![]() “At its core, it’s about how you describe complex scenes and worlds and how you let many people collaborate,” May said. This led to the genesis of USD as it has become today. ![]() Pixar created another form of scene description optimized for performance, so they decided to combine these. “Brave was pretty complex, and even loading scenes into Presto was challenging,” May explained. They discovered that the description language in Presto was expressive, but the performance was not there for the artist. ![]() In the mid-2000s, Pixar started incorporating these techniques into a new animation tool called Presto. In the late 1990s, they experimented with concepts like referencing, layers and hierarchies, which form the basis for scaling production. They were faced with problems describing scenes, lighting, cameras and other assets required to simplify workflows across large teams of artists and technicians. Steve May, vice-president and CTO of Pixar, saw the predecessors to USD when the company was starting to make Toy Story. ![]() It is helpful to go back to the birth of USD to understand why it emerged and how early design decisions shaped its current state.
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