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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?

21 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
  3. 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
  4. 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.

  5. 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.
  6. 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.

  7. 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.
  8. '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. =)

  9. 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).

  10. 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.

  11. 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.

  12. 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
  13. 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

  14. 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)

  15. 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"?
  16. 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.
  17. 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.