Volumetric texture for fissure in 2012

H. Duiker, Tadao Mihashi
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Abstract

For a feature film 2012, Digital Domain was asked to destroy Los Angeles by an earthquake, the scale of which human kind has never experienced, entirely in computer graphics. The earthquake levels the city and causes huge canyons and fissures to form in front of our eyes, revealing underground structures and formations. As part of the task of destroying Los Angeles, we implemented a 2d texture-based 3d volumetric shader for RenderMan to create photorealistic fissure walls.
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2012年裂隙的体积纹理
在2012年的故事片中,Digital Domain被要求用计算机图形完全用人类从未经历过的地震摧毁洛杉矶。地震将城市夷为平地,在我们眼前形成了巨大的峡谷和裂缝,揭示了地下结构和地层。作为摧毁洛杉矶任务的一部分,我们为RenderMan实现了一个基于纹理的2d 3d体积着色器来创建逼真的裂隙墙。
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