Zefektivnění Práce V Kreativních Softwarech Pomocí Nových Technologií Společnosti NVIDIA

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Zefektivnění Práce V Kreativních Softwarech Pomocí Nových Technologií Společnosti NVIDIA JANÁČKOVA AKADEMIE MÚZICKÝCH UMĚNÍ V BRNĚ Divadelní fakulta Ateliér audiovizuální tvorby a divadla Zefektivnění práce v kreativních softwarech pomocí nových technologií společnosti NVIDIA Diplomová práce Autor práce: Bc. Matej Hudák Vedoucí práce: MgA. Tomáš Gruna Oponent práce: Ing. Dalibor Vlašín Brno 2021 Bibliografický záznam HUDÁK, Matej. Zefektivnění práce v kreativních softwarech pomocí nových technologií společnosti NVIDIA [Streamlining of work in creative softwares using the new NVIDIA technologies]. Brno: Janáčkova akademie múzických umění v Brně, Divadelní Fakulta, Ateliér audiovizuální tvorby a divadla, 2021. 83 stran. Vedoucí diplomové práce MgA. Tomáš Gruna. Anotace Tato diplomová práce se zabývá možnostmi zvýšení účinnosti práce v kreativních softwarech pomocí nových technologií společnosti NVIDIA. Za asistence profesionálů, zkoumá v jednotlivých softwarech využitelnost těchto technologií, popisuje jejich výhody, nevýhody a samotný vliv na pracovní postup. Také s touto problematikou seznamuje čtenáře. Annotation This thesis deals with the possibilities of improving effectiveness of work with creative softwares using NVIDIA technologies. It investigates in the capabilities of these technologies under the supervision of experts. It describes advantages and disadvantages of every examined software and the influence on the working procedures. Furthermore, it acquaints the reader with this problematic. Klíčová slova software, NVIDIA, technologie, grafická karta, kreativní, film, herní, průmysl, fotka, Adobe, Premiere, Photoshop, DaVinci Resolve, OBS, vysílaní, Unreal Engine, NGX, Maxine, Broadcast Keywords software, NVIDIA, technology, GPU, graphics, card, creative, gaming, film, movie, photo, Adobe, Premiere, Photoshop, DaVinci Resolve, OBS, stream, Unreal Engine, NGX, Maxine, Broadcast Prohlášení Prohlašuji, že jsem předkládanou diplomovou práci zpracoval samostatně a použil jen uvedené prameny a literaturu. V Brně, dne 1.5.2021 Bc. Matej Hudák Poděkování Na tomto místě bych rád poděkoval svým rodičům, kteří mi vytvořili vhodné podmínky pro tvorbu této práce. Po celou dobu mého studia projevovali trpělivost a vždy mě povzbuzovali. Velké díky ale patří i panu MgA. Tomášovi Grunovi, který mi během tvorby této práce poskytoval užitečné rady a trpělivě odpovídal na mé otázky. Děkuji také všem přátelům, kolegům a známým, kteří mi k textu přispěli svými poznatky a vědomostmi. V neposledně řade by sem rád poděkoval aj vedoucímu ateliéru audiovizuální tvorby a divadla doc. Mgr. Petrovi Francánovi a MgA. Pavlu Jiráskovi, kterých ochota a podpora mi při tvorbě této diplomové práce velmi pomohla. Obsah 1. Úvod .............................................................................................................................. 1 2. Teoretická část .............................................................................................................. 2 2.1 Grafický procesor, grafická karta a jejich význam ................................................. 2 2.2 Základní dělení grafických karet ............................................................................. 3 2.2.1 Integrované grafické čipy ................................................................................. 3 2.2.2 Dedikované grafické karty ............................................................................... 3 2.2.3 Hybridní grafické karty .................................................................................... 4 2.3 Součásti dedikované grafické karty a konektory .................................................... 4 2.3.1 Jednotka pro grafické zpracování (GPU) ......................................................... 6 2.3.2 Operační paměť videa (VRAM) ....................................................................... 6 2.3.3 Modul regulátoru napětí (VRM) ...................................................................... 6 2.3.4 Chladič .............................................................................................................. 7 2.3.5 Deska plošných spojů (PCB) ............................................................................ 7 2.3.6 Konektor PCI Express x16 ............................................................................... 7 2.3.7 Šest, osm a dvanáct pinové konektory ............................................................. 8 2.3.8 Konektory pro obrazovky ................................................................................. 8 2.3.9 SLI, Crossfire a NVLink konektor ................................................................... 8 2.4 Společnost NVIDIA a její historie .......................................................................... 9 2.5 Trh s grafickými kartami a postavení NVIDIE ..................................................... 10 2.6 Architektury Turing a Ampere karet NVIDIA ...................................................... 12 2.7 Technologie NVIDIA ............................................................................................ 15 3. Metody použité při práci ............................................................................................. 16 4. Technologie NVIDIA a jejich aplikace v kreativních softwarech .............................. 16 4.1 Enkodér NVENC a dekodér NVDEC na urychlovaní práce s videem ................. 16 4.1.1 Grafická akcelerace a využití enkodéru NVENC a dekodéru NVDEC v softwaru Adobe Premiere Pro .............................................................................. 17 4.1.2 Grafická akcelerace a využití enkóderu NVENC a dekóderu NVDEC v DaVinci Resolve 16 .............................................................................................. 20 4.1.3 Využití enkodéru NVENC v Open Broadcast Software (OBS Studio) ......... 23 4.2 Raytracing v reálnem čase .................................................................................... 26 4.2.1 Software Unreal Engine 4 .............................................................................. 28 4.2.2 Unreal Engine a jeho využiti ve filmu ............................................................ 28 4.2.3 Implementace a funkčnost raytracingu v reálnem čase v softwaru Unreal Engine ...................................................................................................................... 29 4.2.3.4 Globální iluminace a raytracing ................................................................... 34 4.3 OptiX Raytracing Engine ...................................................................................... 37 4.3.1 OptiX, raytracing a jejich využití v softwaru Blender .................................... 37 4.4 Využití technologií založených na umělé inteligenci a strojovém učení .............. 40 4.4.1 NVIDIA NGX ................................................................................................. 40 4.4.2 Neurální filtry v Adobe Photoshop ................................................................. 41 4.5 Využívání technologií založených na umělé inteligenci v softwarech pro živé vysílání......................................................................................................................... 45 4.5.1 NVIDIA Broadcast ......................................................................................... 45 4.5.2 Alternatíva s NVIDIA Maxine ........................................................................ 46 4.6 Využitelnost těchto technologií pro studenty oboru Audiovizuální tvorba a divadlo Janáčkovy akademie múzických umění v Brně .............................................. 48 5. Závěr ............................................................................................................................ 50 6. Zdrojové materiály ...................................................................................................... 51 6.1 Seznam obrázků ..................................................................................................... 51 6.2 Seznam grafů ......................................................................................................... 52 6.3 Literární zdroje ...................................................................................................... 53 6.4 Internetové zdroje .................................................................................................. 54 6.5 Seznam Příloh ........................................................................................................ 57 1. Úvod Tato diplomová práce si klade za cíl popsat možnosti zefektivnění práce v kreativních softwarech, pomocí technologií spojených s grafickými procesory a kartami společnosti NVIDIA. Čtenáře má kromě toho seznámit s využitelností a historií grafických procesorů či karet, přiblížit jejich roli v systému ale i společnosti, vysvětlit jejich funkčnost a také v krátkosti například popsat jejich základní součásti. K jednotlivým technologiím přistupuje zvlášť, popisuje, jak fungují a jakým způsobem mohou při práci pomáhat různým profesím v prostředí například filmového, herního nebo v dalších kreativních průmyslech. Tato práce dále využitelnost těchto technologií ilustruje na příkladech z konkrétních kreativních softwarů a věnuje se například srovnání rychlosti, či efektivnosti procesů a kvality výsledného produktu bez použití dané technologie a s ní. Důležitou součástí této práce je také diskuse s profesionály v daném odvětví, kteří popisované technologie a softwary využívají při každodenní práci. Mám za to, že jejich poznatky k tomu, jak jim uváděné technologie usnadňují práci, šetří
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