2018
DOI: 10.1145/3182160
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Arnold

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 deta… Show more

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Cited by 37 publications
(2 citation statements)
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References 57 publications
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“…For each simulated garment, we render 24 views from cameras uniformly distributed around the human body using Arnold renderer [Georgiev et al 2018]. In some rare cases, the simulator produces inappropriate simulation results, such as with wrong sizes or self-intersection, which are manually removed.…”
Section: Garment Simulationmentioning
confidence: 99%
“…For each simulated garment, we render 24 views from cameras uniformly distributed around the human body using Arnold renderer [Georgiev et al 2018]. In some rare cases, the simulator produces inappropriate simulation results, such as with wrong sizes or self-intersection, which are manually removed.…”
Section: Garment Simulationmentioning
confidence: 99%
“…The case of a stack of rough interfaces and thick media is more complex, even though it remains restricted to the geometric optics regime. Practical implementations in rendering engines (e.g., Arnold renderer [Georgiev et al 2019]) usually take a non-physical approach: each interface is modeled through Microfacet theory and the resulting BRDFs are linearly combined. The most common microfacet distributions are those of Beckmann [1963] and GGX [Walter et al 2007], each relying on a roughness parameter and a ratio of refractive indices.…”
Section: Previous Work 21 Modelingmentioning
confidence: 99%