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dc.contributor.authorHery, Christopheen_US
dc.contributor.editorAlexander Keller and Henrik Wann Jensenen_US
dc.date.accessioned2014-01-27T14:30:19Z
dc.date.available2014-01-27T14:30:19Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-12-6en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR04/019-021en_US
dc.description.abstractFrom 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleRendering Evolution at Industrial Light and Magicen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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