Presentation Overview

The Origins of Krakatoa

Ben Houston · 2024-12-06 · 11 slides

  1. The Origins of Krakatoa

    A VFX rendering journey from one film challenge to an industry-standard renderer

    Ben Houston · 2024-12-06

    How a custom point renderer built for a single visual-effects challenge evolved into technology used on films like Avatar, Harry Potter, and more.

    Slide 1The Origins of Krakatoa
  2. The Story in One Sentence

    Krakatoa used for the holographic tree display in Avatar
    • I joined Frantic Films in 2002 and started solving hard rendering and simulation problems.
    • One of those problems was rendering massive animated point clouds for Doc Bailey's SPORE imagery.
    • The custom renderer I built for that work became the foundation of Krakatoa.
    • It later grew into one of the most recognizable particle renderers in VFX.
    Slide 2The Story in One Sentence
  3. The Original Problem: Rendering SPORE

    • In early 2004, we needed to render Doc Bailey's luminous SPORE imagery for the film Stay.
    • The images had to hold up at high resolution with clean anti-aliasing, matte-object cutouts, and camera fly-throughs.
    • They also needed to be animated, which meant generating many frames efficiently.
    • Existing tools could make the images, but they could not scale to the production requirements we had.
    Doc Bailey SPORE image
    Slide 3The Original Problem: Rendering SPORE
  4. Why Existing Renderers Fell Short

    What we needed

    • Extremely large point counts
    • High-resolution output
    • Reliable anti-aliasing
    • Matte objects and clipping planes
    • Practical animation workflows

    What the available tools did poorly

    • Instancing-based approaches hit scaling limits
    • Some SPORE images reached billions of points
    • Traditional renderers were not designed for point clouds at that size
    • We needed a purpose-built renderer, not a workaround
    Slide 4Why Existing Renderers Fell Short
  5. Building the First Version

    Early Krakatoa-related emails
    • Doc Bailey provided the core procedural algorithm as a Windows DLL that could stream points incrementally.
    • I adapted an older OpenGL and C# renderer I already had and turned it into a custom point renderer in just a few days.
    • The early version already supported matte objects, volume clipping, lens effects, and depth of field.
    • Mark Wiebe contributed important feedback, file I/O work, and depth-of-field support.
    Slide 5Building the First Version
  6. First Real Use: Stay

    • Work on the renderer started on March 18, 2004.
    • It enabled Frantic Films to complete the post-production work for Stay by June 2004.
    • That first success validated the core idea: streaming and rendering enormous point sets could be practical.
    • What began as a one-off production tool suddenly had broader potential.
    Krakatoa imagery used in Stay
    Slide 6First Real Use: Stay
  7. Second Use Case: Wispy Smoke in Cursed

    Wispy smoke effect rendered with Krakatoa
    • The next major use was Cursed (2005), where we rendered wispy smoke effects.
    • We advected large numbers of particles through Frantic's fluid simulator, Flood.
    • That pushed Krakatoa beyond static point imagery into fully simulated particle effects.
    • It also required adding motion blur, making the renderer much more capable.
    Slide 7Second Use Case: Wispy Smoke in Cursed
  8. Scaling Up Further

    • One of the last projects I touched before leaving Frantic involved work connected to Superman Returns.
    • The renderer was being pushed toward even greater scalability for SPORE-like crystal internals and explosive effects.
    • I was exploring hierarchical data structures and ray-casting approaches to handle the increasing complexity.
    • By then, it was obvious Krakatoa had become more than a single-show solution.
    Krakatoa-related work for Superman Returns
    Slide 8Scaling Up Further
  9. From Internal Tool to Industry Renderer

    Krakatoa used in Harry Potter and the Deathly Hallows Part 2
    • I left Frantic in early 2005, but Krakatoa kept evolving under Mark Wiebe and others.
    • It was eventually ported from C# to C++ and integrated more deeply into 3ds Max and later Maya.
    • Public releases followed around 2007 and 2008.
    • Krakatoa went on to be used in many major productions, including Harry Potter and the Deathly Hallows Part 2 and Avatar.
    Slide 9From Internal Tool to Industry Renderer
  10. A Spiritual Successor: Exocortex Fury

    • After Frantic, I founded Exocortex and helped build Exocortex Fury, a GPU-driven spiritual successor to Krakatoa.
    • Fury focused on real-time rendering of millions of particles with depth of field, motion blur, self-shadowing, and stereo rendering.
    • It integrated with Softimage and Maya and found strong adoption in parts of the VFX industry.
    • The core idea lived on: specialized particle rendering could unlock visuals that general-purpose renderers struggled to deliver.
    Exocortex Fury integrated with Softimage
    Slide 10A Spiritual Successor: Exocortex Fury
  11. What This Story Taught Me

    1. Start with a real pain

    • Krakatoa began as a production necessity
    • The problem was urgent and concrete
    • That made the first version easy to validate

    2. Design for the workload

    • Billions of points changed the architecture
    • General-purpose tools were not enough
    • A focused renderer beat generic solutions

    3. Great tools keep evolving

    • Others extended Krakatoa after I left
    • The core concept survived multiple generations
    • The tool's legacy now includes open source
    Slide 11What This Story Taught Me