Shrek (series) - Production

Production

Despite the advances in computing power over the 2000s decade, the increasing usage of novel techniques like global illumination, physics simulation, and 3D demanded ever more CPU hours to render the films. DreamWorks Animation noticed that every Shrek film took roughly twice the CPU hours than the previous film and thus labelled this trend as the "Shrek's law". Similar to "Moore's law" the Shrek's law says, "The CPU render hours needed to complete production on a theatrical sequel will double compared to the amount of time needed on the previous film." In 2001, Shrek required approximately 5 million CPU render hours. In 2004, Shrek 2 required over 10 million CPU render hours. In 2007, Shrek the Third required over 20 million CPU render hours, and the 2010 3D release of Shrek Forever After demanded more than 50 million CPU render hours on behalf of rendering double amount of frames. Puss in Boots, which was released only one year after the previous Shrek film, utilized 63 million render hours.

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