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
The Origins of Krakatoa
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