ABSTRACT
Pixar’s Hydra project began as an abstract scene interface to an OpenGL-based renderer intended for interactive viewports across multiple applications. As the project added integrations with other renderers (including path tracers), it became clear that it needed a richer scene interface to convey a broader set of renderer features, as well as a more structured and modular way to resolve the scene into rendering primitives.
We’ll discuss the Hydra 2.0 architecture that was developed to address this problem, with examples from two scene filtering cases:
- George Elkoura, Sebastian Grassia, Sunya Boonyatera, Alex Mohr, Pol Jeremias-Vila, and Matt Kuruc. 2019. A Deep Dive into Universal Scene Description and Hydra. In ACM SIGGRAPH 2019 Courses (Los Angeles, California) (SIGGRAPH ’19). Association for Computing Machinery, New York, NY, USA, Article 1, 48 pages. https://doi.org/10.1145/3305366.3328033Google Scholar
Digital Library
- Academy Software Foundation. 2022a. MaterialX. https://www.materialx.org/.Google Scholar
- Academy Software Foundation. 2022b. Open Shading Language. http://openshadinglanguage.org/.Google Scholar
- Florian Hecht, Daniel McCoy, Stephen LaVietes, and F. Sebastian Grassia. 2021. UsdShade in the Pixar Pipeline. In ACM SIGGRAPH 2021 Talks (Virtual Event, USA) (SIGGRAPH ’21). Association for Computing Machinery, New York, NY, USA, Article 5, 2 pages. https://doi.org/10.1145/3450623.3464670Google Scholar
Digital Library
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