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Improv Animation as an Art Form?

Dean Siren asks: "When will mainstream moviemakers, such as Lucasfilm, finally replace their render farms and Renderman with a GPU (Geforce or Radeon) and Cg based renderer? Would the savings in equipment cost and rendering time be worth the learning curve? Is anyone developing such an app? We've had the tech for years with video games, but the art form hasn't really been tried. Is anyone working on this now?" An interesting thought, and it puts an interesting spin on the old computers-will-replace-actors argument. It also means good planning ahead of time, since there will be no "post-production" stage where you can clean up the mistakes, and perform the minute adjustments needed to make things just right. Do you think such an art form will ever catch on in Hollywood, or will small shops have to be the ones to pioneer this before others follow suit?

"There's a forum called Machinima whose main idea is that not only should the final rendering of a movie be generated in real time, but so should the animation, implying that computer animation should be performed, maybe even improvised, live by motion captured voice actors. Accomplishing this goal would require replacing not only Renderman but Maya and Softimage as well. A developer named Strange Company took the challenge and started writing an app in this direction called Lithtech Film Producer (interview here). They even made easy porting a high priority. But they soon realized that they were tiny and the project was huge so they quit. But the idea of improv animation is full of potential."

235 comments

  1. real time? by Anonymous Coward · · Score: 1

    well the advantage of the render farm is that they work in parallel to produce the final result. You had better be able to use a lot of GPU's in parallel to get all that out of one box in real time. Or mayby you could if you put GeForce 4s in all the boxes in the render farm. Though that wouldnt help costs or heat issues any.

  2. Replace actors with computers? by secondsun · · Score: 2, Funny

    But will they go on strike when we turn them off?

    --
    There is nothing wrong with being gay. It's getting caught where the trouble lies.
    1. Re:Replace actors with computers? by Anonymous Coward · · Score: 0

      perhaps the better question is, "When they go on strike, do we turn them off?"

  3. what's the point?? by BeazleyR · · Score: 2, Insightful

    If all animations were live with done with motion capture, what is the point of even making them into animations. Tell me how you could do movies like Ice Age, Toy Story, and A Bug's Life with motion capture. Animation takes time and talented people. There are many interesting animations, with animals and the like which could not be motion captured. A trend like this would be horibble.

    1. Re:what's the point?? by ShawnDoc · · Score: 1
      The point isn't to replace high end animation, but to allow the little guy to quickly make computer animated movies. Sort of like low budget "indie" movies compared to Hollywood blockbusters.

      We'd be able to see a lot more computer generated worlds created by people with a small budget. We'd be able to see a lot of creativity expressed that would otherwise be suppressed for lack of funds.

      We'd be able to see a lot of gay CG cowboys eating pudding.

    2. Re:what's the point?? by zeno_2 · · Score: 1

      Yea, I really don't see much of a point in this either. From what I know, the current way of doing things works, and there are some pretty amazing animated movies out. Im actually a bit confused as to what they want to happen. Do they want me to go to an animated movie, and offscreen someplace there are real actors moving around, and the computer is rendering this in real-time, showing me it up on the screen. That is stupid, and I hope im just confused.

      Using a render farm has a lot of plus's, look at some of the LOTR movies that show them animating orcs with real humans, id love to see them (machina or whatever) do this with 1/10th the quality with a bunch of geforce cards using cg. As far as I understand it, the animators and modelers will have pretty nice machines. I was able to play on an SGI cluster, it used IRIX, and they used lightwave to model / animate. Once they animated this though, they would just send the render job to the rest of the machines and they would crunch away at the numbers for a while. Im assuming that when it is rendering, it is using cpu power and not the video card, but i may be wrong. I really don't think if you took a bunch of geforce chips and did something fancy with them, you could even come close to the quality in the movies mentioned in the above post..

    3. Re:what's the point?? by Anonymous Coward · · Score: 0

      Yes, many animation elements simply can not be captured with motion capture. When the early employees of Pixar (before it was called Pixar) wanted to save their animation unit, they were told they had to do a impressive shot a normal camera couldn't do. They did it, and Lucas let them live.

    4. Re:what's the point?? by Giggles+Of+Doom · · Score: 1

      Yes, but any fool can pay for a nice Duron machine and something like TrueSpace and still not break $3000. Yes, it may take a while to get the animations done, but you're going to get far better looking results on even this low end of hardware then from a "live" GeForce4 and its amazing what kind of work your PC can do while you're sleeping.

      Even if you wanted think that this may be a cheaper way to do things, remember that you would still need to invest in all the motion capture equipment, and as far as I know it ain't cheap, thus negating the expense benifit of this idea. After all, letting the PC chew on frames only has the expense of time and power. Plus, if you have a fast enough machine to do all capturing in real time, why not give it even a few more hours to process a frame once the data has been captured to produce a FAR better result?

      Personally, I have no idea why people would want to do this. Motion capture is indeed wonderful, but why would you want to waste all the great data on crappy, low poly models live when you could wait a couple weeks for the system to render something that looks far better from the same data? Yes, big name CG movies take a large amount of CPU power due to the complexity of the frames, but indie film makers probably don't have the time, money, or even talent to go to that level of detail.

      I've made a few short animations that look good (to me at least), are fairly simple (though some have things like fog and volumetric lighting) but were made by me: one guy in his spare time on a Duron 700 which drew all the frames while I was sleeping or at work.

      --
      "A coward dies a thousand deaths, the brave but one."
    5. Re:what's the point?? by Breakfast+Pants · · Score: 1

      I know there are some ugly actors out there, but basically, if you are ugly it is HARD to be an actor. Some ugly people might be far better actors than the fucking yuppies we have today. Nonetheless, these actors could, with combination of motion capture of the body and face, be able to show their talent without bias based on looks.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    6. Re:what's the point?? by Anonymous Coward · · Score: 0

      You're right in saying that there's little that a fast video card offers in render times when making a feature length cg movie. Video cards are not ray tracers (which is needed by high end cg graphics to provide the level of realism that is expected), and are not much more than glorified polygon fillers.

  4. Not with curent technology by istvandragosani · · Score: 1

    I don't think this will be accomplished with current technology. While realtime rendering is very advanced, to get the detail and control over an animated sequence such as you see in Toy Story or in Star Wars is still way in the future. I don't think the GeForce is up to it. You would still need some massively parallel processing to be able to do tat kind of imagery in real time.

    --
    Go not to the Elves for counsel, for they will say both no and yes
  5. Post Production would be at an all time high! by xagon7 · · Score: 0

    "It also means good planning ahead of time, since there will be no "post-production" stage where you can clean up the mistakes, and perform the minute adjustments needed to make things just right." Where did this come from? Without actors or a standard "crew" pickups and such would be unnecessary...and any new scenes or modified scenes could be done cheaper and less costly. Scenes still have to be rendered and edited, but if somethign isn't right, they can go back an add a scene or modify and re-render an existing one for a fraction of the cost.

  6. Obligaory Simpson Reference by eldimo · · Score: 0, Offtopic

    "If you really want something in this life, you have to work for it. Now, quiet! The're about to announce the lottery numbers... " -Homer Simpson

  7. HUH? by furiousgeorge · · Score: 5, Insightful

    Is it a slow news day or what???

    In a nutshell, this topic makes zero sense.

    Nobody is going to drop PRman for Cg anytime soon. Why? Because they have two different target markets and address two different needs.

    Talk to somebody like ILM or PIXAR thats doing renderings that take 70 hours a frame (like some of the frames for Toy Story II did) and talk about real time cards. They have a good laugh and say "go away kid".

    Can these cards handle anti-aliasing like RM can? No.
    Can these cards handle DOF like RM can? No.
    Can these cards to programmable shading like RM can? No.

    These cards are designed to do graphics real time with the best quality they can squeeze out while still hitting their timing targets. RM is meant to get the best possible quality - and who cares about time?

    This is a silly pointless discussion. Yes, in 10 or 20 years maybe the hardware will be there, but it isn't now and you sound silly making speculations like these.

    1. Re:HUH? by gatkinso · · Score: 1

      I agree with everything you wrote.. except your time estimate.

      5 years (for TS2 quality)

      --
      I am very small, utmostly microscopic.
    2. Re:HUH? by DLWormwood · · Score: 1, Insightful

      This isn't pointless. True, Hollywood and "big" production houses won't do real-time animation. But, indie and performance artists may try this.

      Are you aware that there's a active underground "Demo scene" of programmers/artists who make cool looking presentations? Some of the demos I've seen are impressive (and hypnotic) considering that the graphics and music are produced real time. I'm sure other /.'s can give some links to sites about the scene...

      --
      Those who complain about affect & effect on /. should be disemvoweled
    3. Re:HUH? by Anonymous Coward · · Score: 0

      >"go away kid".

      They had also told me to put my pants on.

    4. Re:HUH? by furiousgeorge · · Score: 2

      nah - wish i could agree with ya, but don't see it happening. TS2 quality was in the order of a GIG of data to crunch for the average frame........ not even talking about the really killer frames, plus loading textures, yadda yadda yadda.

      It's coming, but having a card that can swallow that kind of BW and not burst into flames is still a ways off.

      But when it arrives i'll be the first person in line :)

    5. Re:HUH? by Anonymous Coward · · Score: 0

      I agree completely. The asker of the question clearly has no idea what he is talking about.

    6. Re:HUH? by treat · · Score: 1, Troll
      ? Some of the demos I've seen are impressive (and hypnotic) considering that the graphics and music are produced real time.


      Are there any decent demos being made for Linux or other free OSes? It seems that the graphics performance is just too poor to produce anything interesting.

    7. Re:HUH? by Anonymous Coward · · Score: 1, Funny
      I'm ready for being modded down, but these submissions pop up more and more frequently because the editors fail to filter out bad stories and let good and interesting stories fall by the wayside.

      I almost wish that Slashdot would have a modified form of story moderation like K5. Then at least people who have experience in this area could make a better judgement than those who haven't a clue and become editors based on some other criteria. Stories like this wouldn't even show up.

      Is it any wonder that there are fake Slashdot story generators? Doesn't this also say something about the quality slowly eroding from this site?

    8. Re:HUH? by kwashiorkor · · Score: 4, Insightful
      The initial question is:
      When will mainstream moviemakers, such as Lucasfilm, finally replace their render farms and Renderman with a GPU (Geforce or Radeon) and Cg based renderer?
      which is just plain stupid. The never will. What film makers need is not even from the same planet as what gamers need.

      The idea though is just plain old.

      It's called puppetry. Real Time Animation is another word for Digital Puppetry. Check out the performance group D'Cukoo (or whatever the fuck they're called). They did this kind of stupid shit many years ago wit ha digital puppet named Rigby (if I remember correctly).

      I have no idea what the /. editors saw in this post. It must truly be a slow news day.
      --
      -- kwashiorkor --
      Leaps in Logic
      should not be confused with
      Jumping to Conclusions.
    9. Re:HUH? by Anonymous Coward · · Score: 0

      are you trolling, or just don't know what you are talking about? Demo's show up most for the most popular hw/os combinations. There are a lot of windows/dos demos because there are a lot of those machines, not becuase the graphics performance is particulartly interesting.

      secondly, although linux graphics API's are a bit of a mess (not performance wise, but in other ways) this is nearly irrelevant. Most demo code eshews API's in order ot have control --- thus the performance of the demo is mostly due to hardware, not OS.

      For demo code, graphic (and other) performance on a PC will be almost completely determined by the hardware, not the OS.

      I expect that the lack of a large demo scene on linux is mostly cultural.

    10. Re:HUH? by dprust · · Score: 1

      Why are you such an angry young man, when your future looks quite bright to me? Got the world in the palm of your hands, yet you flame people writing stories, stories on-topic and spark discussion, and you're fooling yourself if you don't believe it....

      ....chill buddy!

    11. Re:HUH? by CaseyB · · Score: 2
      Once again an interesting story is butchered beyond all recognition by the submittor and / or editors. The *replacement* of conventional CGI by realtime proposed in this story is just plain Drano-drinking stupid.

      However, Realtime CGI may well be a viable art form all on it's own. Think live-stage-play with CGI screen output. You could have a troupe of mocap artists / puppeteers manipulating a CGI scene, working with live music and improvising during a performance.

      There's a couple kids' shows that have live CGI hosts. They look like crap for the most part (lousy framerate and awful mocap performers), but the potential is probably in there somewhere.

    12. Re:HUH? by Anonymous Coward · · Score: 0

      Yeah, if you call discussion, "Why the hell did this get posted?" or "What were the editors thinking?". Yeah, real deep discussion going on here.

    13. Re:HUH? by Anonymous Coward · · Score: 1, Informative

      > In a nutshell, this topic makes zero sense.

      Agreed

      > Talk to somebody like ILM or PIXAR thats doing renderings that take 70 hours a frame (like some of the frames for Toy Story II did) and talk about real time cards. They have a good laugh and say "go away kid".

      I'm one of the programmers for a high end visualization program. One of our customers recently rendered an image that took over 200 hours on a dual 2 GHz machine. Other customers routinely use render farms of 100+ machines. I can tell you that _MY_ GeForce4 TI 4600 bogs down to under 2 fps on some of the scenes that I'm previewing, then it sometimes takes nearly an hour to render lo-res versions of the image. Hi-res work for film or posters takes MUCH longer.

      > This is a silly pointless discussion.

      Well, it should serve to help my Karma, but wait, I'm logged in as AC because I _SHOULD_ be working too... ;)

    14. Re:HUH? by Anonymous Coward · · Score: 0


      But the point is that at some undefined point in the fututre, the realtime rendering tech will meet the visual requirements for film. Meaning: it will look as good or better than real life.

      When that happens, what happens?

    15. Re:HUH? by SpelledBackwards · · Score: 1

      What exactly are "better than real life" details? Anything that doesn't look realistic (in the context of how most humans perceive the world) will simply be unrealistic, not, superrealistic. Nothing could look *better* than real life. It may show just as much detail, but if it's rendered "perfectly," this extra detail wouldn't show up unless zoomed and focused in on. Unless eagles rate the image detail quality of movies or something.

    16. Re:HUH? by orange7 · · Score: 1

      > Can these cards to (sic) programmable shading like RM can? No.

      What do you thing Cg is? A brand of soap?

      There're a few remaining areas that the upcoming generation of cards can't do as well as Renderman and friends, certainly. But I think you're misjudging how quickly consumer graphics hardware is moving. And, quite frankly, movie CG is pretty much standing still.

      A.

    17. Re:HUH? by donglekey · · Score: 3, Informative

      Is it a slow news day or what???

      I have no idea, and while slashdot certainly murdered this topic in the headline, doing production quality rendering using hardware acceleration is a huge HUGE BIG MASSIVE fucking deal and not many people seem to realize it yet.

      Nobody is going to drop PRman for Cg anytime soon. Why? Because they have two different target markets and address two different need

      People used PRman in the first place because of its speed and quality. Cg has one down pretty easily, the quality is something that isn't that much harder. Rendering in hardware DOES NOT have to be realtime in order to be beneficial.

      Can these cards handle anti-aliasing like RM can? No.

      Not in realtime, not yet, but it doesn't matter, since anti-aliasing is not only becoming a very high priority on 3d card makers' lists, but anti-aliasing can be done by simply rendering the samer frame multiple times and blending them together until the actual card has high quality AA enabled, which should be in the next generation.

      Can these cards handle DOF like RM can? No.
      PRman does a depth based DOF which can be done in post with a z-buffer. If that isn't high quality enough the frame can also be renderered in sections, and/or multiple frames can be rendered with slight offsets etc etc. There are dozens of ways to make it work.

      Can these cards to programmable shading like RM can? No.

      Fuck yeah they can! That's the whole point. Where do think these shader languages came from? Large shaders can always be broken down and rendered in passes.

      These cards are designed to do graphics real time with the best quality they can squeeze out while still hitting their timing targets. RM is meant to get the best possible quality - and who cares about time?

      No there cards are designed to render images quickly with quality as a second priority to time. There is a difference. You are implying that they will reduce the quality to hit realtime framerates, which is not true. PRman (if that is what you are referring to by RM) was used and still is used because of its quality and speed, speed being a very high consideration, with quality taking precedent. Speed is everything. Speed breeds quality.

      This is a silly pointless discussion. Yes, in 10 or 20 years maybe the hardware will be there, but it isn't now and you sound silly making speculations like these.

      This is about as important as discussions on 3D come. This is as huge as anything that has happened to the 3D industry. This is revolution over evolution. This is the next big step that 3D will take after the invention of gourad shading, phong shading, Renderman, and hardware acceleleration. This will start to happen by the end of the year, not in 20 years. 3D is great now, but it is about to get really really good.

    18. Re:HUH? by Saeger · · Score: 1
      3D is great now, but it is about to get really really good.

      You can say the same thing about almost anything at any point in time. The exponential nature of progress takes care of the rest... but it doesn't hurt to remind people how fast change is changing I guess. I mean... I expect to eat my sig in 30 years. :)

      --

      --
      Power to the Peaceful
    19. Re:HUH? by Anonymous Coward · · Score: 0

      This is off of Nvidia's website referring to their new C for Graphics (Cg) language:

      'Alias|Wavefront Maya, Discreet 3ds max, SOFTIMAGE|XSI and NewTek LightWave 3D, are embedding Cg into the digital artist's workflow.'

      I suggest you rethink your entire comments. Why is it not conceivable that a specialized processor (GPU) has the ability to perform better at rendering images than that of a general purpose processor (CPU)? This guy isn't talking about doing it real-time... just faster. (period) Isn't this what makes DSPs, etc. so great over a regular CPU? It's optimized for a specific task.

    20. Re:HUH? by MindStalker · · Score: 2

      What does TANSTAAFL stand for?

    21. Re:HUH? by MindStalker · · Score: 1

      There is no such thing as a free lunch
      Duh. Sorry for not looking it up first :)

    22. Re:HUH? by illbixby · · Score: 1

      Come on you guys, some of you are like the established scientific community getting riled up because someone hinted that the big bang theory may not be...it.

      Because of the advances in desktop pcs, tasks that could only be done in the past by mainframes can be done by the little guy now. But main frames still exist. The same goes with CGI animation. Yes, Pixar and ILM will still be the highend boys using renderfarm (they're the mainframe guys). It just means the network of users has expanded because once existing barriers to entry have been knocked down.

      There are a lot of animation houses that would love to be able to produce cgi animation cheaper and faster, and therefore be more competitive. And because of the increased quality and speed of 3D accelerator cards they can produce much better quality rendered in realtime that ever before. They won't match Pixar's quality (yet) but there's no need to, look at South Park. And a number of PC games (Max Payne, GTAIII, MOH:AA) are using actual game rendered footage in their commercials on TV.

      How: It's just like playing Quake III on a LAN except instead of shooting each other with rockets you have different characters that emote. Because it's saved in a datafile everything can be tweaked in post. Which means, you shoot with limited keyboard bound animation (waves, eye blink, a few expressions, etc) and then fine-tune the character animation and camera angles (or anything you want really) in post. And because there's no rendering time or compositing, you see immediately if it works. We've (The ILL Clan) have been doing for four years now and have won awards and press. It works. I mean think about, a pc game played on a LAN is just like renderfarm except in realtime. That's it really.

      Bottom Line: Machinima speeds up the production process by allowing cgi animators to shoot in realtime, saving time and therefore money$$$. A typical 22min CGI animated show on TV can take 16-18 weeks to produce. Using machinima, it can be done in 8-9 weeks. Half the time and possibly half the budget. Hmm, I think Hollywood will eventually take notice. My guess, summer of 2003 when Doom III is released.

    23. Re:HUH? by Saeger · · Score: 1
      The steak isn't even really a completely free lunch. Someone has to cook it first, and that someone will probably want to earn royalties on that "intellectual property" for life, just like the copyright cartel does today.

      Step 2) Get AI to do the design... taking the greedy humans out of the loop. :)

      --

      --
      Power to the Peaceful
    24. Re:HUH? by MindStalker · · Score: 1

      Yes, and that is the biggest thing that worries me about the possibility of startrek style object creation. If IP continues the way its going, everything will have copyright on it. And we will be screwed. Though honestly no matter what happends such a device will screw up the economy for a while, all matters on how long it takes us to adapt.

    25. Re:HUH? by joekool · · Score: 1

      TANSTAAFL:
      there AIN'T no such thing as a free lunch.
      Oddly enough, I just finished rereading that book last night. (that book being "The Moon Is a Harsh Mistress", by Robert A. Heinlein.)
      good stuff

      --

      Slackware: old school feel, new school gear.
  8. Is this the right way to go? by Vought+28 · · Score: 2, Insightful

    I'm wondering what the final result will look like. I've always felt that actors, even if clad in rubber suits like in Predator, look far better and more realistic than CG graphics. I also feel that CG should just be for the background, or other special effects, never for characters. It's hard for me to 'suspend my disbelief' when I'm watching a scary movie and a computer generated villain walks on the screen.

  9. I must be overworked by Anonymous Coward · · Score: 0

    This is off topic, I know, but I read that as "Improve Animation as an Ant Farm."

  10. Visual quality too low by dnoyeb · · Score: 0, Redundant

    The visual quality would be too far below what the public expects at this point.

  11. is this a practical alternative? by Gathius · · Score: 1

    It doesn't seem to me that this would be a practical alternative. The only advantage that I can see of real-time processing is savings in start-up capital. Lucasarts and others already have spent the mass $ for their rendering farms, so what advantages would they get from switching to real-time rendering?

  12. first post! by fuck+you,+clown! · · Score: 0, Offtopic

    By first post I mean first post for this account. It's brand new, baby.

  13. Deep thoughts by Monofilament · · Score: 1

    I'm reminded of the classic SNL piece.. Deep Thoughts by jack handy... or in this case by Cliff

    --


    Who makes you Sig?
  14. Good Idea by Vader82 · · Score: 1

    I think rather than having impromptu animation, why not write a rendering engine that would take advantage of the awesome GPUs out there instead of using all processor to get the job done.

    Right now the render times for movies is months, even if your Geforce4 chokes horribly on each and every frame because they're so big and you only get maybe 1 frame per second. Thats 2 seconds of video per box per minute.

    Spread that across a render farm of 30 boxes and you get "realtime" rendering which would make life for the animators much nicer I would think.

    1. Re:Good Idea by evalhalla · · Score: 2, Informative

      I think that GPUs (at least, nowadays) are too focused on the tasks they have to perform (working with relatively little polygons, applying a few "small" textures etc., all of this in a very short time) to be useful in a totally different task like animation, where you have to work with huge amount of polygons, with complex textures etc., even with special software.

      You also have to add the fact that many GPUs have specialyzed "special effects" built in, like light effects and similar stuff that may look great in a game, but are totaly useless in a movie, as they would be too standard and not-so-effective, so you will only be able to use the standard features of your GPU and still use the CPU for most of the work on special effects etc.

      Even worse, video cards are more and more focused on speed rather than quality, and this is not going to help when making a movie.

      Of course they could have some board specifically designed for the tasks they need, and this would surely improve the time needed to render a movie, but I'm not so sure whether it would be worth the cost.

  15. Will not happen anytime soon.. by molo · · Score: 4, Informative

    A software renderer is just plain more flexible. When there's something you want to change in the rendering process, fix the code, recompile, distribute to the renderfarm. Done.

    When there's something you want to change in your hardware-based rendering, what are you going to do, re-fab the silicon and solder it in?

    --
    Using your sig line to advertise for friends is lame.
    1. Re:Will not happen anytime soon.. by sgtsanity · · Score: 1

      Nvidia makes changes to their hardware-based rendering all the time. It's called new Detonator drivers.

    2. Re:Will not happen anytime soon.. by mypalmike · · Score: 1

      Well, there are FPGA's...

      --
      There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
    3. Re:Will not happen anytime soon.. by lugonn · · Score: 1
      I was thinkng the same thing. How do you cusomize hardware on the fly? Doesn't seem like it is very flexable system for creativity/re-engineering/customization.

      From what I've seen and done, the "art" of doing computer animation is pushing the limits of your system for a completely new effect, not nescessarily doing it fast or efficently. You'd be keeping yourself from pushing the envelope with a hardware renderer.

    4. Re:Will not happen anytime soon.. by marxmarv · · Score: 3, Informative
      When there's something you want to change in your hardware-based rendering, what are you going to do, re-fab the silicon and solder it in?
      You can all but program FPGAs in C these days anyway, and a modest stack of FPGAs can do amazing things, fast.

      You could start with an architecture similar to Andrew Huang's five-or-so-year-old Tao reconfigurable computing platform, with pipelining de-emphasized. system speed approximately doubled, and (possibly) multi-ported memory added.

      -jhp

      --
      /. -- the Free Republic of technology.
    5. Re:Will not happen anytime soon.. by Namarrgon · · Score: 3, Informative
      Have you heard of "programmable hardware shaders"? I hear they're all the rage these days. When there's something you want to change in the rendering process, you can fix the code, recompile, & run your app. Done, and done a lot sooner too.

      Come to think of it, I believe these miracle shaders have something to do with the "Cg" language this article just happened to be about. What a coincidence.

      --
      Why would anyone engrave "Elbereth"?
    6. Re:Will not happen anytime soon.. by UncleFluffy · · Score: 2

      Have you heard of "programmable hardware shaders"?

      Have you heard of the term "Turing Completeness" ? - as in, "programmable hardware shaders are not Turing Complete" ?

      --

      What would Lemmy do?

    7. Re:Will not happen anytime soon.. by Namarrgon · · Score: 2
      That isn't necesssary; the gfx hardware isn't doing it all by itself, the CPU is controlling it.

      The hardware is just accelerating the process by doing most of the grunt work of multiply-adds & shifting bits around, on a dedicated chip with 4 or 8 pipelines using multiple vector ALUs each, fed by 10 or 20 GB/s of local bandwidth. And gfx hardware is increasing in speed & complexity a lot faster than CPU hardware.

      Think of it as a massive SIMD array coupled to a Turing-complete CPU, and you'll have the right idea.

      --
      Why would anyone engrave "Elbereth"?
    8. Re:Will not happen anytime soon.. by UncleFluffy · · Score: 2

      Think of it as a massive SIMD array coupled to a Turing-complete CPU, and you'll have the right idea.

      Sorta true. Though definitely not like a massive SIMD array, the control structure is far more complex and loosely-coupled than that.

      Because the CPU is not in the datapath you get a few problems that you don't get with a plain general purpose CPU:

      - Limited precision of intermediate results -> restricted space of implementable algorithms

      - Very restricted data addressing modes -> you need to build lookup-tables at run-time which can eat into your performance for certain algorithms

      - Difficult to implement conditional tests

      So, yes, because you start with a Turing-Complete CPU in the system, the system stays Turing-Complete, that's trivially obvious. However, not all algorithms can be implemented on the devices mentioned in the article, which was the point I was trying to make.

      Future hardware is a different matter - both precision and programmability are increasing in leaps and bounds. This is pretty traditional for graphics hardware, and has been so since the start of the field - machines get more and more programmable until they start to become fully programmable, then the lowest levels get replaced by faster, fixed-function hardware, then the cycle repeats itself for those levels. Newman was talking about it in the mid-70s, and it's been pretty much the case from then on.

      We are getting to the point now where we will be able to put enough flexibility and functionality on a chip to run Renderman pretty much natively on the graphics chip, but not with the stuff the article was talking about. I'd give it 18 months to two years.

      --

      What would Lemmy do?

    9. Re:Will not happen anytime soon.. by Namarrgon · · Score: 2
      All good points too.

      - Limited precision of intermediate results -> restricted space of implementable algorithms

      Granted, for today's hardware at least. Although float precision (coming with NV30 & maybe R300) still isn't up to the accuracy levels required by some algorithms, it's good enough for the great majority, and certainly enough to make nearly anything possible, if not perfect. In any case, way better than the 8/9/10/12 bit integer hardware out there now.

      - Very restricted data addressing modes -> you need to build lookup-tables at run-time which can eat into your performance for certain algorithms

      Yeah, but performance isn't really the issue, so much; chances are it's still going to be way faster than executing on a CPU. And if not, well, GPUs are increasing speed at 3x the rate of CPUs...

      - Difficult to implement conditional tests

      Harder, yes, but possible using the stencil buffer. The compiler can take care of implementing it. Perhaps inefficient, but see above point.

      There have been numerous papers on running Renderman shaders in hardware. (Very) simple ones are possible with just register combiners, but the upshot was that, with dependant texture lookups & float pixel support (available now, & end of the year), full Renderman support was possible.

      I'd guess that SIGGRAPH this year will see a few very interesting RT shader examples running on "unannounced' hardware, and by next year it'll pretty much be a done deal. In 18 months to two years, it should be more than possible - I'd expect it to have hit mainstream.

      --
      Why would anyone engrave "Elbereth"?
  16. Dire Straits by Junta · · Score: 2

    I personally think all 3D animation should revert to the days of Dire Straits' Music Video....

    "I want my, I want my, I want my mtv..."

    Now *there* is high tech animation.

    Seriously though, the geometry nor resolution of even the most cutting edge graphics cards are anywhere near the level required to produce the high quality images, especially an image that wouldn't turn to crap on a typical movie screen. For the mainstream this just wouldn't cut it... Imagine the jaggedness and polygon count on your monitor scaled to a theater screen.... scary.

    And for the people who would appreciate this sort of thing and would enjoy watching or seeing what they can do with a restriction on polygons and resolutions, there is always the demo scene dedicated to showing off what they can do at any level between all processor load to entire system in realtime. For movies I remember watching a couple of films written as Quake demos, I presume this is still happening somewhere on some level.

    This appeals to some people, but those people are already served...

    --
    XML is like violence. If it doesn't solve the problem, use more.
    1. Re:Dire Straits by VoiceOfRaisin · · Score: 1

      actually the company that made that video (http://www.mainframe.ca/) is still very busy making a lot of the 3d cartoons you see on tv today. like reboot, action man, beast wars, and weird-ohs.

    2. Re:Dire Straits by Anonymous Coward · · Score: 0

      OT: Did anyone else think that the texturing in beast wars was really really badly done?

  17. Digital Theatre by Gulthek · · Score: 2, Insightful

    So essentially this would be the technological version of a stage theatre production? If it's done right it could merge the uniqueness of a live performance with some spiffy effects that would not be possible to create otherwise. Sounds cool to me!

    1. Re:Digital Theatre by Anonymous Coward · · Score: 0

      More like a digital puppet show, since you would be using an avatar instead of an actor.

      And along these lines, aren't we seeing the roots of this idea taking shape in the MMORPG scene. The games out there already allow you to contol your characters like puppets, emoting actions and such.

      I think we are more likely to see real-time 3d rendering coming to these type of games before we see it hit Hollywood.

      Just my $.02

    2. Re:Digital Theatre by Gulthek · · Score: 2

      Yah, except it's motion captured actor that is doing the..ah...acting.

  18. Not really programmable enough yet. by UncleFluffy · · Score: 4, Insightful

    The current generation of "GPUs" (ick, I hate that term) are neither powerful enough nor flexible enough to handle something as complex as a Rendeman shader. Go pick up a good Renderman book and look at what the spec requires from the implementation.

    Stuff like DX8/9, which the gfx chip companies design to, is a very very small subset of what Renderman specifies. I suppose in theory you could build a tool that split shader work between the main CPU and the gfx card, but, I really don't think it would be worth the effort.

    That's not to say that future hardware won't be able to do this kind of thing, but I'm not going to violate any NDAs on Slashdot ;-)

    Come back and ask the question again in 18 months or so.

    --

    What would Lemmy do?

    1. Re:Not really programmable enough yet. by F34nor · · Score: 1

      I agree. Also the consumer GPU's are taylored tword painting textures more than than things like ray trace in professional systems. That's why people used to put multipule DEC Alpha's on video cards. It was /is worth the money.

  19. SORRY: TOY STORY 3 WILL NOT BE SHOWN by deathcow · · Score: 4, Funny

    We wish to express our sympathetic apology to all our regular Clone Cinema viewers. Unfortunately, Toy Story 3 requires at least a Quad-Pentium projector with a GeForce 6 card to display properly.

  20. What the hell? by Gizzmonic · · Score: 4, Insightful

    Replace Renderman with a fuckin' PC video card? Maybe if the folks at LucasArts were weaned on paint thinner.

    This sounds like your typical PC blowhard who believes his DVD player, Playstation, telephone, and eventually his computer will be replaced by a graphics accelerator.
    Hey, you might need some justification for dropping $400 on that latest waffle iron from ATi, but you'll get none here.

    And as for "improv animation," blow it out your ass. The reason that company quit is that it looks like shit. The closest you're going to get to that is games like Samba de Amio and Dance Dance Revolution.

    Lastly, Mr. Dean Siren, what's your relationship with Strange Company and Machinima? Cause this sounds an awful lot like a puff piece from a PR flack...

    --
    (-1, Raw and Uncut is the only way to read)
  21. There's more to an actor than being on stage by Jason1729 · · Score: 2, Insightful

    Fans like to follow the lives of their favourite actors, not just watch them in movies. A computer character won't have a 'real life'.

    Part of the reason is that people wish they could be like that. Who will be able to live vicariously through a computer program (slashdot crowd excluded).

    Jason

    1. Re:There's more to an actor than being on stage by Anonymous Coward · · Score: 0

      Yep, you're right. There aren't any dedicated Bugs Bunny, Simpsons, or anime fans out there.

    2. Re:There's more to an actor than being on stage by Mathness · · Score: 1

      Fans like to follow the lives of their favourite actors, not just watch them in movies. A computer character won't have a 'real life'.

      It is much worse than you can imagine, there are indeed "real life persons" of computer characters, case in point Lara Croft from Tomb Raider.

      --
      Carbon based humanoid in training.
  22. Cg is not just real-time by Guspaz · · Score: 1, Informative

    Shader languages such as Cg (Indeed, even Cg itself) is supported by many software renderers. Software renderers use pixel shaders, they just don't do it in realtime or in hardware.

    So it is in fact conceivable that we can see professional pre-rendered animations done using Cg.

    Looks like you people don't know what you're talking about. GPUs and shader languages are independant.

    Regards, Guspaz.

    1. Re:Cg is not just real-time by sgtsanity · · Score: 1

      Yep. In fact the real big deal about Cg is that it optimizes your code for many different possible configurations. This could actually mean that we could see software mode again in games. But for most of us, it means that Nvidia's programming language will work just fine in your ATI card, provided ATI comes up with a Cg compiler for their card that's less buggy than their drivers.

    2. Re:Cg is not just real-time by Guspaz · · Score: 0

      Oh yeah, and referring to some earlier posts, Renderman _IS_ a shader language (like Cg)! So what, when you say that renderman will never be replaced by shaders languages, do you mean that Renderman will never be replaced by Renderman because Renderman isn't itself? Am I the only one that is confused by your logic?

      Regards, Guspaz.

  23. They'll probably transition to it, but very slowly by sgtsanity · · Score: 2, Interesting

    Right now the problem with movies is that they're costing more and more to make. Studios looking to pop out more movies for less money will probably do it. A studio generally doesn't like putting a bunch of money into a computer-animated movie, only for it to come out terribly (see Final Fantasy movie). So pushing out more movies will help them to hedge their bets.

    The immediate advantage in Cg is allowing independent film makers to make special effects more easily and faster than before. It helps the push towards giving computer animating power to the masses. But this doesn't mean that computers will replace actors anytime soon. Think of what will happen to Entertainment Tonight and Access Hollywood!

  24. I see this as beeing.... by SkyLeach · · Score: 2

    A lot like the facial "actor" implants in Diamond Age.

    Take a real-time rendering system and a complex 3D matrix plotter and combine them and you can have real-time digital actors modeled by RL people.

    Add a lot of CPU power and a genetic algoritm and the computer should be able to, after some time gathering information, immitate the "recorded" actor much like voice recognition learns your voice patters.

    --
    My $0.02 will always be worth more than your â0.02, so :-p
  25. Farms Still Needed by ShwAsasin · · Score: 1

    Geforce video cards okay but remember...their catored to gaming. The graphics / rendering / core of the cards is nothing compared to SGI / Sun video cards. Keep in mind that you will still need a farm because even though you $900 Geforce 6 gets 1,000 fps in quake 3, it's no rendering beast. You'll still need Maya, Soft Image, Lightwave, and Renderman. The only difference if nvidia improves performance for a workstation market (even including the quadros) is it'll probably be slightly cheaper then an sgi card. The downside, visual quality. SGI owns visual quality.

  26. So we want renderfarms in theatres? by TibbonZero · · Score: 2, Interesting

    So these people want to put massive multimillion dollar renderfarms in theatres just so it can be done in real time? Sounds like a bad idea to me.
    Even rendering the sound in realtime just doesn't sound feasable. Csound couldn't do a whole orchistra with voice modeling and effects in realtime on even most nice clusters...
    Moreover, will the audience care? It's not like the CG actors are going to 'screw up' so it's not interesting like seeing a play. I personally don't see the point.

    Well, the answer to the question of the topic is......
    Never, or when StarTrek and Holodecks become reality. It's just not feasable, and with 40-70 hours a frame for current movie renders, you can't move that into 29.97 times per second for the sake of it being realtime..

    --
    Tibbon
    tibbon.com
  27. Using Cg/GeForce/Radeon doesn't imply Improv by djohnsto · · Score: 4, Insightful

    Personally, I think Cg (or a derivitive) will eventually be used for movies. Eventually these kind of tools (and hardware) will reach a point where they can compute the same algorithms that renderman, etc. use internally (to something very close to the same precision). This then can be executed on a graphics card at much greater speed than can be done on a traditional CPU.

    However, this doesn't imply that the rendering by the graphics card will be real-time. Renderings per frame may drop to minutes instead of hours, but it probably won't be interactive. Also, the same amount of work by artists tweaking animation and doing post production still applies. Basically, graphics hardware will replace 1 portion of the pipeline, not the entire thing. It will probably be many years before hardware can generate really convincing photorealistic images at interactive rates (don't listen to the marketer speak of graphics IHV's!)

    Post-production will always exist, it's not like it was invented with CGI. They use post-production techniques on live-action film sequences as well, why would it be any different if the CGI was generated in real-time (like camera photography already is).

    --
    Dan
    1. Re:Using Cg/GeForce/Radeon doesn't imply Improv by Anonymous Coward · · Score: 0

      Personally, I think Cg (or a derivitive) will eventually be used for movies.


      Kind of an odd statement, given that Cg is drived from the idea of a shading language which is one of the two or three defining innovations of Pixar's RenderMan software.


      I hear that RenderMan is pretty popular in the movie industry.


      There is no question that companies like nVidia are really pushing the hardware envelope to deliver innovative and efficient solutions to increasingly more advanced rendering. I have no
      doubt that their hardware (and that of other companies) will find niches inside of productions, and in fact might eventually render movies.

      The fallacy in this article is that somehow computer costs are the majority of the costs in creating a feature length film. That just isn't the case.

    2. Re:Using Cg/GeForce/Radeon doesn't imply Improv by Pseudonym · · Score: 2
      Renderings per frame may drop to minutes instead of hours, but it probably won't be interactive.

      You have no idea how wrong that statement is. The first half, that is. The second half is perfectly accurate.

      People in the visual effects/animation business have something they call "Blinn's Law", which is the flip-side of Moore's Law. It states: Renders will always take the same amount of time. It's true. On average, computing frames for Monsters, Inc took about the same time as they did for Luxo, Jr. The reason why this is the case is that audience's expectations increase at about the same rate as the power of hardware. Yes, eventually we may well have prman in your graphics card, but by then, the CG films of the turn of the century will look quaint at best.

      Hell, Toy Story already looks quaint.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  28. Applications by Dark+Paladin · · Score: 2
    I was wondering about the applications of this technology, and of course I first turned to games. How about:

    • Someone putting on a Shakespeare play in Ultima Online/Everquest for other people to watch/buy "tickets" for? (I'm having this horrible image of a "charity" event to get enough money for a "cure poison" spell or something....)
    • Why spend the money on video imaging for the company - load up Quake III with the Videoconferencing Mod, and just have your meeting that way. (Personally, I'd just want a black rectangle with the words SEELE 13 - Audio Only on it.)


    Um, so that's all I can think up. I'm goin' to get some chili. (Another reason for virtual videoconferencing....)
    1. Re:Applications by kubrick · · Score: 2

      (I'm having this horrible image of a "charity" event to get enough money for a "cure poison" spell or something....)

      I'm having even more horrible images of hundreds of (lit, wooden) torches being waved from side to side in the air during the lute solo.

      Damn you!

      --
      deus does not exist but if he does
  29. Improv CG's been an art form for years. by _bug_ · · Score: 1

    Lest we forget Triton and Future Crew and the rest of the demo scene? If you have
    you better remind yoruself.

    The 4k demo contests have always been the pinacle (IMO) of art as not only did you have a visual experience but the wonderment of how much was packed into a 4k executable. It was art in design and programming.

    And all done with typical PC hardware. No fancy render farms. Hell, FC's Second Reality ran on a 386!

    And now look torwards all the work being done with Flash, especially with respect to animation. But I think the author of this post means to focus on realistic animation.

  30. I fondly remember the TOYS demo by fishlet · · Score: 1

    There was a pretty cool little windows demo a few years back from the GODS demo crew called TOYS. It wasn't realy improv.. but it had a story and a plot (somewhat)... which was a nice break from just the flashy gee-whiz only factor that alot of other demo's had. The graphics are pretty crude looking back on it now but it was a slick preview of what a movie/cartoon rendered in real time would be like.

  31. CGI not appropriate for the living by GuyMannDude · · Score: 4, Insightful

    I've always felt that actors, even if clad in rubber suits like in Predator, look far better and more realistic than CG graphics. I also feel that CG should just be for the background, or other special effects, never for characters.

    I couldn't agree more. I'm really baffled at the constant attempts to shove CGI down our throats. You really can't help but cringe in those scenes in AOTC when Anakin is riding some beast (both in the field and in the gladiator arena). I mean, it's so obviously a CGI effect. It just doesn't move right. And this is LucasFilm -- CGI doesn't get better than that.

    With all the time and money they've spent on trying to improve CGI motion, I would think it could be better spent on developing more realistic and movable costumes. I'm not trolling -- I really want to know if anyone thinks that CGI living creatures have realistic motion.

    As far as I'm concerned, CGI has its place. And it's not for recreating living creatures.

    GMD

    1. Re:CGI not appropriate for the living by DLWormwood · · Score: 4, Interesting

      As far as I'm concerned, CGI has its place. And it's not for recreating living creatures.

      Even if such creatures are extinct or never existed in the first place?

      I have to disagree that the arena beasts in Ep. II seemed unreal; the cat-like creature seem rather convincing to me. Also, understand that CG is only the most recent "nonliving" technology to do FX. King Kong, et al, were stop motion, and I found them more convincing than Godzilla, which was a man in a costume.

      The only shortcoming of CG right now, IMNSHO, is in modeling human motion and expression. But this is only because we, as humans, have much more experience observing each other than animals, so we tend to be more discriminating. In time, we will learn enough about out physiology to model our actions convincingly up close; CG can already do so at long distance in "crowd scenes."

      --
      Those who complain about affect & effect on /. should be disemvoweled
    2. Re:CGI not appropriate for the living by GuyMannDude · · Score: 2

      GMD> As far as I'm concerned, CGI has its place. And it's not for recreating living creatures.

      Wormwood> Even if such creatures are extinct or never existed in the first place?

      Yes, I mean anything that is alive in the movie.

      I have to disagree that the arena beasts in Ep. II seemed unreal; the cat-like creature seem rather convincing to me.

      You're welcome to your opinion. Actually, I was really referring to the "bronco riding" scenes. That's what really stood out for me.

      Also, understand that CG is only the most recent "nonliving" technology to do FX. King Kong, et al, were stop motion, and I found them more convincing than Godzilla, which was a man in a costume.

      Oh come on. Godzilla was made by Japanese studios on a shoestring budget. And although those movies have been exported all over the world, they are really intended for a Japanese audience. Japanese just don't care about super-realism. Just look at that kaboki (sp?) theatre! Guys in dark clothing move life-sized wooden puppets around in a play. That's not even remotely realistic and the Japanese don't care. That's not important to them.

      You wanna see what Hollywood can do with guys in suits, watch Aliens (the 2nd one) tonight. You can't tell me those beasties don't scare the poo oughta your booty!

      In time, we will learn enough about out physiology to model our actions convincingly up close

      You may well be correct. But until that day I just don't want to see any more products from Hollywood's "learning curve".

      Again, this is just my opinion. If you like CGI creatures, your opinion is equally valid.

      GMD

    3. Re:CGI not appropriate for the living by arivanov · · Score: 2
      I mean, it's so obviously a CGI effect. It just doesn't move right. And this is LucasFilm -- CGI doesn't get better than that.

      Show me a beast in a Star Wars episode that moves naturally and is not a puppet. One of the reasons recent dynosaur movies look so good is that the studios payed scientists a pretty penny to look into how animals move. And verified the CGI results with them.

      Have you heard of Lucas doing this even once? You gotta be dreaming.

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
    4. Re:CGI not appropriate for the living by Zathrus · · Score: 3, Insightful

      As far as I'm concerned, CGI has its place. And it's not for recreating living creatures

      The most recent attempts at CGI for living creatures has been fairly out of whack... I'm not an expert, I won't even begin to guess why.

      But go back awhile. Hell, go back 10 years. Watch Jurassic Park again -- Spielburg mixed CGI and more traditional FX extremely well there. The first scene with a brontosaurus grazing on treetops is just amazing. Some of the later scenes with the smaller dinosaurs "moving like a flock of birds" and the T-Rex attacking them are also well done. In fact, a lot of the robotics just looks bad - like the sick triceratops.

      It may be because we've never seen these creatures alive and the human interaction with them was nil (all interaction shots were done w/ robotics AFAIK). But it's an indication that it can be done right at least.

      We'll eventually get CGI for living creatures down pat... but not yet.

    5. Re:CGI not appropriate for the living by catbutt · · Score: 1

      I agree about Anakin riding the beast was cheesy, but otherwise....it's getting better, and fast. I thought Yoda was amazingly realistic (well, maybe not the superball fight scene). I think it is rapidly approaching a time when you won't be able to tell if a character is real or CG. Certainly state of the art CG blows away stuff like Ray Harryhausen's stop motion stuff (as great as that was in its day). I am amazed at the realism of some of the animals on "walking with prehistoric beasts" on discovery channel (even though i'm sure their budget was pretty tight comparitively) and even at the realism of the guinea pig on the blockbuster commercials.

      Computer technology simply moves at a rate way beyond costume technology. The is a limit to what you can do with costumes, and there really isn't with CG. (don't you get tired of all the star trek characters that just look like humans with makeup....why would all these beings from various planets have the same basic proportions as humans?)

      Give it a couple more years, and I think you will start seeing CG characters that you just can't tell are CG.

    6. Re:CGI not appropriate for the living by catbutt · · Score: 1
      Actually, I was really referring to the "bronco riding" scenes

      I don't see how one bad example (or rather, good example of bad CG) means that the whole technology is fundamentally flawed. Anyway, compare it to Luke and Han riding Tauntauns...now that was fake looking.
    7. Re:CGI not appropriate for the living by schon · · Score: 1

      I have to disagree that the arena beasts in Ep. II seemed unreal; the cat-like creature seem rather convincing to me.

      You're contradicting yourself in a single sentence.

      Since you knew that the cat-like creature was CGI when you watched it, then by definition they didn't seem real.

      This is the problem - in order to be effective, special effects need to be seamless; as long as you there is suspension of disbelief (ie, you know that the monster doesn't exist in real life) you shouldn't know that they're special effects.

      If you had said "Gee, how did they make that cat-like creature?", then you'd have an argument.

      (Note: I have been doing CGI for 9+ years, and the proudest moment of my entire life was when someone was watching my demo reel, and asked "how did you make the milk carton dance like that?")

    8. Re:CGI not appropriate for the living by rodgerd · · Score: 2

      This is, of course, why LoTR is done with a mix of real and animated work - people were surprised when they heard that Jackson was getting lodges built for the halls of Rohan, and wanted to know why they didn't just CGI it. There seems to be a lack of understanding that for lots of material, models, sets, and so on produce vastly superior results, usually at a much lower cost.

    9. Re:CGI not appropriate for the living by DLWormwood · · Score: 1

      The only reason I knew the cat it was CG was I knew that going in.

      As for your intended point, I grew up thinking that TRON was almost completely CG. However, after listening to the comentary on the DVD, I was stunned by how much was DRAWN BY HAND. Therefore, just because I think/assume that something is CG as opposed to a costume or stop motion or what not doesn't mean all that much.

      --
      Those who complain about affect & effect on /. should be disemvoweled
    10. Re:CGI not appropriate for the living by Hotsphink · · Score: 1
      I'm really baffled at the constant attempts to shove CGI down our throats.

      Try a little calculation: add together the salary paid to the animal trainer, the bribe money to pay off the SPCA, and of course the salary for the actor in the alien suit himself. Oh yeah, and his stuntman and the mechanical animal double. Subtract out the cost of 1000 hours on a render farm and half a dozen CG serfs. And don't forget the ego of a director who is tired of the actors getting all the credit.

      You really can't help but cringe in those scenes in AOTC when Anakin is riding some beast (both in the field and in the gladiator arena). I mean, it's so obviously a CGI effect. It just doesn't move right.

      I agree completely. I don't think there's been a movie mixing live action and CGI that hasn't made me squirm in my seat. It completely throws me out of the mood -- all that disbelief that was hovering suspended overhead suddenly comes crashing down. It's strange -- I can see the wires pulling CG characters around much more clearly than the wires attached to people who are flying around in all kinds of unbelievable directions.

      But I disagree that CGI doesn't have a place in recreating creatures. There are a very small handful of scenes I've seen over the years where it really worked. They're pretty much all cases where the difference registered itself at some deep level as being very alien (instead of very fake.) It's a trip to watch something that moves almost like something I'm familiar with -- but not quite. Sends shivers up my spine.

      But when it doesn't work, it really doesn't work. I don't understand why so many things make it to the screen when they just don't move right. The only explanation I can come up with is that you have to spend the time and money before you get to see whether it works, and by that time -- well, you've already spend the time and money.

    11. Re:CGI not appropriate for the living by Anonymous Coward · · Score: 0

      Jackson DID use digital "stuntment" for the troll scene in the moria mines, and THEY looked terrible.

    12. Re:CGI not appropriate for the living by Anonymous Coward · · Score: 0

      Yoda was okay except for close-ups. There was one point when his head texture looked like it was from a video game. Probably the still looked fine, but somehow the way it moved made all of the texture seem painted on.

  32. Does he know the difference? by __aahsof7392 · · Score: 1

    Judging from past experiences, does Lucas know the difference?

  33. nonsense by rodolfo.borges · · Score: 1

    A GPU make sense to view the improvised motion capture result in real time, but the motion capture stage has nothing to do with the final product. The rendering farms will still be used to make the final image with much inproved quality, and the post-production obviously has to take place too.

  34. Won't work until there's *real* VR by Jeremiah+Blatz · · Score: 1

    Motion captured acting is bad. Really bad. I've seen believable acting in a few video games (notably a couple of the cut-scenes in Onimusha), and it shocked me. Most of the time, it looks like the actors are all on `ludes. They are quite literally in their own little worlds, going through the motions.

    Now, real-time rendering, even if it wasn't production-quality, could change this. Just giving the actors decent HUDs so that they could actually talk to the CG creatures would help a lot. Real force-feedback stuff would mean that they could actually touch each other. This is what we need for cg to replace real actors. Then it would really be the Future, what with Virtual Light and etc. being reality. (And we'll have flying cars, damnit.)

  35. It's not improv by Transcendent · · Score: 1

    Even if its rendered through a GPU, it doesn't have to be improv.... they can control exactly what happenes...

  36. Never Be Replaced... by dmarien · · Score: 2, Interesting

    "...computer animation should be performed, maybe even improvised, live by motion captured voice actors."

    Computer graphics and rendered animation isn't replacing live human actors. If motion capturing and voice over is used you're still going to see the actor/actresses unique style in the finished product... I'm picturing some of the characters in Shrek/Toy Story(2), and how they were obviously very digital, besides of course the voice overs... If motion capturing is used, the emphasis will be squarely back on the actor animating the character. If Jim Carey was the actor behind a character in one of these new mtion captured productions he would be instantly recongnizable because he is such an animated person to begin with, and if the digital character is animated by his motion captured movements and vocalized by his voice overs it's would be 100% classic Carey, and wouldn't come close to putting human actors out of work -- if anything this would force the actors to develop new strenghts and talents to make their animated characters -- which *they* animate through motion capture suits, come to life!

    --
    dmarien
    1. Re:Never Be Replaced... by Anonymous Coward · · Score: 0

      Jim Carrey? You're right. This is a terrible idea!

  37. When a gpu can.... by tolldog · · Score: 2

    Sure sure... hardware rendering...
    When a gpu can handle 20+ million polly's with 4k textures on them... and 600+ MB scene files.
    And 2gb of system ram.

    If you look at what a cpu based render has to handle and all the files it has to generate, it would have to be an extremely specialized machine that would cost an extreme amount of money. I would rather throw my money at more dual 2.2 Ghz P4 rackmounts.

    They prove they work. And they are standard hardware. So anybody that makes software will support them.

    It is all pretty much a pipe dream to get realtime renders at the quality needed for film. As soon as that happens, I am out of a job. The amazing thing about CG Studios is that they keep raising the bar as hardware comes out... so the faster the machines the heavier the scene is.

    Its not that artists are getting much better as much as machines are able to handle more.

    -Tim

    --
    -I just work here... how am I supposed to know?
  38. CRASH!! "I'm sorry but.." by TibbonZero · · Score: 1

    "I'm Sorry ladies and gentlemen, but due to a small bug in Maya Realtime 2004, the theatre has crashed."

    Or Better yet
    "Part of our cluster is now out... but instead of compromising the movie and showing this prerendered reel, we will show the movie at 1 frame/sec for the rest of the movie, LoTR will now finish in 27 days..."

    Come on people, we can't even get digital screens and real THX in all theatres, let alone renderfarms, Machiimia is crazy...

    --
    Tibbon
    tibbon.com
  39. Not viable by Viking+Coder · · Score: 2

    I think this is an unreasonable goal (replacing offline rendering with motion capture and realtime rendering, for motion pictures), and Dr. Alvy Ray Smith agrees with me. (And he knows more about the subject than anyone likely to post on Slashdot, myself included.)

    Yes, I've heard him talk, and I know he's not addressing exactly what this article talks about. What I'm saying is that the task of making computer animation truly realistic is more difficult than we are capable of, using the most advanced tools available today. That, to me, means that it's much, much more difficult to do it in real time using algorithms and hardware that is much less sophisticated.

    Can you do something cartoon like? Certainly. Look at Clippy. Can you make it believable and real? No.

    --
    Education is the silver bullet.
  40. Missing persons by brementown · · Score: 1

    i just saw a film called Missing Persons at the LA film festival that was done this way. Not realtime rendering i don't think, but they used geforce hardware. www.missingpersonsmovie.com, very cool but weird movie.

  41. Not to mention... by Silverstrike · · Score: 0

    ...that in 10 to 20 years when we can render images such as those in Toy Story (or even in something like Star Wars: AotC), the new hardware will be there taking 70 hours per frame still; albiet that new hardware will be producing images that are indistinguishable from real life.

  42. Getting closer, but still have a long way to go by BobRoss · · Score: 1

    There are things in RenderMan/non-realtime rendering programs that simply cannot be done by realtime renderers.

    For one thing - programmable shading. Programs like PRMan and BMRT support programmable shaders - which are incredibly important for photo-realistic effects. They also are expensive in terms of processing, which is why realtime is going to have some problems with them.

    Another thing is resolution. I don't remember what resolution the images need to be for film, but I think that it's pretty high. More pixels = more processing.

    Realtime effects for games are getting to be stunning, but motion pictures are another thing entirely.

  43. Re:I see this as beeing.... Woops by SkyLeach · · Score: 2

    I meant "ractor", standing for "inter-actor" :/

    --
    My $0.02 will always be worth more than your â0.02, so :-p
  44. But you forgot about Blizzard! by sgtsanity · · Score: 1

    Blizzard makes all-cgi cutscenes that are better than 99% of all movies out there. The infusion of character into their creation is unbelievable. Blizzard games are worth buying just for their cinematics. It seems more realistic, because they've created a whole new world, and have made that world vibrant with life.

    1. Re:But you forgot about Blizzard! by reverius · · Score: 2

      I don't think you can compare Blizzard cutscenes to real CGI movies... except maybe their newest creation, Warcraft III. The cutscenes in Starcraft are rediculously cartoonish, and those in Diablo II, while better, are still not up to par.

      If you haven't seen Warcraft III yet (though by the content of your post, it sounds like you have)... buy it when it comes out! It's awesome.

      Better yet, just look at their trailers on Blizzard's web site.

    2. Re:But you forgot about Blizzard! by Vought+28 · · Score: 1

      A lot of CG movies now look pretty much like cartoons -- Spider Man and Final Fantasy. Good movies, but not realistic. Think of the rubber costumed aliens in Independence Day. They looked far more real than any alien in Star Wars. And someone said all the aliens on Star Trek are slightly modified humans. Thats true, because all Star Trek episodes go through one guy, Rick Berman. Hence each episode's villians seem the same. Other movies out there, Aliens 2, Predator 1 and 2, have costumed actors that are actually pretty scary. CG only looks real if used for backgrounds.

    3. Re:But you forgot about Blizzard! by Anonymous Coward · · Score: 0

      I think the reason that Blizzard CGIs come across as believable (I can't believe you'd call it "realistic" in any meaningful sense) is because there's no real film thrown in to jar us out of our suspension of disbelief. That's all it really takes to make something visually enjoyable.

      Take the Final Fantasy movie. As visually captivating as it was, I don't think there's a single frame in it that could be passed off as photorealistic. Nor did it have to. The world was cohesive.

      Then contrast with something like "Harry Potter." Fluffy and the troll were obvious CGI. The players in the Quidditch match moved like their limbs were attached by rubber bands. It was enjoyable to watch, but lacked authenticity.

      So I don't think the question asked by the article is nonsensical (as others have claimed). Look at what Metal Gear Solid 2 accomplished using only a single PS2. No rendering farm, nowhere near the sort of effects that can be churned out given ten hours a frame. I would say the results are technically inferior to "Toy Story." But it grabs your interest. It would be really cool to see some independent work along that vein.

  45. not near the same quality by dlc915 · · Score: 1

    The graph on that linked page seems very objective.
    Cg quality is no where near to close the quality of modern ray traced images and movies. When Cg can produce an image like this , then maybe things will change.

    --
    I still haven't found the "any" key.
  46. Demos by TibbonZero · · Score: 1

    Yea, the demos are great, but really, it can't catch on for the mass public and theatres. I love demos, but who will watch a 2 and a half hour demo and pay 8 dollars to do so...

    --
    Tibbon
    tibbon.com
    1. Re:Demos by jellybear · · Score: 1

      I might watch a 2 hour demo if it were really good, though I might not pay 8 dollars. So are we talking about business or culture?

  47. Resolution for Cinema by Make · · Score: 1

    Current "High-End" DLP projectors for digital movie theatres have a resolution of about 1024 x something.

    I remember playing Quake III in 1600x1200..

    But ok, the next-gen projectors are planned to have 4096 pixels horizontally - I admit that 1024 is just not enough to be better than celluloid.

  48. Already being Tried! by pi42 · · Score: 2, Informative

    I read this and immediately remembered when Brian Henson (Jim Henson's son, of Muppets fame) came and gave a talk at my school last year.

    One of the things "The Creature Shop," the company he runs, is working on, is digitally animated puppets which are played in real-time the way that a normal puppet would be. He didn't give too many technical details then, but I found this press release, check it out:
    http://www.henson.com/company/press/html/060601.ht ml

    1. Re:Already being Tried! by edbarrett · · Score: 1

      And, if y'all are looking for more info, check out "No Strings Attached: The Inside Story of Jim Henson's Creature Shop" (ISBN:0-02-862008-9) which has a very short chapter about the things they were doing c. 1996-7 with their "CG" team. And I quote:

      "Now, though, using a fast Silicon Graphics box working on a simplified model of the creature and at the relatively coarse resolution of a TV screen and low polygon creatures, the control signals from the puppeteers can be interpreted fast enough by intelligent computer models for them to appear live on screen. A simple video link from the movie camera allows the actors, puppeteers and director to see the scene more or less as it will appear in the final version. The final footage would be a high polygon creature rendered at film resolution."

      But it's a fun book to flip through. *Lots* of pictures of everything, and even a small chunk of The Dark Crystal storyboard.

  49. Sure, if you want a crappy movie by Wesley+Everest · · Score: 2
    I think some people don't understand how much work goes into making motion capture animations look good. It's not just having animators clean up the motion capture data, but your actors have to be able to do the motions right on the first take.

    It would probably work for making some crappy saturday morning cartoon (I could've sworn I saw one once that was doing something like that), but for good quality animations, you need good animators.

    What's more interesting is the work for physics-based animation. Again, you won't get good movies out of it, or even "realistic" human characters, but it will be a big advance for games -- though I doubt it will make a dent in the demand for good animators.

  50. They have, where it makes sense. by Bruce+Perens · · Score: 5, Insightful
    Studios like Disney, Pixar, and Dreamworks are installing PCI 3D cards in the animator and technical director's workstations. These were previously much more expensive SGI workstations, and are now IA-32 PCs running Linux and OpenGL.

    It's not at all clear to me that Cg provides any advantage over OpenGL used from C/C++ for the sort of work that the high-end studios do.

    The vanilla CPUs in render farms and the software renderers that run on them could be replaced by hardware rendering for the lower-quality work, but never for the highest. First, the render farm doesn't need the real-time facility of the GPU - the part the GPU does best, and the part that contributes most of the cost to the GPU. The render farm just needs to render a frame to disk, and can do this more cost-effectively with a software renderer and a general-purpose computer. Second, the GPU isn't as extensible as the software renderer, because it's cast in silicon. There will always be an effect you want that the GPU can't handle. And then, the GPU is built to render video fast, and trades off many aspects of the rendering algorithm that we really want when we render to film.

    You will, however, see all of the studios buy arrays of GPUs for making rushes. These are less-than-full-quality playbacks that they use to review the animator's work-in-progress before final rendering. If we got some really fast programmable gate-arrays, or GPUs with documented and programmable microcode, we could use them as a GPU is used, but in a way that might support the highest-quality rendering.

    Pixar tried to make high-speed hardware for years, and we always found it to be a losing game. I wrote microcode for one of these beasts, a parallel bitslice engine that inspired today's MMX instructions. We could not keep up with the development of vanilla CPUs, and the CPUs ended up being more cost effective.

    Thanks

    Bruce

    1. Re:They have, where it makes sense. by tolldog · · Score: 3, Informative

      Rushes... we do those... (its nice to see when your studio isn't completely out in left field)

      But when done, the system takes over the GL display and the frame sections are copied off of the GL buffer on to disk... at least in Maya... if I remember correctly.

      For the most part, we will do those for animation checks, but every night the animator will still have a flip rendered of their work at that stage. The nice thing about only doing one movie at a time is that all the renderboxes are dedicated to what stage of production you are in, so the artists can get actual renders back instead of hardware approximations.

      Also due to the way we do mouths, we need flips to see mouth animation on the veggie characters.

      -Tim

      --
      -I just work here... how am I supposed to know?
    2. Re:They have, where it makes sense. by orange7 · · Score: 1

      > Pixar tried to make high-speed hardware for years, and we always found it to be a losing game. I
      > wrote microcode for one of these beasts, a parallel bitslice engine that inspired today's MMX
      > instructions. We could not keep up with the development of vanilla CPUs, and the CPUs ended
      > up being more cost effective.

      It is indeed hard keeping up with anything in the consumer space, due to economies of scale.

      On the other hand, graphics hardware is now squarely in that space. Many of the points you make are very reasonable (e.g. general purpose vs. specialized for real-time), but I wonder if the consumer-oriented nature of current graphics hardware might not render them moot.

      My PhD advisor, Paul Heckbert, told tales of writing microcode for the same beasts; it was obviously a scarring experience =). (Interestingly, Paul is currently working for NVIDIA.)

      A.

  51. This is old hat, it is puppetry. by Thagg · · Score: 4, Interesting

    How would real-time animation be different than puppetry? Modern puppets often have more than one person controlling them, and the controls are arcane to say the least (each finger might control a different part of a face, say.) In my experience with puppeteers and animators, I have found that you can teach any competent visual artist animation -- some will be better than others, no doubt -- but puppetry is a much more rare talent.

    Real-time rendering of CG puppets has been done by Brad de Graf, now at Dotcomix and several other people over the years; but it's never been easy or particularly successful.

    Real-time capture of data for later non-real-time rendering is much more common. Graham Walters and I did the Waldo puppet for The Jim Henson Hour back in 1988. One might also consider the motion-capture technology now widely used in visual effects production as a type of whole-body puppetry -- the robots in the latest Star Wars movies are animated by having people perform the parts, and then capturing that motion.

    There may be a future in multi-track puppetry; where you can lay down a track at a time, each pass recording a few more paramters until you get the whole sequence done. This would be of course analogous to multi-track audio recording. But recording a whole complex character in real time would mimic puppetry with all of its limitations and flaws, but more expensively.

    thad

    --
    I love Mondays. On a Monday, anything is possible.
  52. Rustboy by wastedbrains · · Score: 2, Interesting

    There is a project to make a movie using standard render tools and such. There is a single guy trying to make a quality feature film using a regular computer not a render farm. Check out his site for more info http://www.rustboy.com

    --
    Dan Mayer: my blog, essays, art, etc
  53. Good idea... to a point by Whispers_in_the_dark · · Score: 1

    The problem here is that every time someone comes up with a better "fog" effect or new shiny texture that the hardware can't handle, the hardware needs to be changed to deal with it. At least in software when innovations come out to make the images *look* better (not animate faster), studios can take advantage of them.

    That being said, it would seem reasonable to use equipment like that to do real-time checking of actors/characters. Use the fast HW cards for prototyping and then use the slow software to make it look presentable.

  54. Evercrack? by Krieger · · Score: 2

    Dear god... it sounds like they're simply describing Evercrack except with realistic graphics and a good speech synthesizer.

    It's the people acting out part and taking quests that could be entertaining, if viewed from afar. Also since the world is so big you could have an interactive component for the "viewer" to play god and jump about watching what everbody is doing....

  55. enough with the unimaginative "CGI sux0rz" posts.. by Paolomania · · Score: 1

    The artform of interactive machinima has interesting enough prospects in the potential for virtual performances to be carried out by tele-present actors from different corners of the globe. Tele-present tecnnicians could operate and modify the virtual set. 3D artists become the set designers and costume designers. Machinima is a logical extension of theater into the virtual realm.

  56. Re: Final Fantasy by Trevin · · Score: 1
    A studio generally doesn't like putting a bunch of money into a computer-animated movie, only for it to come out terribly (see Final Fantasy movie).

    I saw Final Fantasy, and the major drawback I noticed (storyline aside; OT) was that the characters still looked (up close) and often moved like computer animations. The most realistic action in the movie happened when they used the recorded movements of real actors (stunt men) to define how the computer generated characters should move. For other scenes, they had animators tweak the characters' motions by hand or let the software handle it, and they were glaringly obvious fakes.

    It was an impressive achievement to be sure, but still nowhere near as photo-realistic as films such as T2, Jurassic Park, or Star Wars.

  57. Re:What the hell?-- he's a Kook! by Anonymous Coward · · Score: 1

    do a Google Search on
    Dean Siren then
    one on his email das@iu.net

    he has some other 'gem' posts I particularly like
    what he says about Americans here:

    http://www.abc.net.au/triplej/review/film/s35014 9. htm

    (scroll down as his post is near the bottom)

  58. irrelevant question. by Kenobi · · Score: 1

    what a stupid question.

    --
    -= Briareos =-
  59. Improv vs Acting by Anonymous Coward · · Score: 0

    One of the biggest problems behind animated movies currently is the lack of quality acting. You'll never get an Apocalypse Now or True Romance in a rendored-actor movie, because there is no room for improve. It's flat-out harder to act in a sound room with earphones on, than it is on set with other actors to play off of. One of the most important aspects of acting is listening. Can't do that in animation, at least not now and not at the same level.

    But total improv is a different sort of thing. Watch "Whose Line Is It Anyway" and compare to regular sitcoms. So a technology that allowed real-time rendering and broadcast of improv actors could be neat. But it ain't a film. And it won't ever be.

  60. An Odd Lack of Vision Here by FreeUser · · Score: 5, Insightful

    I've seen a plethora of posts that basically argue "today's tech can't do it, so this is a stupid discussion."

    Remarkable.

    Technically savvy poeple, of all people, should realize that simply because Farscape-style special effects cannot be done in realtime today with today's low end consumer graphics GPUs doesn't mean the concept of 'live performance animation' as such is flawed at all.

    First, much lower quality 'live performance' animation is possible with today's consumer hardware, and the improv aspect alone makes it an art form worth persuing in and of itself. The possiblity for algorithmic and technical enhancements that could be driven, or at least explored, by such an art form make it a worthwhile endeavor as well.

    Second, in another 5 or 10 years (at most) it will almost certainly be possible to do live performance, farscape quality digital animations (assuming the technological development of the computer hasn't been brought to a standstill through stupid legal 'innovations' like DRM and Palladium). While movie makers would likely simply add this to their set of tools and not replace post-production entirely, the ability to create 'live theatre' digital productions and interactive, perhaps even submersive, two or multi-way environments if not completely synthetic realities is an intriguing one, to say the least, and certainly a worthwhile endeavor whether or not Hollywood can make use of the technque in their movie productions. Indeed, such systems could well render the movie as obsolete as the live stage play is today: in other words, no longer the main popular attraction, but a continuing artform valid in its own right, if no longer the center of public attention.

    8 years ago I was at the U of Illinois' virtual reality lab and had an opportunity to play around with some of simulations they run, including one which allows the viewer to explore a three dimensional (submsersive) grey-scale view of the mega-structure of galaxies in the universe (to study large scale structures such as strings of galaxies, etc.).

    8 years later I can explore the universe in living color on my GNU/Linux box running Celestia, in 1920x1200 24-bit color, in realtime. While it isn't submersive 3-d VR just yet, it is much higher resolution and full color, and while I can't explore the farthest reaches of the universe, I can explore the immediate galactic neighborhood in incredible detail (much greater than the old simulation allowed). All of this on a $400 Nvidia card, running a free operating system on commodity hardware.

    So, in other words, dismissing this possibility simply because you can't do it with perfect, photo-realistic effects today shows a remarkable lack of vision, and a blindness to similiar leaps in technology that we've all beeen taking for granted for the last decade or two. We will be able to do this sort of thing, photorealistically, much sooner than most people probably realize, and the art form can be persued long before the final polish is available.

    --
    The Future of Human Evolution: Autonomy
    1. Re:An Odd Lack of Vision Here by Giggles+Of+Doom · · Score: 1

      I agree that some day, we'll have the hardware to make nice, photorealistic animations real time. However, I fail to see how the "improv" idea spins in to this. To me, having nicer looking interactive characters in games, being able to see what my final render will look like in real time, being able to tweak that animation in photorealism in realtime would be great, but improv? CG characters doing random things? I don't think I'd want to see Who's Line is it Anyway? in CG rather then with Collin and Ryan.

      --
      "A coward dies a thousand deaths, the brave but one."
    2. Re:An Odd Lack of Vision Here by FreeUser · · Score: 2

      I agree that some day, we'll have the hardware to make nice, photorealistic animations real time. However, I fail to see how the "improv" idea spins in to this.

      Think of something between a theatrical play and a puppet play, photorealistic enough that you can't tell the digital actor from the real thing, broadcast across the net in realtime.

      The digital equivelent of a stage play, but with all the special effects possibilities of a full length motion picture.

      It is a new art form, with parts taken from the stage, from computer CG, and from Hollywood, and could result in some very interesting work.

      --
      The Future of Human Evolution: Autonomy
    3. Re:An Odd Lack of Vision Here by Anonymous Coward · · Score: 0

      The original post wrote "finally". That sounds as if the switch is overdue. However, in reality it will be 5-20 years until the hardware is fast enough to pull it off.

  61. Re:What the hell?-- he's a Kook! by Anonymous Coward · · Score: 1

    What an idiot. Final Fantasy movie is "a cool foreign film?" How about "halfway inbetween a really bad movie and a really bad video game"? There's a reason why that was the biggest money losing movie in history...and it wasn't because it was "ahead of its time". Do the math.

  62. Is there any way to mod the entire story down? by Versa · · Score: 1

    Is there any way to mod the entire story as flame bait?

  63. Re:HUH? Wait a second...maybe... by dprust · · Score: 0

    Consider that they need render farms in order to create the final frame, not lay out the scene. The latest GPU's are more than adequate for putting together the objects that will be eventually rendered using a higher-end machine. This would save costs, since they could buy a Linux box using an nVidia card, instead of a far more expensive Indy.

  64. Ugly actors by rmarll · · Score: 1



    Hey if your comedy troupe is that ugly, mabie you should spend the money on plastic surgery.

  65. What would be the point? by Anonymous Coward · · Score: 0

    I don't understand what the point would be really.

    My answer would be never.

    Hardware such as the Geforce series is made to support Microsofts monopoly in the graphic space (DirectX), where all of the output is meant to look the same and support the same abilities.

    One of the greatest strengths of high end rendering packages like Maya, Brazil, Mental Ray and Renderman is the ability to augment it with programmable abilities.

    Although ILM and Pixar would love to be able to spit out movies faster, they are not willing to sacrifice the ability to add their own secret sauce.

    Why would a customer want to see such a film anyway? Right now a film producer would have to give up ray-tracing, radiosity, global illumination, most particle effects, depth of field tricks.

    And where do you draw the line? Would you expect the whole film to be edited in real-time, and played back in real-time, in front of an audience?

    As an animator, I'm a bit offended actually. Obviously you don't understand all of the work an animator puts into a character. Yes, you could have some actor acting out the part of Bugs Bunny, but he would never be able to perfectly add anticipation like an animator can. I don't claim to be any better than a professional actor, it's just that I'd have the advantage of running through the action a million times until I got it just right.

    Maybe someday people will demand to see live animated films...but as long as their is 15 minutes between the filming of content and the display of that content, film producers will choose to make their content better through "post" production.

    1. Re:What would be the point? by Anonymous Coward · · Score: 0
      One of the greatest strengths of high end rendering packages like Maya, Brazil, Mental Ray and Renderman is the ability to augment it with programmable abilities.

      Hey shithead, Cg IS renderman, more or less. So shut up and go home now.

      As an animator, I'm a bit offended actually.

      Oh no, the animator is offended, kids! Run away before this panty-wearing pony-tail artiste goes all ballerina on your ass.

  66. Not kabuki theatre by GuyMannDude · · Score: 2

    Just look at that kaboki (sp?) theatre! Guys in dark clothing move life-sized wooden puppets around in a play.

    Okay, my bad. That's not kabuki theatre. Does anyone know what the hell the name of these Japanese puppet plays is?

    GMD

    1. Re:Not kabuki theatre by Anonymous Coward · · Score: 0

      No.

  67. Replace, maybe not, enhance, maybe by siliconjunkie · · Score: 1

    It seems to me artists and filmmakers are just now starting to play with the possibilities brought out into the open by the power of consumer-grade computers and other electronics. Maybe not to the level of replacing render farms and the like, but more like "playing with the possibilities" and creating entirely new animation possibilities.

    Check out Austin,Tx director Richanrd Linklatter's latest DVD Waking Life... the film was shot entirely on consumer-grade DV cameras, imported to standard Macs and PCs, and using a techinique called rotoscoping, they created a hybrid live action/animated feature.

    Although, as a technique, Rotoscoping has been around for awhile, I think it's artists like Linklatter who are really pushing the envelope, so to speak, of just how far art and animation on the personal computer has come.

    1. Re:Replace, maybe not, enhance, maybe by pumpkinempanada · · Score: 1

      Damn right!

  68. It worked the first time (-1, Facetious) by Interrobang · · Score: 2

    When Max Fleischer's studios did this with cel animation 'way back in the '20s and '30s, they called it Rotoscope. :) I seem to remember seeing a really cool short with Cab Calloway drawn as a dancing figure doing his famous shuffle and singing "Saint James Infirm'ry Blues."

    Then again, I'm a Luddite who really, genuinely prefers cel animation, and if it ever dies out completely, I'm going to take it up for spite.

    1. Re:It worked the first time (-1, Facetious) by Anonymous Coward · · Score: 0

      fuck'n luddite... it's the ends that matter... not the means.

  69. Visual Jazz by Anonymous Coward · · Score: 0

    There has alway been a place in the arts for the improviser, think possibly of a smoky club in a run-down neighborhood where people gather after hours. Maybe the visual artists can hold forth while the band takes a break and vice versa.

  70. Dialing for Shrek... by Vegan+Pagan · · Score: 2

    I was thinking that with real time CGI characters, there could be a call-in TV show where viewers could speak with their favorite characters, sort of like "President Clinton Answers Childrens' Questions". It's probably already possible with puppets, but perhaps with CGI it could be more elaborate.

    1. Re:Dialing for Shrek... by Anonymous Coward · · Score: 0

      But you'd need AI to make President Clinton answer intelligently.

  71. This is a neat idea. by Steveftoth · · Score: 2, Insightful

    Unfortunatly all these /. people don't any imagination. OH that's a stupid idea, why would you ever want to render a movie in real-time?

    The point isn't to render a movie, the point is to use your computer like a canvas to paint on. Only instead of making a picture, you make an animation. Maybe you use one computer (or many) to control it and then feed all the control data to a main computer system that renders it in real time for the audience to see it. Maybe you've got 10 people controling monsters, beasts, and other imaginary characters, with people doing their voices (and probably also controlling the facial animations at the same time. Think like how TV is done, with make camera men , a control booth that splices all the sound together from different sources, the guy who's job it is to overlay different titles on the screen and do transistions between show segments. Just replace the 'real' life actors with computer generated ones.

    It would be easier to do a cartoon style show because people prefer actual actors to computer generated ones.

  72. fundamental misunderstanding of GPU capabilities by Anonymous Coward · · Score: 0

    The big problem with this idea is a lack of understanding of how simplistic GPU capabilities are compared to high end software rendering today. This isn't going to change in a few years. The current shader capabilities are really primitive, they are fast, but it takes real trickery to get a good looking result.

    Current, next-gen, and forseeable future GPU's are horribly outgunned by state of the art rendering approaches. In order to get there, they need capabilities much closer to a CPU, and truly massive bandwidth.

    However, they *are* going to make a huge difference in current animation. Why? Until recently, the feedback loop for artists working on rendering was horribly slow, because they had two choices:

    1) see a really crappy representation of what you are doing now.

    2) wait a longish while for a low-quality render (forget about full quality)

    so iterative improvement was slow. this hardware allows for a third, in-between option:

    3) get reasonable approximation in hardware. it looks like crap compared to the software render, but all the elements are there and you can play with them.

    this is going to make animators *much* more efficient, which will seriously improve overall quality.

  73. Missing the point by Anonymous Coward · · Score: 0

    You folks are missing the point.

    This technology would work great for training, re-enactments, and hobby cartooning.

    How many amateur enthusiasts would love to play out a favorite novel, or create their own anime-esque space opera cartoon?

    This would be easy to accomplish by adding dramatic and close-up elements to any one of the popular 3d gaming engines out there.

  74. What the hell is wrong with slashdot by Anonymous Coward · · Score: 0

    Are the people posting to front page on slashdot really so stupidly out of touch with reality. COME ON! How does this shit get posted. I used to think slashdot was a helpful filter of interesting things.. but I'm thinking you people get stupider by the minute.

  75. Hardware vector and matrix processors by ishmalius · · Score: 1
    This would be a more profitable, practical short term goal. Doing this type of math, with as much parallelism as possible, and on a typical machine, would show immediate speed improvements.

    If this were on the everyday common PC, it would improve rendering performance awesomely.

  76. As you mentioned, games already do this ... by dougmc · · Score: 2
    We've had the tech for years with video games
    Yes, we have. And it's gotten to the point where games that have cut-scenes generated using the game's own graphics engine are MUCH better than those pre-rendered. Even when they hire actors and film an elaborate mini-movie into the cut-scenes, the compression needed to stuff them into part of a CD totally ruins it. That, and the `switch' from the game's beautiful in-game graphics to the pre-rendered graphics really takes away from the effect.

    Are you listening, game developers?

    ANIMATE YOUR CUT-SCENES WITH THE GAME'S OWN GRAPHICS ENGINE WHENEVER POSSIBLE!

    but the art form hasn't really been tried
    Sure it has. The demo scene has been around for decades. First they were doing 3D w/o graphics hardware assistance at all on 286's, then 386's, 486's, 586's, Amiga's, etc. Nowadays, the demo scene seems much smaller, but they do use the 3D graphics cards to make much more elaborate demos. Funny, however -- they don't *seem* that much more impressive than they did. (I've probably just been jaded by modern games. And I'm probably not the only one, which might explain the smaller demo scene.)
    1. Re:As you mentioned, games already do this ... by traphicone · · Score: 1
      ... cut-scenes generated using the game's own graphics engine are MUCH better than those pre-rendered...

      Bullshit. Any such games are produced by companies with no-talent animators, actors and/or art directors.

      and the `switch' from the game's beautiful in-game graphics to the pre-rendered graphics really takes away from the effect

      Again, if done poorly. I offer Diablo II offhand as a counterexample.

      Speaking of Blizzard, Warcraft III makes use of both in-game-engine and prerendered cinematics. While both work well for pulling the continuity of the game together, the prerendered scenes are not even from the same plane of existence as any in-engine cinematic I've ever seen.

    2. Re:As you mentioned, games already do this ... by dougmc · · Score: 2
      Bullshit. Any such games are produced by companies with no-talent animators, actors and/or art directors.
      ... or by people who have a game engine that can really do amazing stuff, and know how to use it. One example of a game that did it very well -- and did it quite some time ago (in the game world, anyways) was Starsiege. It had *excellent* (quality graphics, anyways -- story was kind of weak) in game movies, rendered with the game engine. And occasionally they'd do pre-rendered stuff, and it was crap in comparison.

      For a game like Age of Empires, with no 3D game engine, that's not much of an option, but for something like Deus Ex, it works wonderfully.

      Again, if done poorly. I offer Diablo II offhand as a counterexample.
      Blizzard has been an exception. They do a very nice job on their cutscenes -- even nice enough that they warrant the DVD included with the Collector's Editions.

      But you'll notice that they're animated. So far, most the live action cut-scenes that I've seen lately have been crap. (`Red Alert 2' did a pretty good job, however -- far better than `Tiberian Sun'.) Not just that the acting and actors were crap, but the compression they've used is usually very noticable.

      Speaking of Blizzard, Warcraft III ...
      Warcraft III seems to use a pre-rendered intro (and possibly endgame), and in-game-engine cinematics. The intro you see once, the in-game-engine cinematics you see every single mission. And the in-game-engine cinematics are just perfect for the story.

      Warcraft III also fits on one CD. You don't think that would happen if they used pre-rendered cinematics between every mission, do you?

  77. Final Fantasy in real-time with GeForce4 by Anonymous Coward · · Score: 1, Informative

    The Inquirer has a nice story about rendering Final Fantasy in real-time with GeForce4.

    Scene is vastly simplified (polygon count was 10% of the original), but it's still an impressive achievement. In a couple of years we could have Final Fantasy graphics in our games.

    I think that it will be only a matter of time before GPUs replace (atleast partially) CPU renderfarms:

    1. "Lack" of Renderman isn't a problem. Cg has almost same syntax as Rendermans shading language, you can do any Renderman effect in Cg.

    2. Memory bandwidth is another strength of the GPUs. Pentium4 has a biggest memory bandwidth of single CPU systems, still it's "only" 4.2GB/s. Current GeForce4 has over 10GB/s of memory bandwidth. By moving to 256bit memory bus and DDR-II we will get 256MB framebuffer with incredible 30GB/s memory bandwidth by the end of the next year in consumer levels cards. Combine this with eight rendering pipelines and more advanced shaders and you will get incredible processing power for just $400.

  78. This takes me back by SandSpider · · Score: 2, Informative

    This reminds me of the first time I went to SIGGraph, the big convention for computer art geeks. It was really cool, since there were lots of high-end toys to play with. It was about 6 years ago, and VR was really big at the time. Everyone had some sort of poor headset display that would make you sick or give you a headache. Many people had special "3D input devices" like a mouse with a stick at the end that you drew NURBS in real time or somesuch.

    Anyways, the other really big thing were the motion-captured, live 3D actors. They'd project an avatar of someone up onto a big screen, and have them try to talk to hold conversations with you and the like. It was actually kind of annoying.

    =Brian

    --
    There is nothing so good that someone, somewhere, will not hate it.
  79. How about a Beowulf cluster of AGP GeForces? by yerricde · · Score: 2

    It's coming, but having a card that can swallow that kind of BW and not burst into flames is still a ways off.

    A basic PCI bus can carry 128 MB per second (33 MHz * 32 bits/cycle = 1 Gb/s), and there exist double-speed and 64-bit variants of PCI. The faster 4x AGP runs at 1 GB per second. If each frame requires 1 GB of data transfer using a PS2-like approach of bringing in each set of textures and then rendering the corresponding triangles, you get 1 fps. Render this on a cluster of 24 machines, and you get the 24 fps of 35mm cinema.

    --
    Will I retire or break 10K?
    1. Re:How about a Beowulf cluster of AGP GeForces? by nojayuk · · Score: 2, Insightful
      If each frame requires 1 GB of data transfer using a PS2-like approach of bringing in each set of textures and then rendering the corresponding triangles, you get 1 fps. Render this on a cluster of 24 machines, and you get the 24 fps of 35mm cinema.

      That's great... except where do you get those textures? You have to calculate them, most times frame by frame. The bleeding edge currently in CG animation is fur and hair modelling -- see Sully's fur in Monsters Inc. for an example of last year's Neat Thing. That's all sub-pixel stuff, even at 6000 x 4000 pixels resolution (70mm, not 35mm). Working out the mathematical dynamics of Sully's hair (collision, wind motion etc.) sometimes took minutes per frame.

      Most top-notch cinema animation uses ray-trace in the mix of tools, especially for lighting effects, and no existing GPU can run a raytracer real-time, and especially not at 4k x 3k x 48 bpp.

      The renderfarms you're talking about replacing with a 24-machine Beowolf cluster consists of four hundred or more Sun workstations, each hammering away 24/7/365. The producers have to allocate CPU time to various segments of the movie just like live-action movie producers allocate studio time or cash budgets. The directors have to cheat all the time to stay within that budget.

      Your suggested system might be suitable for TV -- Max Headroom, maybe, with plastic hair and shiny suits, but not for the big screen, and not to compete in today's CG blockbuster film market.

  80. you assholes are missing the point by Anonymous Coward · · Score: 0

    have you ever seen a quake movie? or quake2 movie? the actors are the models, in scenes (aka maps) made for the purpose of recording the scene ... cameramen (aka spectators) record the action from different angles and then it is edited into a movie. this is what they are talking about ...

    picture special charachter mdoels made for quake, and scenery in a quake3 map ... then people control these models inside the game while its being "filmed" by spectators ... its all very plausable ... yes the quality isnt there yet, but Doom3 is bringing the possibility that mcuh closer

  81. Simpsons Gag? by kisrael · · Score: 2

    Isn't there some Simpsons' gag (maybe the one with "Poochie") about how they had to give up doing the animation at the same time as the voices, the animator hands were getting too tired?

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    1. Re:Simpsons Gag? by scotfl · · Score: 1

      "No, Homer, cartoons rarely done live -- it's a tremendous strain on the animator's wrist."

      A little closer to home would be the episode where Home is brought on stage to do some digital animation of a 6' animated dog (coincidence, I'm sure) with a motion capture body suit. He eventually wanders off the stage (still in the suit) and visits the men's room. Funnier than it sounds, I swear!

      --
      "In my values, freedom is more important than 'serving users' in a mere practical sense." -- RMS
  82. what is art by krulgar · · Score: 1

    my opinion of the constitution of art (or artform):

    A product is commissioned or purchased by private industry or individuals (not gov.), from a creator who wishes to be called an artist, the result having a specific (monetary) value and deemed to by art by the consumer.

    Anything simply is not art. "Piss Christ" is not art - it was "purchased" with NEA grants. Flourescent case mods MAY be art, but if any of the requirements above aren't met, I don't consider it art.

  83. bunraku by yerricde · · Score: 1

    Does anyone know what the hell the name of these Japanese puppet plays is?

    that's called bunraku

    this new "art form" is digital puppetry

    --
    Will I retire or break 10K?
  84. Difference between Renderman and Cg by yerricde · · Score: 1

    So what, when you say that renderman will never be replaced by shaders languages

    I think they were trying to claim that preprocessing-oriented shader languages such as Renderman will never be replaced by real-time-oriented shader languages such as Cg. Yes, they both look like C, but their designs seem subtly different in that Cg is optimized for a much lower complexity per pixel than Renderman.

    --
    Will I retire or break 10K?
  85. Re:HUH? Wait a second...maybe... by gtada · · Score: 1

    Uhhh, "a far more expensive Indy"? When was the last time you checked out SGI equipment? I can't remember the last time I saw one of those.

  86. Second Obligaory Simpson Reference by uberdave · · Score: 1

    "Very few cartoons are broadcast live; it's a terrible strain on the animator's wrist."

    1. Re:Second Obligaory Simpson Reference by Reztarn · · Score: 1

      You haven't seen the Daffy Duck episod where B.Bunny messes with him real time? Sheesh!

    2. Re:Second Obligaory Simpson Reference by uberdave · · Score: 1
      I stand correcte...Hey! Wait a minute!

      This could be good though. Imagine a cartoon rendered in real time. Because you are being sent character positions, movement speeds, and lighting conditions, instead of finished product, you could position your viewpoint anywhere you wished.

  87. I don't see any lack of vision here ... by Augusto · · Score: 2

    Just plain old realism. You can always say, 'in the future X technology will be cheaper and faster than today's Y technology'. C'mon, it doesn't take a genious to say that.

    The thing is, that the original poster has a tone of "we've been doing real time animation for quite some time" and asking why movies studios are not going in that direction. The answer to that is pretty obvious too.

    --

    - sigs are for wimps.
  88. Missing the point... by Anonymous Coward · · Score: 0

    I think that whoever submitted this is missing the point of post production, renderfarms, and tools like Maya and SI.

    These are for making FILM QUALITY output for movies as SPECIAL EFFECTS and COMPOSITING. If they had the computing power, this could be done in realtime, but currently, they would need something on the scale of the earth simulator (40 GFLOP/Sec) to achieve that kind of performance. It is also comparing a pinto to a rolls, in as far as the tools are concerned. Sure a profesional graphic designer COULD use WindowsPaint 1.0 to edit their stuff in, or they could get the RIGHT TOOL FOR THE JOB.

    Also, most 3D work and such ALREADY USES motion capture to get the basic telemetry for the animations. All 'actor' movements, and even things like car movements and the dropping of objects are mo-capped for more realistic movement. Unfortunatly, the available resolution on affordable mo-cap makes it necessary for the animators to go back in and do manual touch ups to fill in missing frames and fix 'wonky' movements. To improve this, you would again need more CPU power and more money.

    The things they are talking about (Lithtech) are the same as the movies guys are making with Quake3 (see planetquake.com for examples). they are fun and ammusing, interesting for learning how to do it, but UTTERLY WORTHLESS for anything that requires more then 10,000 polys at 1024x768X72dpi w/o antialiasing. Most tipical 'Flim' work is in the naborhood of 250,000 polys @ 1280x1024x300dpi w full AA.

    As for getting rid of Maya and SI, take your head out of your ass. These are MODELING and ANIMATION tools. Where do you THINK all the game engines get their character, weapon, and level models, textures, and animations from? It's not some dude writing 3d coordinates into a text file, idiot. These are tools for artists to create the stuff you want. This is like saying costumes don't have a place in movies, so lets fire the art department.

    Not to mention that most films and film models are completly spline based, and there are no hardware renders available that do NURBS, mesh-deforming, and other complex 3D transformations. Maybe when we have that, we'll talk.

    Sum up: Yes, you can do it for fun and experiance and all those other reasons, but it has no place, for the time being, in pro movie graphics.

  89. S'funny--I instead see a significant number of posts poking holes in Dean's original argument("when will Hollywood replace their render farms "), with the really good reason of "render farms are a hell of a lot cheaper in the long run".

    I don't really see a lot of "we shouldn't ever explore this artform period!" posts.

    --
    --
  90. Re:HUH? Wait a second...maybe... by Anonymous Coward · · Score: 0

    don't sweat it, like 95% of people who post on Slashdot, he has absolutely no idea what he's on about. Worse still, he can't be bothered to go to SGi's site and get educated. And even if he DID, he'd look at the clock speed of the CPUs and laugh.

  91. Reinventing the wheel by Anonymous Coward · · Score: 0

    This type of package allready exists! It's called Filmbox.

    http://www.kaydara.com

    It can do real-time animation, real-time DOF, real-time mocap, real-time toon rendering, everything REALTIME! And they have been doing it for years. PLUS! They run on Linux, IRIX, Win32 and OSX. Can't beat that.

  92. Ehm, video in Half-Life/counterstrike? by Sendy · · Score: 1

    I don't exactly know that the poster ment with her question, but isn't the film made with counter strike an example of her idea?

    I think that film has prerecorded stuff in it, but you could make one with life action characters.

    Somebody must have a link ;)

    --
    GNU guru and mainframe hacker
  93. Missing the point by Anonymous Coward · · Score: 0

    I believe most readers are missing the point all together. The idea is to split the workload, not to move the entire workload to another proc. To answer the main question:
    No, cg will not replace renderman (any time soon) for a couple reasons... Firstly, many things we do in renderman are FAR from realtime. There is a reason for this. Lots of effects are done with shaders that just will not be possible with cg. We don't work with scenes with 100k tri's and reflection maps. We work with scenes that can range from 5 million to 15 billion primatives (tri's). Not only the shear volume, but complexity of shaders will determine rendertimes. In fact, scene density is only of minor importance. Shading the scene takes the bulk of the time. Other things inclued lighting. How exactly would you accomplish some of the lighting situations with the GPU? Some scenes have 100's of lights. Fur/Hair, is another thing. Compare the wolfman demo to a a CGI film, even in the early 80's, we could achieve better hair than in the wolfman demo.
    I'll end this now... Time will go by and things will get faster. When cards contribute to final renderings, I'll be VERY happy, but that time just isst now...

  94. Minor rant in progress by Mathness · · Score: 1

    When will mainstream moviemakers, such as Lucasfilm, finally replace their render farms and Renderman with a GPU (Geforce or Radeon) and Cg based renderer?

    That will never happen. You are comparing oranges and apples.

    GPUs are emulators.
    In the sense that they try generate realistic looking images. Take reflection and refractions, these are based on bump maps or similiar technics, which limits the effect to a few passes.

    Renderman (and raytracing) are simulators.
    They are based on simulations of real world physics, that means the refraction and reflections are calculated, the simulation is only limited by how detailed the image has to be when done.

    --
    Carbon based humanoid in training.
  95. This has got to be.... by Wakko+Warner · · Score: 0, Flamebait

    ....the most fucking stupid Ask Slashdot I have ever read.

    Do you have any idea the level of complexity involved in rendering realistic movie-quality graphics vs. a fucking game of Unreal Tournament?

    Yet another one for the Slashdot-Retarded pile.

    - A.P.

    --
    "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?"
    1. Re:This has got to be.... by Microlith · · Score: 1

      But your Fucking post is fucking pissing me the fuck off!

      You retard! How could you think of anything NEW fucking happening?!

      How the FUCK could hardware ever match software!

      This will never fucking happen!

      Article: (-1 : Fucking stupid!)

    2. Re:This has got to be.... by davew2040 · · Score: 1

      Don't worry. Even though your commentary is shortsighted, I think you're partly correct. If ever consumer technology does get to this point, the MPAA will have it outlawed.

  96. Not the same planet? by briancnorton · · Score: 1

    Ok, while I think its obvious that movie makers and gamers have WAY different needs, the technology is approaching a point where a single programmable GPU will be capable of handling what software and big number crunching provide now. The big question is, when desktop video processing gets to the point where it can do movies in real time, where will the movie production tools be? They move almost as fast as gaming cards.

    --

    People who think they know everything really piss off those of us that actually do.

  97. Not Final Fantasy TSW: Final Fantasy X by KinsmanCa · · Score: 1
    ..or Xenosaga, perhaps.

    Everyone seems to focus on how far ahead movie quality CG is, and how realtime will always be lagging behind, and even Final Fantasy: The Spirits Within wasn't convincingly realistic, so how could a GeForce card keep up?

    However, does that really matter? Isn't art more than just technical concerns?

    I've recently seen a import copy of Xenosaga for the Playstation 2, and let me tell you, it's a truly gorgeous looking 3D anime. (It has some RPG elements, too, but back to my point :) )

    I know I'd be happy to sit down and watch a Xenosaga TV series, if it looked just as good as that, and even if it didn't look any better.

    Inferior CG quality? People happily watched Rocky and Bullwinkle.

    Shaky looking motion capturing? I've watched puppet shows before, and I'll watch them again. CG with unrealistic motion capturing is just like a puppet show to me. Heck, wasn't Thunderbirds (with SuperMarionation!) a cult hit?

    An effect you want, but can't get it out of the GeForce card? Roll with it. If a poet can write in iambic pentameter, you can get by the occasional artistic limitation yourself.

    Now, I'm not all that interested in the idea of improv'd realtime animation. But I do want to point out that there's a role for scaling back your ambition when it comes to animation - in favor of getting your ideas out cheaply and getting your ideas out quickly. A lot of the more insulting posts I see in this thread seem to be overlooking that viewpoint.

    -Sean Givan
    1. Re:Not Final Fantasy TSW: Final Fantasy X by Anonymous Coward · · Score: 0

      http://www.nvidia.com/view.asp?IO=final_fantasy

    2. Re:Not Final Fantasy TSW: Final Fantasy X by KinsmanCa · · Score: 1
      http://www.nvidia.com/view.asp?IO=final_fantasy

      That sounds truly impressive. It throws this whole topic into a whole new light..

      So, an Nvidia GPU that cuts down a 90-minute frame render to less than a second? Surprising to hear what a bottleneck custom vertex shading can be.

      Imagine if Square had held off on making their movie for a few years. They wouldn't have had to take such a hit to their assets. :)

      -Sean Givan

  98. Video games not art? by Iffy+Bonzoolie · · Score: 1

    We've had the tech for years with video games, but the art form hasn't really been tried.

    Video games are not art? Wha'chu talkin bout?

    -DG

    --
    Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
  99. Re:HUH? Wait a second...maybe... by KewlPC · · Score: 1

    In a fit of nostalgia, I bought an SGI Indy a few weeks ago (check it out right here) and it cost $100, and was manufactured in the early-mid 90s. Definately not SGI's latest and greatest.

    SGI's latest workstation is the Octane2. I think the Indy was first previewed by BYTE magazine (or a similar mag) in 1993!

  100. NEW ANOUNCEMENT FROM NvIDEA/IdSOFTARE by dunedan · · Score: 0

    with the release of the GeForce 5 and quake 4 all rendering will be ray traced and run at max frame rates of 1 fps on P5 10GHz cpus

    Enjoy

  101. Its been done by Brilliant Digital Entertainment by mspykerm · · Score: 1

    Our little buddies at Brilliant Digital Entertainment have been doing this for years with their 3d web products. Basically, they have a browser plugin that installs on your computer that is a 3d engine. When you view one of their cartoons instead of streaming audio and video data they send over the audio data + models and character movement. Its ultra low bandwidth. Its kind of like the old Quake movies. Pretty cool stuff, though low quality. mspykerm

  102. Triangle Rasterization != Raytracing by Anonymous Coward · · Score: 0

    For all the comments that Geforce9's or whatnot might be able to do what Maya can do now, I think everyone's missing the point that the algorithms that go into either program/hardware are completely different. Raytracing, one of the oldest methods of creating pretty pictures, is a very flexible method, and can create realistic pictures very simply.

    Geforce/Radeon cards and their brood use triangle rasterization in an attempt to approximate what raytracing can do in real time. They accomplish this through using various hardwired buffers that can do reflections, refraction and a few other nice effects. However, this is not a flexible solution, because each of these effects has to be hardwired into the silicon in order for triangle rasterization to be able to do them. Granted, pixel shaders HAVE been able to allow some pretty cool things, but the language itself is just plain limited. Cg may give a nicer looking front to a limited language, but you still have a 'C'-like language that doesn't allow case statements and a whole host of other almost necessary abilities to do some of the things that Renderman can do.

    The Geforce9's might very well be able to approximate what Maya can do now, but what everyone's missing is that the raytracers out when the Geforce9's hit the market are going to be able to do that much better looking graphics, and be that much more flexible. The two are designed differently, and the hardware is always going to be trying to catch up with the software.

    As to statements that a "farm" of Geforce4's might be able to do what a standard renderfarm can do, I simply have to say that they're dead wrong. There are any number of reasons this is the case (not leastly being that I'm fairly sure no nVidia driver allows for movie-level resolutions), but just one that I have to point out is that 128MB of video memory is going to create very serious limitations on voxel render abilities within a given scene. There are methods that allow for fire indistinguishable from the real thing, but the sheer number of data points within the 3D texture that makes up the fire would be far too much for a card to handle. Furthermore, trying to split up such a calculation to make up for the hardware's limitations would be far more trouble than it's worth.

    Right now, we might be able to render a real-time "Luxo Jr." Five or ten years down the line, we might be able to render a real-time "Shrek." But we can't assume that software developers are just going to sit there and not introduce improvements of their own.

  103. What I'd want to see first by Anonymous Coward · · Score: 0

    Is a gcc port for GPUs so I can offload processes to it when I'm not playing games. :)

  104. patent by Anonymous Coward · · Score: 0

    Remember, Perlin's got a patent on Improv: US 6,115,053

  105. This is already happening.. by Ryan+Amos · · Score: 2

    This is already happening (and has been for years) with video games. I know what you're thinking, "It's not the same!" and you're right. But go play Metal Gear Solid 2; the game honestly plays like an interactive movie. Games will only get more cinematic (MGS2's credits are filled with Hollywood talent) as companies like Capcom, Konami and Square find better uses for the hardware. This style of game hasn't really caught on with PCs, but I have a feeling it may only be a matter of time.

  106. sampling by captaineo · · Score: 2

    I am very impressed with the results that have been coming out of NVIDIA and Stanford, such as their work on ray-tracing and global illumination (!) on commodity graphics cards.

    The one thing, however, that I see blocking the use of GPUs for general-purpose high-quality rendering is sampling (the technique of avoiding aliases by low-pass filtering the scene at various stages of rendering). All of the GPUs I have seen are limited to dumb box filtering of texture and pixel samples. (i.e. calculate the color at several points inside a region and average the results). The best software renderers do a much more careful job of surpressing high frequencies while keeping the good low frequencies. (e.g. using a several-pixel-wide Gaussian or windowed sinc filter). While these methods are more computationally expensive than the box, they are much better low-pass filters. It makes good sense to choose them for final high-quality rendering.

    High depth (10-16 bits/component) framebuffers are another necessity, but I hear they will be available in hardware very soon...

  107. This technology already exists by Anonymous Coward · · Score: 0

    If I understand the original post correctly, then Sony's GSCube is basically the device that the author describes.

    http://ps2.ign.com/articles/082/082490p1.html

    is an article that describes it. The gist of it:

    "The GScube prototypes are powered by sixteen Emotion Engines and sixteen Graphics Synthesizers. Yes, this is sixteen PlayStation2s rolled into one. It is NOT a game system, though,

    It's a computer graphics workstation, comparable to the systems created by Silicon Graphics and other companies to produce high-quality CG movies.

    The difference between GScube and some of its predecessors in this field of computer equipment seems to be that GScube is being created with real-time content generation in mind. The overall plan seems to involve generating content with this development system, which is then streamed from a powerful server to viewers downloading it via broadband Internet connections. "

    Plus, it's a sexy beast. Check out pictures here:

    http://www.watch.impress.co.jp/pc/docs/article/2 00 00912/scei.htm

    Cheers,
    Paul

  108. Realtime and offline rendering ARE converging by John+Carmack · · Score: 5, Informative

    There are some colorful comments here about how studios will never-ever-ever replace tools like renderman on render farms with hardware accelerated rendering. These comments are wrong.

    The current generation of cards do not have the necessary flexibility, but cards released before the end of the year will be able to do floating point calculations, which is the last gating factor. Peercy's (IMHO seminal) paper showed that given dependent texture reads and floating point pixels, you can implement renderman shaders on real time rendering hardware by decomposing it into lots of passes. It may take hundreds of rendering passes in some cases, meaning that it won't be real time, but it can be done, and will be vastly faster than doing it all in software. It doesn't get you absolutely every last picky detail, but most users will take a couple orders of magnitude improvement in price performance and cycle time over getting to specify, say, the exact filter kernel jitter points.

    There will always be some market for the finest possible rendering, using ray tracing, global illumination, etc in a software renderer. This is analogous to the remaining market for vector supercomputers. For some applications, it is still the right thing if you can afford it. The bulk of the frames will migrate to the cheaper platforms.

    Note that this doesn't mean that technical directors at the film studios will have to learn a new language -- there will be translators that will go from existing langauges. Instead of sending their RIB code to the renderfarm, you will send it to a program that decomposes it for hardware acceleration. They will return image files just like everyone is used to.

    Multi chip and multi card solutions are also coming, meaning that you will be able to fit more frame rendering power in a single tower case than Pixar's entire rendering farm. Next year.

    I had originally estimated that it would take a few years for the tools to mature to the point that they would actually be used in production work, but some companies have done some very smart things, and I expect that production frames will be rendered on PC graphics cards before the end of next year. It will be for TV first, but it will show up in film eventually.

    John Carmack

    1. Re:Realtime and offline rendering ARE converging by Anonymous Coward · · Score: 1, Informative

      JC,

      Are you referring to Peercy's "Interactive multi-pass programmable shading" paper?

      http://www.cs.unc.edu/~olano/papers/ips/ips.pdf
      (~6MB)

    2. Re:Realtime and offline rendering ARE converging by Anonymous Coward · · Score: 0

      Good lord.

      Does mean that my 100-proc render farm is about
      to be replaced by a handful of tweaked X-boxes?

      Cool.

      -Sean
      (South Park tech person)

    3. Re:Realtime and offline rendering ARE converging by Anonymous Coward · · Score: 0

      If you're so fucking stupid to ask that, then yes

    4. Re:Realtime and offline rendering ARE converging by bloodbob · · Score: 1

      I agree that this is true with many render farms that use generic chips for rendering such as 80x86 proccessor but if you create with flexible pipelines and you create a render farm with these then of course this won't be replaced by the new boards.

      Thankfully with 3dlabs OpenGl 2.0 work and M$ work on DX9 the mainstream PC cards are becoming more like these custom chips execpt they won't be employed in render farms and therefore will not have as much as the multipul proccessor that are already out in some places.

    5. Re:Realtime and offline rendering ARE converging by Anonymous Coward · · Score: 0

      "comments are wrong." said John...

      have you learned this technology : reading ?!?? :)

  109. The submitter must never have seen POVray by Anonymous Coward · · Score: 0

    While 3D hardware cards do a fine job of rendering with various textures, lighting,etc., they still in no match the subtle effects that are available in software renderers. The wonderful freeware renderer POVRAY knows or simulates about incidence-of-refraction, all sorts of shadows, media such as fog and fire and so on. Plus the ability to anti-alias /jitter enables very high resolution images. Check out http://www.irtc.org(mostly pov images) for what a skilled "amateur" artist can accomplish.

    1. Re:The submitter must never have seen POVray by Reztarn · · Score: 1

      Do you have ANY clue who you replied to? John Carmack nows more about graphics and rendering then the all the other posters combined. I'll give you a clue....guess who won "Best of Show" at E3.

  110. Replace actors? by lostchicken · · Score: 2

    Cel animation has been around for a long, long, time. Both it and movies are still popular.

    The motion picture has not replaced the stage.
    The television has not replaced film.
    The record has not replaced concerts.

    In fact, I don't know of any new artistic form that has replaced another. Computer generated characters are different from live actors, and always will be.

    --
    -twb
  111. Real-time/off-line rendering, Machinima & Impr by ILL+Robinson · · Score: 1

    As it's been stated, the convergence of real-time & off-line rendering is not too far off. As someone who's been working with off-line renderers for a number of years (cut my 3D teeth on an Intelligent Light system years ago), it's inevitable to see software features make their way onto on hardware. If you look back 10 years & recall what real-time rendering looked like & look it it today (John's DOOM III engine is a nice example), it looks obvious that the quality will reach similar levels to today's "film-quality" visuals soon enough.

    That said, this is where machinima shows up. Machinima is defined as " filmmaking within in a real-time 3D virtual environment ". To the extent that most of this discussion is hardware render-bashing, machinima is not just about real-time animation (although that is a component), but also about how it allows for more flexibility in the production & post-production process.

    To break it down:

    Scenes are "shot" in real-time, much like an actual film, recording in a data-file format (rather than lofty bitmaps). Good & bad takes are logged for editing in post.

    In the post-production process, editing is also done using the real-time engine, using the data files to edit. In here, everything can be changed, tweaked, added or deleted - camera placement, models, animations, event triggers, backgrounds, attributes, etc. - editing only the data file for the real-time engine to read.

    Scenes are edited with music/sfx for output to screen or recording device - again, because of its resolution-independance a number of formats can be supported with the same source (low-res video streams to high-end video).

    So, machinima is not only about real-time animation, but about filmmaking within a real-time virtual environment (which includes animated elements).

    And why is that it's not more popular? I think the responses on this board are indictive of that. No one seems to know enough of it & what it offers.

    To that point, we are doing our best to give & get more visibility. My former group, The ILL Clan, is one of the few award-winning teams to use machinima for production. Our last machinima film, Hardly Workin', was produced using id Software's Quake II. It went on to take both Best Experimental & Best of SHO in Showtime Network's Alternative Media Festival in 2001. It also won a number of other awards in various festivals It was also the focus of a number of broadcast & periodical pieces (CNN, NPR, Entertainment Weekly, Time Out NY, etc.).

    So the word is starting to get around. In a few weeks, the first annual Machinima festival will be held as well as certain other events to help forward machinima as a new medium.

    Now, onto improvised animation. Our machinima films use dialogue that is entirely improvised. Now, we didnt film while improvising the dialogue (not in the last two films at least), but we did record the prior to filming & filmed the action to the improvised dialogue (similar to animation - but filming in real-time). We have, however, recorded improvised pieces (which use improvised animation to a degree) while filming and see it's promise as a production method - allowing a certain amount of human performance into the piece.

    So, as I step off the soapbox, I realize I'm not about to shift the thoughts of the naysayers. but at least allow a few to ponder machinima's capabilities & approach.


    Thanks,
    Paul "ILL Robinson" Marino
  112. Improv Animation by silentbozo · · Score: 2

    We're doing it already. It's called actors. They should've gotten a clue and shot Final Fantasy with the actual actors they were paying for, instead of buying expensive voices, and using some nameless schmuck to generate an insipid, generic, motion catpure file. It sure would have cost them a whole lot less.

    On the other hand, if you don't have decent script, dialogue, and direction (ie, ATOTC), even with the best of digital and a cast of good actors you might as well save your money and go home...

  113. Modeled voice synthesis? by silentbozo · · Score: 2

    Anyone know of research into modeled voice synthesis? I don't mean wavetables and phoneme - I mean physics modeling of the windpipe/vocal cords/chest/nasal interactions that determin voice tone and inflection. Code up an engine to do this realtime, which you could train to take inflectual cues from a reference voice, and you could have voice impersonations, just as they've proposed to graft a digital makeover onto actors. Or you could apply this technology to games, and make a killing...

  114. Never by damas · · Score: 1

    They'll never replace the current solution with a solution running on proprietary hardware whose specs are closed source. Why should they anyhow?

  115. Blinn's law says no by ushac · · Score: 1

    There's a "law" proposed by computer graphics pioneer James Blinn (the inventor of stuff like Blinn-shading and if I remember correctly, bump-mapping). Blinn's law states that rendering time is constant - throw more computing power at artists and they will swollow it up by adding more stuff and better quality rendering techniques.

    So ILM an Co will probably always have a rendering fram taking at least a few minutes per frame to do the job. Relatime hardware-accelerated programmable shaders will still have use at effects houses for realtime previewing though. Cg and other high-lever realtime shader languages will help bring that technology closer to the artists.

    OK, so let's say a pc with a GeForceXXX can actually do all the operations needed for a big effects house's rendering pipeline - only that it doesn't run anywhere near "realtime" speed... That piece of hardware should certeinly be faster than a general purpose CPU - couldn't you just cluster a bunch of pcs with such gfx cards? Possibly. I doesn't seems as if it is going all that über-great for Advanced Rendering Technology (www.art-render.com) though - they make ray tracing acceleration hardware that accepts Renderman files. Seems to be a great idea to me, but I haven't seen much of it being used at big effects houses... But check it out, it's really neat! :)

    Regards / ushac

  116. You missed the point of Machinima by Anonymous Coward · · Score: 0

    The art form mentioned has nothing to do with live performance and motion capture.

  117. Long Live STUNT ISLAND. by Anonymous Coward · · Score: 0

    Real-time 3d Animation as an art form not done?! Bupkis!

    LONG LIVE STUNT ISLAND. You'll have to google to even begin to understand the sheer eliteness that was the Disney Interactive DOS-based program STUNT ISLAND circa 1993 or so, a game with a filmmaking feature, the original intent of which was to edit films of yourself playing the game. Soon, it became a flat-out low-end easy-to-use 3d engine (mostly polygon based but had sprite support w/limited 2d mapping) that people used to design their own films, complete with invisible triggers, audio importing features, and multi-camera support with object tracking. It ruled.

    Anyway, if you weren't there, you just don't know. Those were the days.

    -barkode

  118. i like it by Anonymous Coward · · Score: 0

    great news

  119. How does the ART RenderDrive cut it against GPUs? by RupW · · Score: 1

    ART produce RenderDrive, a network rendering appliance, and PCI render processing card to run in your MAX/Maya workstation. Their whole business is render-optimized processing.

    Anyone have any experience with these? Is this middleground this thread's looking for - high quality, quick and (relatively) cheap - between render farms and GPUs? Are GPUs a better price/utility tradeoff?

    (I attended a lecture by the founder of ART a few years ago - their technology looked staggeringly impressive back then.)

  120. It'd look awful by Anonymous Coward · · Score: 0

    Having never bothered to learn Maya or ever even given the opportunity to try Renderman, I can't really comment, but Mental Ray for 3D Studio MAX on the other hand takes ages to get anything rendered if there's a decent amount of complexity. The results, however, are nothing short of believable. If Final Fantasy: The Spirits Within looked anything like Dungeon Siege, I don't think anyone would have gone to see it. At the moment, I haven't seen even an attempt to get ray-traced reflections, let alone radiosity/secondary illumination. These two things are just an example of what is required in order to get a decent looking render, and even on simple scenes at 640x480 they can push render-times up past one hour per frame... no GPU is currently capable of approaching this, and it'll be a few years yet before anything does. And even then, that's just simple scenes covered - what if we want to try to render Aki's dreams in real-time? The cost of the technology would be ten times the already enormous budget for a CG film. If render-farms can't do it in anything approaching real-time, I don't really think that GPU's stand a chance yet.

    1. Re:It'd look awful by B.J.+Blazkowicz · · Score: 1

      "If render-farms can't do it in anything approaching real-time, I don't really think that GPU's stand a chance yet" I don't see your point. GPU are far more efficient in real-time rendering that render-farms. you'd need a LOT of CPU power to render doom III in software mode. Or even Unreal Tournament in 1600x1200.

  121. VJ by Anonymous Coward · · Score: 0

    Well i know it isnt exactly movie-making, but for those of us who have seen a live visualisation at a rave being nicely synced to the music with some images of the crowd overlayed will know that there is some damn good improv graphics ppl right in front of them.

  122. "... planning ahead of time..."? by stickb0y · · Score: 1
    It also means good planning ahead of time, since there will be no "post-production" stage where you can clean up the mistakes...

    I suppose I must be misunderstanding this, because to me this is totally backwards.

    I don't think most people have an excess of time nor resources to spend on rendering, even with a renderfarm. If anything, the colossal amount of time/resources to invest in the rendering process is a reason for good planning ahead of time. If something turns out wrong, post-production may not always be able to fix the problem satisfactorily, and the scene may need to be re-rendered.

    On the other hand, with realtime rendering, a mistake is not so costly, so good planning ahead of time is not as important.

    And there's no reason the processes have to be mutually exclusive. People can use realtime rendering for early drafts of a film and use offline, higher quality rendering for the final version.

  123. game video boards inadequate for movies by peter303 · · Score: 2

    This has been debated at SIGGRAPH the past couple years. The game boards, e.g. Nvidia/Geoforce do not provide full feature rendering. For example movie makers prefer 48 bit full color, but the game boards or only 8-16 bit indirect color.

  124. Programmability and Wildcat VP from 3Dlabs by Anonymous Coward · · Score: 0

    The new announcement from 3Dlabs - http://www.3dlabs.com/product/wildcatvp/index.htm

    talks about a new grapics hardware architecture that seems to be programmable. A step towards enabling Renderman-class shaders to be accelerated in hardware?