  | | | Story about Rendertime - RE: OGL acceleration question | Story about Rendertime - RE: OGL acceleration question 2004-06-09 - By bj
Back I think he's right. They're using minimum passes cause their shots need lot of real DOF effect.
> regarding the 12 pass render.. > a friend of mine who had to learn Renderman where he works, told me that a > guy from pixar came over > to teach them renderman, and he claimed that Pixar renders an avrage two > passes for their movies: > a forground and a background... thats it! > > I dont know if this guys was joking or not, my friend said he was very > serious... > > > > > -- -- Original Message -- -- > From: "Michael Klein" <forum@(protected)> > To: <XSI@(protected)> > Sent: Tuesday, June 08, 2004 8:16 PM > Subject: Story about Rendertime - RE: OGL acceleration question > > > > 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 > > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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