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RenderMan started as a scanline renderer based on the Reyes algorithm, and it was extended over the years with ray tracing and several global illumination algorithms.<\/jats:p>\n          <jats:p>This article describes the modern version of RenderMan, a new architecture for an extensible and programmable path tracer with many features that are essential to handle the fiercely complex scenes in movie production. Users can write their own materials using a bxdf interface and their own light transport algorithms using an integrator interface\u2014or they can use the materials and light transport algorithms provided with RenderMan. Complex geometry and textures are handled with efficient multi-resolution representations, with resolution chosen using path differentials. We trace rays and shade ray hit points in medium-sized groups, which provides the benefits of SIMD execution without excessive memory overhead or data streaming. The path-tracing architecture handles surface, subsurface, and volume scattering. We show examples of the use of path tracing, bidirectional path tracing, VCM, and UPBP light transport algorithms. We also describe our progressive rendering for interactive use and our adaptation of denoising techniques.<\/jats:p>","DOI":"10.1145\/3182162","type":"journal-article","created":{"date-parts":[[2018,8,8]],"date-time":"2018-08-08T19:14:21Z","timestamp":1533755661000},"page":"1-21","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":67,"title":["RenderMan"],"prefix":"10.1145","volume":"37","author":[{"given":"Per","family":"Christensen","sequence":"first","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Julian","family":"Fong","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Jonathan","family":"Shade","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Wayne","family":"Wooten","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Brenden","family":"Schubert","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Andrew","family":"Kensler","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Stephen","family":"Friedman","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Charlie","family":"Kilpatrick","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Cliff","family":"Ramshaw","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Marc","family":"Bannister","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Brenton","family":"Rayner","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Jonathan","family":"Brouillat","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]},{"given":"Max","family":"Liani","sequence":"additional","affiliation":[{"name":"Pixar Animation Studios"}]}],"member":"320","published-online":{"date-parts":[[2018,8,7]]},"reference":[{"key":"e_1_2_1_1_1","volume-title":"Proceedings of the Conference on High Performance Graphics. 119--128","author":"\u00c1fra Attila","year":"2016","unstructured":"Attila \u00c1fra , Carsten Benthin , Ingo Wald , and Jacob Munkberg . 2016 . Local shading coherence extraction for SIMD-efficient path tracing on CPUs . In Proceedings of the Conference on High Performance Graphics. 119--128 . Attila \u00c1fra, Carsten Benthin, Ingo Wald, and Jacob Munkberg. 2016. Local shading coherence extraction for SIMD-efficient path tracing on CPUs. In Proceedings of the Conference on High Performance Graphics. 119--128."},{"key":"e_1_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/3072959.3073588"},{"key":"e_1_2_1_3_1","unstructured":"Anthony Apodaca and Larry Gritz. 2000. Advanced RenderMan: Creating CGI for Motion Pictures. Morgan Kaufmann.   Anthony Apodaca and Larry Gritz. 2000. Advanced RenderMan: Creating CGI for Motion Pictures. 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