Path: utzoo!utgpu!news-server.csri.toronto.edu!bonnie.concordia.ca!thunder.mcrcim.mcgill.edu!snorkelwacker.mit.edu!apple!motcsd!lance From: lance@motcsd.csd.mot.com (lance.norskog) Newsgroups: comp.graphics Subject: Re: renderman Message-ID: <2528@motcsd.csd.mot.com> Date: 11 Jan 91 00:57:22 GMT References: <1992@m1.cs.man.ac.uk> <2490@motcsd.csd.mot.com> <1991Jan7.143225.10246@pyro.ei.dupont.com> <240@coplex.UUCP> Organization: Motorola CSD, Cupertino CA Lines: 28 dean@coplex.UUCP (Dean Brooks) writes: [ My deathless prose deleted ] >Excuse my ignorance of the subject, but is Renderman a commercial only >library? >... >There are several raytrace libraries >available, but few live up to the photorealism that Renderman has >been proven to produce. Yes, it's a product of Pixar. Pixar is a spin-off of the Lucasfilm empire, and is part-owned by Steve Jobs. Renderman started as Lucasfilm's inhouse movie graphics production system. Renderman is not a ray-tracer. It uses the Reyes (render everything you ever saw) algorithm. This is described in various SIGGRAPHs from the mid-80's. I haven't studied it, but apparently the algorithm is to break all elements of the scene into "micro-polygons" smaller than a pixel. Then, apply radiosity, ray-tracing, and arcane tricks to the resulting humongous collection of tiny graphics chunks. Since everything is smaller than a pixel, simple algorithms and approximations suffice where complex algorithms don't work very well on larger objects. Also, the resulting dataset partitions well over parallel processors. Lance