Advertisement

You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

Pixar Research Papers

14

thumbNail.pngPixar has been posting some nice papers on techniques they have used to overcome several issues in film production.

Some of the papers have been published or can be found in Siggraph proceedings, but some of them are still only found on the pixar site. It's a nice collection though, and I can only hope that some of these techniques inspire Blender developers. There are also some classic papers by Robert L. Cook (et al) from all the way back in the 80's. Great to look at from a historical perspective, to remind you of a simpler time, and show you how far the graphics field has come.

About the Author

Eugene

Just a guy really into 3D, especially where Blender is concerned.

14 Comments

  1. There ar tons and tons of exceptional research papers out there. Free knowledge for grabs. It's a pity there are not enough Blender programmers around, or Blender programmers that could grasp the math behind the papers. I would really really want to help out. I'm very rusty on my math and my programming skills. I should make a time table to pick up C again (like all those "learn C in 21 days" pdf's), pick up the essential mathematics and the tackle the Blender code.
    Blender is rapidly catching up though. After this year, how many 3d apps has: cloth, fluid, Z-brush style sculpting, Compositor, softbodies, physics engine, hair, radiosity, AO, Node system, pass rendering, state of the art UV unwrapping, sky simulator. game engine, all in the same package?

  2. yeah - my problem is slightly different though, I can (just about) understand the papers, but my C programming knowledge is to limited to actually implement any!! I can do python but this isn't really that useful since blender dosen't export enough of its functionality to the python API, so even simple tasks have to be coded from scratch! - epat

    BTW: wikipedia comes in quite handy when there's some maths in a paper that you don't understand ;)

  3. "After this year, how many 3d apps has: cloth, fluid, Z-brush style sculpting, Compositor, softbodies, physics engine, hair, radiosity, AO, Node system, pass rendering, state of the art UV unwrapping, sky simulator. game engine, all in the same package?"

    And all under 15 mb!

  4. myselfhimself on

    I can teach basics of C. That's something i've been learning at school. I don't know whether I know all of C. But if it's for a start... shesmyone _ at _ hotmail | com

  5. @epat

    Well, C isn't that hard. I used to do some C years ago, and then as a job as a web programmer (ASP, VB and javascript) I used to programm in Javascript a lot. So for me it would be relatively easy to pick it up again. You realy should try C too. It is less intimidating than it looks. I consider myself to be a dumb and lazy person, but even I mastered C after a month of self study.

  6. I know C too, but I can't understand Blender's code properly. What more should I know to program Blender? Can someone point me to some ebook where it will help?

  7. I'm strugling with the Blender code too. It is very complicated yet modular. The problem I have is that the architecture at the code level is obscure for me. At a conceptual level it has been explained already in Blender wiki. In Blender wiki there is also some tutorials regarding coding pieces of Blender. On the up side, Blender seems to be modular so I guess that the radiosity routs and extrude routs etc are fairly localized and not structured like a cluttered ball yarn.

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.

Advertisement

×