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Pixar’s Presto
C A S E S T U DY: PI X A R ’S PR ES TO
REAL-TIME ANIMATION
WITH PRESTO
Pixar’s new proprietary animation system
harnesses the power of NVIDIA GPUs, enabling
animators to work faster and be more creative
A
PROFILE s its name suggests, For example, fur has always
DIRK VAN GELDER Presto – Pixar’s been a hairy subject for animators.
Van Gelder joined Pixar proprietary GPU- Sullivan’s fur, which is composed
in 1997 as a software
engineer working on accelerated animation of 900,000 hairs, each with four
subdivision surfaces. He system – is a seemingly magical CVs, can be controlled live within
has worked on software
for each of the studio’s tool for animators. Powered by Presto. Animators now have a
movies since, and
played a key role in the NVIDIA’s Quadro GPUs running tremendous amount of control
development of Presto, on HP Z-Series workstations, without any slowdown, where
Pixar’s new in-house
animation system. Presto leverages the power of previously fur could never be seen
pixar.com 1
the card to drive an OpenGL 4.0 and manipulated in this way.
system capable of displaying Van Gelder used the example
fully animatable characters with of Sullivan sitting in a lecture
tens of millions of poseable hairs, hall, emphasising the difference
Ptex texture maps and real-time between a furry and fur-less
shadows. This means animators monster. Without visible fur,
PROFILE can view their animation in real animators had to make decisions
BILL WATRAL time, making changes on the fly on poses without seeing the whole
Watral is FX TD at and enabling them to work faster picture, and shots may have had
Pixar, having joined
the company from and more effectively. to be re-posed after rendering.
VFX facility Charlex. Originally developed for With Presto, this guesswork is
He has won two Visual
Effects Society Awards, Brave, then used on Monsters eliminated. “Every part of him is 2
for his work on Pixar’s
CG features WALL-E University and every Pixar project live and poseable in the system,”
and Brave. He was since, the system brings a playful said Van Gelder. “If we didn’t have
supervising TD on
LAVA, Pixar’s new short. environment to the company’s fast graphics, we wouldn’t be able
pixar.com
animators, giving them pretty to make this happen.”
much instant feedback.
In 2014, at NVIDIA’s GPU ROCK SOLID
Technology Conference in San For LAVA – Pixar’s new short, due
Jose, California, Pixar engineering to be screened alongside Inside
lead Dirk Van Gelder entertained Out in spring 2015 – the animators
a crowd of more than 2,500 with were running into problems when
a stunning demo of the tool’s creating the expressions for its 3
capabilities. Using everyone’s volcanic hero, Uku. “We had huge
favourite blue monster James P. pieces of rock geometry that 1. Presto gives animators unprecedented real-time feedback
Sullivan (Sulley from Monsters, made up the mouth pieces of the as they work, with hair, shadows and textures
Inc. and Monsters University) as an characters sliding past each other,” 2. The system harnesses the power of NVIDIA GPUs to give
example, Van Gelder revealed how explains Bill Watral, the film’s animators a free and playful environment in which to work
Presto has empowered the movie’s supervising technical director. 3. Presto can handle multiple characters, with real-time fur
animators to see if an idea works “It was difficult for the animators and shadows, providing a high quality preview of the final
without costly rendering iterations. to see what was happening and rendered image
From the subtle posing of a hand how much motion was going to
or even a single finger to dropping be perceived by the viewer. We
on new expressions, Presto gives needed representation of rock
animators a creative environment textures on these characters in
without traditional constraints. real time on the animation rig.”
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CUDA POWER
Presto is continually under active
development, driven by the needs
of Pixar’s animators to view their
work as near to final quality as
possible. The system already
utilises Pixar’s OpenSubdiv system,
which uses massively parallel
CPU and GPU architectures to
display subdivided meshes so the
animators can view limit surfaces
“within a pixel of final render”.
Previously, animators could only
work with unsubdivided geometry
as refresh speeds were too slow.
“Now the trick is to be able to keep
that same speed,” says van Gelder,
“but amp up the visual quality to
give more accurate visual cues to
the animators.”
Using the power of OpenGL
and CUDA acceleration with
NVIDIA’s GPUs, Pixar’s Presto is
able to deliver better texturing,
better reflections, real-time fur
and faster geometry drawing – but
there’s more yet to come. “As we
stress our OpenGL pipeline more
and more we realise some of our
3 4 5 6
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