The movie Toy Story needed top-computers in 1995 to render every frame and that took a lot of time (800000 machine-hours according to Wikipedia).

Could it be possible to render it in real time with modern (2025) GPUs on a single home computer?

  • Zomg@lemmy.world
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    6 days ago

    Fun fact: in the first Toy Story, all the kids at Andy’s birthday have the same face as him.

  • Obi@sopuli.xyz
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    7 days ago

    Basically to sum it up:

    • Render the actual movie from original files, hard because of the inherent technical challenges

    • Recreate the movie, easy from a technical perspective for your machine to render, hard (potentially very hard) from an artistic and design perspective.

  • Ozymandias88@feddit.uk
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    7 days ago

    Others have covered the topic of modern renders and their shortcuts but if you wanted an exact replica I think films like this are rendered on large HPC clusters.

    Looking at the Top500 stats for HPCs the average top500 cluster in 1995 was 1.1TFlops, and today that seems to be around 23.4PFlops.

    An increase of approximate 21,000 times.

    So 800,000 hours from 1995 is about 37 hours on today’s average top500 cluster.

  • LucidNightmare@lemm.ee
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    7 days ago

    Kingdom Hearts 3 Toy Story world looked damn close to the original, so I’d assume maybe if work was put into it?

    • Fargeol@lemmy.worldOP
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      7 days ago

      Wow, it feels like the only thing missing in KH3 is ray-tracing to have a closer result!

    • Biskii@lemmy.dbzer0.com
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      7 days ago

      Super interesting watch, thanks for the link! Now I’m off to figure out where I was in my Kingdom Hearts play through

  • wuzzlewoggle@feddit.org
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    7 days ago

    I also work in 3D and I wanna say yes. If we’re talking solely about the technical aspect, real-time render today can definitely hold up to, or even surpass, the quality of renders from 30 years ago.

    If it would look exactly the same and how much work it would be to recreate the entire movie in a real time engine is another question.

  • SkunkWorkz@lemmy.world
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    7 days ago

    With a modern game engine and PBR shaders you can definitely get the same look as the movie. If you try to render it exactly the way they did it with a software renderer on the CPU then maybe. Their rendering software, Reyes, didn’t use raytracing or path tracing at all. You can read about it here

    https://graphics.pixar.com/library/Reyes/paper.pdf

    I only skimmed it but it seems what they call micro polygons is just subdivision. Which can also be done realtime with tessellation.

  • Emily (she/her)@lemmy.blahaj.zone
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    7 days ago

    I’m not a computer graphics expert, but considering Toy Story uses ray-traced lighting I would say it at least depends on whether you have a ray-tracing capable GPU. If you don’t, probably not. I would guess you could get something at least pretty close out of a modern day game engine otherwise.

      • Blackmist@feddit.uk
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        7 days ago

        Full raytracing (path tracing) might be.

        I think they can do it for very basic looking games like Quake 2.

        That said, I doubt you’d actually need full RT for visuals like Toy Story 1. Or indeed on most things.

        They got pretty good at faking most of it. RT can basically just be used for reflections, shadows and global illumination and most of us wouldn’t notice the difference.

    • magic_lobster_party@fedia.io
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      7 days ago

      Did Toy Story use ray tracing back then?

      AFAIK, A Bug’s Life is the first Pixar movie that used ray tracing to some extent, and that was for a few reflections. Monster’s University is the first Pixar movie that was fully ray traced.

      • CodexArcanum@lemmy.dbzer0.com
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        7 days ago

        Physically Based Rendering (the freely available book) won its authors a special Academy award in 2014. That book is still the teaching standard for ray tracing so far as I know. In the intro, they discuss Pixar adding ray tracing (based on pbrt) to their RenderMan software in the early 2000s.

        A Bugs Life and TS2 could have benefit from some of that, but I’d guess Monsters Inc was the first full outing for it, and certainly by Nemo they must have been doing mostly ray tracing.

      • Emily (she/her)@lemmy.blahaj.zone
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        7 days ago

        You’re right, it looks like they didn’t (at least for most things?). They do mention raytracing briefly, and that the sampling stage can “combine point samples from this algorithm with point samples from other algorithms that have capabilities such as ray tracing”, but it seems like they describe something like shadow mapping for shadows and regular raster shading techniques (“textures have also been used for refractions and shadows”)?

        • magic_lobster_party@fedia.io
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          7 days ago

          Interesting paper. I skimmed through it quickly, but it seems like they wanted to avoid relying on ray tracing.

          Minimal ray tracing. Many non-local lighting effects can be approximated with texture maps. Few objects in natural scenes would seem to require ray tracing. Accordingly, we consider it more important to optimize the architecture for complex geometries and large models than for the non-local lighting effects accounted for by ray tracing or radiosity.

          Most of the paper is way above my understanding, so I’m not qualified.

  • Takapapatapaka@lemmy.world
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    7 days ago

    I’d say you could render something close in real time. I’m not entirely aware of all techniques used in this film, but seeing what we can render at 60fps in terms of games, I think you could find a way of achieving a Toy Story look at 24fps. You may need a lot of tweaking though, depending on what you use (i was thinking about EEVEE, the Blender ‘real-time’ engine, and I know there are a bunch of settings and workarounds to use to get good results, and i think they may tend to make the render not real-time (like 0.5s, 1s, 2s per frame, so quite fast but not real time)

  • Novamdomum@fedia.io
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    7 days ago

    Feels like we’re closing in on a time when remaking something like Toy Story, or any animation, would be as simple as writing a prompt. “Remake Toy Story but it turns out Slinky Dog is an evil mastermind who engineered Woody’s fall from grace”.

  • unexposedhazard@discuss.tchncs.de
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    7 days ago

    Modern GPUs are easily 1000x faster than the ones back then, so 800k hours would be reduced to 800h which is a month worth of time. Thats just raw compute tho, there is lots of optimization work that has happened in the last 30 years, so its probably waaay less than that. I would expect it to be possible in a few days on a single high end GPU depending on how closely you want to replicate the graphics. Some rendering things might be impossible to reproduce in identical manner due to a loss of the exact system and software used back then.

  • Krudler@lemmy.world
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    7 days ago

    Doubtful

    I’m not talking out my ass, a good buddy of mine worked for frantic films for decades and I myself learned 3D alongside him… We would squabble over the rendering farm too…

    Anyways most of the renderers made for those early movies were custom built. And anytime you custom build, you can’t generalize to output to a different system. So it’s a long way of saying no but maybe, if you wrote a custom renderer that was specifically designed to handle the architecture of the scenes and the art and the lighting and blah blah blah

    Edit oh and you would probably need the Lord of all graphics cards, possibly multiple in a small array with custom therading software

  • foggy@lemmy.world
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    7 days ago

    Yes and no.

    You could get away with it with lots of tricks to down sample and compress at times where even an rtx 5090 with 32GB VRAM is like 1/64th of what you’d need to do in high fidelity.

    So you could “do it” but it wouldn’t be “it”.

  • Mothra@mander.xyz
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    7 days ago

    Hello, I’ve worked in 3D animation productions. Short answer: You can get close.

    Unreal Engine has the capacity to deliver something of similar quality in real time providing you have a powerful enough rig. You would need not only the hardware but also the technical know how to optimize several aspects of your scenes. Basically the knowledge of a mid to senior unreal TD and a mid to senior generalist combined to say the least.