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{{short description|3D rendering software developed by Autodesk}}
{{Infobox Software
{{Use mdy dates|date=July 2023}}
{{Infobox software
| name = Arnold
| name = Arnold
| logo =
| logo = [[File:Autodesk_Arnold_Render_2022_icon_rebrand.jpg|90px]]
| logo_size =
| logo caption = Official Autodesk Arnold logo
| screenshot =
| screenshot =
| caption =
| caption =
| author = Marcos Fajardo
| author = Marcos Fajardo
| developer = Solid Angle
| developer = Solid Angle, [[Autodesk]], [[Sony Pictures Imageworks]]
| released = {{start date and age|1998}}
| latest_release_version =
| latest_release_version = 7.3.3
| latest_release_date =
| latest_release_date = {{Start date and age|2024|7}}
| operating_system = [[Linux]], [[Microsoft Windows|Windows]] and [[macOS]]
| operating_system = [[Linux]], [[Microsoft Windows|Windows]], [[macOS]]
| platform =
| platform = [[x86-64]], [[Apple M series]], [[CUDA]]-enabled [[NVIDIA]]
| programming language =
| programming language = [[C++]], [[CUDA]]
| genre = [[Rendering system]]
| genre = [[Rendering system]]
| license = [[Proprietary software|Proprietary]] [[commercial software]]
| license = [[Proprietary software|Proprietary]] [[commercial software]]
| website = {{URL|http://www.solidangle.com/arnold/}}
| website = {{URL|https://www.arnoldrenderer.com}}
}}
}}

'''Arnold''' is an [[Unbiased rendering|unbiased]], physically based, [[ray tracing (graphics)|ray tracing]] [[3D rendering]] application created by the company Solid Angle.<ref>[http://www.solidangle.com/] Solid Angle, 6 August 2013</ref> Notable films that have used Arnold include ''[[Monster House (film)|Monster House]]'', ''[[Cloudy with a Chance of Meatballs (film)|Cloudy with a Chance of Meatballs]]'', ''[[Alice in Wonderland (2010 film)|Alice in Wonderland]]'', ''[[Thor (film)|Thor]]'', ''[[Captain America: The First Avenger|Captain America]]'', ''[[X-Men: First Class]]'', ''[[The Avengers (2012 film)|The Avengers]]'', ''[[Red Tails]]'', ''[[Underworld: Awakening]]'', ''[[Space Pirate Captain Harlock (film)|Space Pirate Captain Harlock]]'', ''[[Elysium (film)|Elysium]]'', ''[[Pacific Rim (film)|Pacific Rim]]'' and ''[[Gravity (film)|Gravity]]''.<ref name="fxguide">{{cite web | url=http://www.fxguide.com/featured/the-art-of-rendering/ | title=The Art of Rendering (updated) | publisher=fxguide.com, LLC | work=fxguide | date=10 April 2012 | accessdate=6 August 2013 | author=Seymour, Mike}}</ref>
''' Autodesk Arnold''' (also known as simply '''Arnold''') is a computer program for [[3D rendering|rendering]] three-dimensional, computer-generated scenes using [[Unbiased rendering|unbiased]], [[physically based rendering|physically-based]], Monte Carlo [[path tracing]] techniques. Created in Spain by Marcos Fajardo, it was later co-developed by his company Solid Angle SL (now owned by [[Autodesk]]) and [[Sony Pictures Imageworks]].

Arnold is one of the most widely used [[Photorealism|photorealistic rendering systems]] in computer graphics worldwide, particularly in animation and [[Visual effects|VFX]] for film and [[television]].


==Technology==
==Technology==


Originally written in [[C99]] and progressively rewritten in [[C++]], Arnold runs natively on [[x86]] and [[Apple M1|Apple]] [[Central processing unit|CPU]]s, where it tries to take advantage of all available threads and [[SIMD]] lanes for optimal parallelism. Since March 2019<ref>{{cite news | url=https://www.arnoldrenderer.com/news/press-release-arnold-5-3-gpu/ | title=Introducing Arnold 5.3 with Arnold GPU in public beta | date=18 March 2019}}</ref> it supports [[Nvidia]] [[Nvidia RTX|RTX]]-powered [[Graphics processing unit|GPU]]s through the use of [[OptiX]].
Arnold is based on [[Monte Carlo method|Monte Carlo]] Ray Tracing. Thus its engine is optimized to send billions of spatially incoherent rays throughout a scene. It often uses one level of diffuse inter-reflection so that light can bounce off of a wall or other object and indirectly illuminate a subject. For complex scenes such as the space station in Elysium, it makes heavy use of instancing. It uses the [[Open Shading Language]] to define the materials and textures.

Its [[Ray tracing (graphics)|ray tracing]] engine is optimized to send billions of spatially incoherent rays throughout a 3D scene composed of geometric primitives including polygons, hair splines, and volumes. It often uses multiple levels of diffuse and specular inter-reflection so that light can bounce off of a wall or other object and indirectly illuminate a subject. For complex scenes such as the space station in [[Elysium (film)|Elysium]], it makes heavy use of geometry instancing, which helps it render trillions of visible polygons in a reasonable amount of memory. It can render large numbers of high-resolution texture maps thanks to its efficient integration of the [[OpenImageIO]] library. It has a fully programmable [[API]], and uses [[shaders]] written in C++ or [[Open Shading Language]] to define the materials and textures.<ref name="ACM ToG">{{cite journal | doi=10.1145/3182160 | journal=ACM Transactions on Graphics | volume=37 | title=Arnold: A Brute-Force Production Path Tracer | date=August 2018 | s2cid=216145164 }}</ref>

Arnold is based on the [[Monte Carlo method|Monte Carlo]] [[Path tracing|Path Tracing]] algorithm, making extensive use of [[importance sampling]] and other numerical techniques to improve the quality of rendered images. Throughout the 2010s, its team published research that popularized the use of [[solid angle]]-based sampling of area lights in production rendering,<ref>{{Cite web |url=https://www.arnoldrenderer.com/research/egsr2013_spherical_rectangle.pdf| title=An Area-Preserving Parametrization for Spherical Rectangles| website= www.arnoldrenderer.com| publisher=Eurographics Symposium on Rendering| date=2013}}</ref><ref>{{Cite web |url=https://www.arnoldrenderer.com/research/egsr2017_spherical_ellipse.pdf| title=Area-Preserving Parameterizations for Spherical Ellipses| website= www.arnoldrenderer.com| publisher=Eurographics Symposium on Rendering| date=2017}}</ref><ref>{{Cite web |url=https://www.arnoldrenderer.com/research/egsr2018_projected_spherical_caps.pdf| title=Stratified Sampling of Projected Spherical Caps| website= www.arnoldrenderer.com| publisher=Eurographics Symposium on Rendering| date=2018}}</ref> equi-angular sampling for volumetric scattering,<ref>{{Cite web |url=https://www.arnoldrenderer.com/research/s2011_equiangular_slides.pdf| title=Importance Sampling of Area Lights in Participating Media| website= www.arnoldrenderer.com| publisher=ACM SIGGRAPH| date=2011}}</ref> ray-traced sub-surface scattering,<ref>{{Cite web |url=https://www.arnoldrenderer.com/research/s2013_bssrdf_slides.pdf| title= BSSRDF Importance Sampling| website= www.arnoldrenderer.com| publisher=ACM SIGGRAPH| date=2013}}</ref> and blue-noise dithered sampling.<ref>{{Cite web |url=https://www.arnoldrenderer.com/research/dither_abstract.pdf| title=Blue-noise Dithered Sampling| website= www.arnoldrenderer.com| publisher=ACM SIGGRAPH| date=2016}}</ref>


==History==
==History==
[[File:Marcos Fajardo, Siggraph 2013.jpg|thumb|Marcos Fajardo at the 2013 [[SIGGRAPH]]]]
Marcos Fajardo is the chief architect of Arnold.<ref name="fxguide" /> The beginnings of what is now Arnold emerged in 1997 when Fajardo decided to write his own renderer. That year, he attended [[Siggraph]], where his interest in [[stochastic ray tracing]] (a foundational part of Arnold's rendering technology) was piqued in discussions with friends attending the conference.<ref name="fxguide" />


[[File:Marcos Fajardo, Siggraph 2013.jpg|thumb|Marcos Fajardo at [[SIGGRAPH]] 2013 in Anaheim, CA]]
Early versions of Fajardo's renderer were called RenderAPI.<ref name="fxguide" /> The name Arnold emerged when one of Fajardo's friends suggested it after mocking an [[Arnold Schwarzenegger]] film they saw in a theater.<ref name="fxguide" />
Marcos Fajardo was the chief architect of Arnold until 2020.<ref name="fxguide" /> The beginnings of what is now Arnold emerged in 1997 when Fajardo decided to write his own renderer. That year, he attended [[SIGGRAPH]], where his interest in [[stochastic ray tracing]] (a foundational part of Arnold's rendering technology) was piqued in discussions with friends attending the conference.


Early versions of Fajardo's renderer were called RenderAPI. The name Arnold emerged when one of Fajardo's friends suggested it after mocking an [[Arnold Schwarzenegger]] film they saw in a theater.<ref name="fxguide" />
Solid Angle, the company behind Arnold, was purchased by [[Autodesk]] in early 2016. The acquisition was announced officially on April 18, 2016.<ref>http://www.autodesk.com/campaigns/solid-angle-joins-autodesk</ref>

In 2004, Fajardo entered a licensing and co-development agreement with [[Sony Pictures Imageworks]], which resulted in separate branches for the commercial and Sony-proprietary versions of Arnold.<ref>{{Cite web |url=https://www.arnoldrenderer.com/about/| title=about| website= www.arnoldrenderer.com}}</ref><ref>{{Cite web |url=http://www.realtimerendering.com/resources/RTNews/html/rtnv23n1.html#art3| title=Marcos and Arnold| author=Eric Haines| date=July 20, 2010|publisher=Ray Tracing News}}</ref> The commercial version was integrated via plug-ins into several DCC packages including Softimage, Maya, Katana, Cinema4D, and Houdini.

Solid Angle SL, the company behind Arnold, was founded in 2009 in Madrid and purchased by [[Autodesk]] in early 2016. The acquisition was announced officially on April 18, 2016.<ref>{{cite news | url=https://www.autodesk.com/campaigns/solid-angle-joins-autodesk | title=Solid Angle joins Autodesk | date=18 April 2016}}</ref> Arnold is now bundled with [[Autodesk Maya|Maya]] and [[Autodesk 3ds Max|3ds Max]].

==Awards==


On 4 January 2017, the [[Academy of Motion Picture Arts and Sciences]] recognized Fajardo with a Scientific and Engineering award (Academy plaque) for "the creative vision and original implementation of the Arnold Renderer."<ref>{{cite news|last1=Giardina|first1=Carolyn|title=Oscars: Scientific and Technical Awards Winners Revealed|url=http://www.hollywoodreporter.com/behind-screen/oscars-2017-scientific-technical-awards-winners-revealed-960765|accessdate=January 5, 2017|work=The Hollywood Reporter|date=January 4, 2017}}</ref>
On 4 January 2017, the [[Academy of Motion Picture Arts and Sciences]] recognized Fajardo with a Scientific and Engineering award (Academy plaque) for "the creative vision and original implementation of the Arnold Renderer."<ref>{{cite news|last1=Giardina|first1=Carolyn|title=Oscars: Scientific and Technical Awards Winners Revealed|url=http://www.hollywoodreporter.com/behind-screen/oscars-2017-scientific-technical-awards-winners-revealed-960765|accessdate=January 5, 2017|work=The Hollywood Reporter|date=January 4, 2017}}</ref>

On 21 October 2021, the [[Academy of Television Arts & Sciences|Television Academy]] recognized Fajardo, along with colleagues Alan King and Thiago Ize, with an Engineering Emmy statuette for the Arnold Global Illumination Rendering System.<ref>{{cite news|last1=Goodell|first1= Stephanie |title=73rd Engineering Emmy Awards Winners Announced|url=https://www.emmys.com/news/awards-news/engineering-211007|work=Television Academy|date=October 7, 2021}}</ref>

On 1 December 2023, as part of the first CVMP Technical Awards, Fajardo received a CVMP Implementation Award for Arnold, "to individual(s) who have taken academic research and then have pioneered in a timely manner a tool that implements that research in a novel way."<ref>{{cite news|title=CVMP Awards|url=https://www.cvmp-conference.org/2023/awards/|work=The ACM SIGGRAPH European Conference on Visual Media Production (CVMP)|date=November 30, 2023}}</ref>

==Shows==

Notable feature films that have used Arnold include ''[[Monster House (film)|Monster House]]'', ''[[Cloudy with a Chance of Meatballs (film)|Cloudy with a Chance of Meatballs]]'', ''[[Alice in Wonderland (2010 film)|Alice in Wonderland]]'', ''[[Thor (film)|Thor]]'', ''[[Captain America: The First Avenger|Captain America]]'', ''[[X-Men: First Class]]'', ''[[The Avengers (2012 film)|The Avengers]]'', ''[[Space Pirate Captain Harlock (film)|Space Pirate Captain Harlock]]'', ''[[Elysium (film)|Elysium]]'', ''[[Pacific Rim (film)|Pacific Rim]]'', ''[[Gravity (2013 film)|Gravity]]'', ''[[Guardians of the Galaxy (film)|Guardians of the Galaxy]]'', ''[[Star Wars: The Force Awakens]]'', ''[[Arrival (film)|Arrival]]'' and ''[[Blade Runner 2049]]''.<ref name="fxguide">{{cite web | url=http://www.fxguide.com/featured/the-art-of-rendering/ | title=The Art of Rendering (updated) | publisher=fxguide.com, LLC | work=fxguide | date=10 April 2012 | accessdate=6 August 2013 | author=Seymour, Mike}}</ref>

Notable television series include ''[[Game of Thrones]]'', ''[[Westworld (TV series)|Westworld]]'', ''[[Trollhunters: Tales of Arcadia|Trollhunters]]'', ''[[Love, Death & Robots|LOVE DEATH + ROBOTS]]'', ''[[Foundation_(TV_series)|Foundation]]'', ''[[The Mandalorian]]'', ''[[Monarch: Legacy of Monsters]]'', and ''[[3_Body_Problem_(TV_series)|3 Body Problem]]''.

==Notable studios using Arnold==

{| class="wikitable"
! scope="col" | Country
! scope="col" | Studio
|-
! scope="row" | [[Australia]]
| [[Rising Sun Pictures]]
|-
! scope="row" rowspan="4" | [[Canada]]
| [[Sony Pictures Imageworks]]
|-
| [[Rodeo FX]]
|-
| [[Image Engine]]
|-
| [[Hybride technologies]]
|-
! scope="row" | [[France]]
| [[Mikros Image]]
|-
! scope="row" rowspan="3" | [[Germany]]
| [[Trixter (company)|Trixter]]
|-
| [[Pixomondo]]
|-
| LAVAlabs Moving Images
|-
! scope="row" | [[Hungary]]
| [[Digic Pictures]]
|-
! scope="row" | [[India]]
| [[Prana Studios]]
|-
! scope="row" rowspan="2" | [[Japan]]
| [[Marza Animation Planet]]
|-
| [[Square Enix]]
|-
! scope="row" | [[Norway]]
| [[Storm Studios]]
|-
! scope="row" | [[Poland]]
| [[Platige Image]]
|-
! scope="row" rowspan="2" | [[Spain]]
| [[Skydance Animation Madrid]]
|-
| [[El Ranchito]]
|-
! scope="row" rowspan="2" | [[United Kingdom]]
| [[Cinesite]]
|-
| [[The Mill (company)|The Mill]]
|-
! scope="row" rowspan="3" | [[United States]]
| [[Luma Pictures]]
|-
| [[Reel FX Creative Studios|Reel FX]]
|-
| [[Psyop (company)|Psyop]]
|-
|}

==See also==
* [[Pixar RenderMan]]
* [[V-Ray|Vray]]


==References==
==References==
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==External links==
==External links==
* {{Official website|http://www.solidangle.com/arnold/}}
* {{Official website|https://www.arnoldrenderer.com}}
* [https://www.autodesk.com/products/arnold/overview Autodesk product page]


{{3D software}}
[[Category:Rendering systems]]
[[Category:3D graphics software]]


[[Category:3D graphics software]]

[[Category:Rendering systems]]
{{software-stub}}
[[Category:Global illumination software]]
[[Category:3D computer graphics software for Linux]]
[[Category:Proprietary commercial software for Linux]]
[[Category:3D rendering software for Linux]]

Latest revision as of 18:04, 28 July 2024

Arnold
Original author(s)Marcos Fajardo
Developer(s)Solid Angle, Autodesk, Sony Pictures Imageworks
Initial release1998; 26 years ago (1998)
Stable release
7.3.3 / July 2024; 4 months ago (2024-07)
Written inC++, CUDA
Operating systemLinux, Windows, macOS
Platformx86-64, Apple M series, CUDA-enabled NVIDIA
TypeRendering system
LicenseProprietary commercial software
Websitewww.arnoldrenderer.com

Autodesk Arnold (also known as simply Arnold) is a computer program for rendering three-dimensional, computer-generated scenes using unbiased, physically-based, Monte Carlo path tracing techniques. Created in Spain by Marcos Fajardo, it was later co-developed by his company Solid Angle SL (now owned by Autodesk) and Sony Pictures Imageworks.

Arnold is one of the most widely used photorealistic rendering systems in computer graphics worldwide, particularly in animation and VFX for film and television.

Technology

[edit]

Originally written in C99 and progressively rewritten in C++, Arnold runs natively on x86 and Apple CPUs, where it tries to take advantage of all available threads and SIMD lanes for optimal parallelism. Since March 2019[1] it supports Nvidia RTX-powered GPUs through the use of OptiX.

Its ray tracing engine is optimized to send billions of spatially incoherent rays throughout a 3D scene composed of geometric primitives including polygons, hair splines, and volumes. It often uses multiple levels of diffuse and specular inter-reflection so that light can bounce off of a wall or other object and indirectly illuminate a subject. For complex scenes such as the space station in Elysium, it makes heavy use of geometry instancing, which helps it render trillions of visible polygons in a reasonable amount of memory. It can render large numbers of high-resolution texture maps thanks to its efficient integration of the OpenImageIO library. It has a fully programmable API, and uses shaders written in C++ or Open Shading Language to define the materials and textures.[2]

Arnold is based on the Monte Carlo Path Tracing algorithm, making extensive use of importance sampling and other numerical techniques to improve the quality of rendered images. Throughout the 2010s, its team published research that popularized the use of solid angle-based sampling of area lights in production rendering,[3][4][5] equi-angular sampling for volumetric scattering,[6] ray-traced sub-surface scattering,[7] and blue-noise dithered sampling.[8]

History

[edit]
Marcos Fajardo at SIGGRAPH 2013 in Anaheim, CA

Marcos Fajardo was the chief architect of Arnold until 2020.[9] The beginnings of what is now Arnold emerged in 1997 when Fajardo decided to write his own renderer. That year, he attended SIGGRAPH, where his interest in stochastic ray tracing (a foundational part of Arnold's rendering technology) was piqued in discussions with friends attending the conference.

Early versions of Fajardo's renderer were called RenderAPI. The name Arnold emerged when one of Fajardo's friends suggested it after mocking an Arnold Schwarzenegger film they saw in a theater.[9]

In 2004, Fajardo entered a licensing and co-development agreement with Sony Pictures Imageworks, which resulted in separate branches for the commercial and Sony-proprietary versions of Arnold.[10][11] The commercial version was integrated via plug-ins into several DCC packages including Softimage, Maya, Katana, Cinema4D, and Houdini.

Solid Angle SL, the company behind Arnold, was founded in 2009 in Madrid and purchased by Autodesk in early 2016. The acquisition was announced officially on April 18, 2016.[12] Arnold is now bundled with Maya and 3ds Max.

Awards

[edit]

On 4 January 2017, the Academy of Motion Picture Arts and Sciences recognized Fajardo with a Scientific and Engineering award (Academy plaque) for "the creative vision and original implementation of the Arnold Renderer."[13]

On 21 October 2021, the Television Academy recognized Fajardo, along with colleagues Alan King and Thiago Ize, with an Engineering Emmy statuette for the Arnold Global Illumination Rendering System.[14]

On 1 December 2023, as part of the first CVMP Technical Awards, Fajardo received a CVMP Implementation Award for Arnold, "to individual(s) who have taken academic research and then have pioneered in a timely manner a tool that implements that research in a novel way."[15]

Shows

[edit]

Notable feature films that have used Arnold include Monster House, Cloudy with a Chance of Meatballs, Alice in Wonderland, Thor, Captain America, X-Men: First Class, The Avengers, Space Pirate Captain Harlock, Elysium, Pacific Rim, Gravity, Guardians of the Galaxy, Star Wars: The Force Awakens, Arrival and Blade Runner 2049.[9]

Notable television series include Game of Thrones, Westworld, Trollhunters, LOVE DEATH + ROBOTS, Foundation, The Mandalorian, Monarch: Legacy of Monsters, and 3 Body Problem.

Notable studios using Arnold

[edit]
Country Studio
Australia Rising Sun Pictures
Canada Sony Pictures Imageworks
Rodeo FX
Image Engine
Hybride technologies
France Mikros Image
Germany Trixter
Pixomondo
LAVAlabs Moving Images
Hungary Digic Pictures
India Prana Studios
Japan Marza Animation Planet
Square Enix
Norway Storm Studios
Poland Platige Image
Spain Skydance Animation Madrid
El Ranchito
United Kingdom Cinesite
The Mill
United States Luma Pictures
Reel FX
Psyop

See also

[edit]

References

[edit]
  1. ^ "Introducing Arnold 5.3 with Arnold GPU in public beta". March 18, 2019.
  2. ^ "Arnold: A Brute-Force Production Path Tracer". ACM Transactions on Graphics. 37. August 2018. doi:10.1145/3182160. S2CID 216145164.
  3. ^ "An Area-Preserving Parametrization for Spherical Rectangles" (PDF). www.arnoldrenderer.com. Eurographics Symposium on Rendering. 2013.
  4. ^ "Area-Preserving Parameterizations for Spherical Ellipses" (PDF). www.arnoldrenderer.com. Eurographics Symposium on Rendering. 2017.
  5. ^ "Stratified Sampling of Projected Spherical Caps" (PDF). www.arnoldrenderer.com. Eurographics Symposium on Rendering. 2018.
  6. ^ "Importance Sampling of Area Lights in Participating Media" (PDF). www.arnoldrenderer.com. ACM SIGGRAPH. 2011.
  7. ^ "BSSRDF Importance Sampling" (PDF). www.arnoldrenderer.com. ACM SIGGRAPH. 2013.
  8. ^ "Blue-noise Dithered Sampling" (PDF). www.arnoldrenderer.com. ACM SIGGRAPH. 2016.
  9. ^ a b c Seymour, Mike (April 10, 2012). "The Art of Rendering (updated)". fxguide. fxguide.com, LLC. Retrieved August 6, 2013.
  10. ^ "about". www.arnoldrenderer.com.
  11. ^ Eric Haines (July 20, 2010). "Marcos and Arnold". Ray Tracing News.
  12. ^ "Solid Angle joins Autodesk". April 18, 2016.
  13. ^ Giardina, Carolyn (January 4, 2017). "Oscars: Scientific and Technical Awards Winners Revealed". The Hollywood Reporter. Retrieved January 5, 2017.
  14. ^ Goodell, Stephanie (October 7, 2021). "73rd Engineering Emmy Awards Winners Announced". Television Academy.
  15. ^ "CVMP Awards". The ACM SIGGRAPH European Conference on Visual Media Production (CVMP). November 30, 2023.
[edit]