  | | | Story about Rendertime - RE: OGL acceleration question | Story about Rendertime - RE: OGL acceleration question 2004-06-08 - By Rick Walia
Back Ed has a sgi box in house that's the size of my refrigerator. I bet it renders a sphere in same time my dual <insert modern fast processor> does. His sgi box can be also be used a table for 4 whereas my workstation can barely hold up as a foot rest :P
Quoting Michael Klein <forum@(protected)>:
> A magical number in 1989 at a company which used the hardware PIXAR > renderman metal cube with 2 proc boards was max. 5 minutes per frame. It > wasn't allowed to render in higher times per frame because of the big amount > of costs they had to control. 4 seconds of a complex animation we would > laugh about today cost up to EUR 120.000. There was no raytracing with > shadows or refraction possible within the time and budget. Unlocking drop > shadows with Alias 2.5 was forbidden to use for production. A stupid picture > on my AMIGA 1000 rendered 16 hours. Crap. Inefficent. > > In 1992 I started to work with a Personal Iris. Thanks, Big Bang! Because > trained by extreme limitation rules of my AMIGA 1000 I made a big jump > forward but found out very fast that even this dream machine had its limits > ... reached very fast. So a complex scene was something with 150.000 > pologons and a damn tiny thumbnail flipbook (nice icon on a OS X desktop) of > something (I thought it was) complex took days to render. I remember my > diploma working time. 12 days day and night for a 8 seconds trailer. I took > the hardware at home to have the chance to finish the trailer in time under > nerd conditions. So the final rendering was 45 minutes per frame. I had to > find other Softimage user which could help me out. > > The next step was the nice Indigo Extreme. A big step forward but I learned > the main 3D rule: once you have the faster machine you will play around with > all those little forbidden road show features (and turn them off later one > day before the deadline). > > A big multiprocessor Onyx with some Indigo's in a network destroyed all my > sensibility for AA settings and other stuff in 1995. Especially if you > didn't bought the stuff. So it was getting normal to turn on everything > before starting the rendering. O.K. ... nice luxury ... but what will happen > if you are forced to go back from Porsche to Beetle. Freeze! > > And even how fast your hardware is ... you think: if I only had more CPU > power it would take minutes to finish this job ... but that's an illusion. > > Today our VR ammo which is just a bunch of 9 2,8 GHz CPU's take hours to > render a 12 pass 500.000 polygon mobile phone animation. Sometimes I have > the feeling: are we doing something wrong here? Is is probably getting to > much overdone to split every project into layers instead of just rendering a > single one? Is this the opposite C64-Syndrome (I mean: the more advanced the > hardware is, the more inefficient it will be used or programmed ... wasting > RAM and Power). > > I'm not sure 100% anymore ... in my point of view the way of different > working makes sense and it's some kind of solving the problem professional > using special knowledge, skills and a very special tool. But does the client > really understand why a 12 layer mobile phone will render many hours on a > fast little farm to get a multilayer high quality post-controlable result? > The most bugging question is: why so complicated ... why not rendering just > one simple, clean and perfect layer ... (I'm tired about explaining it again > and again ...). It's not so easy anymore to impose those Stone Age guys out > of the Valley of the Unknowing. > > The good thing with faster technology is: we set AA to 1 3 if something is > still flickering and we don't care ... but the negative thing is the > feeling: wasn't that too easy? Is 10 minutes per frame probably waste of CPU > time? Why does this little thing fill up my 2GB of RAM? > > I don't know ... probably routine-blinded by the high speed growth of > technology. > > (just my thoughts during a little break) > > President > > -- --Original Message-- -- > > From: owner-xsi@(protected) [mailto:owner-xsi@(protected) > <mailto:owner-xsi@(protected)> ] On Behalf Of kim aldis > Posted At: Tuesday, June 08, 2004 5:44 PM > Posted To: XSI > Conversation: OGL acceleration question - RE: +++ Slower Rendering in XSI > 4.0 +++ > Subject: RE: OGL acceleration question - RE: +++ Slower Rendering in XSI 4.0 > +++ > > in the past 25 years, I've seen my frame times go from around 20 minutes per > frame to, well, around 20 minutes per frame. We just want more. > > Something Loren Carpenter said a good few years ago was that he felt render > times were limited rather more by any given person's attention span than by > the power of the hardware and I think that still stands up. Maybe the time > will come but I rather doubt it. > > Carpenter also has an interesting story about his first presentation of the > ray tracing work he was doing way back when - he was one of the original > developers of ray tracing for image synthesis. He was presenting to > management at, I think, IBM, who were wowed. So much so that one of them > asked what he'd need to do it in real time - remember, this was some 20 > years ago. Carpenter thought for a moment, then said, "I'd like a helicopter > and 768*576 Crays in a field with a red, green and blue lightbulb on the top > of each one". > > Respect. > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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