  | | | Gelato | Gelato 2004-04-21 - By ozu's mailbot
Back <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta http-equiv="Content-Type" content="text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1"> <title></title> </head> <body> Pretty much. The change was in the air as soon as the name changed from a "Display Card" to GPU (graphics processing units). Most of these chips are actually specialized 3D processing units, and can do a lot more than just push pixels to the screen. Some will remember the days when a FPU (Floating Point Unit) was a separate chip in a computer dedicated to high-speed floating point math. The GPU's are going the same path.<br> <br> To future-proof a renderfarm, I would make sure that I can fit a standalone GPU card (rather than the on board one), because regardless of how fast CPUs and GPUs have gotten, the desirable quality has always expanded to take every available capacity. In the last 20 years of CG in Film and Commercials, we are still using about 10min/frame average for TV and 1h/frame average for film. We just throw more data and more advanced lighting effects at it.<br> <br> and a renderfarm is already obsolete the day you buy it anyway... ;-)<br> <br> OO<br> <br> Kris Rivel wrote:<br> <blockquote type="cite" cite="mid6.0.3.0.0.20040421110459.01b39920@(protected)"> Wow, that's impressive if it's indeed true. My renderfarm is going to become obsolete :-) Seriously though....I wonder what implications this could have on renderfarms. Getting a 30-40 minute render down to 1 minute is great but I'm sure you can throw in a few more juicy effects and get that hardware accelerated render up to its original, non-hardware assisted time. Does this mean that you would need a farm of machines with these kinds of GPUs......could be interesting.<br> <br> Kris<br> <br> At 10:04 AM 4/21/2004, you wrote:<br> <blockquote type="cite" class="cite" cite=""><font face="arial" size="2" color="#008080">I was chatting with someone who'd been messing with hardware assisted rendering a few months ago. He was claiming - and I'm inclined to believe him, that he was getting 30-40 minute a frame renders down to sub 1 minutes. Apparently ther results can be quite impressive.<br> </font><br> <dl> <hr><dd><font face="tahoma" size="2">From: <a class="moz-txt-link-abbreviated" href="mailto:owner-xsi@(protected)">owner -xsi@(protected)</a> [<a href="mailto:owner-xsi@(protected)" eudora="autourl">mailto:owner-xsi@(protected)</a>] On Behalf Of Kris Rivel<br> </font></dd> <dd><font face="tahoma" size="2">Sent: 21 April 2004 14:19<br> </font></dd> <dd><font face="tahoma" size="2">To: <a class="moz-txt-link-abbreviated" href="mailto:XSI@(protected)">XSI@(protected)</a><br> </font></dd> <dd><font face="tahoma" size="2">Subject: Re: Gelato<br> </font><br> </dd> <dd>This all sounds interesting but I want to know how the FX4000 will benefit us with the release of XSI v4. Will this card, right out of the box, dramatically increase render performance without the need for custom shader writing or software development? Also: </dd> </dl> <ul> <li>Subsurface scattering: Powerful, physically correct simulation of subsurface scattering effects, according to actual local geometric and optic properties </li> </ul> I wonder if this is exposed in XSI v4.......would be nice.<br> <br> Kris<br> <br> At 05:34 AM 4/21/2004, you wrote:<br> <blockquote type="cite" class="cite" cite="">From nVidia Product Overview:<br> <br> Gelato does not require a specific type of input or output format. It ships with an API for creating plug-in interfaces to industry standard scene formats. With the API, users and product manufacturers have the ability to create plug-in interfaces for their digital content creation (DCC) applications.<br> <br> sascha<br> <br> Guy Rabiller schrieb:<br> <blockquote type="cite" class="cite" cite=""> >From NVidia FAQ: <br> Q: Can I use it with Maya? Is there a Maya plug-in available?<br> A: Yes. To facilitate using it in a variety of ways, NVIDIA will soon be shipping a plug-in for Maya with Gelato. The Maya plug-in allows the user to select Gelato as the renderer for a particular scene. The plug-in uses the Maya GUI to select the attributes for Gelato shaders and then converts the Maya outputs to a Python (pyg) file that Gelato can read.<br> -- guy rabiller | 3d technical director @ LaMaison<br> <br> Sascha wrote:<br> <br> <blockquote type="cite" class="cite" cite="">But mental images catched up: <a href="http://www.cgnetworks.com/story.php?story_id=2065" eudora="autourl">http://www.cgnetworks.com/story.php?story_id=2065</a><br> <br> Sascha<br> <br> Sam Cuttriss schrieb:<br> <br> <blockquote type="cite" class="cite" cite="">wow!<br> that is delicious...<br> it is truly a day of gooooooood news.<br> <br> you'll be having a field day with the real time shaders sascha<br> _sam</blockquote> </blockquote> </blockquote> <br> ---<br> Unsubscribe? 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