The Making of Toy Story (1996) [pdf]
people.uncw.edu
people.uncw.edu
“As the Disney folks were showing him around, Jobs turned to Katzenberg and asked, “Is Disney happy with Pixar?” With great exuberance, Katzenberg answered yes. Then Jobs asked, “Do you think we at Pixar are happy with Disney?” Katzenberg said he assumed so. “No, we’re not,” Jobs said. “We want to do a film with you. That would make us happy.”
Also super cool to read that idle Indigo2 became part of the RenderFarm!
Pixar’s own Renderman is still primarily a CPU renderer for them even though they have XPU coming, and DreamWorks’ soon to be open sourced MoonRay is also primarily CPU only.
Most feature film scenes are still too large to fit in GPU memory comfortably. While some GPU renderers can handle out of core rendering (Redshift etc), there’s a lot of concessions to be made in terms of shader types (subsurface is/was much better on CPU renderers) and performance issues when shuttling data back and forth.
When we did some evaluation of using Redshift for some projects, our CPU renderer still handedly beat it for mid-large scenes, so it was rarely worth the effort to use it in our cases.
There’s also the issue of retrofitting infrastructure. The studios have hundreds of farm machines without GPUs. Most studios run on leases so would have a delay before GPUs would be next widely available in their farms.
Ironically, one of the best devices for XPU rendering would be the new Apple Silicon macs. Not having to shuttle data back and forth, plus having a relatively massive memory pool for the GPU is a really advantageous setup. In theory, they could actually out pace much higher end hardware for specific scenes if the renderers could take advantage of both CPU/GPU and unified memory.
[1] https://direct.mit.edu/books/book/5145/A-Biography-of-the-Pi...
The 140'000 image files would translate to an 80 minute runtime at 30 fps. So I assume that's all the storage they had.
Makes me think of the day when my friend brought a 256MB USB stick to school and we were blown away.
Also, the first time I saw an SD card, I felt like I was in a Gibson novel.
> The film required 800,000 machine hours and 114,240 frames of animation in total, divided between 1,561 shots that totaled over 77 minutes.
This comes out to 24 FPS. The article talks of 140k frames, but it looks like they didn't use all of them for the final movie.
This post has an example diagram of a feature film pipeline.
https://www.gfx.dev/python-for-feature-film
Toy Story would have been more rudimentary and ad hoc, given how early it was, but this is generally the same pipeline that’s been in use even for old hand drawn animated films.
Here are my highlights.