Original author(s) | Marcos Fajardo |
---|---|
Developer(s) | Solid Angle, Autodesk, Sony Pictures Imageworks |
Initial release | 1998 |
Stable release | 7.3.3 / July 2024 |
Written in | C++, CUDA |
Operating system | Linux, Windows, macOS |
Platform | x86-64, Apple M series, CUDA-enabled NVIDIA |
Type | Rendering system |
License | Proprietary commercial software |
Website | www |
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.
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]
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.
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]
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 .
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as a rendering. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, textures, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source, but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not.
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.
The Utah teapot, or the Newell teapot, is one of the standard reference test models in 3D modeling and an in-joke within the computer graphics community. It is a mathematical model of an ordinary Melitta-brand teapot that appears solid with a nearly rotationally symmetrical body. Using a teapot model is considered the 3D equivalent of a "Hello, World!" program, a way to create an easy 3D scene with a somewhat complex model acting as the basic geometry for a scene with a light setup. Some programming libraries, such as the OpenGL Utility Toolkit, even have functions dedicated to drawing teapots.
In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field.
A light field, or lightfield, is a vector function that describes the amount of light flowing in every direction through every point in a space. The space of all possible light rays is given by the five-dimensional plenoptic function, and the magnitude of each ray is given by its radiance. Michael Faraday was the first to propose that light should be interpreted as a field, much like the magnetic fields on which he had been working. The term light field was coined by Andrey Gershun in a classic 1936 paper on the radiometric properties of light in three-dimensional space.
Houdini is a 3D animation software application developed by Toronto-based SideFX, who adapted it from the PRISMS suite of procedural generation software tools.
Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays.
In computer graphics, reflection mapping or environment mapping is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture. The texture is used to store the image of the distant environment surrounding the rendered object.
Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources, and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs.
Sony Pictures Imageworks Inc. is a Canadian visual effects and computer animation studio headquartered in Vancouver, British Columbia and Montreal, Quebec, with an additional office on the Sony Pictures Studios lot in Culver City, California. SPI is a unit of Sony Pictures Entertainment's Motion Picture Group.
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application.
Digital Molecular Matter (DMM) is a proprietary middleware physics engine developed by Pixelux for generating realistic destruction and deformation effects. The offline version can support high-resolution simulations for use in film special effects. The real-time version is designed for video games, and other simulation needs by attempting to simulate physical real-world systems. Unlike traditional real-time simulation engines, which tend to be based on rigid body kinematics, the use of finite element analysis (FEA) allows DMM to simulate a large set of physical properties. Developers can assign physical properties to a given object or portion of an object, which allow the object to behave as it would in the real world. In addition, the properties of objects or parts of objects can be changed at runtime, allowing for additional interesting effects.
Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
3D computer graphics software refers to packages used to create 3D computer-generated imagery.
Golaem Crowd is a plug-in for Autodesk Maya that allows for the simulation of controllable character crowds based on independent agents. It is developed by Golaem, a France-based software company.
Alembic is an interchangeable computer graphics file format developed by Sony Pictures Imageworks and Industrial Light & Magic. It was announced at SIGGRAPH 2011, and has been widely adopted across the industry by visual effects and animation professionals.
Open Shading Language (OSL) is a shading language developed by Sony Pictures Imageworks, a Canadian visual effects and computer animation studio headquartered in Vancouver, British Columbia and Montreal, Quebec, with an additional office on the Sony Pictures Studios lot in Culver City, California, a unit of Sony Pictures Entertainment's Motion Picture Group, which through an intermediate holding company called Sony Film Holding Inc., it is operated as a subsidiary of Sony Entertainment Inc., which is itself a subsidiary of the Japanese multinational technology and media conglomerate Sony Group Corporation, for use in its Arnold Renderer. It is also supported by Illumination Research's 3Delight renderer, Otoy's Octane Render, V-Ray 3, Redshift, and the Cycles render engine in Blender. OSL's surface and volume shaders define how surfaces or volumes scatter light in a way that allows for importance sampling; thus, it is well suited for physically based renderers that support ray tracing and global illumination.
Hao Li is a computer scientist, innovator, and entrepreneur from Germany, working in the fields of computer graphics and computer vision. He is co-founder and CEO of Pinscreen, Inc, as well as associate professor of computer vision at the Mohamed Bin Zayed University of Artificial Intelligence (MBZUAI). He was previously a Distinguished Fellow at the University of California, Berkeley, an associate professor of computer science at the University of Southern California, and former director of the Vision and Graphics Lab at the USC Institute for Creative Technologies. He was also a visiting professor at Weta Digital and a research lead at Industrial Light & Magic / Lucasfilm.
Gooch shading is a non-photorealistic rendering technique for shading objects. It is also known as "cool to warm" shading, and is widely used in technical illustration.