Kelvin Sung, James Craighead, Changyaw Wang, Sanjay Bakshi, A. Pearce, Andrew Woo
{"title":"玛雅渲染器的设计和实现","authors":"Kelvin Sung, James Craighead, Changyaw Wang, Sanjay Bakshi, A. Pearce, Andrew Woo","doi":"10.1109/PCCGA.1998.732097","DOIUrl":null,"url":null,"abstract":"Maya is the new 3D software package recently released by Alias I Wavefront for creating state of the art character animation and visual effects. Built on a next generation advanced architecture, Maya delivers high speed interaction and high productivity for its users. In the Fall of 1995, the Rendering Team at Alias/Wavefront started from scratch to design and implement a renderer for the Maya project. This was a very challenging task, requiring the efficient generation of high quality images for a next generation 3D application that was still under development. In addition, we were expected to match or exceed the capabilities of our existing popular rendering products (as well as those from our competitors). In January of 1998, the all new renderer was delivered with Maya 1.0. It includes a comprehensive user interface that is well integrated with the rest of the system, and a batch renderer that is capable of efficiently generating a full spectrum of high quality visual effects. Currently, there are high end computer graphics (CG) productions in progress that are using the Maya Renderer. We concentrate on our batch renderer implementation effort. We describe the philosophy, design decisions, and the tasks we set out to achieve in 1995. We then evaluate the delivered system based on images generated with the renderer.","PeriodicalId":164343,"journal":{"name":"Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Design and implementation of the Maya Renderer\",\"authors\":\"Kelvin Sung, James Craighead, Changyaw Wang, Sanjay Bakshi, A. Pearce, Andrew Woo\",\"doi\":\"10.1109/PCCGA.1998.732097\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Maya is the new 3D software package recently released by Alias I Wavefront for creating state of the art character animation and visual effects. Built on a next generation advanced architecture, Maya delivers high speed interaction and high productivity for its users. In the Fall of 1995, the Rendering Team at Alias/Wavefront started from scratch to design and implement a renderer for the Maya project. This was a very challenging task, requiring the efficient generation of high quality images for a next generation 3D application that was still under development. In addition, we were expected to match or exceed the capabilities of our existing popular rendering products (as well as those from our competitors). In January of 1998, the all new renderer was delivered with Maya 1.0. It includes a comprehensive user interface that is well integrated with the rest of the system, and a batch renderer that is capable of efficiently generating a full spectrum of high quality visual effects. Currently, there are high end computer graphics (CG) productions in progress that are using the Maya Renderer. We concentrate on our batch renderer implementation effort. We describe the philosophy, design decisions, and the tasks we set out to achieve in 1995. We then evaluate the delivered system based on images generated with the renderer.\",\"PeriodicalId\":164343,\"journal\":{\"name\":\"Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208)\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1998-10-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/PCCGA.1998.732097\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/PCCGA.1998.732097","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7
摘要
Maya是Alias I Wavefront最近发布的新的3D软件包,用于创建最先进的角色动画和视觉效果。玛雅建立在下一代先进的架构上,为用户提供高速交互和高生产力。在1995年的秋天,Alias/Wavefront的渲染团队从零开始为Maya项目设计和实现一个渲染器。这是一项非常具有挑战性的任务,需要为仍在开发中的下一代3D应用程序高效地生成高质量图像。此外,我们希望能够匹配或超过我们现有的流行渲染产品(以及我们的竞争对手的产品)的功能。1998年1月,全新的渲染器随Maya 1.0一起发布。它包括一个全面的用户界面,与系统的其余部分很好地集成,以及一个批处理渲染器,能够有效地生成全谱的高质量视觉效果。目前,正在使用Maya Renderer进行的高端计算机图形(CG)制作。我们专注于批处理渲染器的实现工作。我们描述了我们的理念、设计决策以及我们在1995年要实现的任务。然后,我们根据渲染器生成的图像评估交付的系统。
Maya is the new 3D software package recently released by Alias I Wavefront for creating state of the art character animation and visual effects. Built on a next generation advanced architecture, Maya delivers high speed interaction and high productivity for its users. In the Fall of 1995, the Rendering Team at Alias/Wavefront started from scratch to design and implement a renderer for the Maya project. This was a very challenging task, requiring the efficient generation of high quality images for a next generation 3D application that was still under development. In addition, we were expected to match or exceed the capabilities of our existing popular rendering products (as well as those from our competitors). In January of 1998, the all new renderer was delivered with Maya 1.0. It includes a comprehensive user interface that is well integrated with the rest of the system, and a batch renderer that is capable of efficiently generating a full spectrum of high quality visual effects. Currently, there are high end computer graphics (CG) productions in progress that are using the Maya Renderer. We concentrate on our batch renderer implementation effort. We describe the philosophy, design decisions, and the tasks we set out to achieve in 1995. We then evaluate the delivered system based on images generated with the renderer.