Arnold

Author:

Georgiev Iliyan1,Ize Thiago1,Farnsworth Mike1,Montoya-Vozmediano Ramón1,King Alan1,Lommel Brecht Van1,Jimenez Angel1,Anson Oscar1,Ogaki Shinji1,Johnston Eric1,Herubel Adrien1,Russell Declan1,Servant Frédéric1,Fajardo Marcos1

Affiliation:

1. Solid Angle, Madrid, Spain

Abstract

Arnold is a physically based renderer for feature-length animation and visual effects. Conceived in an era of complex multi-pass rasterization-based workflows struggling to keep up with growing demands for complexity and realism, Arnold was created to take on the challenge of making the simple and elegant approach of brute-force Monte Carlo path tracing practical for production rendering. Achieving this required building a robust piece of ray-tracing software that can ingest large amounts of geometry with detailed shading and lighting and produce images with high fidelity, while scaling well with the available memory and processing power. Arnold’s guiding principles are to expose as few controls as possible, provide rapid feedback to artists, and adapt to various production workflows. In this article, we describe its architecture with a focus on the design and implementation choices made during its evolutionary development to meet the aforementioned requirements and goals. Arnold’s workhorse is a unidirectional path tracer that avoids the use of hard-to-manage and artifact-prone caching and sits on top of a ray-tracing engine optimized to shoot and shade billions of spatially incoherent rays throughout a scene. A comprehensive API provides the means to configure and extend the system’s functionality, to describe a scene, render it, and save the results.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

Cited by 37 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Extending the use of normal hemispherical transmittance (TNH) measurements by modeling 3D multiple scattering radiative transfer;Journal of Quantitative Spectroscopy and Radiative Transfer;2024-11

2. HIPRT: A Ray Tracing Framework in HIP;Proceedings of the ACM on Computer Graphics and Interactive Techniques;2024-08-09

3. Cache Points for Production-Scale Occlusion-Aware Many-Lights Sampling and Volumetric Scattering;The Digital Production Symposium;2024-07-27

4. Spear: Across the Streaming Multiprocessors: Porting a Production Renderer to the GPU;The Digital Production Symposium;2024-07-27

5. Bridging the Reality Gap in Industrial Synthetic Datasets with Aging Texture Simulation;2024 4th International Conference on Computer, Control and Robotics (ICCCR);2024-04-19

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