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SIGGraph and Open Source

SeanCier writes "The SIGGraph 2004 conference showed off a lot of trends: high-dynamic-range (HDR) displays and video, suddenly ubiquitous general-purpose GPU programmability (it's not just for polygon shading anymore), 3D and high-colour displays, ever-more-refined fluid dynamics, crowd animation, and point-based graphics, to name just a few. But there was an unspoken undercurrent, a trend that's waiting to happen in the visual effects community, and happen in a big way: Open Source." Read on for more.

There are plenty of examples of open source and the graphics community getting along grandly: Gimp and CinePaint (aka FilmGimp), ILM's OpenEXR, and projects like Open Scene Graph. Linux, in particular, has made spectacular inroads: nearly everybody uses it for rendering, and many (most?) use it as their desktop OS of choice. In the RenderMan user's group (I'll get into RenderMan more in a minute), for example, somebody asked how many people used Linux as their main OS. Plenty of hands, and some approving chuckles all around. Mac OS X? A few hands, and woots. Windows? No hands at all -- and moreover, an handful of boos, followed by everybody cracking up as they realized the whole community was abandoning Microsoft wholesale.

But then there's the other side. All the major visual effects and animation studios -- ILM, Pixar, Dreamworks, Digital Domain, Blue Sky, Disney, and so on -- have a team of programmers in-house. Five, ten, two dozen, or more. They're the ones that'll write the software that does special rendering algorithms for Shrek 2, or an animation control system for Mr. Incredible, or produce massive crowd simulators for Lord of the Rings. Things that commercial software doesn't quite do -- or that nobody else has tried to do, or even thought of. Things they need to do just so. Things they need to do now.

Everybody has a ton of custom software written -- often good software, with flexible frameworks and clever hacks. Moreover, they don't want to rely any more than necessary on commercial software, because if ILM finds a bug in Maya that holds them up or slows them down, they best they can do is pay Alias to fix it fast (i.e. weeks) and then have hundreds of animators waste thousands of hours time working around it for weeks. And worse, if Digital Domain buys Alias and decides they'll keep new versions of Maya to themselves, ILM is simply screwed, in a big way. If they want to get a particular feature in Maya, and a plugin won't cut it? Well, that's even harder -- and involves more money and more time.

So ILM writes their own stuff whenever they have to, and whenever they can. And Digital Domain writes their own stuff. And Dreamworks writes their own stuff. And Disney writes their own stuff.

And most of it is all the same stuff. Fluid dynamics? Hair? Subsurface scattering? Muscle-and-skin systems? Crowd control? Dozens of topics -- and every studio pretty much has pretty similar, rather redundant code to do 'em all.

These studios aren't in the business of writing software, they're in the business of making movies. So why are they spending their time and money writing software? Because they have to; it's a Necessary Evil.

So, what if they all worked on Open Source stuff instead? Look at what I just wrote. Every word is a reason to go Open Source. No drawbacks, all upside: no lock-in, you can fix stuff, you can add stuff, you don't have to wait on anybody else, and plus, you can do all this while also using what others have written.

The knee-jerk reaction that may be some executives' first objection: our code is a strategic advantage, giving it away would be throwing away money. If we can do hair and our competitors can't, we'll make better films then they can (and, if it's a visual effects studio, we'll win contracts based on that unique ability).

Bull honkus. If your competitors need hair, they'll write hair software, no problem. Another quote from the Pixar RenderMan user's group, this one by a RenderMan developer (paraphrased): "this is based on the subsurface scattering papers from a couple years ago. Everybody does this, based on those papers." Nope, I don't see strategic advantage there: I see waste.

It is, as they say, a win-win scenario; the studios contribute their code to Open Source projects, and everybody helps make that code better. ILM started it in a small way, with OpenEXR, and it worked: OpenEXR is *the* format for high-dynamic-range images, no questions asked. Did it benefit ILM? You betcha: major packages everywhere (Photoshop, RenderMan, etc) either import/export OpenEXR now, or will soon. Pixar even contributed new compression code.

So, a great scenario, and proof that it works. Why hasn't it happened in a bigger way yet? Fear of the unknown. But listen close, and you'll hear a flood coming that could change the landscape -- and it's hard to divert a flood.

That leaves only one question: how will it start? Well, it could begin with open source projects becoming valuable to studios, as started happening with Gimp (though here I'm talking more about advanced 3D animation, simulation, and rendering; Blender's great for what it does, but medium-to-large studios aren't its intended audience; it's not going to displace Maya any time soon, because it doesn't offer anything that Maya lacks as far as the studios are concerned). Or it could start with a studio making a bunch of their custom in-house software Open Source (like ILM did with OpenEXR). Either way, it's up to us as a community -- either to write the software or to sell the concept.

I'd suggest that a great place for all this to start would be with Pixar's PRMan (PhotoRealistic RenderMan, these days often called just RenderMan). And note I say this as a shareholder. Selling RenderMan and related software accounts for less than 5% of Pixar's revenue; the real reason -- the *only* business reason -- they still develop it is for the other 95% of the company to use. If open-sourcing it would bring in collaboration and improvements that would make them just 5% more efficient in generating movie revenue, doesn't that justify the decision right there? And of course that's not counting those who would still pay for service contracts, or the reduction in development costs that could come from the rest of the community helping with their R&D (the budget for which, BTW, surpasses their software revenue). RenderMan has always been a product ahead of its time, and that's why -- despite Pixar's belligerent and hostile use of patents and close-held IP -- it's still the golden standard in this industry. The RenderMan protocol and API was intended fifteen years ago to be a renderer-independent standard, the PostScript of the 3D world. That dream died because of Pixar's unwillingness to release IP: it became difficult or impossible for others to implement that standard officially, or at all, because Pixar grasped the it so tightly (case in point, ExLuna: their lawyers summarily killed what was the best chance in years of having a RenderMan-compliant renderer with new and different functionality, complementary to PRMan). But the renderer -- PRMan -- doesn't have to die through the same mistake, even in the face of an ever-shrinking market share and competitors with the advanced global illumination algorithms PRMan lacks.

But that's not to say Pixar is the only -- or even the best or most likely -- option here. They most certainly don't hold all the cards. So, don't sit back and wait for Pixar or another studio to start the ball rolling: we need to give it a push.

193 comments

  1. Brain rot! by kunudo · · Score: 5, Funny
    1. Re:Brain rot! by Anonymous Coward · · Score: 0

      Heh, finally an article that belongs in shit.slashdot.org ;)

  2. I wish more companies would think this way by Simon+South · · Score: 5, Insightful

    It's great to see movie houses coming to the realization that sharing development tasks helps everyone; I hope people in other industries come to this realization too.

    I've worked at several companies now where I saw a tremendous amount of effort invested in developing custom, proprietary solutions to relatively common problems outside the company's primary business domain. (In some cases, this meant duplicating the exact functionality of existing free software.) Since ten programmers can't outdo a thousand, inevitably the result was buggy, half-baked work that the rest of us employees had to limp along with, or find workarounds for.

    Keep the software that drives your core business proprietary, if you like; but why not co-operate on all the non-core stuff that merely keeps the business going? It just makes sense.

  3. rendering software not a competive advatage? by Anonymous Coward · · Score: 1, Insightful

    doesn't seem a sensible proposition to me. i'm sure open source has it's place, but this seems over the top.

    1. Re:rendering software not a competive advatage? by Anonymous Coward · · Score: 0

      And would you be so kind to tell us why it is over the top? After all the author of the article made a pretty good case for his proposal and just saying, nah, I don't think so isn't a very good counterargument.

    2. Re:rendering software not a competive advatage? by elcugo · · Score: 1

      It is not. Basically because everybody has the same thing, there's a lot of duplication.

      They are in the bussisnes of making movies, not software, by opensourcing they benefit themselves, that's a better adventage IMO.

    3. Re:rendering software not a competive advatage? by beakburke · · Score: 1

      Well that's true, if your software is really that much better than your competitor's. If not, then it's really just an expensive commodity cost, and you ARE better off open sourcing. For most of these productions, the "competitive advantage is your story and animators, not your software.

      --
      ----- Question authority, but not ours. Hate the man, but we're not him.
    4. Re:rendering software not a competive advatage? by baxissimo · · Score: 2, Interesting

      Sure, ILM, DD, Pixar, PDI, and the other big boys have all duplicated effort writing essentially the same code, so making everything open source wouldn't really give any one of them a big advantage. But what about Joe's 3D GarageWorks, Ltd.? He's trying to start up his own effects house and having a damn tough time getting all the cool software together. He's only been able to implement a basic photon mapper, and a crappy rigid body simulator. Sure would be nice for him if all the big boys would share their code with him.

      So I just wonder if that could be a reason for the big studios not to want to go whole hog into open source. I.e. it could open up the sluice gates to a whole new flood of competition.

      Well, actually, I suspect the real reason they won't go crazy open sourcing everything in a hurry is just that most of their code so tied into huge knots. After you peel off a few relatively modular pieces like image libraries, you're left with a huge intertwined mess. You can't really open source your "physics engine" because it depends on A,B, and C, which depend on D,E,F,G,and H, which depend on...etc. Whereas with the OpenEXR example, it's just an image lib, and image libs are pretty easy to encapsulate. You've got read() methods that give you an array of numbers, and write() methods that take an array of numbers, and that's about it for the API. A character animation system, on the other hand, well that's got to tie into all kinds of subsystems - meshes, deformers, bones, physics, rendering, etc. It gets pretty messy, unless you set out from the beginning to make components that could be used outside of where they were developed. And that takes longer to do, so what are the chances any of these movie studios would have bothered?

    5. Re:rendering software not a competive advatage? by boots@work · · Score: 1

      A character animation system, [...] meshes, deformers, bones, physics, rendering, etc. It gets pretty messy

      Sounds messy. Have you seen what a bone deformer can do to a toon?

  4. high dynamic range display by momogasuki · · Score: 5, Funny

    Wow! 30 times brighter and 10 times darker than a normal display. Anybody got a screen shot?

    1. Re:high dynamic range display by Anonymous Coward · · Score: 5, Funny

      "Wow! 30 times brighter and 10 times darker than a normal display. Anybody got a screen shot?"

      no, but with this new high dynamic range display, I hear that the color scheme for the IT articles is actually readable.

    2. Re:high dynamic range display by ferrocene · · Score: 3, Funny

      embarrassingly, I was actually looking for a screen shot on their site before it hit me....

      "oh wait..."

      I'm glad I'm not the only one. :)

      --
      Most folk'll never lose a toe, and then again some folk'll...
    3. Re:high dynamic range display by BlndBoy · · Score: 1

      You jest - but you hit the nail on the head. Great. We have high-dynamic range displays. So we can see some pretty good CG stuff. But has anyone invented a set of CCD pickups with a 40,000:1 contrast ratio? Thats what I'm waiting for...

      Chicken before the egg thing I guess. I've never seen a film with that kind of exposure latitude or even a CMOS scanning camera. When this kind of tech hits the acquisition end of things, the demand will be instant and massive. Every TV station, production house, and commercial photographer will sell their first born. I can't wait!

    4. Re:high dynamic range display by jackbird · · Score: 2, Interesting
      But has anyone invented a set of CCD pickups with a 40,000:1 contrast ratio? Thats what I'm waiting for...

      Actually, yes. The poor man's way (for stills at least) is to take a number of shots with the camera a few stops apart to capture an extremely wide exposure latitude, and recombine them in HDRshop.

      There are also a number of companies making HDRI backs for digital still cameras that automate some portion of this.

      For motion, a beam splitter and a few calibrated and synced cameras could be rigged up in a similar way, although I've not heard of anyone actually doing this.

      The idea isn't to actually produce end results beyond the exposure latitude of film, but rather to be able to color-correct more agressively without banding, clipping, or losing detail.

      Besides, an HDR display is targeted mainly at compositors who actually want to see a film-like contrast range on screen so they know better what the end result will look like; much the way that film sound editors do the final mix in a theater-like room to get the best idea of how movie house acoustics will sound with their mix.

    5. Re:high dynamic range display by Brandybuck · · Score: 1

      Here's a couple of links to the different displays. It's quite easy to tell which one is the "30 times brighter" display and which is the "10 times darker" display...

      --
      Don't blame me, I didn't vote for either of them!
  5. linux? WOW by Anonymous Coward · · Score: 1, Interesting

    hum... didn't know linux was so popular? At my university the graphic professor is doing all this work on windows... and he has plenty of cool stuff done.

    If I had known I would've purchased a Nvidia card over an ATI.

  6. WTF are you talking about? by Anonymous Coward · · Score: 5, Insightful

    This one guy who wrote the article is speculating that Open Source will be big in the film industry. No big movie houses. Not Pixar. Just this guy SeanCier. Who the hell is he?

    This is just an opinion piece, not news.

    1. Re:WTF are you talking about? by Simon+South · · Score: 5, Interesting

      I'm referring to the example Sean gives in the article of OpenEXR.

      But I'll grant you that I am perhaps indulging in a bit of wishful thinking.

    2. Re:WTF are you talking about? by SeanCier · · Score: 2

      > This is just an opinion piece, not news.

      Yes, it's mostly an opinion piece; but it's also an attempt to transcribe the type of news that doesn't make it into press releases: social trends in the industry. It's not speculation, it's suggestion -- but if you're interested only in hard-fact news, the first paragraph should fill the quota.

      -spc

    3. Re:WTF are you talking about? by Anonymous Coward · · Score: 0

      OpenEXR is a file format - not quite the same as open sourcing a renderer.

    4. Re:WTF are you talking about? by El_Ge_Ex · · Score: 1

      I agree. I *was* at that Renderman User's Group Meeting. Yes there were hands raised when he mentioned Windows, including my own. :-\

      ONe one Mac OSX user raised his had. Most of those for Linux worked for Pixar.

      -b

    5. Re:WTF are you talking about? by gr8_phk · · Score: 1
      He's a guy who went to SIGGRAPH and sat in a room with all the deveopers from the studios. He's got a feel for what's about to happen. Don't look to upper management for this type of insight, they'll talk about it after it happens.

      Cinepaint was a mistake IMHO. Hollywood forked the Gimp to get better color depth and now they don't have the resources to keep up with mainline Gimp development. It's an example of trying to take control rather than cooperate. Now that they learned how to do it (and how not to) it's time to do 32 bit (or 64bit fp) color depth in the GIMP.

    6. Re:WTF are you talking about? by UberLame · · Score: 1

      They forked the Gimp because the Gimp developers weren't interested in merging the changes back in, wanting to wait several years until GEGL was ready.

      Frankly, I generally prefer to use Cinepaint instead of the Gimp, especially the Gimp 2.0.

      --
      I'm a loser baby, so why don't you kill me.
  7. Thanks guys by KuNgFo0 · · Score: 0, Flamebait

    Way to put the programmers that write this "redundant" software out of their _paying_ jobs. Just remember, the studios aren't doing this for the good and benefit of humanity, they're doing it to save a few bucks. If this was a story about outsourcing jobs to India, they'd be getting flamed rather than applauded.

    1. Re:Thanks guys by Anonymous Coward · · Score: 0

      and maybe, just maybe, the guys who are paid to write the stuff would be able to tweak the software that's out there to fit the studios's needs instead of reinventing the wheel you fucking dipshit.

    2. Re:Thanks guys by mrchaotica · · Score: 1

      Well, if you really want to work at a studio, you could become one of the animators. I installed POVRay after the article the other day (yesterday?), and was pleasantly surprised to find that Scene Description Language looks a lot like C. Granted, it's mostly a markup language (it has macros though), but it's still interesting.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    3. Re:Thanks guys by Antique+Geekmeister · · Score: 2, Insightful

      Ahh, yes, open source FUD number 37. "You'll put people out of work".

      In this field there's plenty of work to go around: sharing the basic work keeps legal make-work and the theft of intellectual property down, and lets all the authors actually benefit from it in being able to produce superiour products, and sell them, on a continuing basis rather than trying to arrange a corporate patent revenue that is unlikely to trickle down to the actual authors.

      It's possible to make money creating entirely closed source software, but it's like a lottery ticket: a few big winners do OK, and the rest of the developers waste their time and effort and often their money.

    4. Re:Thanks guys by KjetilK · · Score: 2, Insightful

      Uhm, how about those programmers can move on to more interesting things rather than duplicating other people's work? Sounds a whole lot more motivating to me...

      --
      Employee of Inrupt, Project Release Manager and Community Manager for Solid
    5. Re:Thanks guys by Anonymous Coward · · Score: 0

      too bad your mom wasted time not swallowing you. good job!

    6. Re:Thanks guys by Anonymous Coward · · Score: 0

      The studios would be more than happy to have these guys tweaking common code as long as they don't have to pay for it.

    7. Re:Thanks guys by ClosedSource · · Score: 1

      The idea that making IP freely available might put people out of work is a much more plausible conclusion that the idea that it won't. This is a case where the open source advocates have the burden of proof (not just speculation). I'll be waiting for the hard numbers.

    8. Re:Thanks guys by Khazunga · · Score: 2, Insightful
      Making IP freely available will surely create more work. It becomes pretty obvious if you look at it from a global perspective. Which society will become more efficient? One where IP gives a few priviledged players a head start, or one where all players compete (and the most efficient succeed)? It's the basis of capitalism...

      Where IP freedom result is an unknown is on future investigation. IP protection may be necessary to promote investment for investigation. Again, I have my doubts, since IP history has 150 years, and the 18th and 19th centuries were prolific with scientific advances. However, that's another subject entirely.

      --
      If at first you don't succeed, skydiving is not for you
    9. Re:Thanks guys by ClosedSource · · Score: 1

      Name one wealthy nation that doesn't have strong IP protection.

    10. Re:Thanks guys by Khazunga · · Score: 1
      It does not imply that IP protection is essential for a nation wealth. Patent and Copyright law was and is enforced by international trade agreements. Stuff like "Either you accept our patents under these terms, or we tax your cotton 500% on import". If a nation doesn't enter the global trade loop, they can never be rich.

      Put it another way. Do you think emergent third-world nations wouldn't circumvent patents if they could? Say, stuff like new AIDS drugs (Brasil attempted this, recently)? They don't because we don't let them.

      Note that I don't clearly say patents are good or bad. I know the current patent system does more harm than good, but I have no formed opinion on wether patents are essential for inovation.

      --
      If at first you don't succeed, skydiving is not for you
    11. Re:Thanks guys by ClosedSource · · Score: 1

      In other words, you were unable to find one.

      If you go back to the start of this thread, I was responding to the claim that called FUD on the idea that open source would cause the loss of programming jobs. There are very few third-world nations with a large number of programmers, but those that do are almost exclusively developing closed source software.

      So, I return to my primary argument: there is no solid evidence that open source will not lead to a loss of programming jobs and since open source advocates are suggesting a fundamental change in the status quo, they have the burden of proof.

      Since I'm now repeating myself, I'll let you have the last word. I'm done.

    12. Re:Thanks guys by PastaLover · · Score: 1

      The sales from software firms might go down, but the costs for other companies might go down as well, freeing money for other projects and possibly creating more jobs in those companies that way.

      Now if this will cost programming jobs, I don't know. Suddenly a company might not have to buy 1000$ a piece licenses and could hire a full-time programmer. Maybe it won't. Maybe a lot of work will flow to consulting companies to create the right solutions for those companies.

      In any way, we don't really know that and we actually can't know because economy can be quite unpredictable like that though some people try to take other examples to it. In that sense trying to stop changes because you think they will make people loose jobs is only the way to go if you're a luddite. In the long term we'll be better off, just as now we are better off than we were at the end of say the 16th century. Let's just hope it doesn't happen in quite the same painful way as the industrial revolution happened. (yes I know that didn't begin in the 17th century)

    13. Re:Thanks guys by Khazunga · · Score: 1
      In other words, you were unable to find one.
      But went up the chain and removed the reasoning for your implication that IP made rich countries rich.
      If you go back to the start of this thread, I was responding to the claim that called FUD on the idea that open source would cause the loss of programming jobs. There are very few third-world nations with a large number of programmers, but those that do are almost exclusively developing closed source software.
      Check your numbers. Most programmers work in internal development positions, producing integration code. These aren't affected by OSS, except by being more efficient from having the source available. Closed source, boxed products employ very small numbers. Even the giant Microsoft, absolute king of boxed products, numbers on the tens of thousand developers.
      --
      If at first you don't succeed, skydiving is not for you
  8. This is true everywhere by Anonymous Coward · · Score: 0

    This isn't just true for graphics. Every industry can benefit from sharing at least some of their work.

    In a lot of cases, the reason stuff isn't open source is because the people who believe in it aren't management and simply don't want to go through the trouble of convincing so many people when their paycheck won't increase as a result.

  9. Did You Go To The Panel? by jakeweston · · Score: 5, Informative

    There was a panel about the role of custom software development in VFX houses. Though it seems like a good idea on the surface, none of the four big houses represented seemed particularly keen to move towards open source. Most of reasons come down to competition - sure they are all building the same things, but the differences between how well and rapidly they build them determine whether they win contracts over their competitors. Simple business, just as all the big competing auto manufacturers are building the same type of components, but they're not rushing to share their designs...

    And the benefits are not as clear as it would seem - the best case seems to be OpenEXR, but the ILM guy was disappointed by the lack of community contributions, that most of the work on the new version had to come from within ILM, and the initial packaging work had cost them more than expected.

    Also mentioned were the risks associated by opening their source, particularly the patent issues. I'm sure SCO has persuaded a few companies not to open sources just in case they get involved in that kind of opportunistic farce.

    So, in some idealistic collaborative future, a lot could be done with open source, but in the real competitive one, it will be slow progress...

    1. Re:Did You Go To The Panel? by SeanCier · · Score: 3, Interesting

      Yes, the panel was fascinating, and dealt the more concretely with these topics than anything else at SIGGraph. I don't agree that the panelists believed wholeheartedly in the viewpoint you suggest; in fact, it seemed to me that most felt that open source would be the ideal thing to do, but that the problems I mentioned in the article -- and those you discuss -- are the stumbling blocks that need to be overcome. But you're quite right in pointing out the, uh, counterpoint: it's not clear-cut, or it would be moot.

      -spc

  10. Re:Say what?? by Anonymous Coward · · Score: 0

    i think you missed the whole point, but that's ok since you have your head shoved so far up your ass you would miss the obvious, obviously.

  11. Roll your own by deanj · · Score: 2, Interesting

    Back in the old days, Blue Moon (I think that was it) had a Renderman package you could download. The person that did it ended up getting hired by Pixar, and has been there to this day.

    Here's the thing.... Pixar isn't going to open source Renderman. They just aren't. The best bet is to get a group of people together and create their own open source version of it. It's been done before, and it can be done again.

    1. Re:Roll your own by jakeweston · · Score: 1

      Err, that wasn't how that story ended...

      The person you're referring to is Larry Gritz, who left Pixar a few years back to found ExLuna, and released the Renderman-compliant Entropy renderer. Entropy had features way ahead of PRMan at the time. Pixar sued ExLuna, Entropy and BMRT were withdrawn. ExLuna was bought by Nvidia, and became its film division, that have just released Gelato, a new renderer codebase.

      There are open source Renderman-compliant renderers, but as none of them are close to the closed source versions in terms of speed or completeness, they aren't likely to be used at the high end. Sure PRMan is expensive, but not compared to more boxes running slower renderers.

    2. Re:Roll your own by cmowire · · Score: 3, Interesting

      Ahh, but you aren't aware of the rest of the story.

      Said creator of BMRT (Blue Moon Rendering Toolkit) then left Pixar, commercialized BMRT, was sued into oblivion by Pixar, and the tatterd remnants of BMRT were then picked up by nVidia.

      BMRT is now off the market. Which is too bad, because it was entirely NOT like the traditional renderman rendering engines. It used ray tracing with caustics instead of REYES.

      The problem is, there's certain things that Pixar owns patents for and has been getting progressively more predatory about. So there's a limit to how successful Pixar will let the other renderman engines get.

      Even though, of course, they don't make much money off of it.

    3. Re:Roll your own by Thagg · · Score: 5, Insightful

      Well, mostly right. Larry Gritz did write BMRT, the Blue Moon Rendering Tools, and he did go to Pixar and was one of the leading people on the RenderMan team for quite a few years.

      He left to form ExLuna, and ExLuna was then bought by Nvidia. At Nvidia, Gritz and the rest of his team are behind the new Gelato hardware-assisted high-quality rendering product. It's pretty cool. [pun reluctantly admitted to]

      It's all a very long and interesting story, that unfortunately will not fit within the margin here.

      Thad Beier

      --
      I love Mondays. On a Monday, anything is possible.
    4. Re:Roll your own by Anonymous Coward · · Score: 0

      What? Pixie and Aqsis are pretty complete to me.

      Who cares though, most shops use mentalray and it comes with all highend 3d software now days anyway.

    5. Re:Roll your own by black+mariah · · Score: 1
      The problem is, there's certain things that Pixar owns patents for and has been getting progressively more predatory about. So there's a limit to how successful Pixar will let the other renderman engines get.
      Not entirely correct. They sued the Entropy developers because the guy that developed it used to work for them, then bailed and started his own company. Pixar alleged willful patent violation on the part of Gritz and company. No, there is not a limit to how successful Pixar lets other Renderman engines get. Renderman is an open specification. They sued over a specific implementation of it. There is a large difference and if you can't figure it out I suggest you quit reading moronic Slashdot anti-patent bullshit and learn about patents and patent law yourself.
      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
  12. A (small) case in point for open-source tools by FueledByRamen · · Score: 5, Interesting

    As a student, I use Pixar's tools - Renderman Artist Tools 6.0 and Renderman Pro Server 11.5.3, plugged into Maya 5.0.1.

    Why did I start using these tools? Maya's Fur renderer was (and still is) a complete piece of shit. No offense to anyone who's actually gotten it to work well, but... damn. If you've ever used it, you'll know what I'm talking about, specifically in regards to the lighting, and trying to match it to the rest of your scene. And yes, I've tried Maya 6 rendering out Fur in Mental Ray - something about trying to allocate several gigs of RAM just for the Fur, where PRMan would use 800 MB for the whole scene, turned me off from that. And RAT includes a plugin to build Fur out of RiCurves primitives. Perfect match, right? Of course.

    Well, it was lacking a couple of features. Specifically, Attractor Influence Start and Influence End (specifying how far along the length of each hair dynamic attractors would affect the curve direction). Thankfully, Pixar decided to throw in the code for the mtorFurProcedural DSO with the toolkit. So I added the 6 (or so) lines of code needed to implement those features, recompiled, and it now works perfectly, exactly the way I'd expect it to.

    And then the shading model being used wasn't giving me the results I needed. I took a look at a paper (from a previous SIGGRAPH) on the fur shading used in Stuart Little, specifically in regards to mixing the underlying surface's normal with the hair normal. Sounds like a good idea, think I'll try that. Oops, the plugin doesn't pass that information to the shader. 10 lines of code later - a new shader variable, surface_normal, has been added. And after modifying a shader to take advantage of that (loosely based on the example code in the paper), the shading looks infinitely better than anything I EVER got out of Maya. Score another point for having the source.

    Unfortunately, there was also another bug, this time in the mtor_maya5 plugin (which, being the bulk of the product, is NOT open source). I had to reimplement the command that the mtorUltraFur RIBGen plugin was using to dump the surface information (for each uv coord: x, y, z, normal vector, u vector, v vector), because its handling of trimmed NURBS surfaces was broken. That was irritating, but made possible because I had the source to the plugin and was able to change the command that it was calling (to my own plugin's name). (Though it would've been easier if I had the source to the mtor_maya5 plugin as well...)


    So, because I got the source with the tools, I was able to very quickly fix the problems that showed up, and tune them to do exactly what I needed them to do.

    --
    Every cloud has a silver lining (except for the mushroom shaped ones, which have a lining of Iridium & Strontium 90)
    1. Re:A (small) case in point for open-source tools by stubear · · Score: 1

      This just means Pixar could make a little extra by licensing their code or they could distribute it via a similar license to Microsoft's SharedSource, not that their source code should be distributed wholesale via the GPL so anyone and everyone can poke around with it.

    2. Re:A (small) case in point for open-source tools by FueledByRamen · · Score: 4, Insightful

      Thanks, I think you just finished the point I was trying to make. I guess I should've said shared-source, but I was drawing a blank for the right terminology there.

      What I was trying to imply is that if companies can make the code available to their customers, it becomes much easier to integrate their products into the existing software environment. For something simple like a word processor, this wouldn't make much sense; it already stands alone. But for such a complex environment like a computer graphics production pipeline, with software from different manufacturers and (sometimes) running on different platforms all needing to work seamlessly together, eventually you're going to run into an integration problem. And in all likelyhood, the company producing the software package in question hasn't had the time nor the resources to test your exact configuration.

      So in this scenario, if you don't have the source, you're left at the whim of the manufacturer to fix the problems. Maybe they will, maybe they won't. But if your software license (that you bought and paid for, just like any other software - I'm not advocating giving this stuff away for free) includes the ability to easily get the source and make your own modifications to it, then you both win. The company gets their money and you can fit it into your pipeline. If the source license also includes proceedures and methods to submit said changes back either to the company for a potential merge into the main source tree (if it doesn't break something else), or to a user community group where other (licensed!) users can view code patches and apply them to their own (legally licensed!) copy of the code, then EVERYONE wins. Including the company that is now selling more licenses of the software because it is gaining new features and having integration issues fixed up.

      But just open-sourcing the code will probably put companies out of business ("why pay when you can just grab the code yourself?"), and we don't need that.

      --
      Every cloud has a silver lining (except for the mushroom shaped ones, which have a lining of Iridium & Strontium 90)
    3. Re:A (small) case in point for open-source tools by defMan · · Score: 1

      But the SharedSource license doesn't allow actual modification of the source code. It's a license which allows looking-only, you can't modify the source and then use the modifications in-house. You can't even change it and send the changes back, that is just now allowed.

      Another reason for GPL being better in this case is if Pixar decides to stop working on the product or takes a different route. If that happens and the product was GPL everybody could keep working on a forked last version. This ensures that the product will stick around even if the company doesn't work on it anymore.

  13. With 220 million transistors, do we need Intel? by G4from128k · · Score: 2, Interesting

    I notice that the NVIDIA 6800 has 220 million transistors. If they added a few million more transistors or sacrificed a few pipes for a RISC processor, the chip could do all the computation for the system. For people whose only demanding applications are graphics-intensive games, a CPU-on-GPU design might be a great idea. Admittedly, this solution does nothing for servers, but then it does not seem like servers are driving the mass-market PC technology at the moment.

    --
    Two wrongs don't make a right, but three lefts do.
    1. Re:With 220 million transistors, do we need Intel? by Anonymous Coward · · Score: 1, Insightful
      I notice that the NVIDIA 6800 has 220 million transistors. If they added a few million more transistors or sacrificed a few pipes for a RISC processor, the chip could do all the computation for the system

      You're not the first to mention that fact. Let's just say that there are people doing more than talking about it.

    2. Re:With 220 million transistors, do we need Intel? by Moridineas · · Score: 1

      GPUs and CPUs are very different beasts. That's why they're called GPUs and not "smaller CPUs on video cards." The process to design a CPU, especially one that can execute x86 instruction set, is signifigantly more complex than creating a video card math processor.

      In fact, if the general trend of computing is followed, integrated video solutions may eventually go on chip. Remember the days of having addon FPU slots on motherboards? Every chip just about has an FPU builtin (maybe not some embedded chips, but certaintly every desktop / server processor). AMD recently has even integrated memory controllers onto CPUs. It's a clear trend to pile more and more into the CPU.

    3. Re:With 220 million transistors, do we need Intel? by Anonymous Coward · · Score: 0

      Right. So, all these people that are doing general purpose computing on nVidia chips are totally out in left field then?

      Thing is, GPUs are CPUs designed for high performance floating point calculations. These things can eat fp matrices all day and only beg for more. Most general purpose CPUs are designed for integer performance, and up until the DEC Aplha, floating point on a desktop was pretty sad. Well, long story short, most of these newfangled "3D programs" would perform better if they utelized floating point math. Bezier curves, triangles, yeah, all that stuff.

      A GPU could make a damn awesome raytracer, in short.... And it could do CPU stuff, but in general, it would suffer performance wise. So, maybe we're heading back to the era where floating point units are off-core, or at least the bulk of the FP work is done in video??

    4. Re:With 220 million transistors, do we need Intel? by Short+Circuit · · Score: 1

      Even if it could, would you want to give up the power you get with a graphics-dedicated coprocessor? As it stands, your GPU can do one task while your multitasking OS uses your CPU to let you do other things. (like background fetchmail runs, or your Samba shares.

      If you wanted a dedicated graphics-editing terminal, it might make sense. But even current GPU technology doesn't yet make the expense worth the gain.

  14. New display tech at Siggraph by oquigley · · Score: 4, Interesting

    It was an interesting Siggraph for display technology.
    That high-dynamic range monitor was far and away the coolest innovation (it's contrast range is like, 300 times higher than ordinary monitors. When they set it to maximum brightness it actually takes your eyes a moment or two to adapt when you go from a bright part of an image to a dark part).
    And modern graphics cards actually have the precision to make a huge gamut like that useful. Hopefully they'll take off and we'll see games start to use it. It really made all of the other monitors look dim and washed out.

    There were a bunch of different naked eye 3D displays. Nothing fantastic, but still pretty cool, although headache inducing if over-indulged in. I'm guessing that they'll be used for trade shows...

    Another group was showing a projection system with 6 primary colors.
    large color gamut display
    They ganged up two sets of projectors. One with straight up RGB, and another with CMY (I think!), and by overlaying the two they were able to get a much wider color gamut than traditional RGB monitors. It was very hip, but I have trouble imagining it ever leaving a research lab.

    There was also some cool stuff done by registering lots of projectors together to get very large, very high resolution displays, without any visible seams. It would make for a cool game room (assuming that you had a machine that could drive a 4000 X 12000 pixel display!).

    Still the high dynamic range monitor is the one that I'm lusting after...


    1. Re:New display tech at Siggraph by shish · · Score: 1
      they were able to get a much wider color gamut than traditional RGB monitors

      So what do these new colours look like?

      (If that seems ignorant, it probably is. I don't even know what a gamut is, I'm just assuming a wider one gives more colour, even though the idea of >4billion colours (32bit) seems unnecessary to me :)

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    2. Re:New display tech at Siggraph by tolan-b · · Score: 1

      The 32-bit option on your monitor isn't 32 bits of colour, it's 24 bits of colour and 8 bits of alpha. What on earth the alpha is used for I have no idea...

    3. Re:New display tech at Siggraph by oquigley · · Score: 2, Informative

      Basically, there are colors that the eye can perceive, but that a monitor just can't display. Really intense flourescent green, or deep, dark, saturated violets for example.
      Every display device can only show some subset of the range of visible colors. CRT Monitors can show some colors that LCD monitors can't, so you can describe the gamut (basically the achievable range) of colors of the CRT monitor as being larger than that of an LCD monitor.
      The thing to keep in mind with 32bit color, is that even if it was structured to encompass the entire range of perceptable color (which I understand it's not, but that's outside my expertise), you still have to show the color on a monitor eventually.

      As an aside, I've read that some women have tetrachromatic vision. In addition to having red, green and blue cones like normal people, they have another receptor equadistant from red and green (yellow?). It doesn't give them the ability to see colors that others can't, but it does give them much finer discrimination along that color range...The kicker is that the mutation is correlated with the genes that cause red-green colorblindness in men, so it's as if the women swipe a cone from their male relations ;-)

    4. Re:New display tech at Siggraph by Anonymous Coward · · Score: 0

      Mostly it just helps out the transition in alpha-composited graphics, but the applications for this are pretty few and far between, IMO.

      In games, where there is alpha blending is being done, it can remove some of the unnatural speckeling. In the menus, for eye candy (you know how they go translucent), also potentially solving speckling issues, and for PNGs (which also have 8 bits of alpha)... But since the last two are almost always done in software... mostly for games.

    5. Re:New display tech at Siggraph by andycat · · Score: 1

      So what do these new colours look like?

      Bright, vivid, and rich. A standard LCD panel looked positively gray and washed out next to this thing. Think about the blue you see on iridescent butterfly wings: this display can reproduce that colour.

      This page gives a good overview of what the color gamut is and just how little of it a monitor can cover. By using six primaries instead of three, the Irodori team was able to cover almost the entire color volume.

      This is the first projector I've ever seen that could do justice to something like a Maxfield Parrish painting.

    6. Re:New display tech at Siggraph by Fjornir · · Score: 1
      What on earth the alpha is used for I have no idea...

      Then listen up -- it's like this! Take a piece of graph paper and draw a sloped line on it. You'll notice that the line goes through some of the squares just a little bit and some of them a lot. Now take a marker and color in every square that the line goes through "a lot" -- you'll notice that what was supposed to be a pretty line ends up looking more like a staircase when you leave out those squares. But if you color them in it looks blocky too. You'll see this happen with sloped lines, circles, and anything else that doesn't snap perfectly to your grid. This effect is called "aliasing" and the strategies for dealing with it are called "anti-aliasing".

      One of the most interesting ways of coping with anti-aliasing is to turn a pixel on just enough to reflect how much of that ideal line is passing through it. Like maybe you could encode the brightness along with the color you're drawing...

      And if you extend that just a little bit further you can call it "transparency" instead of "brightness" - which is handy if you were to draw two sloped lines that intersect....

      It also allows for some cool looking eye candy too. :)

      --
      I want a new world. I think this one is broken.
    7. Re:New display tech at Siggraph by Gorobei · · Score: 1

      Actually, tetrachromatic vision DOES give you the ability to see colors that other people can't. We only represent the color-space as 3-dimensional because most people have 3 color receptors. If we were, for example, mantis shrimp, we would see color as a 10+ dimensional space.

      Note that color vision is very different from hearing -- we can hear multiple tones at the same time - color vision is just the summation of various light energies captured by receptors attuned to different frequencies. Perfect color vision would essentially require an infinite number of tuned receptors.

    8. Re:New display tech at Siggraph by Anonymous Coward · · Score: 0

      The reason you don't see the array of projectors coming anytime soon is you're waiting for a single machine to run several projectors when the obvious solution is to use networked but separate, and preferentially low powered, machines like the mini-itx.

    9. Re:New display tech at Siggraph by tolan-b · · Score: 1

      A good explanation of alpha channels and anti-aliasing, but...

      We're talking about the actual display output, not individual bitmaps that it's composed from. Now, I understand why images have alpha channels, but seeing as the final image that is displayed on your monitor is always opaque, what is the point of it having an alpha channel?

      I was thinking that the 32 bit option in your display preferences might just refer to the graphics card, that is, you're telling the graphics card to make it's canvas 32 bit, to allow apps to make use of translucency, but the actual data sent to the monitor (via an ADC) is still 24 bit. But that wouldn't make sense, because apps seem to work exactly the same in terms of translucency effects when they're in 24 bit as when they're in 32 bit...

      By the way, transparency is always true or false, varying degrees of vision through a material are translucency, or it's inverse, opacity. :)

    10. Re:New display tech at Siggraph by tolan-b · · Score: 1

      Aha! That's the answer I was looking for :)

      Thanks.

    11. Re:New display tech at Siggraph by drinkypoo · · Score: 1

      It's not on your monitor, it's on your video card (and in your software) and it's used for transparency and thus compositing. Your monitor is an analog device and it takes whatever voltage signals for red, green, and blue that your video card sees fit to send to it. 24 bit color gives 8 bit (256 level) precision per pixel, but there are 10, 12, or whatever bit RAMDACs around. This is, of course, unless you have a digital display. Either way, your monitor doesn't get a transparency signal.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  15. Microsoft is not going down without a fight by green+pizza · · Score: 2, Insightful

    Microsoft isn't going to drop out of the VFX world without a fight. They had a huge booth at SIGGRAPH this year, lots of vapor and FUD.
    http://www.microsoft.com/presspass/press/2004/aug0 4/08-09SIGGRAPH2004PR.asp

    They even hired SGI founder and uber hardware/software enigneer Kurt Akeley!

    1. Re:Microsoft is not going down without a fight by shadowmatter · · Score: 4, Insightful
      They had a huge booth at SIGGRAPH this year, lots of vapor and FUD.

      From the link you provide:
      This week at SIGGRAPH 2004, the world's leading computer graphics conference, computer scientists from Microsoft Research's Beijing, Cambridge, U.K. and Redmond, Wash., labs will present the results of 12 research papers, nine of which were done in partnership with universities around the world.

      Look, I know it's cool to bash Microsoft and call them "M$" and whatnot, but not just any paper can get accepted to SIGGRAPH. It has to have some merit -- they have very high standards. No papers fly into the SIGGRAPH/SIGCOMM preceedings based on vapor and FUD alone.

      Furthermore, Microsoft (in particular, MS Research in Beijing) has been doing some excellent work in graphics technology, and the academic institutions that usually make up the bulk of the research presented aren't afraid to admit it:

      "MS Research is by far the biggest contributor to graphics in the corporate world. It's a powerhouse" - Paul Debevec, USC Institute for Creative Technologies
      "They're really doing first class research." - Victor Zue, MIT CSAIL

      Technology Review Magazine has a good look at the advancements of the MS Beijing lab in its June 2004 issue.

      Look, I'm no fan of MS either, but please... In the case where they actually do innovate, do research, give credit where credit is due? Double standards help nobody.

      - sm
    2. Re:Microsoft is not going down without a fight by Anonymous Coward · · Score: 3, Informative
      Technology Review Magazine has a good look at the advancements of the MS Beijing lab in its June 2004 issue.

      It has been said before:

      I wouldn't put a whole lot of faith in what Technology Review has to say. With a quick look at their staff you will see where their priorities lay. They have one fact checker and 26 people involved in marketing and advertising.

      They may have once been a reputable magazine, but since Bruce Journey took over, they are more concerned with selling magazines than quality reporting. Mr. Journey used to work for such rags as Time and TV Sports. When appointing Mr. Journey to lead Technology Review, William Hecht said:

      "Technology Review has long been highly regarded for its editorial excellence," Mr. Hecht said. "It is now time for MIT to invest in its commercial potential. With the appointment of Mr. Journey, we have begun the effort to secure a prominent place for Technology Review in the competitive world of commercial publishing."

      I would not be surprised in the least if that article was literally a Microsoft-sponsored advertisement.

    3. Re:Microsoft is not going down without a fight by sacrilicious · · Score: 1
      Look, I'm no fan of MS either, but please... In the case where they actually do innovate, do research, give credit where credit is due?

      Exactly. Like remember Talisman from siggraph '96? That would have rocked if micro$oft hadn't screwed the pooch on execution. Kudos.

      --
      - First they ignore you, then they laugh at you, then ???, then profit.
    4. Re:Microsoft is not going down without a fight by putaro · · Score: 1

      They're throwing money from their (legal) monopoly on OS's and office suites into other markets to attempt to extend their monopoly (illegal). No, I'm not going to give them any kudos. If they would stop trying to put everybody else out of business the computing world would by a lot more fun.

    5. Re:Microsoft is not going down without a fight by 4of12 · · Score: 1

      MS Research is by far the biggest contributor to graphics in the corporate world.

      Because they can afford to.

      And I'm happy MS is funding good work that gets published in the open literature.

      Microsoft is just like Bell Labs used to be. A wonderful place to work, full of smart people, funded by a monopoly that dominates its market and is resented for it by squashed competitors and unhappy hostages.

      --
      "Provided by the management for your protection."
    6. Re:Microsoft is not going down without a fight by spitzak · · Score: 1

      Microsoft did not have a booth at Siggraph. They have not had a booth for the last 3 Siggraphs.

  16. And then, on the other hand... by GeorgeMcBay · · Score: 5, Insightful

    Pixar has made a pretty good amount of money off the sale of Renderman. Why give up that revenue stream?

    Then we get into the issue of patents. A lot of code these companies produce includes patented algorithms which would disqualify the code from even being released under a lot of Open Source licenses to begin with, not to mention the fact that the companies don't want anyone else using these algorithms anyway...

    I wouldn't hold my breath waiting for big OSS projects to come out of any of these studios...

    1. Re:And then, on the other hand... by chromatic · · Score: 1

      I don't understand the patent comment. Per my understanding of patents, there are two possibilities.

      If the companies that distribute the software don't hold the patents, they're legally liable for infringing the patents regardless of the openness of the source code.

      If the companies that distribute the software do hold the patents, the existence of the patent still means that they can bring suit against other people for infringing the patent regardless of the openness of the source code. Also, to obtain a patent, you have to disclose the process anyway, so it's not as if these techniques were secrets.

    2. Re:And then, on the other hand... by Anonymous Coward · · Score: 0

      Seriously, only pixar uses renderman these days. Most people have switched over to mentalray when pixar was taking their sweet time to finally add GI to prman.

    3. Re:And then, on the other hand... by SeanCier · · Score: 2, Interesting

      > Pixar has made a pretty good amount of money off
      > the sale of Renderman. Why give up that revenue
      > stream?

      Because that's not their core business; taking a risk with 5% of your revenue stream that could pay off against the 95% is a gamble worth considering.

      And open sourcing part of their technology (e.g. PRMan) doesn't mean they'd have to give up the entire revenue stream, not by a long shot: those that now pay for PRMan would likely continue to pay for development, bug fixes, and other support -- not to mention secondary software like MTOR and Alfred. But this is the OSS argument in whole cloth, and too big to argue here -- many others have written eloquently on the subject.

  17. You just don't get it. by furiousgeorge · · Score: 4, Interesting

    As somebody who works in 3D graphics, there are so many things wrong with this I don't even know where to start.

    You just don't get it.

    Damn zealots are boring.

    I'll take one example:

    "case in point, ExLuna: their lawyers summarily killed what was the best chance in years of having a RenderMan"

    Um - no. PIXAR killed ExLuna. They sued them into the ground. Then even took the nasty step of not only suing the company, but suing the founder (Larry Gritz) and others. Hello - software patents? And even though ExLuna claimed they weren't violating them, it was easier to settle than fight with somebody who could/did crush them like a bug.

    (FYI - ILM considers OpenEXR to be a big failure. They've gotten pretty much zero contributions back from anybody. It's only take take take. It still helps ILM because they're getting most other packages to implement the format so they can make their pipeline more unified, but whether that was more or less effort that open sourcing the package in the first place is subject to debate).

    I'm not even going to refute the rest of your points because it's a waste of time. You don't get it.

    1. Re:You just don't get it. by lordofthemoose · · Score: 1

      Well, as somebody who does *not* work in 3D graphics at all (I'm an actuary!), I failed to see where he was completely wrong. Could you please tell us where he "doesn't get it" ? As to the "Pixar killed ExLuna" thing, doesn't the "their" in "their lawyers" refers to pixar's lawyers?

    2. Re:You just don't get it. by mabinogi · · Score: 1

      > Um - no. PIXAR killed ExLuna. They sued them into the ground.

      what's your point here?, that's exactly what the article says....

      --
      Advanced users are users too!
    3. Re:You just don't get it. by Anonymous Coward · · Score: 0

      You can find Pixar's original announcement at Pixar Animation Studios and Exluna Settle Lawsuit

      Further discussions can be found at CD Talk

    4. Re:You just don't get it. by Anonymous Coward · · Score: 0

      Mod this guy up. I dug through 40 posts to find this one who really gets it.

    5. Re:You just don't get it. by Anonymous Coward · · Score: 0

      Sweet, I post anonymous responses to my own posts too! If you want to join my club, email me.

    6. Re:You just don't get it. by SeanCier · · Score: 2, Insightful

      > As somebody who works in 3D graphics

      As do I.

      > there are so many things wrong with this I don't even know where to start.

      Please try.

      > Um - no. PIXAR killed ExLuna. They sued them into the ground.

      As others have mentioned, that was my point. I'm at fault for constructing a terribly poor sentence ("they" was meant to refer to Pixar). I don't see how their actions helped themselves directly or indirectly, and the entire industry got to see them being -- as you said -- nasty and selfish. That doesn't inspire confidence in the future of company's products.

      > FYI - ILM considers OpenEXR to be a big failure.

      Some in ILM do, others don't (nor does much of the industry); perhaps those that were disappointed had unreasonable expectations, because the response has been incredible, really: OpenEXR went from Zero to Standard. And they <b>have</b> recieved contributions, as I described.

      > I'm not even going to refute the rest of your points because it's a waste of time. You don't get it.

      That's insulting, and I believe both your examples were erroneous -- but please continue, as discussion was part of the point of this piece.

      -spc

    7. Re:You just don't get it. by dhess · · Score: 5, Informative

      furiousgeorge wrote:

      (FYI - ILM considers OpenEXR to be a big failure. They've gotten pretty much zero contributions back from anybody. It's only take take take. It still helps ILM because they're getting most other packages to implement the format so they can make their pipeline more unified, but whether that was more or less effort that open sourcing the package in the first place is subject to debate).

      Speak for yourself, it is simply not true that ILM considers OpenEXR to be a failure of any kind. We have received contributions from the open source community. The initial version of OpenEXR didn't support Win32, for example, yet 3 days after we released it, there was a port to Win32 which we later incorporated into the main code base.

      Billy Biggs has written a useful collection of OpenEXR tools and made them available as open source.

      Cinepaint supports the format and there's at least one other open source project which, last I talked to them, is rewriting its entire image processing pipeline to deal with floating-point pixels, inspired in part by OpenEXR.

      Pixar donated code for a new compressor to the project and made it available under our modified BSD-like license.

      I will admit that I would have liked to see more VFX houses following Pixar's lead and making contributions, esp. in the form of plugins for various commercial packages, but overall I'm very happy with the support we've gotten from the community in general. Many commercial packages support the format now, or will in their next version, so that's basically a moot point now, anyway.

      OpenEXR's success as an open source project isn't judged solely on the number of contributions made, either; it's really all about its acceptance in the industry, and it's doing pretty well in that category. There were several goals in releasing OpenEXR as open source. The main one, from ILM's perspective, was to get support from commercial packages so we didn't have to write and maintain our own plugins. That's already happening, and that alone will save more developer time in the long run than it took to package OpenEXR as an open source project.

      Another positive, yet unforseen, outcome that's shaping up is interest in using OpenEXR as an exchange format between post houses. This is something that ILM is currently working on, with valuable input from the community. There was a BOF covering this topic at SIGGRAPH; the initial proposal can be found here. In today's climate of multiple post houses working simultaneously on movie productions, exchanging files and managing color information between houses is a big PITA. There's a lot of excitement about using OpenEXR for this and, in the process, preserving HDR data, which is not possible with DPX (not to the extent that it is with OpenEXR, anyway). Something like this wouldn't have been possible if we hadn't open-sourced OpenEXR.

      So, in summary, it's simply not true to say that ILM considers OpenEXR to be a "big failure." We regard it as a pretty big success.

      -dwh-

  18. Excellent Article by duncanbojangles · · Score: 1

    Excellent article. The only problem I can see is what you described as the knee-jerk reaction of company executives to the phrase "Open Source". Even if the only profits the company makes is 5% of the total, executives are probably working on a way right now to increase that to 10%. There's gotta be a return in exchange for Open Sourcing their code. The way I could see that happening would be "tarding", where companies trade their code for other companies' code at no cost to either. Once the company has gotten what they want then they can Open Source their code. The problem with that is that code is now a tool to get what you want, so you wouldn't want to give it up.

  19. Thank you by commodoresloat · · Score: 2, Funny

    Thanks for the link to fix the colors. Unfortunately that didn't solve the main problem with this story: there's just way too much to read here, even without clicking through to the article. I'm going to go take a nap now.

    1. Re:Thank you by mikael · · Score: 1

      We don't take naps, we take ritalin for our self-diagnosed Asperger's syndrome.

      That's just a placebo! I take six cans of Jolt cola and stay up for the whole week!

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    2. Re:Thank you by Short+Circuit · · Score: 1

      Whoa...was that a troll against me? Must be...I've never noticed anyone else mentioning their diagnosis.

      And I was diagnosed by an MD.

    3. Re:Thank you by Aardpig · · Score: 1

      Whoa...was that a troll against me? Must be...I've never noticed anyone else mentioning their diagnosis.

      Are you sure your MD didn't diagnose you with paranoia?

      :)

      --
      Tubal-Cain smokes the white owl.
    4. Re:Thank you by Anonymous Coward · · Score: 0

      Got that too. :)

      SC

    5. Re:Thank you by Anonymous Coward · · Score: 0

      Nah, I just told your doctor to say that cuz you're fun to mess with.

  20. Re:Say what?? by AnonymuosCovvard · · Score: 0

    Hey, I like the way you think!

  21. lots of neat displays in the pipeline by Anonymous Coward · · Score: 0

    I was at a Silicon Graphics Inc. convention a few years ago which featured a bunch of neat exhibits by third party companies. There were many cool next-generaiton displays including several of the 3D displays that are just now making it into the marketplace. One even had a pair of little eye-tracking cameras to farther perfect the depth perspective. The result was amazing!

    I think when it comes to displays/monitors, "we ain't seen nothing yet". I just hope I can afford some of the new offerings, even a common 23" LCD in boring 2D tech is out of my budget range!

  22. So in reality by commodoresloat · · Score: 4, Funny

    It's only 3 times brighter.

  23. Re:Say what?? by Anonymous Coward · · Score: 0

    or those who prefer to to give ceo's head in exchange for keeping a job that they don't do shit, good job fag whore!

  24. SIGGRAPH 2004 Overview and Open Source in VFX by bhouston · · Score: 5, Informative

    A few of us from Frantic Films Software wrote up summary of SIGGRAPH 2004 for CgChannel this past Thursday. It touches on many of the same topics in a slightly different light -- although not at all on open source in the industry.

    I understand that open source is a hard sell for VFX companies. Most specifically while at SIGGRAPH I heard Steve Sullivan from ILM speak (at a discussion panel) about how even though they have had many users of OpenEXR and wide community adoption of the technology they have had very few people from other VFX companies contribute back to its future development. Steve said that ILM pretty much had to write version 2.0 of OpenEXR by themselves. Thus in effect they have had the problem of many people free riding on their large effort.

    Thus for us, while we do plan on releasing smaller tools open source (similar to some of my past open source projects: ExoEngine and Exocortex.DSP), ILM's experience with a large costly open source endeavor scares me away from trying this with a larger project -- at least for the time being.

    -ben

  25. Re:Say what?? by Anonymous Coward · · Score: 0

    This would be "suppressing YOUR truth".

  26. high dynamic range display by uberfrench · · Score: 0, Redundant

    30 times brighter! Now you really need sunglasses in order to look a solar eclipse on TV.

  27. Re:Say what?? by Anonymous Coward · · Score: 0

    no, yuo!

  28. on the other hand, careful what you wish for... by SpootFinallyRegister · · Score: 4, Insightful
    yes, writing the same thing over and over again is silly.

    then again, when everything only has to be written once, its a lot harder to find someone to pay you to write anything. this is unfortunate for those of us who have no problem producing free software, but have slightly less enlightened landlords, loan officers, and grocers.

    1. Re:on the other hand, careful what you wish for... by Khazunga · · Score: 1

      Flawed logic.There is sooooo much software yet to be written, so many fields where IT hasn't penetrated or where it can be further used. There is no need whatsoever of clutching to rewriting the same old round wheel over and over again. If all common ground were covered today, there would still be jobs for every software developer alive.

      --
      If at first you don't succeed, skydiving is not for you
    2. Re:on the other hand, careful what you wish for... by Anonymous Coward · · Score: 0

      There is sooooo much software yet to be written, so many fields where IT hasn't penetrated or where it can be further used.

      That's a reason to oppose open source. :P The day IT penetrates everything, I'll join the terrorists...

  29. Just imagine: by imsabbel · · Score: 1

    Wow. A render of my new spaceship!
    Look, it fires its laser right at the screen....

    --
    HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
    1. Re:Just imagine: by Anonymous Coward · · Score: 0

      you forgot to add the obligatory ...AHHHHHHH MY EYES!!!!!!!

  30. Win-win situation, but not quite for all by Rosco+P.+Coltrane · · Score: 0

    Bull honkus. If your competitors need hair, they'll write hair software, no problem.
    --8

    Yes, very nice. What I see however is several teams of programmers working for several animation shops, and with your win-win situation, most of these programmers will be visiting the unemployment office, of will be working for Bolliwood, because once there's a common pool of code, there's no need for several teams to do the same thing in their own corner.

    So, yeah, really great... Apart for the programmers.

    --
    "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    1. Re:Win-win situation, but not quite for all by Temsi · · Score: 1

      You're right, but still wrong.

      Yes, the programmers may have less to do if they're not all writing the same code separately, but is that reason enough not to adapt to a better business model?
      There will always be new stuff to write. If the companies didn't spend fortunes independently writing the same stuff, perhaps they could create something completely new and revolutionary with the same pool of programmers.

      To me, keeping the source closed and forcing each company to write their own, just to protect the programmer sounds a lot like the government handouts for farmers who grow something that is not needed, in order to protect their jobs.

      We must consider the greater good.

      --
      -- This sig for rent.
    2. Re:Win-win situation, but not quite for all by Anonymous Coward · · Score: 0

      We must consider the greater good.

      I didn't say I disagree :-) You're right of course, I just wanted to point it out.

  31. OT: Crowd animation by lawpoop · · Score: 0, Offtopic
    Hey folks-
    I have an ongoing debate with a friend. He says the armies rendered by WETA for the LOTR series weren't true to Tolkien's numbers, that they were exagerated for dramatic effect. I told him he was full of it and couldn't estimate crowds by looking. I referred him to the controversy surrounding the million man march, and how there was no final estimation on the number of people, and indeed, seemingly no research or scientific study of crowd estimation.

    Anyway, is there a way to reverse the crowd drawing algorthm to estimate individuals in a crowd?

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
    1. Re:OT: Crowd animation by black+mariah · · Score: 1

      Dude.... GO OUTSIDE. Walk in the park. Talk to other people. Fucking Christ on a Stick, just.... go outside. Really.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    2. Re:OT: Crowd animation by Anonymous Coward · · Score: 0

      From the various talks on the battle by Weta animators/developers at SIGGRAPH, there were roughly 250,000 orcs in the battle scene. I don't recall the numbers from the book, but they probably were higher in the movie. As an aside, I don't think you can compare the book battle and the movie battle as the whole dynamics of it were completely different (e.g., no flaming ditches, fighting with orcs inside Gondor, etc.).

  32. Umm... by boomgopher · · Score: 4, Informative

    The best bet is to get a group of people together and create their own open source version of it.

    Pixie,
    Aqsis,
    jrman,
    et al.

    --
    Your hybrid is not saving the environment. Its purpose is to make you feel good about buying something.
  33. Sorry...you have no idea what you're talking about by Anonymous Coward · · Score: 5, Insightful
    "If we can do hair and our competitors can't, we'll make better films then they can (and, if it's a visual effects studio, we'll win contracts based on that unique ability).

    Bull honkus. If your competitors need hair, they'll write hair software, no problem."

    First of all, let me address the "no problem" part of that -- it's not that easy, bub. I've worked in the industry for over a decade and these things can't just be whipped up. It takes years to perfect systems like hair, crowds, water, or fire -- even a basic lighting pipeline and tool can years to get working nicely.

    Granted, knowledge trickles from place to place, either by people moving around or by publishing papers (mostly the former). But whipping up a whole new fluid dynamics simulator overnight.. it just doesn't work that way, even when you know what you're doing.

    And there is competitive advantage to these systems, no bull. Maybe not for Pixar, since they control their creative product from end to end, but definitely for companies that bid for work. The company that has developed the most streamlined system for doing a particular kind of effect often gets those jobs. When it comes down to bidding, the company with the most efficient existing pipeline will win. Someone who has to develop it from scratch often won't. Why do you think R+H has gotten EVERY talking animal job since "Babe"? It's not just the talent, it's the process, tools and pipeline. Giving away those three in open source is essentially giving away a market. One of your artists, who you've trained on the toolset, could easily start a new company and take away your bread and butter.

    And why are you using OpenEXR as the proof? OpenEXR is a file format that ILM wants mainstream developers to support. It's not Yoda's cloth simulator. It's not the water shader from "Perfect Storm". There's nothing to lose by releasing OpenEXR. There's a ton to lose by releasing my other examples.

    Finally, let me just say that the Linux transition has not been easy. There is currently no good solution out there to replace SGI's hole. Linux has zero support from mainstream apps like Photoshop, Quicktime, etc. -- and even SGI had those for a time. And to go down the route of Mac is kinda like joining up with another SGI... a niche player.

    In principle, I see what you're saying.. but in the end it is a business. If every business gave away everything they built, that would be called communism. That just ain't hollywood's bag, baby.

  34. Problem with Open Source in VFX, and a solution by Thagg · · Score: 3, Informative
    The problem is patents.

    It's an unmitigated disaster. If I was to release the color correction tools I use at Hammerhead as Open Source software, for instance, there is no small chance that I would be sued by somebody, or more likely several somebodies, for infringements on their color correction patents. This kind of stuff is patented out the wazoo, and (unfortunately) the only thing that keeps the patent monster at bay is the fact that everybody does work secretly. That, and the fact that Hammerhead is so small that it's not worth suing. Note well that studios are sued over almost every successful movie they make by people alleging the most tenuous copyright infrigement. A typical example is here.

    Publishing open source software does have a tremendous advantage, though, in that it is a perfect vector for publishing information that could be used as prior art when trying to defend against other patents -- so open-source is a two-edged sword (or maybe a sword that is honed sharp at both ends.)

    Perhaps, just perhaps, there is a solution. It might not be impossible to have anonymous open-source, with guaranteed anonymity provided much the same way the Cypherpunks' MixMaster remailer network works. That way, one could contribute to open-source projects, and share the benefits of your work with others, without exposing yourself to patent suits.

    I'm not sure how one would do this, and the network of visual effects studios might be too small -- and the coding styles of the few hundred programmers might be too distinctive -- to have this work, but it could be interesting.

    Thad Beier

    --
    I love Mondays. On a Monday, anything is possible.
    1. Re:Problem with Open Source in VFX, and a solution by j1m+5n0w · · Score: 1
      Perhaps, just perhaps, there is a solution. It might not be impossible to have anonymous open-source, with guaranteed anonymity provided much the same way the Cypherpunks' MixMaster remailer network works. That way, one could contribute to open-source projects, and share the benefits of your work with others, without exposing yourself to patent suits.

      This protects the authors of the code, but if I understand correctly, a user could still be sued for using a product that infringes someone's patents. The real (very difficult) solution is to fix patent law.

      -jim

  35. very nice piece by zogger · · Score: 1

    ..outside-WELL outside- my area of expertise but even I could understand it and it made a lot of good points, both specifically and in general with open source. Good article.

  36. Hm by captaineo · · Score: 2, Insightful

    I highly doubt Pixar would just throw away the $10 million they make annually from PRMan..

    I think there is room in the market for a lower-cost or open-source drop-in replacement, but it's a chicken-and-egg problem. Studios cannot use a renderer that is not "production-quality" (by which I mean all the tiny little corner cases and rarely-used code paths have been fully debugged). But it takes years for software to mature to that point. (when you get PRMan you aren't paying for the renderer itself as much as you are paying for ~20 years of bug-fixing). I have tried every alternative RenderMan-compatible renderer I could get my hands on, and while some show a lot of promise, I always find a couple of show-stopper problems that make it impossible to switch.

    Again I must emphasize that a production renderer is 10% features and 90% "polish." Many of the alternative renderers have more buzzword features than PRMan (e.g. automatic ambient occlusion baking, automatic network texture caching), but turn out to be completely unusable when you hit an untested corner case (e.g. stuff breaks when you turn on depth of field, or you get pathological memory usage with large motion blur, or the shader compiler has bugs, etc).

    The question is, can you convince 3D studios to invest tens of millions of dollars in labor over several years in the hope of replacing something that already exists? I think the time horizon and cost of that investment make it a difficult business case.

    1. Re:Hm by Anonymous Coward · · Score: 0

      A production renderer is 10% features and 90% Polack?

      Thanks, I'll be here all week!

    2. Re:Hm by Lumpy · · Score: 1

      Studios cannot use a renderer that is not "production-quality"

      really??

      then explain why Pixar used a last minute change to the hair system in Monsters Inc.

      or the fact they started nemo BEFORE they even started development on the water system they wanted...

      studios, espically Pixar, work on beta and alpha level software all the time, that is the only WAY to do what they do. you can not make a cutting edge animation film by sitting there going "nope cant make that film, nobody has tested their snow animation software for at least 10 years."

      Films, ALL FILMS are based on doing everything cutting edge and with brand new alpha quality techniques. Spiderman did not use a tried and tested 20 year old cable camera technology.

      --
      Do not look at laser with remaining good eye.
    3. Re:Hm by captaineo · · Score: 1

      Nobody takes on a project without having a fallback approach. I am absolutely sure their attitude was "we'd LIKE to develop a nice new water system, but if we HAVE to, we'll just use good old displacement maps (or whatever)."

      Currently PRMan is the de-facto fallback for pretty much every big studio that doesn't have its own renderer.*

      I am in the position right now of trying out several renderers but I almost always have to fall back to PRMan. It's nice to test out new software in the confined environment of one element in one shot. But there is a HUGE leap between "just testing" and "relying on as a fallback." I can do an element in Aqsis or Pixie and have fun with it, but when something breaks it's back to PRMan.

      *(which is another interesting note: PDI/Dreamworks and Blue Sky both developed their own renderers which are probably just as sophisticated as PRMan, yet you don't hear much about these because they are not sold as products. So there is some precedent for putting together a production renderer on your own. On the other hand, both of these studios probably consider their software a competitive advantage and would not be willing to give it away)

  37. OpenEXR... by Andy+Dodd · · Score: 1

    According to their website, it was released approximately a year and a half ago.

    Depending on the complexity of a project, it can take a LONG time before "outside" contributors see something that needs to be changed, AND feel confident enough in their understanding of the code to change it.

    Just look at the Netscape source release - I'd say it took 4-5 YEARS before the Mozilla project became mature enough to actually produce something worth anything. (See the nightmare known as Netscape 6 and its Mozilla equivalents... NS6 and its Moz equivalent SUCKED compared to NS4.x, the end result was that I avoided Moz-based browsers for 2-3 years longer than was probably necessary.)

    If you release the source to a complete and relatively mature package, you can't expect outside programmers to take it over immediately. It takes a LOT to get up to speed on a new codebase, ESPECIALLY one you didn't design. That's not to say that it will never happen, but it WILL take time.

    --
    retrorocket.o not found, launch anyway?
  38. Attacking from the wrong end. by labratuk · · Score: 3, Insightful

    Studios are not going to just open source and give out all their code. Even if they did, they'd be huge and confusing to the open source world and nobody would know how to use it. We'd have another Netscape/Gecko/Mozilla thing.

    If you want to have open source 3d tools (which there are already), you've got to work from the other end. Creating your own. Taking on the studios at their own game. Growing up between their toes.

    If you're a graphics nerd, don't sit around pining like this, start using/hacking on blender and yafray. They are already seriously good and getting better by the day. If they don't meet your requirements yet, start using them and they soon will with all the extra attention. Besides, half the "really cool" stuff done/needed by 'professional' 3d artists are implemented in custom scripted things. Blender's fully python scriptable. Has been for a long time.

    --
    Malike Bamiyi wanted my assistance.
    1. Re:Attacking from the wrong end. by SeanCier · · Score: 1

      I agree, actually -- it'd be nice if the studios released their software, and we should encourage them to do so *for real business reasons*, but that doesn't mean they will -- and that doesn't mean we should wait for them to do so, either. I concentrated more on 'studios releaseing code' in the article, but my point was that open source has value here, regardless of the path we take to get to where the studios are using open source software.

      In fact, it's often easier to innovate in the direction you discuss, because one doesn't have a quickly looming deadline and a very specific end product one must produce.

      So yeah -- what he said ;-)

      -spc

  39. Companies don't know... by Anonymous Coward · · Score: 1, Interesting

    The are many ways to make (save) cash out of open source ( see http://www.opensource.org/advocacy/case_for_busine ss.php for a big picture). There are many success stories of companies that open sourced their softwares, but there were failures too. The problem is that since the "open source" concept is relatively new to company executives, they dont really know how to get the company involved with a community and how to leverage the work comming from the community. I just finished my B.B.A in IT and wrote a paper on open source business models (sry, french is my 1st language). Now I just signed for an other year (lol) and I plan to be doing my master degree on key success indicators of companies open source ventures or something like that. This time I'll have a copy written in english and hope it'll help open source getting more acceptance from company executives.

  40. Interesting article by eraserewind · · Score: 1

    but one of the things about open source is that you don't just share with your existing big competitors, you also lower the barrier of entry for dozens of smaller ones. That is a good thing in the general scheme of things of course, but the original company may not see it quite that way.

  41. Open Source Sets. by Anonymous Coward · · Score: 0

    "These studios aren't in the business of writing software, they're in the business of making movies. So why are they spending their time and money writing software? Because they have to; it's a Necessary Evil."

    The same could be said for sets, and models, and matte paintings, etc.

  42. Umm...Paint by numbers. by Anonymous Coward · · Score: 1, Informative
    You forgotten a couple.
    Toxic Lucille Pane Sunflow R.I.S.E. RenderPark Radiance and of course. POV-Ray
    1. Re:Umm...Paint by numbers. by Pseudonym · · Score: 1

      The poster didn't forget those. None of them support RenderMan.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  43. 3d studio max by dubiousmike · · Score: 1

    does this not count anymore? the gallery on their website is filled with feature films that use them, many of which I didn't realize had CG in it at all. I know that many of the software packages mentioned on other platforms are awesome, but aren't many for cartoon 3d animations? I'm not a 3d guru by any means and would like to hear what you all think about 3d studio max.

    as a side note, I work in a tv studio in a high school and need to work 3d into the curriculum. I know a school that some students will go onto (Fullsail, in Florida) uses 3d studio max, which is why I was considering and thinking about it in the first place...

    1. Re:3d studio max by MrAndrews · · Score: 3, Insightful

      I can relate what I learned from my experiences: there are a great many 3D artists that know 3DS Max inside out, and they can produce the most amazing things you've ever seen... but once you get to big renderfarms and big studios, they see it more as a kiddie program than a real 3D app...

      Also, as for the gallery on the website... as a friend of mine said, if the animators used 3DS Max for adding a lens flare to a single scene in a movie, they'd be able to claim 3DS Max was used for the movie. Which is why virtually every single major 3D app can claim ownership of every major VFX movie in the past decade :)

      In short: learn 3DS Max, because it has a great community for learning... if you want a proper job, learn Lightwave or Maya.

    2. Re:3d studio max by black+mariah · · Score: 1

      3ds Max is HORRIFYINGLY bad at handling large scenes. It is rarely used directly for effects work, but it's probably the most popular tool for pre-visualization. This is probably why it was used in a lot of movies where there was no CG at all. It is also used for title sequences quite a bit.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    3. Re:3d studio max by black+mariah · · Score: 1
      In short: learn 3DS Max, because it has a great community for learning... if you want a proper job, learn Lightwave or Maya.
      Bullcrap. Learn whatever works for you. Once you learn the basic concepts of working with 3d programs, you find that they're mostly just different ways of doing the same thing. When you have one down, it's basically just a matter of learning new hotkeys.
      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    4. Re:3d studio max by MrAndrews · · Score: 1
      Bullcrap. Learn whatever works for you.

      I'd say we're saying the same thing here. If you've got a copy of 3DS Max sitting around, then go down that route now. You'll get the fundamentals, and probably have an easier time getting support on the web for your common problems.

      However, if you're looking to hop into a job that involves 3D, or you don't have a particular app already, then go with Lightwave or Maya. Because it's what you'll be using down the road (or at least, closer to it).

      It's not that 3DS Max isn't worth learning, and it's not that you can't make the switch later, it's just that making the switch wastes time and money, and you both you and your future employer won't want to pay for it. So think about your options and your ambitions, and pick the package that makes the most sense.

    5. Re:3d studio max by black+mariah · · Score: 1

      So what if you learn Maya but end up working in a Lightwave house? It doesn't matter what you learn, you will have to learn something different at some point anyways. I don't know of ANY CG artists who have gone their entire career on one package.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    6. Re:3d studio max by MrAndrews · · Score: 1
      I don't know of ANY CG artists who have gone their entire career on one package.

      I would agree, but I don't how how we're actually disagreeing with each other. My point was that picking the first app you learn is a question of where you want to go. If you want to do heavy CG for a big house, your safer bet is to learn Maya or Lightwave. If you're unsure, then anything works. You will have to learn more than one package sometime during your career, but being an inexperienced CG artist who will require long hours of extra training to start your first job will likely drop you to the bottom of the heap of applicants.

      I heard the same argument a few months ago about digital editing: what to learn, Premiere, Final Cut Pro or Avid? They're all fairly similar, and you can jump from one to another with a few weeks of learning, but if you apply for a job with FCP or Avid on your resume, it goes a lot further than Premiere.

      If you're going to be strategic in your investments, then be properly strategic. Learning Maya or Lightwave has a better chance of paying off than 3DS Max for future work. If you're just playing or you're unsure where you're going, then I personally found 3DS Max a better program to learn and use in a hobbyist environment.

    7. Re:3d studio max by black+mariah · · Score: 1

      Companies don't give a damn what package you learned on. What matters is your output. If you have the talent, they will hire you.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    8. Re:3d studio max by MrAndrews · · Score: 1
      Companies always give a damn what package you know well, especially if there are other candidates that produce great output and know the package the company has invested in. It's not a great idea to apply for a Linux server admin job with only Windows experience, even though you could pick up Linux with only a little effort. Unless you're a genius at 3D, you should make an effort to learn the industry standards.

      Thank you for this little back-and-forth. It's making the jet lag so much more enjoyable.

    9. Re:3d studio max by black+mariah · · Score: 1

      It is all about skill. Nothing more. Nothing less. If you can do the job and do it better than someone else, you will get the job. This doesn't even begin to call up a Linux/Windows argument because those are two entirely separate worlds that behave completely different. As much as 3d software differs, it is still the same underlying principles in each one just with a different implementation. A better example would be Win2k/Longhorn or even Gentoo/Fedora. If you have the skills on one, it's a simple transition to the other.

      BTW, I don't know of any film-level houses that use Lightwave as their main tool. It's more popular for commercials and print work, as well as a bit of pre-visualization. You're better off with Softimage or Maya for film work.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    10. Re:3d studio max by Anonymous Coward · · Score: 0

      No, learn XSI or Maya - Lightwave will make your brain rot. :)

    11. Re:3d studio max by GFXsoftUsr · · Score: 1

      you really shouldn't generalize like that. max is the dominant 3d sw in terms of users. and yes, it is used for actual heavy-duty vfx in film, usually along with a host of other software. your 'campiness' with maya is a product of their hype and pr. if you ever used the software you'd know the differences are subtle.
      i've used max for broadcast for the last 5 years.

  44. Totally off topic but this is from Silberstein vs by sammyo · · Score: 1

    Fox:

    In spite of this scramble to assert ownership of the Beaver copyright, defendants are not contending that they based their Scrat on the Beaver.

    Yep, I wanna get involved in IP law...

  45. too sensible.. by Anonymous Coward · · Score: 0

    Makes sense. Presumably the 'competitive advantages' that the in-house programmers come up with are only competitive advantages for the studios for a very limited time, one or two films maybe. The GPL would let them hold their special code in-house, unreleased, until the rest of the field catches up, after which they could release it without regrets to avoid forking. Sounds almost too sensible.

  46. Re:Sorry...you have no idea what you're talking ab by Anonymous Coward · · Score: 0
    We currently see SGI, IBM, HP and many others collaborating on the Linux kernel (SUN on e.g. GNOME) and related software whereas they used to be competing on the OS front. This is the paralel from which an article like this is drawn. But according to fallacies like yours, thats "communism".

    In principle, I see what you're saying.. but in the end it is a business. If every business gave away everything they built, that would be called communism. That just ain't hollywood's bag, baby.
    <3
    Aww, what a cute straw men

    If every business gave away everything they built is not what the author argued. Is the athor arguing all the products should be open-sourced? Nope. "Everything" includes non-software products as well. Non-software such as movies. The author didn't even argued all software in this industry should be open-sourced; the author argues for collaboration. Movies aren't going to be given away under some open-source license, i agree, but nowhere did the author argued that, babe.
  47. Umm...Paint by numbers-Lucille by Anonymous Coward · · Score: 0

    "lucille
    lucille is an open source parallel global illumination renderer with RenderMan interface support."

    Say what?

    1. Re:Umm...Paint by numbers-Lucille by Pseudonym · · Score: 1

      s/none/almost none/

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  48. You're wrong, though... by gfxguy · · Score: 1

    While it's a nice idea, it doesn't work that way: if someone has hair rendering NOW, then they have an advantage for the months that they've had it and the others don't... and if they have it now, they can keep refining it and making it better while the other guys are just finishing their first versions.

    Even if you said that they should release it when someone else creates their own (since they lose the competitive advantage), it's still in their best interests to keep until most of the big production houses have it.

    Eventually Open Source it... sure, why not? But not as long as you do have the competitive advantage.... or pull an AOL/Netscape... once you know you've lost the competitive advantage, release it as O.S. and hope the hackers make it better than your competitors.

    But to tell someone that has an in house product that no one else has that they really don't have a competitive advantage because the other guys will just make it anyway is just baloney... I work in a production studio, 3 months advantage is 3 months advantage... especially when you've got something out there showing it off and people are saying "I want that." How many years did people go to ILM for morphing? By the time everyone was using it, nobody wanted it anymore anyway.

    --
    Stupid sexy Flanders.
    1. Re:You're wrong, though... by SeanCier · · Score: 1

      > Eventually Open Source it... sure, why not? But not as long as you do have the
      > competitive advantage....

      That's probably a realistic tactic, and I never meant that everybody should necessarily open source stuff as soon as one writes it. PRMan's over a decade and a half old, for instance ;-) There's a point at which the benefits of open source outweigh those of the competitive advantage you get from having stuff that nobody else does. Whether that point's in three months or a year doesn't matter; I'm merely suggesting that such a point does exist.

      -spc

    2. Re:You're wrong, though... by black+mariah · · Score: 2, Interesting

      PRMan's also under constant development and is a source of a large amount of revenue for Pixar. Trust me, there is no reason whatsoever for any of these companies to open source their software. What would they get out of it? Community development? Fuck that. They have programmers that can do whatever they need, ten times as fast as any community could (being paid works wonders for productivity). A warm, fuzzy feeling? ILM has Ewoks when they want warm and fuzzy.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
  49. OpenEXR had many problems by Anonymous Coward · · Score: 0
    1. Their CVS server was down for a long time when Savannah got hacked.
    2. ABI changes in GNU's compiler.
    3. Their source code doesn't compile on VC6 so they have to use Intel's compiler.
    4. They had an incompatible file format change.
    5. They hoard all information and code until they're ready to do a release. PIXAR's compression contribution wasn't known until it was listed in the changelog.
    6. Their first release was pretty much a finished file format and implementation and they are just ironing out the bugs and minor details. I don't know what they expect to happen.
    7. Many people using OpenEXR are just using it for their 16-bit float "half" datatype implementation. They have stated that other people have made faster implementations of the half data type but they can't release the source or talk about the implementation details because they're under NDA.
  50. "Survivor"-Indian Style. by Anonymous Coward · · Score: 0

    "Flawed logic.There is sooooo much software yet to be written, so many fields where IT hasn't penetrated or where it can be further used. There is no need whatsoever of clutching to rewriting the same old round wheel over and over again. If all common ground were covered today, there would still be jobs for every software developer alive."

    All in India.

  51. I think we went to different conferences.. by Stalus · · Score: 2, Insightful
    So, I think you went to a different siggraph than I did, because a lot of your facts are bogus. First off, a lot of the sessions I went to had majority Windows users. I sure did see a lot of powerbooks around though. Frankly, most stuff that uses new architectures for real-time rendering only works well on windows. We have some algorithms in our lab for the new nVidia cards that can only be run in a Windows environment.

    And most of it is all the same stuff. Dozens of topics -- and every studio pretty much has pretty similar, rather redundant code to do 'em all.

    Not exactly. If you listened to a lot of these talks, they said that they based there system on X paper. They all added their own elements to get what they wanted. They are NOT the same algorithms, it is NOT the same code. The LOTR guys said something like "Well, we call it this because that's what it started as, but it's not really that." The systems differ depending on artistic qualities desired, infrastructure, workflow differences, resolution required, speed... This stuff isn't redundant code. These differences are a great competitive advantage.

    Why should you get the studio that did the effects for the Matrix or Day After Tomorrow when everyone has the same abilities? It would be really stupid for them to give up this advantage. Yes, great for random Joe that wants to make great looking graphics, but stupid for people that do this for a living and rely on these advantages to feed their families. And don't expect university researchers to write this stuff for you, because their code generally isn't commercially usable.

    OpenEXR is *the* format for high-dynamic-range images

    The entire point of one of the later talks on HDR was that there isn't an agreed upon, good format for HDR images. So, no, it's isn't *the* format for HDR images. It is *a* format.

    Well, it could begin with open source projects becoming valuable to studios, as started happening with Gimp

    People in the graphics community still complain that gimp doesn't measure up. I don't know why open source zealots seem to think everyone loves it.

    1. Re:I think we went to different conferences.. by black+mariah · · Score: 2, Interesting
      People in the graphics community still complain that gimp doesn't measure up. I don't know why open source zealots seem to think everyone loves it.
      That's an easy one. Because most of them have never used Photoshop. Look at all the work Disney put into making Photoshop run under Wine. There's a reason for that. Gimp sucks for anything more than making a new background or a couple of banner ads. I *HIGHLY* doubt that any company is using plain Gimp for ANYTHING. Like the Cinepaint site says, R&H uses their own internal version. I guarantee you it is FAR different than what you download at the Cinepaint site.
      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    2. Re:I think we went to different conferences.. by Henk+Poley · · Score: 1

      We have some algorithms in our lab for the new nVidia cards that can only be run in a Windows environment.

      Do you, by accident, know why?

    3. Re:I think we went to different conferences.. by MikeBabcock · · Score: 1

      I'm a graphics lay person (proof on my website -- no graphics), but even I knew the moment I openned GIMP that it was useless for most everything I'd wanted Photoshop for.

      I still get a graphics pro friend of mine to do all my graphics work for me, in Photoshop et. al.

      --
      - Michael T. Babcock (Yes, I blog)
    4. Re:I think we went to different conferences.. by Anonymous Coward · · Score: 0

      Just as an added note to this parent, I used to work at a VFX house that did a large portion of the last two Matrix movies. The entire facility runs Windows 2000 including desktops and servers. We used a variety of open source programming languages to make things happen (mostly Perl) but it all sat on top of MS Windows. So, don't get too excited yet - not everybody is using Linux to make your favorite movies.

  52. Re:linux? WOW by jbrocklin · · Score: 1

    Just goes to show, that most universities are behind the times when compared to most industries.

  53. Thinking some more about the patent problem by beachdog · · Score: 1

    So the situation is patents fill up the graphics software landscape. The following tiers of software are kept as business secrets.

    As I note from the HP patent cross licensing email a month ago, the big players cross license their software patents.

    Looking at the patent problem some more: The problem is in the relatively uncontrolled enforcement and royalty collection practices.

    What do we have in the way of institutions and social practices that model patent licensing?

    Well I can think of Wartime. The government ignores patents.
    And video tape copying, where a copying is allowed.
    And there is Fair use. I don't know that there is any fair use of a patent.

  54. Re:Sorry...you have no idea what you're talking ab by Anonymous Coward · · Score: 0

    That is what the author argued. We aren't talking about movie studios here, we are talking about special effects houses. And the thing that sets the FX houses apart is their homegrown software. If they give this software away then anybody else can use it to bid on FX jobs for movies and the original developer loses a competitive advantage. This is what the parent poster was arguing. Try reading the post, dumass.

  55. Re:Sorry...you have no idea what you're talking ab by dfj225 · · Score: 1

    " If every business gave away everything they built, that would be called communism. That just ain't hollywood's bag, baby.'

    Didn't you pay attention in the 50/60s? Hollywood is Communist!

    --
    SIGFAULT
  56. Re:Sorry...you have no idea what you're talking ab by SeanCier · · Score: 1

    > it's not that easy, bub. I've worked in the industry for over a decade and
    > these things can't just be whipped up. It takes years to perfect systems like
    > hair, crowds, water, or fire -- even a basic lighting pipeline and tool can years to get
    > working nicely.

    I don't mean to say that this stuff is easy -- it's not. If it was easy, sharing it wouldn't be such a big deal. But let me suggest that your arguments impact cost and more than revenue: if you've bid (and won) a contract that requires and effect, you're going to implement the software to do it. I see little to suggest that the opposite ever happens ("our hair pipeline isn't as smooth as ILMs, so maybe we better not bid on that project that'll require hair effects"). Hence, once you win, you have to implement the software -- and once you win the contact, competitive advantages cease to be a factor (until the next contract, at which point the game resets).

    > Why do you think R+H has gotten EVERY talking animal job since "Babe"?

    I'd suggest that this has more to with reputation and schmoozing between non-tech folks than anything directly related to existing code.

    > One of your artists, who you've trained on the toolset, could easily start a new company
    > and take away your bread and butter.

    Of course, the other side of the coin is that it'll be similarly easier to find an artist who doesn't <b>need</b> training on your custom tools, since they've already used 'em. And in this industry, the ability to ramp up quickly is, I'd suggest, actually more important than retaining existing employees.

    > Finally, let me just say that the Linux transition has not been easy.

    And yet, the industry has done it. It <b>wasn't</b> easy, but Linux -- because of the power of open source -- was worth the pain of switching. I think that actually supports my point pretty nicely ;-)

    > If every business gave away everything they built, that would be called communism.
    > That just ain't hollywood's bag, baby.

    But that's not what Hollywood builds: Hollywood builds movies. Custom software is a necessary evil. If open source reduces that evil and lets them produce slightly more lucrative movies, that's profit. <b>That's</b> Hollywood's bag.

    -spc

  57. A little off... by dfj225 · · Score: 1

    The article seems a little off in what it says. First of all, I would imagine the ability to create new techniques quckly and with the best results is one of the main selling points for CG companies. For instance, with Perfect Storm, ILM had to write the water effects program from stratch. A lot of research and development had to go into this program. I don't think this is something that ILM really wants to give away for free and it certainly wasn't something that was simple to create. Also, I think that not everything should be given to open source. Don't get me wrong, open source is great for applications that are widely spread (operating systems, browsers) but if you make all of your income off of innovative graphics for movies do you really want to give away your innovative graphic software? Also, this type of software is not the stuff that will benefit a large amount of computer users. It just isn't something that would be a huge benefit to the community as a whole.

    --
    SIGFAULT
  58. Re:Sorry...you have no idea what you're talking ab by nathanh · · Score: 1
    In principle, I see what you're saying.. but in the end it is a business. If every business gave away everything they built, that would be called communism.

    No that would NOT be communism. Communism is a scheme which abolishes inequalities in the possession of property, as by distributing all wealth equally to all, or by holding all wealth in common for the equal use and advantage of all.

    Free software does NOT change the possession of property. It establishes a license which allows participation and distribution - an altruistic action - but the business or individual who wrote the code still owns the code insofar as copyright permits. It's the complete opposite of communism.

    Free software is altruistic capitalism. NOT COMMUNISM.

  59. Re:Sorry...you have no idea what you're talking ab by Anonymous Coward · · Score: 0
    But let me suggest that your arguments impact cost and more than revenue: if you've bid (and won) a contract that requires and effect, you're going to implement the software to do it. I see little to suggest that the opposite ever happens ("our hair pipeline isn't as smooth as ILMs, so maybe we better not bid on that project that'll require hair effects").

    Yes, what you have just described is true -- and it has nothing to do with what I wrote. I was just pointing out that you can't just whip this stuff up in a day, something that was implied by the way you worded your original post.

    > Why do you think R+H has gotten EVERY > talking animal job since "Babe"?

    I'd suggest that this has more to with reputation and schmoozing between non-tech folks than anything directly related to existing code.

    That might not have been the perfect example, since it's been 10 years since the talking pig was pioneered by them, but I think the point is generally valid. They still have to hit the right price point for the quality they provide against the rest of the market. Clearly they have a technical advantage over anyone else doing that kind of effect.

    > One of your artists, who you've trained on the toolset, could easily start a new company > and take away your bread and butter.

    Of course, the other side of the coin is that it'll be similarly easier to find an artist who doesn't need training on your custom tools, since they've already used 'em. And in this industry, the ability to ramp up quickly is, I'd suggest, actually more important than retaining existing employees.

    Sure, that is a boon. But that still doesn't affect having to develop new code for a new effect. If you have to do that, OSS or not, an artist will have to learn a new tool.

    Besides, there is a mechanism for that, it's called third party software. Let someone else develop, train and distribute software to the masses.

    In fact, you could do this today... just distribute the result for free when you're done.

    > Finally, let me just say that the Linux transition has not been easy.
    And yet, the industry has done it. It wasn't easy, but Linux -- because of the power of open source -- was worth the pain of switching. I think that actually supports my point pretty nicely ;-)

    That doesn't support your point in any way. These two things are in no way related:

    • Companies taking a free OS and use it to save money on the farm costs (as opposed to dishing out for Windows licenses).
    • Companies distributing proprietary production tools, designed to achive customized effects, to the world as open source.
    Unless you think giving and taking are the same thing, I don't see the similarity. And trust me, the typical jeans and jacket Hollywood executive mostly thinks about taking. So anything to help an fx company lower the bottom line-(1)-will help them in the end.

    (1) - or at least has that perception -- I don't think linux in the farm is a bad idea. But I argue that more has been spent on trying to get linux to work on the desktop than would have ever been spent on Windows licenses over the past 3 or 4 years. And still, today, Windows continues to provide more complete desktop solution for 3D and graphic artists

    But that's not what Hollywood builds: Hollywood builds movies. Custom software is a necessary evil. If open source reduces that evil and lets them produce slightly more lucrative movies, that's profit. That's Hollywood's bag.

    Go into Hollywood and ask a producer for some leads on a great unknown writer. Ask a location scout for a hand-out of jungle locations he might have on hand. Ask a DP for his camera or favorite filter, or a Libra operator for free instructions on how to run that mechanism.

    Software is just another application of someone's knowledge, and there's tons of proprietary knowledge when it comes to making movies (or just about anything interesting).

  60. One downfall I see by Apreche · · Score: 1

    I didn't read any comments for this story, and I'm posting late. So I don't know if anyone else pointed this out. But there is one very large downfall of making all this high-end computer graphics software open-source. The general public will have access to it. What does this mean? It means that slashdot geeks are going to start making Pixar quality movies in their basements.

    Sure, they don't have the cpu power to render entire movies. That is obvious. But they can do low quality quick-renders on scene at a time while they make the film. When their work is complete they will easily find a render farm to turn it into a finished product. If their work is quality of course. If they make a piece of junk nobody is going to give them the time of day.

    So Pixar isn't worried about giving Dreamworks new hair software. They're worried about giving you and me hair software. Right now we have to pay companies like Alias thousands of dollars. Or suffer blender and its icky interface. It's not about helping the competition. It's about not creating new competition. And its about not giving away something for free that cost them a lot of money.

    If the code is all open sourced, the film companies will fire all their coders. They will wait on the open source project to do it for them. But then, since nobody is coding on it they have to hire coders. Since they have to hire coders still, there isn't really a benefit. They aren't saving money if they keep all those coders on salary.

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:One downfall I see by black+mariah · · Score: 1

      You're an idiot. There are about half a dozen low or no cost programs that anyone can pick up and use.
      - Hash Animation Master
      - Truespace
      - Blender
      - Strata 3d
      - Realsoft 3d

      Of course, every major package also has free versions with varying levels of functionality. Also, they all have educational versions available for about a quarter of the usual cost (which isn't that much to begin with). Finally, let's not even mention that you entire argument is fucking stupid simply because Pixar has about 300 employees working 8-10 hours a day for months on end to create their movies. You have obviously never done a fucking thing CG or you'd understand how incredibly moronic your comment is.

      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
  61. OpenSceneGraph at SIGGraph by XenonOfArcticus · · Score: 1

    OpenSceneGraph (http://www.openscenegraph.org) had a pretty good showing at SIGGraph. I attended the BOF (Birds of a Feather) meeting, and presented what my company has done with it.

    OSG as it is known is a modified LGPL -- modified to allow code to be included in commercial projects via C++ inline functions, which technically would violate the pure-LGPL stipulation of dynamic-linking only.

    OSG is an excellent example of the marriage of commercial/proprietary software and Open Source. Tons of people use OSG to build Open Source and commercial apps. No one minds if my company, or anyone else builds commercial, closed-source apps with OSG, because it's the meat of OSG that is valuable to the community. There may be useful parts in other people's applications, but it's the improvements of the core code that drives the project. If enough closed-source people need the same capability, befor elong, it will ge developed and put into the code OSG project for all to benefit from.

    It's a profitable deal for everyone involved, and I think it's a great example of how Open Source and proprietary projects aren't necessarily at odds with each other, and can mutually benefit from their relationship.

    --
    -- There is no truth. There is only Perception. To Percieve is to Exist.
    1. Re:OpenSceneGraph at SIGGraph by Anonymous Coward · · Score: 0

      Stop confusing the issue with "facts". We prefer to rely on innuendo and self importance and both of those tell us that open source sucks, and that you are wrong. GIMP sucks. Linux sucks. Open Source sucks. Get over it.

  62. Re:Sorry...you have no idea what you're talking ab by Anonymous Coward · · Score: 0

    Shut up, you pinko commie bastard.

  63. The 3D industry moving to Linux by Anonymous Coward · · Score: 1, Interesting

    At SIGGRAPH I attended a Birds of a Feather meeting organized by Pixar. They called all the mayor studios, software/hardware vendors and Linux distribution developers to talk about how to standarize their Linux systems.

    Since the demise of SGI and the later migration of the industry to Linux they opened the Linux/Pandora box and want to use a proven and reliable Linux distribution. One of the options is to use a couple of distributions as a guide (Fedora Core 2 & Suse), if any of their programs works with any of these distributions, then a software vendor must make the program work on the other distributions.

    I'm sure someone from the companies involved can talk more about this.

    Titus Maledetto

  64. Re:linux? WOW by Anonymous Coward · · Score: 0

    Well, I think you should switch to another brand of Graphic Professor Unit...

  65. IT color scheme now causes physical damage by Anonymous Coward · · Score: 0

    with this new high dynamic range display, I hear that the color scheme for the IT articles is actually readable

    Little do you know.

    Actually when you accidentally enter IT-themed Slashdot article, the 30x brighter colors of this new display will burn your retina, causing physical pain and involuntary muscle convulsions.

    ..and then I made my final mistake by entering Slashdot games http://games.slashdot.org/. Now I only enjoy the 10x darkness for the rest of my life as a blind person.

  66. The patent issue is easilly dealt with by FreeUser · · Score: 1

    Then we get into the issue of patents. A lot of code these companies produce includes patented algorithms which would disqualify the code from even being released under a lot of Open Source licenses to begin with

    That is a problem trivial to deal with. Relocate your special effects shop to Canada, Europe, or -- should those two be Finlandized by the United State's expansion of patent law to include mathematics, software, and business models and cave completely -- South America or the far east.

    Software and data are easy to move around ... there is no reason people couldn't telecommute to wherever the software is legal. Let the US patent system strangle the US economy, while the rest of the world enjoys its intellectual freedom and the prosperity that follows.

    --
    The Future of Human Evolution: Autonomy
  67. Microsoft PR vs. achievements by DrJay · · Score: 1

    Look, I know it's cool to bash Microsoft and call them "M$" and whatnot

    It'd be much easier to give Microsoft credit for things if they hadn't pulled so many questionable and boneheaded PR moves in the past, like that fake "switch" ad from a couple years back that turned out to be written by a PR person and used a stock photo. They then went back and forth for 3 days on whether the story was real or not. And the pre-written anti-anti-trust letters to the editor they circulated. And so on....

    I realize that some of these things are the decisions of PR firms and not Microsoft's management. Regardless, I find myself wondering what is real and what is PR. Including Slashdot posts - I'm not accusing you in particular, but given past behavior it would be no surprise if they hired some PR firm that thought posting pro-MS items on Slashdot might be a good way to spend their billions.

    Maybe it's time to get fitted for a tinfoil hat....

    JT

    --
    ______ This mind intentionally left blank.
  68. Studios developing redundant code. by FecesFlingingRhesus · · Score: 1

    Yeah, and there is no duplication of effort in open source

  69. Re:You just don't even get it, either by civilizedINTENSITY · · Score: 1

    It was obvious that the author meant that Pixar's lawyers killed ExLuna. That was the point. That was the only point, right there...that a lawyer's point of view rather than a technologists point of view led Pixar to throw out the baby with the bathwater.

    In terms of "whether that was more or less effort", comparing the open sourcing to the uptake of the format...it was because of the open sourcing that the format became ubiquitous.

    Sorry, all, if I've been trolled...

  70. MOD PARENT UP by Anonymous Coward · · Score: 0

    The latter paragraph is the most likely reason why we aren't seeing more stuff getting open-sourced.

    (Well, that and software that's built on licensed crap from third parties, where the license forbids release of the slightest details, including API...)

    We still have a long way to go before we have anything close to "real" reusability. Functional languages like Common LISP and Haskell are looking pretty good right now...

  71. Re:Sorry...you have no idea what you're talking ab by Anonymous Coward · · Score: 0

    Free software does NOT change the possession of property

    Geez, calm down. Then stop arguing out of Webster's instead of looking at the big picture. If every VFX company gave away every competitive advantage they ever created to the public, that would essentially be the same as public ownership, no matter who owns the copyright.

    Plus, there is no such thing as "altruistic capitalism". That is an oxymoron. Look around you and realize that most companies participate in open source only when it helps their bottom line or image. No one gives away true, advantageous IP to open source in VFX or any industry.

  72. Re:Sorry...you have no idea what you're talking ab by bfree · · Score: 1

    Piece by piece is the answer. Perhaps OpenEXR hasn't been a raging success for ILM, but it provides one tiny piece. Slowly but surely others will release pieces, however tiny. Others will release early and often on new pieces they start to write, and sometimes they will hit on others work who are working on similar things and who want to go in the same direction. Some pieces will become the standard/most popular but soon enough everything will be covered, then while R+H might still be getting talking animals, everyone else will be chipping away together on a Free alternative which R+H will have to pay to stay ahead of, or eventually see the rest able to compete equally with them, without one studio having to fund the catch-up to R+H alone.

    There will always be the cutting edge proprietary in-house work of studios, that doesn't mean that 95% of software used in studios can't be collaboratively developed and it doesn't mean that a studio cannot run entirely on Free software choosing to seek it's competitive advantages elsewhere!

    --

    Never underestimate the dark side of the Source

  73. Re:Sorry...you have no idea what you're talking ab by Anonymous Coward · · Score: 0

    > There will always be the cutting edge
    > proprietary in-house work of studios, that
    > doesn't mean that 95% of software used in
    > studios can't be collaboratively developed

    And that exists -- it's called MAYA.

  74. Provably, patently false. by Anonymous Coward · · Score: 0
    You wrote:
    there is no such thing as "altruistic capitalism". That is an oxymoron. Look around you and realize that most companies participate in open source only when it helps their bottom line or image. No one gives away true, advantageous IP to open source in VFX or any industry.
    I suppose you believe only the infertile adopt or foster children, too. I think the world in your head is very bleak and hostile!

    Out here, in the real world, we have the Diamond Match company to prove you wrong.

    On January 28, 1911, about a year after perfecting the non-poisonous safety match, the Diamond Match company released their patent for the good of mankind.

    Roughly simultaneously, the US Congress placed a high tax on toxic "lucifer" and explosive "congreve" matches that were a public health and safety hazard (see "match-head disease", "phossy jaw", and "lucifer matches" for more information.

    Altruism occurs among capitalists, communists, even libertarians (though not among the Ayn Rand worshippers, of course). Perhaps it is a mark of advanced species that individual altruism is a viable strategy.