>desktops still unable to render toy story in real time
Not accounting for aliasing, most games nowadays have a higher poly count and level of detail then Toy Story did, and are renderred real time, 60+ frames per second, not 1 frame per minute.
pls. even basic machinima projects blow that quality out of the water even on a modest box with a good gpu.
what's irreplaceable about a group like pixar is the writing and story/character development. the hardware is way beyond 1995 level.
The specific method that it was rendered it would not make it possible to render in real-time, but the same result could be produced in real-time if up to date rendering techniques were used. The mid 90's were a long time ago and there has been a lot of development since then in graphics rendering and home computer processing power.
>The biggest struggle was to keep each frame down to 20GB of memory. Pixar’s render farm uses machines with 96GB of RAM each, but since the machines need to process four frames in parallel, anything much higher than 20GB was dangerous. That might seem like a lot for a single frame, but it has to hold every object in the scene, on-and-off camera, right down to the hairs of each monster’s fur. As long as it’s reflecting light, it needs to be in memory. And if any of those hairs move, the light has to be completely recalibrated — usually in another overnight turn through the render farm.
Monsters University is wayyy different from the first Toy Story
That's meshless though, just working on geometric primitives. Try doing that for example on complex vertex based meshes and you'll soon see the issue. We can render ray tracing in real time, but it's still a very hard thing to do.