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  • Engine-eering a Procedural Pipeline with USD - Pixar
    Because the plugin ultimately produces USD primitives, this ap- proach provides a straightforward solution for "baking" procedural FX Models to non-procedural USD
  • Engine-eering a Procedural Pipeline with USD - Pixar
    Historically, there was a high bar to introducing proceduralism into various parts of our pipeline, requiring custom engineering efforts on a case-by-case basis Now, we leverage Houdini Engine (HE), a toolkit from SideFX, together with USD, to provide a general procedural framework
  • Subdivision Surfaces - Pixar
    Arbitrary Topology Piecewise surfaces discussed thus far have been restricted to collections of patches over regular grids of control points There is a certain simplicity with rectangular parametric surfaces that is appealing, but a surface representation that supports arbitrary topology has many other advantages
  • Building with CMake - Pixar
    Overview Assuming that you have cloned the source repository and selected an appropriate release branch, the following instructions will walk you through the CMake and configuration and build process CMake is a cross-platform, open-source build system CMake controls the compilation process using platform independent configuration files in order to generate Makefiles and workspaces that are
  • Making Souls: Methods and a Pipeline for Volumetric Characters - Pixar
    Figure 5: Soul character data pipeline ©Disney Pixar immediate parallelization, as a race condition exists on file writes Instead, our effects artists export a file per frame and use the utility usdstitchclips to assemble per frame data into USD Value Clips On a USD stage, this appears identical to time samples in a single file1
  • Ordered by Date - Pixar
    Pixar has a long history of creating high-quality effects and characters that aid in the telling of wonderful stories With Disney and Pixar's Elemental, we have taken the next groundbreaking step in creating fully simulated, animated, and stylized characters
  • Introduction - Pixar
    The new GPU technology behind OpenSubdiv is the result of a joint research effort between Pixar and Microsoft Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces Matthias Niessner, Charles Loop, Mark Meyer, and Tony DeRose
  • Pixar Graphics Technologies
    Career Opportunities at Pixar! Do you have a passion for the science and technology behind creating great animation? Join Us!
  • Getting Started - Pixar
    Checking out branches The Git Flow tools are not a requisite for working with the OpenSubdiv code base, but new work should always be performed in the dev branch, or dedicated feature-branches By default, a cloned repository will be pointing to the 'release' branch You can switch to the dev branch using the following command: git checkout dev You can check that the branch has now been
  • Papers by Michael Rice - graphics. pixar. com
    Engine-eering a Procedural Pipeline with USD Michael Rice, Joshua Jenny, Will Harrower May 2023 Typical cache-based non-procedural methods can have downsides within a production studio Modifications to pre-cached data can introduce an expensive feedback loop between departments (e g Layout pushing work back to FX)





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