Origins of Krakatoa
How I wrote the first version of Krakatoa at Frantic Films to render Doc Bailey's SPORE images for Stay, and how the renderer later reached Avatar, Harry Potter, and Exocortex Fury.
Ben Houston • December 6, 2024
How I wrote the first version of Krakatoa at Frantic Films to render Doc Bailey's SPORE images for Stay, and how the renderer later reached Avatar, Harry Potter, and Exocortex Fury.
Ben Houston • December 6, 2024
In 2002, I joined Frantic Films to write fluid simulation software. A small scheduler I built for those sims became Deadline, a render farm manager used by Blizzard, major VFX studios, and considered by the Academy for Sci Tech Awards.
Ben Houston • December 5, 2024

How a pioneering web-based 3D editor pivoted from visual effects to enterprise product visualization.
Ben Houston • December 4, 2024

Web3DSurvey is a tool for 3D web developers that tracks and aggregates WebGL, WebGL2, and WebGPU capabilities providing valuable insights into real-world support for these features.
Ben Houston • September 1, 2024
Graph-based materials, while innovative and flexible, pose significant costs for run-time dynamic loading in Web and Games. We delve into these costs and propose alternative solutions.
Ben Houston • May 30, 2023
Understand the background and potential future of the evolving Khronos glTF PBR material definition.
Ben Houston • October 25, 2022
With Physically-based Rendering (PBR) becoming the new standard, we need a simple standard interchange format.
Ben Houston • May 6, 2015