For this project, a github repository has been created with Maya assets ready for use in matching the real Emily with different renderers. The data set currently includes example images and materials rendered using mental ray and PBRT v3. These were created with an eye towards facilitating further experimentation with the existing dataset, extending material definitions for Vray and the skin shader in OSL provided on the main site.
The Siggraph 2003 presentation “Multipass Rendering in mental ray for “The Matrix” sequels”, an early deep frame buffer approach to rendering and compositing large datasets, are online here:
Haarm-Pieter Duiker, ESC Entertainment
Thomas Driemeyer, mental images
Rendering resources are by definition constrained and yet the task of rendering many objects at high quality is frequently encountered in the effects industry. Breaking up scenes into renderable pieces, or passes, is a common approach to rendering large scenes. To achieve the quantity of photo-real effects in frame that were required by the scripts of The Matrix Reloaded and The Matrix Revolutions, mental images and ESC Entertainment developed a system for rendering and automatically compositing many passes. The system we developed has the key advantage that it takes as its compositing primitive not the pixel but the sample.
The Duiker Research suite of products, including Color Symmetry and the drUtilSuite, and the underlying intellectual property were acquired by Autodesk in January 2012. These products will no longer be developed or supported by Duiker Research.