Autodesk Arnold: Difference between revisions
Improved references, added initial release, more related categories |
Slightly shorter list of studios, limited max per country to 4 |
||
Line 47: | Line 47: | ||
!Studio |
!Studio |
||
|- |
|- |
||
| rowspan=" |
| rowspan="4" |{{USA}} |
||
|Whiskytree |
|||
|- |
|||
|[[Luma Pictures]] |
|[[Luma Pictures]] |
||
|- |
|- |
||
Line 58: | Line 56: | ||
|[[Psyop_(company)|Psyop]] |
|[[Psyop_(company)|Psyop]] |
||
|- |
|- |
||
| rowspan=" |
| rowspan="4" |{{CAN}} |
||
|[[Sony Pictures Imageworks]] |
|[[Sony Pictures Imageworks]] |
||
|- |
|- |
||
Line 64: | Line 62: | ||
|- |
|- |
||
|[[Image Engine]] |
|[[Image Engine]] |
||
|- |
|||
|[[The Embassy Visual Effects]] |
|||
|- |
|- |
||
|[[Hybride technologies]] |
|[[Hybride technologies]] |
||
|- |
|- |
||
| rowspan=" |
| rowspan="4" |{{GBR}} |
||
|[[Framestore]] |
|[[Framestore]] |
||
|- |
|- |
||
Line 77: | Line 73: | ||
|- |
|- |
||
|[[The_Mill_(company)|The Mill]] |
|[[The_Mill_(company)|The Mill]] |
||
|- |
|||
|[[Aardman_Animations|Aardman]] |
|||
|- |
|- |
||
|{{DEU}} |
|{{DEU}} |
||
|[[Trixter_(company)|Trixter]] |
|[[Trixter_(company)|Trixter]] |
||
|- |
|- |
||
|{{FRA}} |
|||
|[[Mikros Image]] |
|[[Mikros Image]] |
||
|- |
|||
|Unit Image |
|||
|- |
|- |
||
|{{NOR}} |
|{{NOR}} |
||
Line 111: | Line 103: | ||
|[[Prana Studios]] |
|[[Prana Studios]] |
||
|- |
|- |
||
| rowspan=" |
| rowspan="2" |{{JAP}} |
||
|[[Marza Animation Planet]] |
|[[Marza Animation Planet]] |
||
|- |
|- |
||
|[[Square Enix]] |
|[[Square Enix]] |
||
|- |
|||
|[[NHK]] |
|||
|} |
|} |
||
Revision as of 04:56, 5 March 2021
Original author(s) | Marcos Fajardo |
---|---|
Developer(s) | Solid Angle, Autodesk, Sony Pictures Imageworks |
Initial release | 1998 |
Stable release | 6.2
/ January 2021 |
Written in | C++ |
Operating system | Linux, Windows, macOS |
Type | Rendering system |
License | Proprietary commercial software |
Website | www |
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 and 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 in 2021, specially in animation and VFX for film and TV. 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.[1] Notable television series include Game of Thrones, Westworld, Trollhunters and LOVE DEATH + ROBOTS.
Technology
Originally written in C99 and progressively rewritten in C++, Arnold runs natively on x86 CPUs, where it tries to take advantage of all available threads and SIMD lanes for optimal parallelism. Since March 2019[2] 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 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.[3]
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,[4][5][6] the use of equi-angular sampling for volumetric scattering,[7] the use of ray-traced sub-surface scattering,[8] and the use of blue-noise dithered sampling.[9]
History
Marcos Fajardo is the chief architect of Arnold.[1] 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.[1]
In 2004, Fajardo entered a licensing and co-development agreement with Sony Pictures Imageworks, which resulted in separate branches for the commercial and proprietary versions of Arnold. The commercial version was integrated via plug-ins into several DCC packages including Softimage, Maya, Katana, Cinema4D, and Houdini.
Solid Angle, the company behind Arnold, was founded in 2009 and purchased by Autodesk in early 2016. The acquisition was announced officially on April 18, 2016.[10] Arnold is now bundled with Maya and 3ds Max.
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."[11]
Notable studios using Arnold
See also
References
- ^ a b c Seymour, Mike (10 April 2012). "The Art of Rendering (updated)". fxguide. fxguide.com, LLC. Retrieved 6 August 2013.
- ^ "Introducing Arnold 5.3 with Arnold GPU in public beta". 18 March 2019.
- ^ "Arnold: A Brute-Force Production Path Tracer". Transactions on Graphics. 37. Association for Computing Machinery. August 2018. doi:10.1145/3182160.
- ^ "An Area-Preserving Parametrization for Spherical Rectangles" (PDF). www.arnoldrenderer.com. Eurographics Symposium on Rendering. 2013.
- ^ "Area-Preserving Parameterizations for Spherical Ellipses" (PDF). www.arnoldrenderer.com. Eurographics Symposium on Rendering. 2017.
- ^ "Stratified Sampling of Projected Spherical Caps" (PDF). www.arnoldrenderer.com. Eurographics Symposium on Rendering. 2018.
- ^ "Importance Sampling of Area Lights in Participating Media" (PDF). www.arnoldrenderer.com. ACM SIGGRAPH. 2011.
- ^ "BSSRDF Importance Sampling" (PDF). www.arnoldrenderer.com. ACM SIGGRAPH. 2013.
- ^ "Blue-noise Dithered Sampling" (PDF). www.arnoldrenderer.com. ACM SIGGRAPH. 2016.
- ^ "Solid Angle joins Autodesk". 18 April 2016.
- ^ Giardina, Carolyn (January 4, 2017). "Oscars: Scientific and Technical Awards Winners Revealed". The Hollywood Reporter. Retrieved January 5, 2017.