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Nvidia Releases Hardware-Accelerated Film Renderer

snowtigger writes "The day we'll be doing movie rendering in hardware has come: Nvidia today released Gelato, a hardware rendering solution for movie production with some advanced rendering features: displacement, motion blur, raytracing, flexible shading and lighting, a C++ interface for plugins and integration, plus lots of other goodies used in television and movie production. It will be nice to see how this will compete against the software rendering solutions used today. And it runs under Linux too, so we might be seeing more Linux rendering clusters in the future =)" Gelato is proprietary (and pricey), which makes me wonder: is there any Free software capable of exploiting the general computing power of modern video cards?

70 of 251 comments (clear)

  1. Spelling... by B4RSK · · Score: 4, Funny

    Gelsto is proprietary (and pricey), which makes me wonder: is there any Free software capable of exploiting the general computing power of modern video cards?

    Gelato seems to be correct...

    --
    Some people are like slinkies--basically useless but they bring a smile to your face when pushed down the stairs.
  2. I like this... by rjw57 · · Score: 5, Funny

    This is a reversion of the norm :) [from the page linked to in the story]:

    Operating System

    * RedHat Linux 7.2 or higher
    * Windows XP (coming soon)

    --
    Rich
    1. Re:I like this... by Mister+Coffee · · Score: 2, Interesting

      It does not happen often that a hardware manufacturer has Linux support before it has Windows support. At least I have never seen it before.

      --
      "Who are you?"
      "Barf!"
      "Not in here, mister. This is a mercedes."

      - Space Balls (1987)
    2. Re:I like this... by killmenow · · Score: 2, Funny

      Nvidia couldn't be a little pissed they're out of the XBOX2, could they?

    3. Re:I like this... by Minna+Kirai · · Score: 2, Informative

      At least I have never seen it before.

      Look at the AMD 64 ("Opteron", etc) CPU. Linux support is here, but native versions of Microsoft Windows are still yet to be released.

    4. Re:I like this... by ameoba · · Score: 2, Insightful

      It makes sense, really... If you're building an app that's intended to be used by clusters, why would you write it for XP? Having to spend an extra $100 per node really starts adding up when you've got serveral hundred or thousands of machines...

      --
      my sig's at the bottom of the page.
  3. 3D graphics cards aren't relevant by Anonymous Coward · · Score: 2, Interesting

    Sadly, the hardware accelerations that consumer 3D graphics cards do aren't useful for the high quality renderings that are needed for film and television. The needs of games are just different, parially because of the need to render in realtime. So I doubt whether there's much scope for free software to make use of them for that purpose...

    1. Re:3D graphics cards aren't relevant by niheuvel · · Score: 3, Insightful

      Perhaps you should read the Nvidia FAQ? This topic is covered. From what I can tell, they don't use the GPU in the traditional way, they just use it as a co-processor.

    2. Re:3D graphics cards aren't relevant by mcbridematt · · Score: 4, Interesting

      But, NVIDIA's Quadro lineup *ARE* PCB Hacked consumer cards. Some PCI ID(or BIOS for the NV3x cards) hacking can get you a Quadro out of a GeForce easily, minus the extra video memory present on the Quadro's. I've done this heaps of times with my GeForce4 Ti 4200 8x (to a Quadro 780 XGL and even a 980 XGL) and I believe people have done it with the NV3x/FX cards as well.

      This film renderer is different. It uses the GPU and CPU together as powerful floating point processors (not sure if gelato does anything more than that).

    3. Re:3D graphics cards aren't relevant by Oscaro · · Score: 4, Informative

      This is not really correct. The graphics cards Gelato uses are consumer hardware. This doesn't mean that the image is generated directly by the card! The 3D hardware is used as a specialized fast and parallel calculation unit, used especially for geometric calculation (matrix per vertex multiplication, essentially) and other stuff. This (of course) means that the rendering is NOT done in realtime.

    4. Re:3D graphics cards aren't relevant by WARM3CH · · Score: 4, Interesting

      Actually, there has been reports of using such hardwares to produce the similar results of the high-end, software based methods like those used in films. The trick is to break the job (typically the complex RenderMan shaders) to many passes, and feed them to the graphics card to process. By many passes, I mean 100~200 passes. The outcome will be like rendering a frame in a few seconds (we're not talking about real-time renderings here) which is MUCH faster the software based approaches. The limit in the past was that the color representaion inside the GPUs used a small number of bits per channel and by having a lots of passes on the data, round-off errors would degredate the quality of the results. But now, nVidia supports 32 bit floating point representaion for each color channel (i.e 128 bits per pixel for RGBA!) and this brings back the idea of using the GPU with many passes to complete the job. Please note that in the film and TV business, we're talking of large clusters of machines and weeks of rendering and bringing it down to days with smaller number of machines is a very big progress.

    5. Re:3D graphics cards aren't relevant by Anonymous Coward · · Score: 2, Informative

      Pinnacle have been doing graphics card assisted effects for a long time under Adobe Premier see

      http://www.pinnaclesys.com/ProductPage_n.asp?Produ ct_ID=19&Langue_ID=7

      for details

    6. Re:3D graphics cards aren't relevant by Anonymous Coward · · Score: 2, Interesting

      That was true a couple of years ago, however Geforce 6800 and Quadro FX 4000 have support for:

      - 32 bit per component precision in the pixel shader
      - dynamic branches in the pixel and vertex shaders
      - unlimited instruction count for pixel and vertex shader programs

      These features are very useful, they make possible to render frames using GPU at the full quality. Considering that GPUs have HUGE amount of processing power, this will make the rendering much faster.

      For example, above mentioned new GPUs from NVidia have 32 FPUs in the pixel pipeline only. Each of those FPUs can perform 4 FP operations at 32bit precision per clock. That's 128 operations per clock or 51.2 GFLOPS in the pixel shader alone.

    7. Re:3D graphics cards aren't relevant by Totally_Tux · · Score: 3, Informative

      How do you know this? Did you perform benchmark comparing it to a real Quadro?

      A couple of years ago I got a GeForce4 4800 and a Quadro4 900 XGL. I performed the required resistor mod and flashed the GeForce4 with the Quadro4's BIOS.

      Sure the GeForce4 got recognised as a Quadro4 900 XGL in the Windows display control panel, but when you run benchmarks like SPECViewPerf it was obvious the modded-GeForce4 did NOT perform like a real Quadro4 900 XGL. Capabilities like the HW-accelerated clip planes did not seem to present in the GeForce4, and this made a big difference to the scores I was getting.

    8. Re:3D graphics cards aren't relevant by shplorb · · Score: 2, Insightful

      As another person has already said, you can only have one AGP slot. PCI Express is the next-generation, high-speed replacement for PCI. Remember how the first couple of generations of 3D accelerators were PCI-based?

      Besides, you don't need killer bus bandwidth with this because you're not trying to pump out 100fps using a couple of hundred megs of geometry and textures on a card with only a hundred or so megs of memory. (That means you have to send loads of data over the bus 100 times each second.)

      The power here is in the parallelisation and incredible performance delivered by highly-specialised processors. Graphics cards have phenomenal memory bandwidth - nVidia's latest has something like 32GB/sec (big B!) - compare that to say a Dual 2GHz PowerMac G5, which has 6.4GB/sec of memory bandwidth. New graphics chips are heading towards the usage of memory paging (3D Labs P10 already does this I believe) So with this and high-end cards with 256 or 512MB of RAM you won't need much bus bandwidth because you'll just page in little bits of geometry and textures as each processor needs it, rather than having to upload huge textures everytime an entire one gets trashed to make room for another one.

      So once again, the key thing to remember is that you're not trying to push 100fps. Most of the time spent rendering a frame will be in the GPU shader units, not uploading data to the graphics chip.

  4. Rendering artefacts between cards? by Anonymous Coward · · Score: 5, Interesting

    The rumor on the street is that a Soho based SFX house tried this when they had a deadline that standard software rendering couldn't meet.

    So they wrote an engine to do renderman->OpenGL and ran it across many boxes.

    Problem was that they got random rendering artefacts by rendering on different cards - different colors etc, and couldn't figure out why.

    When working on one box they got controlled results, but only had the power of one renderer.

    1. Re:Rendering artefacts between cards? by XMunkki · · Score: 4, Interesting

      Problem was that they got random rendering artefacts by rendering on different cards - different colors etc, and couldn't figure out why.

      I have seen this problem in software renderers as well. The problem seemd to be that part of the rendering farm was running on different processors (some were Intel, some AMD and many different speeds and revs) and one of them supposedly had a little difficulty with high-precision floating points and it computed the images with a greenish tone. Took over a week to figure this one out.

    2. Re:Rendering artefacts between cards? by DrSkwid · · Score: 4, Interesting

      I used to see that with 3ds4 as well when I was rendering this. One was a pentium and one was a pentium pro.

      Ah those were the days. We were on a deadline and rendered it over Christmas. After four hours the disks would be full and it would be time to transfer it to the DPS-PVR. I spent six days where I couldn't leave the room for more than four hours, sleep included. Was pretty wild !

      VH1 viewers voted it second best CGI video of all time, behind Gabriel's Sledgehammer so I guess it was worth it!

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  5. Fab for machinima by Paul+Crowley · · Score: 4, Informative

    For some possible applications, check out machinima.com - film-making in real time using game engines.

    1. Re:Fab for machinima by dnoyeb · · Score: 2, Insightful

      I think you make the best point on the board today.

      The opening quote of the article poster is ignorant. Movie rendering has been done in hardware forever. He seems to be mixing up doing rendering in hardware with rendering on the fly in a video card.

      What we have here is a slight mix of the two, but by no means anything new on the market. Its only letting you use your quadro if you already have one for movie rendering acceleration. I certainly would not buy one for this purpose. I imagine its still incredibly more profitable to use a CPU than GPU. Also, note that render farms computers rarely have video cards. The video part would be wasted.

      But for in-game recording by home users and non-studio $$$ having artist, this will likely be a welcome addition. (Especially for those who can turn a GeForce into a Quadro) Though I have to wonder, doesen't the Quadro cost quite a bit of money!?

      Still think its nice technology. I wonder if PCI-Express is allowing them to get this data off the GPU and back into the hands of the CPU?

    2. Re:Fab for machinima by Viking+Coder · · Score: 2, Flamebait

      RTFA.

      You're the ignorant one. Movie rendering has been done on the CPU forever. This for the first time is doing final movie rendering on the GPU.

      This is definitely something new on the market. Point me to another product that does final movie rendering with hardware acceleration provided by the GPU, and I'll eat my hat.

      I imagine its still incredibly more profitable to use a CPU than GPU.

      Why? Because it's faster? Bzzzt. That's the whole point. Take a look at the transistor counts for the latest and greatest GPU, and then look at the transistor counts for the latest and greatest CPU. GPUs are clearly outpacing CPUs, and for tasks such as rendering, will soon be able to run circles around software renderers (if they're not doing it already.)

      Time is money. If it turns out you can render the same frame in 95% of the time using this technology, you'd be an idiot to not buy a quadro. A 5% speed-up over a period of months-to-years adds up.

      But for in-game recording...

      This has absolutely nothing to do with in-game rendering, let alone in-game recording. This is an offline (read: not real-time) renderer, suitable for such things as rendering final frames of a movie, not in-game rendering in real time.

      I wonder if PCI-Express...

      Video cards have been capable of sending final renders back to the CPU for a really long time. PCI-Express just makes it faster.

      --
      Education is the silver bullet.
  6. Eat some gelato by SpikyTux · · Score: 2, Informative

    Gelato (Italian) == Ice cream

  7. Quick question... by Noryungi · · Score: 3, Funny

    Is there any Free software capable of exploiting the general computing power of modern video cards?

    Well, since they released "a C++ interface for plugins and integration" for Gelato (ice cream in Italian, btw), this probably means that free software can (and, eventually, will) support all these high-end functions... or am I completely wrong?

    For instance, just imagine Blender with a Gelato plug-in for rendering... hmmmm... Now I understand why they named it "Gelato"...

    --
    The right to offend is far more important than the right not to be offended. (Rowan Atkinson)
  8. the problem is in the Bus by rexguo · · Score: 4, Insightful

    The AGP bus has assymetrical bandwidth. Upstream to video card is like 10x faster than downstream to the CPU. So you can dump tons of data to the GPU but you can't get the data back for further processing fast enough, which defeats the purpose.

    --
    www.rexguo.com - Technologist + Designer
    1. Re:the problem is in the Bus by snakeshands · · Score: 5, Insightful


      The purpose might mostly be to show people why they need to run out
      and get PCI Express hardware; it completely addresses the assymetry
      issue.

      I'm guessing the main reason Gelato is spec'd to work on their
      current AGP kit is to encourage the appearance of really impressive
      benchmarks showing how much better performance is with PCI Express.

      They have a good idea, and they're rolling it out at a good time,
      I think.

      Some folks were trying to do stuff like this with PS2 game consoles,
      but I guess now they'll have more accessible toys to play with.

      --
      My phone bill, my opinions.
    2. Re:the problem is in the Bus by marcelo.mosca · · Score: 2, Insightful

      You are missing the point that nVidia will be using a bridge on its first PCI Express setup. The chips will basicly talk to the bridge in AGP16x and will suffer from the same asymetry problems today agp cards suffer.
      Only the second generation PCI Express cards from nVidia will be native solutions and will use the bridge the other way arround (to usa a PCI Express chip inside an AGP system).

  9. Teh horror !!! by Anonymous Coward · · Score: 5, Insightful

    "Gelsto is proprietary (and pricey)"

    A company that wants to be payed for their work, weird !

    You will see more, allot more, of this for the Linux platform in the near future.

    Software may be released with source code, but no way that it will be released under GPL, most ISV's can't make a living releasing their work under GPL.

    And please the "but you can provid consulting services" argument is not valid, it dont work that way in the real world.

    1. Re:Teh horror !!! by Cobron · · Score: 2, Insightful

      Still I think it's a good idea to mention if software for Linux is proprietary.
      That just saved me the trouble of clicking the link and checking it out ;) .

      ps: I recently visited a project trying to "harness the power of GPU's". I think that project was something like seti/folding/ud/... but tried to have all the calculations be made by the GPU of your 3d card.
      If someone knows what I'm talking about: please post it, I can't find it anymore ;)

    2. Re:Teh horror !!! by Hast · · Score: 2, Interesting

      Probably something you can find on the General Purpose GPU site.

      I've toyed with shaders some and implemented a system for image processing on GPUs. Quite a lot of fun really, though we didn't do any comparisons with CPU to see how much faster it was. (That project isn't published anywhere though.)

  10. Re:This would be more useful by BiggerIsBetter · · Score: 4, Informative

    Alias has Maya for Linux. Newtek has Lightwave rendering node software for Linux. There are a few other 3D packages like AC3D too.

    --
    Forget thrust, drag, lift and weight. Airplanes fly because of money.
  11. 'pricey' by neurosis101 · · Score: 5, Insightful
    Um... depends on what you're looking for/expect. This isn't intended for you to buy and use at home. This is more likely for smaller developers (big developers write their own usually... think Pixar). Professional grade equipment is all expensive. The first common digital nonlinear editor was the casablanca, and with an 8 gig scsi drive ran close to a grand when it was released. This was just a single unit.

    I bet the type of people that buy this are like big time architects that have a few machines set up to do renders for clients, and want to perhaps do some additional effects for promo/confidence value, that likely already have people running that type of hardware.

    Then again all those Quadro users could be CAD people and they've got no audience. =)

    1. Re:'pricey' by RupW · · Score: 2, Interesting

      Professional grade equipment is all expensive.

      No, you can get raytracing hardware for less than the software and a Quadro FX would cost you.

      For example, there's the ART PURE P1800 card which is a purpose-built raytracing accelerator. It's a mature product with an excellent featureset, speaks renderman and has good integration into all the usual 3d packages. It's generally acknowledged as a very fast piece of kit with excellent image quality, and plenty of quality/speed trade-off options. And if you've a deeper wallet they do much bigger network-appliance versions.

  12. General computing on graphics hardware by attaka · · Score: 3, Informative
    I have been reading interesting stuff about this lately. Take a look at this Stanford project: BrookGPU

    This might also be interesting: GPGPU /Arvid

  13. Linux software by HenchmenResources · · Score: 5, Informative
    Is there any Free software capable of exploiting the general computing power of modern video cards?

    Take a look at the Jashaka project. It is a real time video editing suit and the designers have been working with and have supposedly been getting support from Nvidia, so they may have had access and I would imagine certainly will have access to these video cards. I can't imagine them not taking advantage of this technology.

    The other nice thing is if memory serves me correctly this program is being designed to work on Windows, Linux and OS X, so good news all around.

    --
    "Napalm is nature's toothpaste" - Chef Brian
  14. Using GPU for signal processing by PastaAnta · · Score: 4, Informative

    is there any Free software capable of exploiting the general computing power of modern video cards?

    A quick Googling revealed the following:
    - BrookGPU
    - GPGPU

  15. New Headline: by Anonymous Coward · · Score: 3, Funny

    Windows XP's Achilles Heel Apparently Revealed

  16. ExLuna, take 2 :) by Anonymous Coward · · Score: 2, Interesting

    Seems like ex-Exluna staff (bought by NVidia) is going to kick PRMan's a$$ on hardware level: they tried it on software level with Entropy, but got sued into oblivion by Pixar, now it's time for revenge?

  17. M4 open GL VJtool. by kop · · Score: 3, Interesting

    M4 is a free as in beer movieplayer/vj tool that uses the power of openGL to manipulate movies,images and text.

  18. I think it'll start happening a lot more by PlatinumInitiate · · Score: 3, Insightful

    Not only with hardware manufacturers/drivers, but also general software. ISV's are getting annoyed by Microsoft's dominance of the desktop market, and through that, their (heavy) influence on desktop software. It's not inconceivable that in a decade, Microsoft could control every aspect of the standard desktop PC and desktop software market. At the moment some of the only really strong ISVs in their respective areas are Adobe, Corel, Intuit, Macromedia, Oracle, and a few specialized companies. Expect a big ISV push towards a "neutral" platform, like Linux or FreeBSD. Windows is too big to stop supporting, but ISVs will be smart to at least try and carve out a suitable alternative and avoid being completely dominated by Microsoft. All that most ISVs might be able to hope for in a decade is being bought out by Microsoft or making deals with Microsoft, if things don't go the way of creating a vendor-neutral platform.

    1. Re:I think it'll start happening a lot more by pVoid · · Score: 2, Interesting
      Who are you?

      How do you know ISV's are getting annoyed? Do you go to lunch with ISV's every other day?

      Not only are you crudely generalizing, I think your point is actually not sound at all. You think Adobe cares about Microsoft dominating?

      The much more plausible explanation is that they (nVidia) already had the drivers/software for the architecture on linux (read previous posts, they bought the card).

      Another yet plausible explanation is that drivers are more difficult to implement in Windows (because of kernel mode constraints).

      And before people start flaming, I'll tell you right away:

      I've written drivers for both. A seg fault in a linux kernel driver will generate a message saying "oops, you segfaulted your kernel", whereas a seg fault, or even an invalid heap memory tag in Windows will instantly halt the system with a blue screen. Don't even get me started about IRQL's in Windows - they are essential for proper SMP multithreading, but really are very difficult to work with.

    2. Re:I think it'll start happening a lot more by PlatinumInitiate · · Score: 3, Insightful

      How do you know ISV's are getting annoyed? Do you go to lunch with ISV's every other day?

      No, but working for a medium-sized ISV who deals with Microsoft (we buy bulk embedded XP licenses for use in custom gaming machines), I can tell you a few things about how Microsoft deals with customers. They have actually tried to offer us better deals if we discontinued our Linux solutions and marginalized our dealings with our Russian partners who produce hardware and software for use with Mandrake Linux 9.x in gaming solutions. (Sounds impossible? Think again). I can only imagine how much more underhanded Microsoft are when dealing with bigger ISVs.

      Not only are you crudely generalizing, I think your point is actually not sound at all. You think Adobe cares about Microsoft dominating?

      I'm sure Netscape and Sun didn't care either, until Microsoft took them out of the market. You are really insulting the intelligence of the Adobe executives if you think that they haven't considered this possibility or what they could do to avoid something similar happening.

  19. Re:This would be more useful by EnglishTim · · Score: 3, Informative

    Insightful my ass.

    Maya, Houdini and XSI are all available for Linux, and they work well.

  20. Free software is a product of a lifecycle by heironymouscoward · · Score: 3, Insightful

    Software, like much technology, follows a classic cycle from rare/expensive to common/cheap as the knowledge and means required to build it get cheaper.

    "Moore's Law" is simply the application of this general law to hardware. But it applies also to software.

    Free software is an expression of this cycle: at the point where the individual price paid by a group of developers to collaborate on a project falls below some amount (which is some function of a commercial license cost), they will naturally tend to produce a free version.

    This is my theory, anyhow.

    We can use this theory to predict where and how free software will be developed: there must be a market (i.e. enough developers who need it to also make it) and the technology required to build it must be itself very cheap (what I'd call 'zero-price').

    History is full of examples of this: every large scale free software domain is backed by technologies and tools that themselves have fallen into the zero-price domain.

    Thus we can ask: what technology is needed to build products like Gelato, and how close is this coming to the zero-price domain?

    Incidentally, a corollary of this theory is that _all_ software domains will eventually fall into the zero-price domain.

    And a second corollary is that this process can be mapped and predicted to some extent.

    --
    Ceci n'est pas une signature
  21. Nice to see some good out of BMRT/Exluna. by ron_ivi · · Score: 4, Informative
    Renderman.org's summary of Exluna & BMRT describes where much of this technology probably came from.

    For those who don't remember, BMRT was a really cool RenderMan based renderer that Pixar had some sort of love/hate relationship with. IIRC, they used it, yet they sued the company. At the end nVidia bought them, though it wasn't clear why at the time.

    1. Re:Nice to see some good out of BMRT/Exluna. by ron_ivi · · Score: 4, Informative
      And a nice Siggraph presentation of some of the capabilities of BMRT.

      Interestingly, BMRT was free as in $$$ but not as in Free Software. This was one of the first software packages where I first recognized how big this distinction is. (A free as in Free Software program probably would have continued on as people may have coded around some of the disputed intellectual property - a free as in $$$ program was possible to kill with the carrot and stick of a lawsuit and buyout opportunity)

  22. GPU as 2nd processor (slightly offtopic) by CdBee · · Score: 2, Interesting

    is there any Free software capable of exploiting the general computing power of modern video cards?

    I expect that once it suddenly becomes clear that the GPU in a modern video card has serious processing power, that someone will release a version of the SETI@Home client which can use the rendering engine as a processor. Bearing in mind that most computers use their GPU's for a very small percentage of their logged-in life, I suspect there is real potential for using it for analysing on distributed computing projects.

    --
    I have been a user for about 10 years. This ends Feb 2014. The site's been ruined. I'm off. Dice, FU
  23. Absolutely by TheFr00n · · Score: 2, Informative

    Check out www.jahshaka.com. It's an open source video compositing / FX package that leverages the 3D accelerator chip on your graphics card to do incredible things. This is one to watch, it's definitely going places.

    You can download binaries for linux and windows (and MAC), and source tarballs are available for the savvy.

    I know, it's not strictly a "renderer", but it employs many of the fuctions of a renderer to create realtime effects and transitions.

    --
    "By Grabthar's Hammer, what a savings."
  24. Not an issue, esp. for non-RT rendering by Namarrgon · · Score: 4, Insightful
    You're right that the AGP port is asymmetric, but this is unlikely to be a bottleneck if they can do enough of the processing on the card.

    For 3D rendering, especially non-realtime cinematic rendering, you have large source datasets - LOTS of geometry, huge textures, complex shaders - but a relatively small result. You also generally take long enough to render (seconds or even minutes, rather than fractions of a second) that the readback speed is not so much an issue.

    Upload to the card is plenty fast enough (theoretical 2 GB/s, but achieved bandwidth is usually a lot less) to feed it the source data, if you're doing something intensive like global illumination (which will take a lot more time to render than the upload time). Readback speed (around 150 MB/s) is indeed a lot slower, but when your result is only e.g. 2048x1536x64 (FP16 OpenEXR format, 24 MB per image), you can typically read that back in 1/6 of a second. Not to say PCIe won't help, of course, in both cases.

    Readback is more of an issue if you can't do a required processing stage on the GPU, and you have to retrieve the partially-complete image from the GPU, work on it, then send it back for more GPU processing etc, but with fairly generalised 32 bit float processing, you can usually get away with just using a different algorithm, even if it's less efficient, and keep it on the card.

    Another issue might be running out of onboard RAM, but in most cases you can just dump source data instead & upload it again later.

    --
    Why would anyone engrave "Elbereth"?
  25. Little value... by winchester · · Score: 3, Insightful

    Almost every FX house worth its salt in the CG business uses Pixar's Renderman on UNIX or Linux machines. The reasons behind this choise are very simple.

    Renderman is proven technology and has been so since the early '90s. Renderman is well known, its results are predictable and it is a fast renderer. Also, current production pipelines are optimised for Renderman.
    UNIX and Linux are quite good when it comes to distributed environments (can anyone say Render Farm?) and handle large file sizes well (Think a 2k by 2k image file, large RIB files).
    And last but not least, renderman is available with a source code license.

    Hardware accelerated film rendering is in essence nothing but processor operations, some memory to hold objects and some I/O stuff to get the source files and output the film images. Please explain to me why a dedicated rendering device from NVidia would be any better than your average UNIX or Linux machine? Correct, there aren't any advantages, only disadvantages. (More expensive, proprietary hardware, unproven etc.)

    1. Re:Little value... by Zak3056 · · Score: 3, Informative

      Correct, there aren't any advantages, only disadvantages. (More expensive, proprietary hardware, unproven etc.)

      And, apparently, orders of magnitude faster.

      Personally, I'd put that rather firmly into the advantage column, and for a number of reasons. You could either render your movie with a smaller farm (always a plus) or you could render even more complex scenes in the same time period--which is probably what most people would use this technology for. On the commentary track of Monsters Inc, the guys from Pixar note that despite having MUCH faster hardware (and alot more of it) the average time to render a single frame of Monsters Inc was just as long as a single frame of Toy Story. Why? Because the frames were FAR more complex.

      I think this is a Good Thing(tm) at least for the people who have the imagination to use it.

      --
      What part of "shall not be infringed" is so hard to understand?
  26. Re:This would be more useful by afd8856 · · Score: 2, Informative

    I hope you know that all high-end 3d packages are available on Linux: XSI, Maya, Houdini, Real3d. And then you have some cool open source, like wings3d, that can cover some a lot of ground on the modeling field. Combine that with blender & yafray, and (theoreticly) you have a complete open source animation studio!

    --
    I'll do the stupid thing first and then you shy people follow...
  27. Free software ready indeed! by Goeland86 · · Score: 5, Informative

    I think that indeed there is free software to do movies and rendered animations using raytracing. First, Cinelerra can use a linux cluster for movie rendering. Second, there's a whole bunch of modellers/raytracers out there that perform very well: Povray is the oldest and most advanced, and can run on a pvm cluster, yafray is relatively recent and can use an openmosix cluster for networked rendering, Blender now integrates a raytracer AND exports to yafray. Those are the 4 programs I know of that I use, but there are more, I just haven't looked for more. So, yes, there is free software for movie rendering already!

    --
    ---- I am certain of only one thing : I know nothing else.
  28. math coprocssor by PineGreen · · Score: 2, Insightful

    Instead of just using the native 3D engine in the GPU, as done in games, Gelato also uses the hardware as a second floating point processor.
    Does this mean that I could eventually use my GeForce to do things like matrix inversion for me?

    1. Re:math coprocssor by JFMulder · · Score: 2, Informative

      Some people are already using GPUs for things like Seti@home and collision detection in games, so yeah, why not?

  29. round and round we go by renderfarm · · Score: 2, Informative

    ART, OGL assisted, now gelato. Sure there is a place but how do I stick a FX card into my several hundred 1U racks either physically or financially. Have you seen the size of these cards anyway ? Sure some vendors (mental images) are leveraging GPU power and have done the same with OGL for some time but unless the GPU calls are handled by calls to the renderer so you hide behind a consistent API it's a waste of your hard earned time getting your pipeline into shape in the first place. Long live GPU but I don't want to be aware of it's presence. PS. I think ATI are actually the smart kids on the block but chose the wrong colours for their marketing hype.Maybe they can get their chips straight onto the motherboard (much smarter).

  30. Video Cards as Renderers by agby · · Score: 4, Interesting

    I was under the impression that it's hard to use a video card for general computing tasks because of the way that AGP is designed. It's really good at shunting massive amounts of data into the card (textures, geometry, lighting, etc) but terrible at getting a good data rate back into the computer. They're designed to take a load of data, process it and push the output back to the screen, not the processor. This is the major reason, IMHO.

    1. Re:Video Cards as Renderers by fistynuts · · Score: 2, Informative

      You're right. Hence PCI Express.

      --
      "You heard the man, Tubbs.. get undressed."
  31. Re:'pricey' - but worth it? by Namarrgon · · Score: 2, Informative
    Certainly true - more than Entropy's $1500 (when they sold it), more than many others, but still cheaper than PRMan's $3500 + $700/yr.

    I think the point is not that it can render just like other engines, but that it can do so at a far greater speed (with a lot more flexibility and features than the PURE card). That would indeed be worth the money to all but the smallest studios - much faster feedback at full quality is an artist's dream, quite apart from the (more expensive) option of using it to accelerate your render farm.

    What they don't really say anywhere is *how much* faster it is. There are many factors involved, but if you basically have 16 * 4 * 2 FP execution units running at 400 MHz in a highly parallel configuration, backed by 32 GB/s of bandwidth, there is quite a bit of potential there (~50 GFLOPS vs P4's ~2 GFLOPS?).

    For a farm... If, say, it renders 5x faster than a given render machine, then that's 4 machines (and engine licences) you don't have to buy, which would easily cover the cost.

    --
    Why would anyone engrave "Elbereth"?
  32. Heeeey.. that dino looks familiar... by invispace · · Score: 2, Interesting

    IF anyone's interested, the dino on the http://film.nvidia.com/page/gelato.html page was one of of Entropy's flagship images. Entropy was a pay-to-play renderer made under the renderman Spec by a they guy who wrote BMRT. Pixar sued the company that made both of the renderman compliant renderers, and basically forced them into business with Nvidia, who quickly snatched up the company and paid off Pixar. Nvidia had been trying to come up with a hardware shader language like that of renderman, and thusly came out with the shoddy and less than capable CG shader language. Unfortunately, no matter how good that card looks on screen, it's still only going to be a preview render. Straight 35mm film is rendered out at 2048x1556, and you wouldn't believe how tedious CG work is with every single person above you telling you to correct every little thing. The one thing this will do is help look-dev folk and shader-writers out. They get paid enough as is though. Oh.... you might be interested to know, that most of the renderfarms are now at least 1/2-2/3 x86 machines running Linux, and they have been for the past 3 years. No large studios are using SGIs anymore, but surprisingly a lot of the boutiques are using OSX. I guess that's what happens when Apple takes a hint from MS, and buys(Shake) what they want instead of making it.

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    -- -- A truly great man never puts away the simplicity of a child
  33. Re:BURN!!!!!! by Hast · · Score: 2, Interesting

    Play around some with pixel/vertex shaders, they are quite easy to get the hang of and plenty powerful. (Even if you don't have the latest and greatest gfx cards.)

    Could make a nice addition to GIMP (if there isn't one already).

  34. Comment removed by account_deleted · · Score: 2, Interesting

    Comment removed based on user account deletion

  35. Linus gave Linux away, Nvidia benefitted. by anti-NAT · · Score: 2, Insightful

    So why should Nvidia benefit from Linux, without some reciprical giving ? Hardware programming specs would be enough of a gift.

    --
    The Internet's nature is peer to peer - 20050301_cs_profs.pdf
  36. Seems to be Open now? by leonbrooks · · Score: 3, Informative

    See here and here. More and more pieces of the moviemaking toolchain are available Openly, only a matter of time before someone adds a GUI wrapper to integrate it all. Will they dare call it Raxip? (-:

    --
    Got time? Spend some of it coding or testing
  37. You're kidding, right? by Namarrgon · · Score: 3, Informative
    Almost every FX house? I don't think so.

    PRMan is a fine product, but it has its limitations, as well as its price. There are numerous competitors, many of which use the same Renderman interface but offer more speed and/or more features at a lower price (BMRT and Entropy are[were] notable, and relevant, until Pixar squashed them with the threat of an expensive court case). Brazil, AIR, etc - these RIB-based renderers drop into the same place in the workflow.

    Please explain to me why a dedicated rendering device from NVidia would be any better than your average UNIX or Linux machine?

    Only if you explain why your average UNIX or Linux machine is better than a Commodore 64 or a PDA, which is also "in essence nothing but processor operations" etc :-) If you listed SPEED in there, you're on the right track.

    A modern GPU has far more floating-point hardware than any general-purpose CPU, and it's all geared towards the process of rendering pixels. For certain tasks, one of those expensive dedicated rendering devices from nVidia could be better than FIFTY of your "average" UNIX or Linux machines! Is that enough of an advantage to consider?

    Dang, I went and fed the troll, didn't I...

    --
    Why would anyone engrave "Elbereth"?
  38. But ATI's solution is free by Enbar · · Score: 2, Informative

    Admittedly it's not exactly the same things as NVIDIA's solution, but the main component of breaking big movie quality shaders into multiple passes is in ATI's Ashli (http://www.ati.com/developer/ashli.html). The big plus is instead of costing thousands of dollars it's free. Also I noticed everyone is saying agp read backs make this sort of thing useless. The fact is that most of the scenes rendered will take seconds to hours on the graphics card (vs. minutes to days on a CPU). The slow agp reads aren't going to be much of a performance impact in these situations.

    1. Re:But ATI's solution is free by forkazoo · · Score: 2, Interesting

      I have mod points, and I really want to do a little bit of smacking down, but I'll just go for correcting instead. I phear the metamods, yo!

      ASHLI is *not* a renderer. It isn't anywhere near doing what Gelato does. Gelato takes a scene file, and gives you a picture. It does it very nicely, using motion blur, programmable shading, and all sorts of fun stuff like that. It is written by the Ex - Ex Luna boys. (Larry Gritz, Matt Pharr, Craig Colb -- Three mofos who know their shizzle.)

      ASHLI takes a renderman shader in RSL, and gives you a compiled shader for OpenGL or DirectX. It's then up to you to write the whole renderer.

      It's cool, but if you are seriously writing lots of RenderMan shaders, you can probably just as well write them in GL Slang, for your in house customised OpenGL renderer. ASHLI's utility is limited. Frankly, it is pretty much a complete non sequiter in a discussion about a renderer.

  39. Would be nice to have it running on OSX as well by saha · · Score: 2, Interesting
    First I'd like to see a greater selection of graphics hardware on the G5 machines. The Radeon 9800 are good, but a Quadro FX 4000 or 3000 would make selection better. I don't think Apple should try to get 3DLabs Wildcat boards on the G5s. Applications like Gelato running on OSX would give the platform a boost as well.

    For the kind of work I do, a Nvidia Quadro FX 3000G would be best for driving large displays.

  40. Physics APIs- Direct KinetiX and Open/mgh by Intocabile · · Score: 2, Insightful

    With physics in games becoming more and more advanced how long till we see an API for hardware accelerated physics. Not saying you'll be shelling out anymore cash for a ElectricForce FX physics card but have dedicated hardware on graphics cards for physics calculations. Not only could this boost performance but it could combined with pixel shaders and geometric transformations to increase what is possible. Who knows, the GeForce 6800 might be programmable enough to do this already, albeit at a performance hit to the graphics pipeline. There are some pretty incredible physics demos that can be found on the internet everyone's favourite monopoly(Crash Video) has one that showcases their new game development suite XNA. I don't see this level of physics being available in any game any time soon but with hardware accelerated physics who knows what's possible. Even without a standard API to build on developers might implement their own physics acceleration shaders(for lack of a better term) in cases where the CPU is the bottleneck. Ever since the first programmable GPU was release I imagined that they could accelerate more then just graphics and be used to increase the responsiveness of computers.

  41. Sounds like an old (Lucasfilm?) Siggraph paper. by Ungrounded+Lightning · · Score: 2, Insightful

    [...] advanced rendering features: displacement, motion blur, raytracing, flexible shading and lighting, [...]

    That sounds like an old Siggraph presentation I saw a decade or two ago when I used to go to Siggraph. Lucasfilm, I think. (The fine sample picture in the article showed a motion-blured image of a set of pool balls in motion.)

    When rendering an image using raytracing, there are several effects that are achieved by similar over-rendering processes. I.e. you ray-trace several times varying a paramter:

    - Depth-of-field (use different points on the iris of the "camera", blurring things at different distances from the "focal plane".)

    - Diffuse shadows (use different points on the diffuse light source(s) when computing the illumination of a point.)

    - Motion blur (use different positions for the objects and "camera", evenly {or randomly} distributed along their paths during the "exposure" - ideally pick the positions of the whole set of objects by picking several intermediate times, rather than picking the postion of each object separately, to avoid artifacts of improper position combinations.)

    - Anti-aliased edges. (Pick different points in the pixel when computing whether you hit or missed the object or which color patch of its texture you hit.)

    As I recall there were about five effects that worked similarly, but I don't recall the other(s?) just now.

    To do any one of them requires rendering the frame N times {for some N} with the parameter varied, then averaging the frames. (Eight times might be typical.) Naively, to do them all would require N**5 renderings - 32,768 raytracings of the frame to do all five.

    The insight was to realize that the effects could be computed SIMULTANEOUSLY. Pseudorandomly pick one of the N from each effect's set for each frame and only render N frames, rather than N**5. Eight is a LOT smaller than 32K. B-)

    Sounds like Nvidia ported this hack to the firmware for their accellerator.

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  42. GeForce 6800 by deniss · · Score: 2, Informative