Hacker News new | past | comments | ask | show | jobs | submit login

When I attended WWDC 2018, one of Pixar's lead lighting engineers gave a high-level presentation on the intertwining of math/physics/art to shade animated scenes in their movies. I would love to walk through one of their internal scene files and inspect all the polygon's on Woody's shirt. It's a fascinating intersection of programming not many people relate to.



You won't find a lot of polygons, but you would find many interesting surface textures, shaders, lighting effects, simulations and more.


Correct, Pixar is notorious for using fairly low detail SubD surface control cages for almost everything.


Cool, that led me to a really good article on Pixar's open source project: https://graphics.pixar.com/opensubdiv/docs/subdivision_surfa...


Support for these were added into Blender via OpenSubdiv in Blender 2.8:

https://twitter.com/tonroosendaal/status/1025067227530362883...


Sounds interesting. Do you know any link to this talk?

Edit: I could not find similar to here: https://developer.apple.com/videos/wwdc2018/


It looks like Apple didn't offer that video after the talk.

https://asciiwwdc.com/2018/sessions/111

The engineer's name is Danielle Feinberg and she did a similar TED talk two years before WWDC (even the titles are similar).

https://www.youtube.com/watch?v=Z1R1z9ipFnM


Unfortunately I couldn't find the video either but it was fairly similar to the TED talk you linked (just longer and had slightly more "internal" details).




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: