounce and 2 specular bounces. Depending on the geometry that's hit these initial limits may get extended until the total hits the upper limit. There are cases where the higher limits make a noticeable difference to the look.
[0] https://graphics.pixar.com/library/RayTracingCars/paper.pdf, section 5.3
https://www.youtube.com/watch?v=btGphZQZqkY
And thanks! This is great stuff ;)