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ARTISTIC ANATOMY – DIGITAL SCULPTURE – VFX

Programmable Raytracing in RenderMan

Here are a couple experiments put together for Pixar’s RenderMan Courseware which demonstrate programmable raytracing in RenderMan.

Custom Gather


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Copyright © Pixar Animation Studios

The is an example of using the gather() construct in an unusual fashion to create an interesting visual effect. The gather() call fires a hemisphere of rays above each shading point on the ground plane, and instead of tracing the usual diffuse or specular reflections (what raytracing is most often used for), the rays return their length (i.e. the distance to) each hit object, in this case the spheres. From there it is a simple case of normalizing the average distance and mapping it into a colored ramp. I put all the nitty gritty technical details in the RenderMan Courseware, so check there for a step-by-step on how it is done.

Visualizing Ray Depth


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Copyright © Pixar Animation Studios

This example, also from the Courseware, is a visualization of ray depth. Each ray is traced into the scene and is reflected/refracted a number of times before it terminates on the bouncing sphere. The “camera” ray is always at trace depth 0, this is when the sphere is in plain view to the camera. As it falls behind the transparent screen the trace depth increases by one. Reflections off the floor and through the screen increase the depth a step further. The technical details of the implementation are in the Courseware.

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