May 11, 2015

in Visual Effects

I will be presenting a technique for production-friendly volumetric multiple scattering this year at SIGGRAPH.

Click through for the abstract here: Art-Directable Multiple Volumetric Scattering
Video here: Art-Directable Multiple Volumetric Scattering (video)


A while back, I was interested in comparing the performance of Field3D with some other voxel storage libraries, most notably OpenVDB. Personally, I was interested in the memory- and performance implications of using different data structures, because when Field3D was first developed, our use of multiple data structures came from the assumption that different uses and applications require different data structures for optimal performance. Thus, it was of interest to us to see what each data structure’s performance was under a range of different tasks, so that we could make educated decisions about when to use each one.

The result of this is a suite of tests located at the GitHub/Field3D repo.

The test code was initially written by me, but as the various tests took shape, I implemented the Field3D parts, and people from the VDB team implemented the VDB parts.

Hopefully, the tests can be used as a basis for determining which data structure is more suitable for a range of different contexts: dense data, sparse data, narrow band levelsets, coherent lookups, incoherent lookups, memory overhead, etc., etc.

A summary of the test results is available in PDF form here:

Field3D performance tests



June 26, 2013

in Visual Effects

At SIGGRAPH 2013, we will be presenting some of the volumetric work that was done for Oz: The Great and Powerful. We will show an practical approximation of multiple scattering for path tracing, as well as various other developments that make GI volume rendering possible. Hope to see you there.

Click through for the abstract of the talk entitled Oz: The Great and Volumetric.


The source code for PVR is now available on GitHub. Head on over to to clone or fork.

At the moment the build system only works for OS X, but Linux support should be coming in the next few weeks.


It’s taken a long time, but the book is finally in the last production stages: proof reading, typesetting and printing (!).

The release is planned for August, but there will be some previews and sneak peeks coming up before then: Next week I will be uploading the source code to GitHub for anyone who may be interested in an advance look (check out for updates). And towards the end of July we will make one or two sample chapters available for download.

Last of all – a big shoutout and thanks to Vincent Serritella for designing the cover!


Font problem fixed

October 8, 2011

It was brought to my attention that the PDF file for Production Volume Rendering 1 had some bad fonts which cause Adobe Reader to hang when viewing certain pages. A version that fixes the issue has been uploaded to the course page.

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Production Volume Rendering 2 – Course notes available

August 10, 2011

The course notes for the second course are being uploaded – head over to the course page to download them. There’s lots of interesting new material this year. If you’re at SIGGRAPH, the presentation is at 2pm, West Building, Rooms 211-214. See you there!

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Production Volume Rendering 1 – Course notes available

August 7, 2011

The course notes for Production Volume Rendering 1 – Fundamentals have been posted at the course page. Look for the second PDF in the coming days.

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SIGGRAPH 2011 presentations

May 15, 2011

For SIGGRAPH 2011 we will be presenting the volumetric methods course again, although with some exciting changes. We’ve split the course in two parts: Fundamentals and Systems, roughly corresponding to the first and second part of last year’s course. The first course will be a 1.5h session and the second course a half-day, which will [...]

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Starting out

April 10, 2011

Having worked on the book and its renderer for a few months, it’s interesting to look back and see how the project has shaped itself. The majority of the work I’ve done so far has gone into the code base; my thought all along has been to write only about techniques that really work, and [...]

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