GPU Production Rendering
Larry Gritz · 2006
This chapter is not about realtime rendering. It’s about a world in which rendering takes sec-onds, minutes, or hours. It’s about users who require features that are extremely difficult toimplement on modern graphics hardware. But we’d still like to take advantage of the tremen-dous horsepower that GPUs afford us.First, we’ll discuss the arcane world of production rendering for film (and other non-gamehigh-end uses) — what people need from a film renderer, and how this is different from a gameengine.Next, we’ll dive into the gory details about how GPUs were used for certain features inNVIDIA’s Gelato