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Dataflow: ILM's Framework for Procedural Geometry Generation, Simulation Authoring, Crowds, and More
Rick Hankins, Nick Rasmussen, Andrew Johnson, Stephen Bowline, Brice Criswell
Presents ILM's node-based procedural graph system used for hair instancing, geometry, and character crowd pipelines across dozens of productions.
Abstract
Dataflow is a node-based graph-evaluation system at Industrial Light and Magic for procedural geometry generation, particle and volume simulations, field authoring, hair instancing with attribute control, and crowd simulation. The system integrates a C++ core with Python interfaces and operates as a plugin within commercial applications including Zeno, Maya, Katana, and Houdini, having been deployed on dozens of major motion pictures over eight years.
How to read this
- Category
- Production system / pipeline architecture paper
- Contributions
- A node-based graph-evaluation system (Dataflow) for procedural geometry, particle and volume simulation, field authoring, hair instancing with attribute control, and crowd simulation
- A C++ core exposed through Python interfaces that runs as a plugin inside commercial DCC tools (Zeno, Maya, Katana, Houdini)
- Evidence of long-term, cross-production deployment at ILM over roughly eight years and dozens of films
- Context
- An in-house procedural graph framework in the lineage of node-based DCC dataflow systems, generalizing the approach to span geometry, simulation, hair, and crowds within one engine.
- Correctness
- This is a studio engineering report, not a peer-reviewed method paper; its value is demonstrated by broad production use across many films rather than by controlled comparison, so read it for architectural decisions rather than benchmarks.
- Clarity
- Accessible at the systems level; a single first pass conveys the architecture and scope without heavy math.
- How to read it
- Skim once for the system diagram and the breakdown of what each domain (geometry, sim, hair, crowds) plugs into; a second pass only pays off if you are designing a similar plugin-based procedural framework.
Builds on
Nothing in the archive, this is a starting point.
Related work
- Clean Cloth Inputs: Removing Character Self-Intersections with Volume Simulation 2018 / SIGGRAPH
- Hair and Fur in an Evolving Pipeline 2020 / SIGGRAPH
- Appearance Modeling of Iridescent Feathers with Diverse Nanostructures 2024 / SIGGRAPH Asia
- Avatar: The Last Airbender | Framestore | Houdini Connect 2025 / Houdini
Keywords
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