Pixar RenderMan

Last updated
Pixar RenderMan
Developer(s) Pixar
Initial release1987;37 years ago (1987)
Stable release
26.0 / April 8, 2024;5 months ago (2024-04-08)
Operating system Linux, macOS, Windows
Type Rendering system
License Proprietary commercial software
Website renderman.pixar.com

Pixar RenderMan (also known as RenderMan) [1] is a photorealistic 3D rendering software produced by Pixar Animation Studios. Pixar uses RenderMan to render their in-house 3D animated movie productions and it is also available as a commercial product licensed to third parties. In 2015, a free non-commercial version of RenderMan became available. [2]

Contents

Name

To speed up rendering, Pixar engineers performed experiments with parallel rendering computers using Transputer chips inside a Pixar Image Computer. The name comes from the nickname of a small circuit board (2.5 × 5 inches or 6.4 × 13 cm) containing one Transputer that engineer Jeff Mock could put in his pocket. During that time the Sony Walkman was very popular and Jeff Mock called his portable board Renderman, leading to the software name. [3]

Technology

RenderMan defines cameras, geometry, materials, and lights using the RenderMan Interface Specification. This specification facilitates communication between 3D modeling and animation applications and the render engine that generates the final high quality images. In the past RenderMan used the Reyes Rendering Architecture. The Renderman standard was first presented at 1993 SIGGRAPH, developed with input from 19 companies and 6 or 7 big partners, with Pat Hanrahan taking a leading role. Ed Catmull said no software product met the RenderMan Standard in 1993. RenderMan met it after about two years. [3]

Additionally RenderMan supports Open Shading Language to define textural patterns. [4]

When Pixar started development, Steve Jobs described the original goal for RenderMan in 1991:

"Our goal is to make Renderman and Iceman the system software of the 90s," Mr. Jobs said, likening these programs to PostScript, the software developed by Adobe Systems Inc. for high-quality typography.

Lawrence M. Fisher, [5]

During this time, Pixar used the C language for developing Renderman, which allowed them to port it to many platforms. [1]

Historically, RenderMan used the Reyes algorithm to render images with added support for advanced effects such as ray tracing and global illumination. Support for Reyes rendering and the RenderMan Shading Language were removed from RenderMan in 2016. [6]

RenderMan currently uses Monte Carlo path tracing to generate images. [7]

Awards

RenderMan has been used to create digital visual effects for Hollywood blockbuster movies such as Beauty and the Beast , Aladdin , The Lion King , Terminator 2: Judgment Day , Toy Story , Jurassic Park , Avatar , Titanic , the Star Wars prequels, and The Lord of the Rings . RenderMan has received four Academy Scientific and Technical Awards. The first was in 1993 honoring Pat Hanrahan, Anthony A. Apodaca, Loren Carpenter, Rob Cook, Ed Catmull, Darwyn Peachey, and Tom Porter.[ citation needed ] The second was as part of the 73rd Scientific and Technical Academy Awards ceremony presentation on March 3, 2001: the Academy of Motion Picture Arts and Sciences' Board of Governors honored Ed Catmull, Loren Carpenter and Rob Cook with an Academy Award of Merit "for significant advancements to the field of motion picture rendering as exemplified in Pixar’s RenderMan". [8] The third was in 2010 honoring "Per Christensen, Christophe Hery, and Michael Bunnell for the development of point-based rendering for indirect illumination and ambient occlusion." The fourth was in 2011 honoring David Laur. It has also won the Gordon E. Sawyer Award in 2009 and The Coons Award. [9] It is the first software product awarded an Oscar. [10]

Notable studios using RenderMan

North America

United States

Canada

South America

Brazil

  • StartAnima

Europe

United Kingdom

France

Germany

Asia

China

South Korea

  • Dexter Studios

See also

Related Research Articles

<span class="mw-page-title-main">Rendering (computer graphics)</span> Process of generating an image from a model

Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as a rendering. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, textures, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.

The RenderMan Interface Specification, or RISpec in short, is an open API developed by Pixar Animation Studios to describe three-dimensional scenes and turn them into digital photorealistic images. It includes the RenderMan Shading Language.

<span class="mw-page-title-main">Edwin Catmull</span> Computer scientist and co-founder of Pixar (born 1945)

Edwin Earl Catmull is an American computer scientist and animator who served as the co-founder of Pixar and the President of Walt Disney Animation Studios. He has been honored for his contributions to 3D computer graphics, including the 2019 ACM Turing Award.

Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabilities and a flexible plugin architecture and must be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios, and architectural visualization studios. It is also used for movie effects and movie pre-visualization. 3ds Max features shaders, dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language.

The Computer Graphics Lab is a computer lab located at the New York Institute of Technology (NYIT), founded by the late Dr. Alexander Schure. It was originally located at the "pink building" on the NYIT campus. It has played an important role in the history of computer graphics and animation, as founders of Pixar and Lucasfilm, including Turing Award winners Edwin Catmull and Patrick Hanrahan, began their research there. It is the birthplace of entirely 3D CGI films.

<span class="mw-page-title-main">Houdini (software)</span> 3D animation software

Houdini is a 3D animation software application developed by Toronto-based SideFX, who adapted it from the PRISMS suite of procedural generation software tools.

<span class="mw-page-title-main">Reyes rendering</span> Computer software architecture in 3D computer graphics

Reyes rendering is a computer software architecture used in 3D computer graphics to render photo-realistic images. It was developed in the mid-1980s by Loren Carpenter and Robert L. Cook at Lucasfilm's Computer Graphics Research Group, which is now Pixar. It was first used in 1982 to render images for the Genesis effect sequence in the movie Star Trek II: The Wrath of Khan. Pixar's RenderMan was an implementation of the Reyes algorithm, It has been deprecated as of 2016 and removed as of RenderMan 21. According to the original paper describing the algorithm, the Reyes image rendering system is "An architecture for fast high-quality rendering of complex images." Reyes was proposed as a collection of algorithms and data processing systems. However, the terms "algorithm" and "architecture" have come to be used synonymously in this context and are used interchangeably in this article.

A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", "matrix", "color" and "normal".

<span class="mw-page-title-main">Robert L. Cook</span>

Robert L. Cook is a computer graphics researcher and developer, and the co-creator of the RenderMan rendering software. His contributions are considered to be highly influential in the field of animated arts.

<span class="mw-page-title-main">Loren Carpenter</span> American computer graphics researcher

Loren C. Carpenter is a computer graphics researcher and developer.

In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values.

<span class="mw-page-title-main">3D rendering</span> Process of converting 3D scenes into 2D images

3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.

3Delight is a 3D computer graphics software that runs on Microsoft Windows, macOS and Linux. Developed by Illumination Research, it is both a photorealistic and NPR path tracing offline renderer based on its NSI API scene description and on Open_Shading_Language for shading. It has been used to render full CGI animation and VFX for numerous feature films. It comes with supported, open source plug-in integrations for several DCC applications, such as Autodesk Maya, Houdini, Cinema4D, Katana, OpenUSD Hydra, and a democratic free license that allows for commercial use. It also provides a fully distributed cloud rendering service called 3Delight Cloud.

The name RenderMan can cause confusion because it has been used to refer to different things developed by Pixar Animation Studios:

<span class="mw-page-title-main">Pat Hanrahan</span> American computer graphics researcher

Patrick M. Hanrahan is an American computer graphics researcher, the Canon USA Professor of Computer Science and Electrical Engineering in the Computer Graphics Laboratory at Stanford University. His research focuses on rendering algorithms, graphics processing units, as well as scientific illustration and visualization. He has received numerous awards, including the 2019 Turing Award.

<span class="mw-page-title-main">Computer graphics (computer science)</span> Sub-field of computer science

Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.

<span class="mw-page-title-main">Computer graphics</span> Graphics created using computers

Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.

Deep image compositing is a way of compositing and rendering digital images that emerged in the mid-2010s. In addition to the usual color and opacity channels a notion of spatial depth is created. This allows multiple samples in the depth of the image to make up the final resulting color. This technique produces high quality results and removes artifacts around edges that could not be dealt with otherwise.

Matt Pharr is an American computer graphics researcher and writer, and one of the primary originators of the physically based rendering process. His research focuses on rendering algorithms, graphics processing units, as well as scientific illustration and visualization.

References

  1. 1 2 Ponting, Bob (February 27, 1989). "Renderman Imaging Gets Vendor Support". InfoWorld . Vol. 11, no. 9. InfoWorld Media Group. pp. 19, 21.
  2. "Free Non-Commercial RenderMan FAQ". RenderMan home. Pixar . Retrieved December 16, 2014. 1. When will Non-Commercial RenderMan be released? We are now targeting early 2015 for final release. [...]
  3. 1 2 "Pixar's RenderMan turns 25". 25 July 2013. Retrieved 2019-04-21.
  4. "Pixar unveils RenderMan 21 | CG Channel". www.cgchannel.com. Retrieved July 22, 2016.
  5. Fisher, Lawrence M. (2 April 1991). "Hard Times For Innovator In Graphics" . New York Times .
  6. "Pixar ships RenderMan 21 | CG Channel". www.cgchannel.com. Retrieved July 22, 2016.
  7. "RenderMan: under the (new) varnish". May 14, 2015. Retrieved July 22, 2016.
  8. "Pixar's RenderMan a true lasting effect | Hollywood Reporter". www.hollywoodreporter.com. 11 August 2008. Retrieved 2020-12-18.
  9. "Pixar's RenderMan | About". renderman.pixar.com. Retrieved 2021-03-05.
  10. And the Oscar goes to..., IEEE Spectrum, 2 April 2001.