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- invited-talkAugust 2021
Published By ACMUsing USD in Pixar’s Digital Backlot
SIGGRAPH '21: ACM SIGGRAPH 2021 TalksJuly 2021, Article No.: 4, pp 1–2https://doi.org/10.1145/3450623.3464654At Pixar we have developed a set of tools to resurrect more than 33,000 previously-unusable set & prop models from our old films to be used as a studio-wide resource for previs, set dressing, cameos, automated testing, shader library development test ...
- invited-talkAugust 2018
Published By ACMUnraveling Purl: continuing Pixar's experimental story initiative
SIGGRAPH '18: ACM SIGGRAPH 2018 TalksAugust 2018, Article No.: 34, pp 1–2https://doi.org/10.1145/3214745.3214800Last year, SIGGRAPH '17 featured Smash and Grab: Off the Rails Filmmaking at Pixar [Serritella et al. 2017], kicking off the results of a new, experimental storytelling initiative at Pixar Animation Studios. This initiative enables new creative voices ...
- invited-talkAugust 2018
Published By ACMUsing USD shading to provide the "extra" touch on Incredibles2
SIGGRAPH '18: ACM SIGGRAPH 2018 TalksAugust 2018, Article No.: 55, pp 1–2https://doi.org/10.1145/3214745.3214765A shading pipeline which allows us to be able to provide the immediate basic shading for the BG human skin and hair at creation, while adapting and evolving to show needs and artistic direction. Along with our new hair system in Presto, we also had new ...
- research-articleAugust 2022
Published By ACMUSD at Scale
DigiPro '22: The Digital Production SymposiumAugust 2022, Article No.: 11, pp 1–6https://doi.org/10.1145/3543664.3543677We describe key steps in the process by which an animation and VFX studio (Animal Logic) integrated Pixar’s Universal Scene Description™ into a large existing legacy pipeline. We discuss various architectural choices, as well as software systems ...
- ArticleJanuary 1998
Published By ACM -
- invited-talkAugust 2021
Published By ACMUsdShade in the Pixar Pipeline
SIGGRAPH '21: ACM SIGGRAPH 2021 TalksJuly 2021, Article No.: 5, pp 1–2https://doi.org/10.1145/3450623.3464670The VFX and animation industry is widely adopting Pixar’s USD (Universal Scene Description) format to describe and manipulate scene information throughout production of CG content. A key part to a complete description of a scene is the representation ...
- abstractJuly 2015
Published By ACMThe boy, the kite and the 100 square mile real-time digital backlot
SIGGRAPH '15: ACM SIGGRAPH 2015 TalksJuly 2015, Article No.: 20, pp 1https://doi.org/10.1145/2775280.2775289To make a short animated film in a brief period of time is in itself a challenge. To make a short animated piece using tech you haven't developed and assets you haven't created for a unmovable deadline is beyond terrifying. While we had a general plan ...
- courseDecember 2018
Published By ACMArt and technology at Pixar: SIGGRAPH ASIA 2018 course notes
SA '18: SIGGRAPH Asia 2018 CoursesDecember 2018, Article No.: 1, pp 1–68https://doi.org/10.1145/3277644.3277785As described by this now famous quote "The art challenges technology, and the technology inspires art", technology has always played an important part in Pixar's movie making process. This course will show how we develop and utilize new technical ...
- invited-talkAugust 2023
Published By ACMEngine-eering a Procedural Pipeline with USD
SIGGRAPH '23: ACM SIGGRAPH 2023 TalksAugust 2023, Article No.: 14, pp 1–2https://doi.org/10.1145/3587421.3595442Typical 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). Proceduralism solves this by ...
- research-articleAugust 2023
Published By ACMMatte Painting a Brighter Future: A USD-Based Toolset in Nuke
DigiPro '23: Proceedings of the Digital Production SymposiumAugust 2023, Article No.: 10, pp 1–5https://doi.org/10.1145/3603521.3604294We introduce Animal Logic’s advanced 3D matte painting toolset AL_USDNuke, which seamlessly integrates Nuke into our USD-centric pipeline. We detail the integration of numerous components such as our path-traced GlimpseViewport for instant ...
- research-articleAugust 2022
Published By ACMBuilding scalable and evolutive USD pipelines on distributed architecture at Ubisoft
DigiPro '22: The Digital Production SymposiumAugust 2022, Article No.: 9, pp 1–3https://doi.org/10.1145/3543664.3543679This paper presents how we built scalable and evolutive USD pipelines on distributed architecture at Ubisoft. We use BPMN as a nodal representation to allow our supervisors to build new or modify existing workflows. Our processes are designed using ...
- articleMarch 2001
Published By ACM - invited-talkAugust 2018
Published By ACMForging a new animation pipeline with USD
SIGGRAPH '18: ACM SIGGRAPH 2018 TalksAugust 2018, Article No.: 54, pp 1–2https://doi.org/10.1145/3214745.3214779The Peter Rabbit movie features 5 hero characters and dozens of secondary characters animated across more than 1100 shots.
We introduce some practical and production-proven solutions to integrate Pixar™ Universal Scene Description (USD) into Autodesk ...
- invited-talkJuly 2022
Published By ACMWizart DCC Platform: extensible USD-based toolset
SIGGRAPH '22: ACM SIGGRAPH 2022 TalksJuly 2022, Article No.: 14, pp 1–2https://doi.org/10.1145/3532836.3536259As an indie animation studio for Secret Magic Control Agency (SMCA), we moved to Pixar’s Universal Scene Description (USD) as the backbone of our pipeline. To make this possible, we introduced our in-house application framework, Wizart DCC Platform as ...
- invited-talkAugust 2021
Published By ACMUnderwater Procedural Vegetation on Pixar’s Luca
SIGGRAPH '21: ACM SIGGRAPH 2021 TalksJuly 2021, Article No.: 55, pp 1–2https://doi.org/10.1145/3450623.3464671On Luca, we extended the procedural vegetation and debris system, called Moss, which has been in use at Pixar since Brave, with capabilities to create lush underwater seascapes. The Moss system was modernized for Onward to be OSL (Open Shading Language)...
- invited-talkAugust 2020
Published By ACMGrip and Filament: A USD-Based Lighting Workflow
SIGGRAPH '20: ACM SIGGRAPH 2020 TalksAugust 2020, Article No.: 33, pp 1–2https://doi.org/10.1145/3388767.3407350Animal Logic recently overhauled its outmoded lighting workflow for the film Peter Rabbit 2. Since Pixar’s Universal Scene Description (USD) was being adopted as the primary scene description format throughout the studio pipeline, this technology became ...
- invited-talkAugust 2023
Published By ACMVolume Rendering for Pixar’s Elemental
SIGGRAPH '23: ACM SIGGRAPH 2023 TalksAugust 2023, Article No.: 50, pp 1–2https://doi.org/10.1145/3587421.3595433This work presents recent updates to volume rendering in RenderMan, the production renderer used at Pixar. With the advent of increasingly complicated volumetric assets such as those seen in Pixar’s films Soul and Elemental, our aggregate volume ...
- courseDecember 2018
Published By ACMUSD and scene interoperability: demystifying the state of the art
SA '18: SIGGRAPH Asia 2018 CoursesDecember 2018, Article No.: 17, pp 1–136https://doi.org/10.1145/3277644.3277765We want to start from scratch and explain what USD is and isn't.
- invited-talkAugust 2020
Published By ACMBond: USD-Integrated Hybrid CPU, GPU Deformation System
SIGGRAPH '20: ACM SIGGRAPH 2020 TalksAugust 2020, Article No.: 34, pp 1–2https://doi.org/10.1145/3388767.3407324We introduce Bond, a proprietary deformation system able to load geometry data directly from Pixar™ Universal Scene Description (USD) and to compute complex deformation chains on the GPU using NVIDIA® CUDA®. Bond also integrates tightly with Autodesk ...
- invited-talkJuly 2022
Published By ACMRevamping the Cloth Tailoring Pipeline at Pixar
SIGGRAPH '22: ACM SIGGRAPH 2022 TalksJuly 2022, Article No.: 46, pp 1–2https://doi.org/10.1145/3532836.3536252This work presents the most recent updates to the cloth tailoring pipeline at Pixar. We start by reviewing the evolution of cloth authoring tools used at Pixar from 2001 to the present day. Motivated by previous approaches, we introduce a structured ...


