Slashdot Mirror


Final Fantasy At 2.5FPS

Rikardon writes: "Adding a little fuel to the ATi-vs-NVIDIA fire started earlier today on Slashdot, NVIDIA and Square are showing a demo at SIGGRAPH of Final Fantasy: The Spirits Within being rendered in 'real time' (four-tenths of a second per frame) on a Quadro-based workstation. Now that I think of it, this should also inject new life into this debate." Defender2000 points to the Yahoo article. Update: 08/14 09:30 PM by T : Original headline was wrong, said ".4FPS" but as cxreg pointed out, .4 frame per second isn't .4 seconds per frame. Sorry.

73 of 308 comments (clear)

  1. Re:So what? by Ravagin · · Score: 2

    Yeah, well, it doesn't take long to string clichés together....

    -j
    --

    Karma: T-rexcellent.

  2. At what resolution? by Pop+n'+Fresh · · Score: 2, Insightful

    Rendering a movie at 320 x 240 or 640 x 480 is much easier than rendering it at the resolution and size of a movie theater's screen. If the Quadro was rendering the movie at 100 x 75 pixels, all this doesn't mean much.

    --
    *This page intentionally left pointless*
  3. Wow! Go Borland! by Hobart · · Score: 2, Funny

    0.4sec/Frame rendering is more powerful than Excel has EVER had. This is the first time I've a convincing argument in favor of Quattro based systems.

    --
    o/~ Join us now and share the software ...
  4. Re:24 fps computer != 24 fps film (Re:Lets see...) by jedwards · · Score: 2

    And modern cards can't do blur, depth of field, etc. etc.???

  5. Re:Wireframe by Warin · · Score: 3, Interesting

    I think the point was to show that real time animation of the quality presented in the FF Movie is almost at hand.

    I had a friend in the early 90's in the computer animation field who was wowed when his first 486 with an astounding 8mb of RAM could render a full frame of a 640x480 scene in under an hour or so. So I can imagine that wherever he is now, he's happier than can be.

    And yeah, if they wanted to demo some huge frame rate, they could dump the textures to a lower quality..but then it wouldnt be all that impressive now, would it?

  6. So what? by ChristianBaekkelund · · Score: 3, Offtopic
    So what if it can render fast?... That still doesn't mean things like that can be MADE fast!...The ungodly massive number of man-hours that went into:
    • Modelling
    • Matte painting
    • Painting textures
    • Lighting
    • Shading
    • Animating
    • Writing!
    • Making the sound effects
    • Making the music
    • Doing the voice work & lip-sync'ing
    • Writing custom graphics applications for the skin, hair, etc.
    • Using said applications in the afformentioned modelling/animating/texturing, etc.

    So, yippee, it can render fast...too bad that has NO BEARING on the actual quality of the production (with the possible exception of the team gets to iterate on the work a little more).

    1. Re:So what? by donglekey · · Score: 3, Informative

      You have obviously never worked in a production environment. Rendering isn't everything. Nothing is everything. No one will ever be saying that rendering is the only thing, because anyone with half a brain cell knows that it isn't, and anyone who has ever looked at CG knows that you are stating the obvious.

      Rendering fast is a big deal though. Actually, its a fucking big deal. The faster something can be rendered, that faster people can work because the interactivity is there. Many 3D programs are instituting semi-real time fully rendered previews over limited spaces, like Softimage, 3DS etc. Everyone realizes the extensive work that goes into a movie. Toy Story took around a month and a half to render, I don't think anyone thinks that a movie can be made in a month and a half and it probable never will. (A good movie that is). Fast rendering is what drives the animation industry by allowing more interactivity, more complexity, and an every increasingly powerful toolset.

      I can't make a movie sitting here on my computer. I don't have the computing power for it. All of those other things keep me from the mecca of the one-man movie as well, but I could do them in theory. What I cannot overcome is the power it takes to render, and that takes computers, which likewise take money. So 'yippee' is right, it is a big deal to render faster.

      Now does this particulare demo mean anything? Yes and no. Geforce 3's and Radeon 8500's won't mean anything to final rendering time for a while, that would take alot of programming that hasn't been done yet. But interactivity is a huge deal, and it makes all the difference in the world to an artist who doesn't want to be constrained.

    2. Re:So what? by sheetsda · · Score: 2

      The key point they were attempting to make here is that if you can do it real time you can make Quake look as good as Final Fantasy. Everyone knows you can't create a movie in the same time it takes to show it.

    3. Re:So what? by typedef · · Score: 5, Funny

      After seeing the movie, I don't believe that more than 30 minutes was spent on the writing process.

    4. Re:So what? by mblase · · Score: 2

      No, rendering isn't the whole of the movie-making process -- but you're wrong to say that rendering doesn't take a lot of time from the production. The prospect of turning an hour-long render into minutes means that final video can be produced several times faster -- which also means it can be proofed and edited faster, and that (eventually) directors can test several angles, shots, or compositions without worrying about the amount of rendering time wasted.

  7. But the big question is by PanBanger · · Score: 5, Funny

    will this improve the plot?

    1. Re:But the big question is by Ravagin · · Score: 3, Funny

      The what?

      -j
      --

      Karma: T-rexcellent.

  8. Rendering in real-time won't happen... by soboroff · · Score: 5, Informative
    ``It has long been an artist's dream to render CG animation in real-time,'' stated Kazuyuki Hashimoto, CTO at Square USA.
    We've been able to render CG animation in real time since Ivan Sutherland was a grad student. What makes it hard is a classic Parkinson's law: your needs expand to fill existing processor power. When the movie companies and animation houses have more horsepower, they will go to the next level and push the state of the art in CG back from what's capable of being done in real-time.

    The FF render times sound about the same as numbers I heard from Pixar about Toy Story. What was that post a couple weeks ago, about the machine you want always costing $5000? Well, the frame you want to render will always take 90 minutes.

    1. Re:Rendering in real-time won't happen... by Sabalon · · Score: 2

      Yeah...TV shows are all dark now anyway cause it's cheaper to shoot at night.

      I can just the the wave of "real-time rendering" promos.

      Sure...we can render this at 30fps - it's a polar bear in an snow storm, or there is our other demo...a story of one mans view of his world around him...oh, did we mention that man is blind, so the screen stays black the whole time.

      Or is that lossy type algorithms applied to human intelligence :)

      I suppose one could do things like "This part of the scene will be blurred in post - render it in low-res" kinda optimizations, if they are not done already.

    2. Re:Rendering in real-time won't happen... by MtnMan1021 · · Score: 2, Informative

      I'd be curious to see if directors/artists will ever be "satisfied" with the quality of cg... if the level of cg will be indiscernible from reality to the untrained eye, as processor speed increases and the render complexity remains constant, render time would speed up. given the teasers i've seen of FF, that level can't be too many years off. do you think fully "realistic" cg is attainable?

      --
      jacob rothstein reed college
    3. Re:Rendering in real-time won't happen... by dillon_rinker · · Score: 3, Insightful

      I'd submit that the ultimate limit of real-time rendering will be when the onscreen characters are able to pass a sort of Turing test - are they human or computer generated actors? When the audience can't decide (ie, when the vote is split), the point of diminishing returns will have been reached. Further effort beyond that time will be devoted to better physics and more realistic modeling of human behavior - doesn't matter if you have that perfect rendering of a human face if the eyes never smile when the mouth does.

  9. Re:Apples to Oranges? by donglekey · · Score: 3, Insightful

    Yep, very true. Also, I think that a lot of people aren't considering that even though frames might have taken 90 min. on an SGI the entire frame is not rendered all at once. I don't know for sure if the 90 min. refers to the entire frame, but I doubt it. There are layers upon layer for backgrounds, main characters, the ghost alien phantom things, shadow passes, reflection passes, caustic passes (in rare cases) and on and on.

  10. Finally some screenshots by donglekey · · Score: 5, Interesting

    Can be found at http://www.nvidia.com/view.asp?IO=final_fantasy

    The article (on yahoo) is pretty exagerated and sensationalistic, but the images are still very impressive, even they are about what you would expect at 2.5 FPS with such a powerful card. I think it is a pretty good indication of what the next generation of console games (after gamecube and x-box) will look like.

  11. Re:... by timster · · Score: 2

    I see this a lot, and I feel a need to correct it in hopes that the correction meme will spread beyond this page and infect at least a few people. So here goes.
    You say that Intel is 100% X86 and AMD is 99.9% compatible. You state it as if obvious, and it sure _sounds_ obvious, but any meaning that can be attached to that statement is either false or irrelevant.
    The x86 architecture is documented in technical manuals published by Intel. Actually, I'm going to specify the "ia32 architecture" and thus ignore anything before the 386. Anyway, these manuals detail what the processor is going to do when fed certain instructions. Assemblers are written to these documentations.
    The first thing you have to realize is that each Intel processor has a different technical manual, because there are instructions added with every major revision. So if we take any given Intel CPU model (say, an i80386DX), and compare it to any other processor model (Pentium II), we can say with certainty that they are not 100% compatible. The Pentium II will react differently if given certain instructions; for example, it will process MMX instructions instead of objecting to them. You could not say these processors are 100% compatible and retain any meaning in "100%".
    Secondly, there are bugs. No Intel chip matches the specifications perfectly, and so every chip would be slightly under 100% compatible even with its own manual. (Yes, you hear about very few bugs, but there are many more that aren't really very important that you can read about on Intel's site if you want).
    Now we can say that AMD chips are no different from different Intel chips. Some AMD chips have capabilities like 3dnow! that an i80386DX does not have (and this is admitted by the chip in its processor flags). But that's no different from a Pentium II having MMX. And AMD chips have bugs also, but there's no evidence to show that AMD chips have more bugs or anything.
    Intel chips are not "100% X86 compatible" just because Intel makes them. That's like saying that Windows NT is 100% MS-DOS compatible just because Microsoft made it and can define what MS-DOS is. Even Microsoft will admit that certain applications which will run under MS-DOS will not run on Windows NT.
    And just as an aside, there are no undocumented instructions of even the most remote practical significance in Intel chips. Undocumented instructions are ignored by assembler and compiler developers.

    --
    I have seen the future, and it is inconvenient.
  12. It doesn't look as good as the movie by ThisIsNotATest · · Score: 5, Informative

    While it is impressive to see the movie rendered in real-time (with adjustable lighting sources and shadows and reflections) it really doesn't look as good as the movie did. I'm at siggraph now (just saw the demo five minutes ago) and the interactive polygon rendering techniques just can't match the radiosity/raytracing used for professional moves - its getting close though!

    1. Re:It doesn't look as good as the movie by Zach+Baker · · Score: 2
      Right. I also don't think there was any use of a ray server for PRMan in Final Fantasy, which means no ray-tracing was involved either.

      And from attending this year's RenderMan course, it was mentioned that hair (particularly with Aki) was the major bottleneck, enough that "upwards of 80 percent of Aki's render time could be spent rendering just her hair." Keep that in mind when you consider the render time for a character-oriented scene like this one.

  13. Lets see... by swordboy · · Score: 4, Informative

    60 frames per second divided by .4 (frames per second) = 150. If we oversimplify and apply Moore's law to the speed of 3D processors, we will halve this every 18 months.

    As I see it, we are about 7 - 8 years away from this kind of rendering in real time.

    Thoughts? Comments? Complaints?

    --

    Life is the leading cause of death in America.
    1. Re:Lets see... by jedwards · · Score: 3, Informative

      You only need 24fps for the cinema. Knocks a year or so off your estimate.

    2. Re:Lets see... by skroz · · Score: 3, Informative

      Actually, at 2.5 frames a second, you'll only need about 5 years, give or take a few months.

      --
      -- Minds are like parachutes... they work best when open.
    3. Re:Lets see... by benb · · Score: 2, Insightful

      > 60 frames per second divided by .4 (frames per
      > second) = 150

      Not .4 frames per second, but "four-tenths of a second per frame", i.e. the other way around, which is the 2.5fps you can see in the title.

      If you double that 3.5 times, you have 30 fps, i.e. it will be ~3.5*9 months = ~2.5 years until we have it.

  14. A few factors to consider ... by misaka · · Score: 5, Informative
    It sure sounds nice when they write that they can render something that took 90 mins per frame at .4 seconds per frame, but is this really a fair comparison? I don't doubt that NVIDIA is bringing some wicked technologies to the table, but let's also consider:
    1. Size of rendered frames. What resolution was NVIDIA rendering out, maybe 640x480? 1024x768? FF was probably rendered out at 1880x1024 (about 2-3 times the number of pixels as compared to 1024x768) if not more.
    2. How did they have to massage the data before passing it to the rendering pipeline? I hear FF was rendered with Renderman ... are they claiming they can render RIB files through the Quadra chipset? If not, how much time does it take to convert/cook the data? If so, then ... wow
    3. How good did it look in the end? Were all the elements rendered properly, and does it really look anywhere near as good as the movie we saw in the theatre?
    Don't get me wrong, I'm excited to see this kind of technology coming, I can totally see this replacing, or at least complementing, our Linux render farm at some point in the future. But it sure would be nice if we had some usefull technical details to qualify this 90 mins verses .4 seconds render time comparison.

    --M

    1. Re:A few factors to consider ... by Rothron+the+Wise · · Score: 3, Insightful

      1. The size of the rendered frames probably doesn't matter at all. A scene from the FF-movie is most likely bound by polygon-throughput and texture memory which has to be swapped in and out (a real performance killer that one). You'd probably get roughly the same performance in 640x480 as in 1600x1200 antialias or no antialias.

      2. Renderman shader code implemented using pixel shaders? Hah, surely not in current hardware, and I doubt we'll see it for a few years at least, and by then Renderman will have moved on.

      3. Of course, the lighting model is a lot more primitive in the real time version, and the card can't do all the nifty post-prosessing done in the movie.

      All the macho marketing crap from Square and NVidia aside, this shows that graphics cards are able to give a pretty darn good preview of the finished frame in a very short time, which will be very valuable to animators when compositing and lighting scenes etc.

      --
      A witty .sig proves nothing
  15. Re:Apples to Oranges? by zhensel · · Score: 3, Informative

    It doesn't actually take 90 minutes per frame to render. That is if the rendering was done on a single CPU. Square used a massive renderfarm so each frame took a variable amount of time based on the complexity of the rendered image and the fraction of the farm dedicated to that particular render operation. That's why you see things like "Final Fantasy took 1 million years to render" or whatever when you know it isn't exactly true. Look at ArsTechnica where they did an interview with some people from Square about the rendering process. I think there was even a slashdot article about it.

    And yes, it's a little rediculous for NVidia to suggest that their card is 100k times faster than Square's rendering hardware for FF-TSW. But what's more rediculous is that yahoo took that statement and printed it in its article with no explanation of exactly what NVidia means when they say that.

  16. Is it 4/10 or 1/10 of a second? by Rimbo · · Score: 3, Interesting
    Because the Nvidia press release says differently:
    The average time it took to render a single frame in the Final Fantasy Technology Demo was less than one-tenth of a second, compared to the 90 minutes it took in the movie, Final Fantasy The Spirits Within!
    Spin doctoring?

  17. a few more years... by jchristopher · · Score: 2
    Soon, we'll have the ability to render DVD quality video in real time. This opens up tons of possibilities - imagine a version of final fantasy with DVD-style seamless branching based on user interactivity!

    The user could interact with the movie and affect the animation in real time. Or, to put that in perspective, imagine fragging your office mates in a photo-realistic Quake VIII. :)

  18. Do the math... by tweakt · · Score: 2, Informative

    .4FPS is NOT the same as "Four-tenths of a second per frame" which is it?

    1. Re:Do the math... by infinite9 · · Score: 2

      How is this redundant?! It's a joke, laugh! Or at least make fun of my GNC typo!

      --
      Disconnect your television. Do your own research. Draw your own conclusions. They're probably lying. Don't be a sheep.
    2. Re:Do the math... by Wavicle · · Score: 2

      Now if I could just give a comeuppance to the dumbass moderator who was viewing newest first and modded me down as redundant.

      --
      Education is a better safeguard of liberty than a standing army.
      Edward Everett (1794 - 1865)
  19. Re:0.04166 SPF by xphase · · Score: 2, Interesting

    That's pure film. Anything using an optical printer(used for special effects, titles, CG stuff) or other method for combining film and computer effects needs to be at least twice as fast.

    --
    The following sentence is TRUE. The previous sentence is FALSE.
  20. Re:It's amazing... by TBone · · Score: 3, Insightful

    Not only that, but holy bejeezus, there isn't a single link to the pertinent information in the submitter's italicized text. Timothy had to pull the story link out of some other submission. Come on people, I don't care about your freaking thread on Slashdot in the last 8 articles that mentioned Nvidia or SIGGRAPH or Squaresoft, I want to see the story.

    --

    This space for rent. Call 1-800-STEAK4U

  21. "Quadro" vs. "GeForce" by Animats · · Score: 3, Interesting
    If the "Quadro" can do it, so can a GeForce 3.

    As I pointed out previously, NVidia's "Quadro" and "GeForce" lines are actually the same hardware. GeForce 2 boards can be "converted" to Quadro 2 boards with a jumper.

    The GeForce 3 and "Quadro DCC" boards both use the NVidia NV20 chip, have the same driver, and appear to be very similar if not identical. It's hard to find differences in the feature set. Only ELSA (which is basically a unit of NVidia) sells the Quadro DCC, and apparently only through 3DS Max dealers, along with a special 3DS MAX driver. It's more of a private label than a real product line at this point.

  22. Rendered Goosebumps by tarsi210 · · Score: 2

    From the: Who-needs-a-woman-when-you-have-a-video-card dept.

    Ok, quick Geek Test: If, upon reading this news post (despite the ditzy title), you did not instantly gasp, shiver, or become aroused, you are NOT a geek. Period.

    Which sort of answers my question to my friend after we watched FF for the first time. Is this the top of our abilities in CG? Or was it a matter of the producers saying, "Um...no. We can do a LOT better, but we'd have to wait 100 years for it to build/animate/render instead of 2, so we cut it down to size."

    If that is the case, then it's just a matter of BBF (Bigger, Better, Faster (tm)) in terms of hardware before we see something twice as good as FF. Otherwise, if this is the height of skill we have, then we're talking development of new technologies and methods of doing this sort of detail before we see something else come out.

    I'm no graphics expert, so maybe someone can answer that question for me. At any rate, the movie still made me shiver. Now I can watch it on my desktop...at 2.5fps, not .4 (dipstick)

  23. at the same resolution by metalhed77 · · Score: 2, Interesting

    were they just rendering it on a 21 inch screen or rendering it at what must be the fantastic resolution needed to get it to look right on a giant movie screen?

    --
    Photos.
  24. Re:Apples to Oranges? by Jordy · · Score: 2

    I should have gone into greater depth. There are two major methods of flipping the standard 3:2 35mm frame to a wide aspect ratio.

    The first is called a matte whereby the top and bottom of the film are simply not used.

    The second method involves using an anamorphic lens which stretches the image vertically to fill the full frame. In the theaters, another lense is used to do the reverse.

    There is actually a third method which is used by a few high profile directors involving a lens which projects onto the sound strip area of the frame in conjunction with a matte, but I won't go into that.

    Anyhow, a great site which explains most of this stuff is http://www.hometheaterforum.com/home/wsfaq.html.

    --
    The world is neither black nor white nor good nor evil, only many shades of CowboyNeal.
  25. Hmm... by SilentChris · · Score: 2, Interesting
    Interesting.

    - Square has tie-ins to Sony (exclusivity clause of Final Fantasies on the PS1, rights to publish the movie).
    - Microsoft has tie-ins to nVidia (nVidia makes some of the chips for the XBox).
    -Square now has tie-ins to nVidia with this demonstration.

    Does this mean that more Square games will get ported to the nVidia chipsets, most notably Final Fantasy for the XBox? If I had a choice between the relative hardwares (rather than my PC, which would come first) I'd love to see what Square could do with an nVidia chipset.

  26. Re:Resolution, film, and other stuff. by dazedNconfuzed · · Score: 2
    That's nice and all, but a long way from film-making.

    Not as far as you might think. Actually, it's about 100 feet down the hall from where I'm sitting right now.

    Consider the resolution. Images rendered for film are typically done at about 3000 x 2000

    The final product is about half that. Resolutions up to 4k x 3k are used for intermediate special-effects editing. Digital cinema will be operating about HDTV resolutions.

    we're left with another problem: you can't record VGA signals on film.

    With digital cinema, it's (roughly speaking) VGA in - so you could sit in the theater watching what's being generated at that moment. For film, it's not that big a deal to replace the VGA out with a connector to a real-time film recorder (remember the hall I mentioned above? go to the other side of the hall).

    --
    Can we get a "-1 Wrong" moderation option?
  27. Re:Apples to Oranges? by RadagastTheMagician · · Score: 3, Informative

    Lucasfilm's Sony camera, on which they have filmed Episode II, and which was considered to completely supercede analog film, picks up 1920x1080 resolution. You don't really need that much resolution to look fantastically better than what passes for film these days.

  28. Re:oh my bad memory and deleted old stories by donglekey · · Score: 4, Interesting

    No, he was absolutly correct. Toy story is not close to being rendered in real time yet and this isn't the same. There are many details to the REYES architecture that is used in PRman and likewise used to render toy story. One is the subdivision of NURBS patches and subdivision surfaces to the pixel level. Another is the surface, light, and volume shaders used. There are many many things that people are missing when they say 'Movie X rendered in real time'. What they really mean is 'Movie X rendered in near realtime, at a MUCH lower resolution, with a bajillion hacks to make it look as close as possible to the original.'

  29. Resolution, details, etc. by chill · · Score: 2

    What res? Film is usually somewhere well above anything a GForce can touch. 640x480 != 2048x1152 (or higher for Super 70 mm).

    Also, 2.5 FPS isn't "real time". 24 fps film is "real time". 30 fps on video is "real time".

    HOWEVER, this would be incredibly useful for generating dalies; spot render checks; web-based trailers and streaming video; Television-quality animation; etc.

    Now you can PROVE to a director that a plot sucks, even in final form, and no all the whiz-bang graphics don't help!

    --
    Learning HOW to think is more important than learning WHAT to think.
  30. Re:.4FPS IS NOT 4/10s of a second per frame!! by tosderg · · Score: 2, Redundant

    "4/10s of a frame per second means you can do just over 2 frames per second."

    Wouldn't it be 4/10s of a second per frame means you can do just over 2 frames per second?

  31. Re:His error correction has an error!!! by Mike+Schiraldi · · Score: 2

    It's kinda like, "One small step for man, one giant leap for mankind." :)

  32. A sunburn waiting to happen by infinite9 · · Score: 2

    .4 SPF

    Heh, if you think I'm going to the beach with .4 SPF sunscreen on, you're out of your mind!

    --
    Disconnect your television. Do your own research. Draw your own conclusions. They're probably lying. Don't be a sheep.
  33. Re:His error correction has an error!!! by Wraithlyn · · Score: 2

    Maybe I am mistaken, and the decimal point was there the whole time... I thought I cut n' pasted it directly though. Oh well... I won't lose any sleep over it. :)

    --
    "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
  34. Apples to Oranges? by All+Dat · · Score: 5, Insightful

    Notice how the official "press release" doesn't state the resolution it was rendered at? What's the movie resolution? Several thousand by Several thousand I imagine. Does doing it a 640x480 or LOWER mean the same thing? I have a hard time believing that a Quadro Setup can render something in .4 of a sec that their SGI setup takes 90mins to do. If Nvidia WAS INDEED 100,000 times faster at this using a Quadro setup, we might have heard of this before? Something's missing from this methinks.

    --


    3-Server OC-3 Linux Counter-Strike Cluster
    www.rnp.ca
    1. Re:Apples to Oranges? by MarkoNo5 · · Score: 5, Informative

      From http://movieweb.com/movie/toystory/toystory.txt

      "RESOLUTION:The resolution of a digital image refers to the number of pixels stored. For "Toy Story," the resolution is typically 1536 x 922 pixels."

      Marko No. 5

    2. Re:Apples to Oranges? by lordpixel · · Score: 3, Insightful

      Hmm, I seem to remember reading a very convinving analysis which said about 3000x2000 was what was required to match standard 35mm film *well projected* in an average size theatre.

      I don't have a link, but it was all to do with the physical optics of the eye and the point at which the eye can't tell the difference between one dot and two dots when projected onto the opposite wall. Sooner or later you just don't have enough retinal cells to be able to see any more detail.

      My fear is that by pushing this through a couple of years too early at this slightly lower resolution we'll see a net loss of quality. If the switch to digital was to happen in 5 years time then theatres' projectors and studio's cameras would be more likely to be 3000x2000 equipment.

      If the public accepts the lower resolution, why spend the money on upgrading.

      That said I saw Akira digitally projected this year on a huge screen (of course, it was originally film, not digital tape) and it was beautiful.

      Of course, given most movies most of us see are projected using dirty equipment by an untrained 16 year old at a multiplex it probably doesn't make any difference. The current resolution is probably good enough. A bit like DVD and HDTV.

      --

      Lord Pixel - The cat who walks through walls
      A little bigger on the inside than out

    3. Re:Apples to Oranges? by LordOfTheHunt · · Score: 2, Interesting

      The 1920x1080 figure quoted is the upper end of the HDTV standards. There is a very good reason the new digital cameras used by Lucas et al.. are capturing at that size. If you capture at 1920x1080 digital, then you cut an entire step out of the process of producing for the much more lucrative home markets.

      I know that no one is broadcasting or releasting at 1080i resolution yet, but it's only a matter of time. DVD has allowances for this, as do some of the new tubes coming out of sony. Even my 19inch monitor sitting here on my desk does 1920x1080.

      Scott

      PS. DivX encoded 1920x1080 Lightwave rendered animations look sweeeeeeeet...

    4. Re:Apples to Oranges? by cheinonen · · Score: 2, Interesting

      Flim resolution is around 3500x2000 (I know the ratio isn't exactly right) from what I learned in imaging class a couple years ago. All films are shot on 35mm film typically, which has a 4x3 ratio. However, they capture it with an anamorphic lens which basically compresses a 1.85:1 or 2.35:1 ratio (films are NOT shot at 16x9) onto the 4:3 film. Then, in a theater, they project with the same lenses to unstretch it. Try watching a DVD on a 4:3 TV with the DVD player set to anamorphic mode (for 16:9 TV's) and you can see what I mean. Anyway, people are keen on using digital film and digital projection because it saves cost in duplication, editing, equipment, etc... I have yet to find any serious film person that acually says that digital video has a technical advantage in resolution, detail, contrast ratio, or anything like that. Digital Video is great for many things, don't get me wrong, but unless there is an improvement, instead of just being close to as good, I'd like to stick with film for the moment.

    5. Re:Apples to Oranges? by enneff · · Score: 2

      There is one _massive_ improvement that Digital Video offers over film, and that is cost. Film costs tens of dollars per minute - video is rediculously cheap in comparison.

    6. Re:Apples to Oranges? by tshak · · Score: 2

      I have a hard time believing that a Quadro Setup can render something in .4 of a sec that their SGI setup takes 90mins to do.

      You have a point, but it's not as crazy as you think. Although SGI's have 3D acceloration (as our gaming machines do), this is used for the actuall modelling. The server farms use don't use the video card to render (they can't for multiple reasons). Consider this: try playing Quake 3 on a 1ghz Athlon in Software mode (if you can). It looks like crap and runs sloooow. Put a geforce 3 in it, and you can get a 100x speed boost (ambiguous number to make a point). This is because the rendering get's done in the hardware.

      The only problem with this, is that when you move to hardware acceloration, you can't use the super complex rendering engine that they used to render the movie. Therefore, the visual quality can't possibly be as good.

      One final example: go buy a mega PRO 3D card that accelorates the modeling in 3DSMax. Ask your vender if the card will also speed up the rendering. They will tell you as I have - the rendering can't use hardware acceleration! Therefore, the machine with the GF3 has a HUGE advantage, albeit at a visual quality loss.

      --

      There is no longer anything that can be done with computers that is nontrivial and clearly legal. -- Paul Phillips
    7. Re:Apples to Oranges? by Proud+Geek · · Score: 2

      It's 2000x1500, but work is often done at 4000x3000 to preserve detail better. I get your point though, that digital video is Not Yet There, even for the lowest of the low in the film industry. George Lucas should start making cheap pornos, because that's about all his wonderful Sony digital camera is good for.

      --

      Even Slashdot wants to hide some things

    8. Re:Apples to Oranges? by Jordy · · Score: 2

      35 mm's film's full frame aspect ratio is 36:24 or 3:2, not 16:9.

      16:9 and other wide aspect ratios were created by movie industry to differentiate themselves from traditional broadcast media in an attempt to drive people to movie theaters.

      --
      The world is neither black nor white nor good nor evil, only many shades of CowboyNeal.
    9. Re:Apples to Oranges? by Dynedain · · Score: 2, Informative

      I was at SIGGRAPH, they are using a 34" (widescreen proportions) plasma (HDTV?) display, with absolutely no visible pixelation. As for the speed difference, remember that the SGI cluster square used was handleing composite rendering, and as such the various "layers" (specular, shading, etc...) can easily be split up to significantly increase the speed. The NVidia solution doesn't break it up the same way, and simplifies a lot of it (the hair for instance!) Lighting and radiosity is significantly downgraded from the original, and her hair is definately not to the same level as in the movie, and the bumpmapped cloth textures seem much more pronounced....but....this is far beyond any display of on the fly 3D rendering compared to final movie-quality product.

      --
      I'm out of my mind right now, but feel free to leave a message.....
  35. It's all about image quality... by drift+factor · · Score: 2

    and believe me, there's no way nvidia's chip came anywhere remotely close to that of the movie.

    Until their chip can produce a single frame that matches the image quality, they're still just making toys for quake fiends. Diffraction, interference, antialiasing...just a few of the photorealistic rendering staples, and nvidia has only recently been able to do antialiasing. They've got a long, long way to go before we're going to see actual movies rendered using their hardware.

  36. .4FPS IS NOT 4/10s of a second per frame!! by Wakko+Warner · · Score: 2, Redundant

    Jesus! We do math good at slashdot.

    4/10s of a frame per second means you can do just over 2 frames per second.

    God damn. People go to college and come out knowing this much about math?

    --
    "Remember when the U.S. had a drug problem, and then we declared a War On Drugs, and now you can't buy drugs anymore?"
  37. Resolution, film, and other stuff. by AJWM · · Score: 2

    So it renders to a computer screen at 2.5 FPS. That's nice and all, but a long way from film-making.

    Consider the resolution. Images rendered for film are typically done at about 3000 x 2000 (give or take depending on aspect ratio, etc). Now, even assuming we could gang up 16 or 25 or whatever of these nvidia boards, we're left with another problem: you can't record VGA signals on film. All the hardware shortcuts and special-purpose circuitry in the latest video card are useless when it comes to final render for film, because they're not built into the gadget (and there are several different sorts) that's actually bombarding the emulsion with photons. (Typically some sort of three-pass (R,G,B) laser scanner).

    Yes, it'll make for wonderful computer games (if you like that sort of thing) and maybe even some interesting experiments in real-time porno animation, but it doesn't do much for the film industry, nor would it at 10 times the speed (24 FPS is typical movie framerate). It'd have to be about 250 times faster for full framerate, full resolution images. About 12 years at Moore's Law rates. (Althogh I suspect at that resolution the flaws in the rendering and physics would become very distracting.)

    (Actually, it helps the film production process, where animators can preview their work that much quicker. Faster graphics is always good, just let's not get carried away with the hype.)

    --
    -- Alastair
    1. Re:Resolution, film, and other stuff. by geomcbay · · Score: 2
      Consider the resolution. Images rendered for film are typically done at about 3000 x 2000 (give or take depending on aspect ratio, etc). Now, even assuming we could gang up 16 or 25 or whatever of these nvidia boards, we're left with another problem: you can't record VGA signals on film. All the hardware shortcuts and special-purpose circuitry in the latest video card are useless when it comes to final render for film, because they're not built into the gadget (and there are several different sorts) that's actually bombarding the emulsion with photons. (Typically some sort of three-pass (R,G,B) laser scanner).

      Eh? You could easily read the contents of the video framebuffer out after it is finished rendering. Then you could save it to disk, spit it out to a special purpose film framebuffer or whatever. Yes, this is a relatively slow operation compared to writing to the videocard framebuffer, but if you're only rendering 2.5 frames per second anyway it would be a negligable hit.

      There are tons of issues they are glossing over (the resolution issue you mentioned, the fact that current videocards dont have enough color precision for complex multipass effects and many others), but this 'VGA' issue isn't one of them.

      At any rate, nobody who knows what they are talking about is saying that this process will replace traditional raytracing for film..but it a fairly good indicator of how quickly videocard performance and quality if progressing.

      Also, it has other uses than a final render. If you can get a 'pretty good idea' of what a particular scene will look like at near realtime rates it would speed up some processes (like light placement for a scene) tremendously.

  38. Excuse me? by flimflam · · Score: 2

    Generally considered to supercede analog film? Please. 2K resolution is really just marginally passable. High quality work is generally done at 4K with some even at 8K, which is what it really takes to match 35mm at its best.

    --
    -- It only takes 20 minutes for a liberal to become a conservative thanks to our new outpatient surgical procedure!
  39. UPDATE by GC · · Score: 2

    by... who... where is your math....

    Has the whole world gone mad?

    a new class of people emerged... the innumerates...

  40. .4 FPS? by JesseL · · Score: 2, Redundant

    .4 FPS != 4/10 second per frame.

    --
    "Prefiero morir de pie que vivir siempre arrodillado!"
  41. Raytracing versus gaming graphics by ergo98 · · Score: 2

    I may be very, very wrong, however it was my impression that the "rendered" graphics of modern video cards are shortcut 3D images that are very, very unlike raytraced images: i.e. Quake3 looks nice, but it looks absolutely nothing like the stunning beauty of a Truespace or 3dsmax image (i.e. one is averaging surface point lighting, whereas the other is actually tracing the rays of light throwing shadows, umbras, etc). I though the Quadra cards were only really relevant for modeling (i.e. moving stuff around and such), but they still used an FPU for the real rendering.

  42. Sorry, but no by ucblockhead · · Score: 3, Interesting
    There is no "standard" aspect ratios for movies. They come in a variety of aspect ratios.


    From IMDB:

    • Casablanca - 1.33:1
    • Godfather pt. I - 1.85:1
    • 2001 - 2.1:1
    • Lawrance of Arabia - 2.2:1
    • Crouching Tiger,Hidden Dragon - 2.35:1

    Final Fantasy was shot at 1.85:1.


    Anyway, movie aspect ratios have varied ever since the advent of TV. Movies were originally all shot at 1.33:1, and when TV was popularized, it used that aspect ratio. The movie industry was panicked that TV would steal all its customers, so it came up with all sorts of names for new and exciting aspect ratios like "panavision" and "cinemascope". It had nothing to do with technical matters like shooting on 35 millimeter film (and not all films are shot on 35 millimeter, BTW), though, and everything to do with marketting. Because different companies used different systems, the aspect ratios varied wildly by film. Today, the aspect ratio is a choice of the director. 1.85:1 is the most common, but not the only one by any means, and is mostly used for movies where the look of the film is secondary. Special effects movies usually use something bigger. here is some more info.

    --
    The cake is a pie
  43. What was the quality? by Have+Blue · · Score: 2
    Was the image exactly the same as the movie, including:
    • Motion blur? Motion blur is generally done on 3D cards by rendering the scene several times over per "frame"; if they could pull this off I'd be very impressed but right now it just makes me wonder more.
    • Volumetric effects. These are hard to do with just polygons, even with programmable shaders. And as others have said, the Quadro is nothing compared the Renderman's software-based shading system used for the movie.
    • Animation identical to the movie. I assume some nontrivial processing of the motion was used to model the hair, cloth, whatever in the movie. That would be a processing load, if nothing else.
    • Full resolution textures. I believe the movie used something around 500MB of data per image (this figure may be from Toy Story 2, I don't remember exactly, but is so FF is probably higher). Moving that much data over the AGP bus would take a large chunk of that .4 of a second by itself.
  44. I'm writing this FROM SIGGRAPH!!! by Anonymous Coward · · Score: 2, Interesting

    I just saw the demo. It looks NOWHERE as good as the real movie, geometry and lighting/textures are all greatly simplified. The action is definately watchable, which implies > 1 fps. (Looks like around 5-10 fps to me). Aki's hair is made up of WAY less strands (but thick, so she's not balding) and the skin textures aren't as detailed. Still, very impressive. If what I saw was a video game, it'd be GREAT!!!

  45. Once the hard work is done... by jonbrewer · · Score: 2


    what does realtime rendering give us?

    1. "What now, master?"
    2. "Now turn around, bend down and touch your toes!"

  46. Have you seen the Zoltar demo? by SuiteSisterMary · · Score: 3, Interesting

    If you have a Geforce3, go find the Zoltar demo. It's on the web if you look hard enough. Something like 220 megabytes worth of crap, and all it does is model and animate a human head. But HOLY SHIT does it look incredible! Also, find the Chameleon demo. Again, Google is your friend.

    --
    Vintage computer games and RPG books available. Email me if you're interested.
  47. What's the deal with panning FF's writing? by Pseudonym · · Score: 2

    Final Fantasy was anime. Since when have we expected anime films to have good scripts? OK, The Matrix had a pretty good script. Apart from that.

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  48. Re:Just what are they smoking at NVIDIA? by be-fan · · Score: 2

    1.5 million verticies/2.5 fps, gives about 600,000 verticies per frame. Since the average human has less than 100K hairs, it works out. So what exactly is wrong with their math? Of course the Geforce3 doesn't render at 2000x1600 at full quality (it can't since it doesn't do a lot of the rendering techniques) but that level of geometry is still pretty damn impressive for a sub-500 dollar vid card.

    --
    A deep unwavering belief is a sure sign you're missing something...