Rendering Evolution at Industrial Light and Magic
Abstract
From Jurassic Park to Van Helsing, the rendering technologies at ILM have evolved over the last 10 years, both to satisfy the high demands of our clients and also those of the general public. State-of-the-art rendering techniques such as volume rendering, ambient occlusion, image-based rendering, sub-surface scattering and global illumination are now in common use. This summary will give a brief history of how rendering schemes came to be deployed (and fairly often pioneered) at our facility and the challenges they brought with them.
BibTeX
@inproceedings {10.2312:EGWR:EGSR04:019-021,
booktitle = {Eurographics Workshop on Rendering},
editor = {Alexander Keller and Henrik Wann Jensen},
title = {{Rendering Evolution at Industrial Light and Magic}},
author = {Hery, Christophe},
year = {2004},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-12-6},
DOI = {10.2312/EGWR/EGSR04/019-021}
}
booktitle = {Eurographics Workshop on Rendering},
editor = {Alexander Keller and Henrik Wann Jensen},
title = {{Rendering Evolution at Industrial Light and Magic}},
author = {Hery, Christophe},
year = {2004},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-12-6},
DOI = {10.2312/EGWR/EGSR04/019-021}
}