Takua Render

blog.yiningkarlli.com · Personal blog · on HN since 2017

Yining Karl Li, a Disney Animation renderer engineer, writes detailed posts on his Takua renderer, ray tracing, and production rendering.

What HN saysHN commenters describe it as detailed computer graphics writing, and cite its nested dielectrics post and M1 Max rendering power measurements in technical discussions.
18HN people shared it
9linked it in comments
11stories submitted
506story points
6 months agolast shared
2017people per year2026

Most-shared posts

  1. 1
    Disney Animation data sets (2018)
    3 people · 68 points · first shared 2018 · 2 comments on HN
  2. 2
    Nested dielectrics
    3 people · first shared 2025
  3. 3
    Rendering on the Apple M1 Max Chip
    2 people · 365 points · first shared 2021 · 306 comments on HN
  4. 4
    Porting Takua Renderer to 64-bit ARM- Part 1
    2 people · 4 points · first shared 2021 · discussion on HN
  5. 5
    Shipshape RenderMan Art Challenge
    1 people · 55 points · first shared 2020 · 6 comments on HN
  6. 6
    Moana 2
    1 people · 7 points · first shared 2024 · discussion on HN
  7. 7
    Porting Takua Renderer to Windows on Arm
    1 people · 4 points · first shared 2024 · discussion on HN
  8. 8
    Personal thoughts/notes from working on Zootopia 2
    1 people · 3 points · first shared 2026 · discussion on HN
  9. 9
    Porting takua to arm pt2
    1 people · first shared 2022
  10. 10
    Forest.cam1.0.jpg
    1 people · first shared 2021
  11. 11
    Moana
    1 people · first shared 2017
  12. 12
    Hyperion papers
    1 people · first shared 2026
  13. 13
    Homepage
    1 people · first shared 2023

What HN people wrote when they linked it

tylermw · 2025-10-22
There is a way to model this type of situation for watertight dielectrics with interface tracking: you assign each material a priority value, and a transition between materials occurs when entering that material only if it has a higher priority than your current material. Yining Karl Li has a great article about it: https://blog.yiningkarlli.com/2019/05/nested-dielectrics.html that inspired me to add the feature to my renderer (rayrender.net). The downside to priority tracking (and possibly why PBRT does not include it) is it introduces a lots of overhead to ray traversal due to each ray needing to track a priority list. Modern raytracers use packets of rays for GPU/SIMD operations, and thus minimizing the ray size is extremely important to maximize throughput and minimize cache misses.
ykl · 2023-07-05
https://blog.yiningkarlli.com Writing about computer graphics. Long detailed posts every few months. It's been on a slight pause over the past year, but new stuff coming soon.
manuelabeledo · 2021-12-10
> The M1 Max uses 120W when stressing GPU and CPU. The GPU by itself uses around 60W. The article clearly states that it is 120W on the wall. The SoC goes up to 92W. Nowhere it says that the GPU itself uses 60W. You have also glossed over the fact that the article asserts that the MacBook runs at half of the wattage of an Intel system with a RTX 3080, 120W v. 256W. > The M1 Max GPU does use 60W and so do many 3060 Mobiles with worse overall performance A 3060 runs on 60W at the very low end. Usual configurations are 80W and 115W, and the differences in performance between those two are quite noticeable [1]. And again, you seem to focus on gaming, which is fine, but not the target market of a MacBook Pro. Notice that all the games tested are not native, but running on top of Rosetta 2. The M1 Max does great when it comes to video [2], and I would say the same for other workloads [3] [4] that have been, at least historically, where Apple has mostly focused on. > at almost three times the price Citation needed. Three times the price of what? The Intel system used in the Anandtech article is $3,149.00 [5], is the MacBook Pro $9,000? By the way, Nvidia also has pro versions of their GPUs, they don't perform as well in gaming as they do in other tasks, and they really are way more expensive than their consumer counterparts. Are we now going to dismiss a Quadro RTX because it does not do too well running Tomb Raider? [1]…
tomvbussel · 2018-07-07
Some context: During a panel on production renderers at SIGGRAPH [0] it was mentioned that most rendering research was not really usable for production rendering, as those algorithms are unable to handle the complexity of production scenes. Matt Pharr (one of the authors of pbrt [1]) asked the panelists to release production datasets for research purposes. Walt Disney Animation Studios is now following up on his request by releasing these two datasets. Yining Karl Li of Disney [2] and the readme for the Moana dataset [3] have some more info. It's absolutely amazing that Disney is doing this, especially as the license is quite permissive and also allows the usage for non-research purposes. [0] https://dl.acm.org/citation.cfm?id=2927384 [1] http://pbrt.org/ [2] https://blog.yiningkarlli.com/2018/07/disney-animation-datasets.html [3] https://s3-us-west-1.amazonaws.com/assets.disneyanimation.com/island-R…
amelius · 2026-02-19
Ok. Did you see this: https://blog.yiningkarlli.com/2019/05/nested-dielectrics.html And I'm curious how you solve it.
ceeplusplus · 2022-04-19
TSO has a performance cost, on M1 this is 10-15% [1] loss from enabling TSO on native arm64 code (not emulated). [1]: https://blog.yiningkarlli.com/2021/07/porting-takua-to-arm-pt2.html
nyanpasu64 · 2021-10-26
When I viewed Figure 5 [link] at full resolution, the pine tree bark felt to me like a poorly-done bump-mapping tech demo. I think it lacks sharp contrast between the raised and recessed regions (instead having a gradient), and I think the outline/silhouette of the branches are perfectly smooth and unaffected by the bark, and too uniform and slender to look like real trees. [link]: https://blog.yiningkarlli.com/content/images/2021/Oct/takua-on-m1-max/…
NiceGuy_Ty · 2017-01-08
Also coming into play during Moana is the hyperion rendering engine, which was first showcased in Big Hero 6: https://www.disneyanimation.com/technology/innovations/hyperion Also, here's an article containing some stills from the movie: http://blog.yiningkarlli.com/2016/11/moana.html
fc417fc802 · 2026-04-22
The last point (reflection by front glass versus mechanism access so no front glass) is the only issue I see with it. Other than that I can easily visualize an image that satisfies the prompt. I think that the general idea is a good one because it's satisfable while having multiple competing requirements that impose geometric constraints on the scene without providing an immediate solution to said constraints as well as requiring multiple independent features (caustics, reflections, fluid dynamics, refraction, directional lighting) that are quite complicated to get right. To illustrate that there aren't any contradictions (other than the final bit about the reflection in the glass). Consider a macro shot showing partial hands, partial tweezers, and pocket watch internals. That's much is certainly doable. Now imagine the partial left hand holding a half submerged pocket watch, fingertips of right hand holding front half of tweezers that are clasping a tiny gear, positioned above the work piece with the drop of water falling directly below. Capture the watchmaker's perspective. I could sketch that so an image model capable of 3D reasoning should have no trouble. It's precisely the sort of scene you'd use to test a raytracer. One thing I can immediately think to add is nested dielectrics. Perhaps small transparent glass beads sitting at the bottom of the dish of water with the edge of the pocket watch resting on them, make the dish transparent glass, and place the camera…

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