Optimizations Based on Temporal Coherence for Render Farms
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Appearance Exchange Format (Axf) Is the First File Format Exclusively Designed for System-Independent Storage of Measured Digital Appearance
The Digital Twin of a Physical Material Appearance eXchange The inability to capture and manage complex material appearance data in a single, editable, portable file format has been an obstacle to improving the virtualization of products. In practice, Format (AxF) many complex design and production workflows rely on a variety of different software packages, and different file formats must be used in parallel. This poses serious issues when consistency in color and appearance needs to be achieved. X-Rite’s Appearance eXchange Format (AxF) is the first file format exclusively designed for system-independent storage of measured digital appearance. AxF is a binary digital file format that delivers a standardized format for storing and communicating complex materials appearance data. It is used within X-Rite’s Total Appearance Capture (TAC) Ecosystem, and it can be ingested into a variety of CAD, PLM, 3D rendering and plug-in solutions used in product design, development, manufacturing, sales and marketing. One file format to use in any solution where material images are utilized. It is an industry first that is helping brands reduce cycle times, control costs and ensure consistency in color and appearance. • AxF is not restricted to a single representation of surface reflectance. From a single spectrum up to full BSSRDF, it supports continuous appearance representations, including parametric BRDF models as well as BTF measurements. • AxF is scalable, extensible and portable, ensuring efficient access for large data volumes of gigabytes or more. Extensions can be defined without harming existing support in third-party applications. SDKs are available for Windows and Linux operating systems with support for Mac under development. -
Full CUDA Implementation of GPGPU Recursive Ray-Tracing Andrew D
Purdue University Purdue e-Pubs College of Technology Masters Theses College of Technology Theses and Projects 4-30-2010 Full CUDA Implementation Of GPGPU Recursive Ray-Tracing Andrew D. Britton Purdue University - Main Campus, [email protected] Follow this and additional works at: http://docs.lib.purdue.edu/techmasters Britton, Andrew D., "Full CUDA Implementation Of GPGPU Recursive Ray-Tracing" (2010). College of Technology Masters Theses. Paper 24. http://docs.lib.purdue.edu/techmasters/24 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. Graduate School ETD Form 9 (Revised 12/07) PURDUE UNIVERSITY GRADUATE SCHOOL Thesis/Dissertation Acceptance This is to certify that the thesis/dissertation prepared Andrew Duncan Britton By Entitled FULL CUDA IMPLEMENTATION OF GPGPU RECURSIVE RAY-TRACING For the degree of Master of Science Is approved by the final examining committee: Dr. Bedrich Benes Chair Dr. James Mohler Eliot Mack To the best of my knowledge and as understood by the student in the Research Integrity and Copyright Disclaimer (Graduate School Form 20), this thesis/dissertation adheres to the provisions of Purdue University’s “Policy on Integrity in Research” and the use of copyrighted material. Dr. Bedrich Benes Approved by Major Professor(s): ____________________________________ ____________________________________ Approved by: Dr. James Mohler April 21, 2010 Head of the Graduate Program Date Graduate School -
3D Distributed Rendering and Optimization Using Free Software
Free Software: Research and Development 3D Distributed Rendering and Optimization using Free Software Carlos González-Morcillo, Gerhard Weiss, David Vallejo-Fernández, and Luis Jiménez-Linares, and Javier Albusac-Jiménez The media industry is demanding high fidelity images for 3D synthesis projects. One of the main phases is Rendering, the process in which a 2D image can be obtained from the abstract definition of a 3D scene. Despite developing new techniques and algorithms, this process is computationally intensive and requires a lot of time to be done, especially when the source scene is complex or when photo-realistic images are required. This paper describes Yafrid (standing for Yeah! A Free Render grID) and MAgArRO (Multi Agent AppRoach to Rendering Optimization) architectures, which have been developed at the University of Castilla-La Mancha for distributed rendering optimization. González, Weiss, Vallejo, Jiménez and Albusac, 2007. This article is distributed under the “Attribution- Share Alike 2.5 Generic” Creative Commons license, available at <http://creativecommons.org/licenses/ by-sa/2.5/ >. It was awarded as the best article of the 1st. FLOSS International Conference (FLOSSIC 2007). Keywords: Artificial Intelligence, Intelligent Agents, Authors Optimization, Rendering. Carlos Gonzalez-Morcillo is an assistant professor and 1 Introduction a Ph.D. student in the ORETO research group at the Uni- versity of Castilla-La Mancha. His recent research topics Physically based Rendering is the process of generating are multi-agent systems, distributed rendering, and fuzzy a 2D image from the abstract description of a 3D scene. The logic. He received both B.Sc. and M.Sc. degrees in Com- process of constructing a 2D image requires several phases puter Science from the University of Castilla-La Mancha in including modelling, setting materials and textures, plac- 2002 and 2004 respectively. -
Blender 3D: Noob to Pro/Printable Version
Blender 3D : Noob to Pro. For latest version visit http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro/Printable Version From Wikibooks, the open-content textbooks collection < Blender 3D: Noob to Pro Contents 1 Beginner Tutorials 2 Note on Editing 3 Quick Installation Guide 4 Weblinks 5 Tutorial Syntax 6 Keyboard 7 3-button Mouse 8 Apple 1-button Mouse substitutions 9 Path menu 10 Become Familiar with the Blender Interface 11 Learn the Blender Windowing System 12 The 3D Viewport 13 Resizing the Windows 14 User Preferences 15 Joining and Splitting Windows 16 Window Headers 17 Changing/Selecting Window Types 18 The Buttons Window 19 The 3D Viewport Window 20 Rotating the view 20.1 For laptop users: the num lock 21 Panning the View 22 Zooming the View 23 Pro Tip 24 Placing the 3D cursor 25 Adding and Deleting Objects 26 Other Windows 27 Learn to Model 28 Beginners Tips 29 Starting with a box 30 Subdivision Surfaces 30.1 But I want a box! 31 Quickie Model 32 Quickie Render 33 Mesh Modeling 34 Modeling a Simple Person 35 Creating a New Project 36 Learning about Selection 36.1 1. Box Selecting 36.2 2. Circle Selecting 36.3 3. Lasso Selecting 36.4 4. One By One Selecting 36.5 5. Face Selecting 37 Learning Extrusion 38 Placing Geometry 39 Summary: Keys & Commands 39.1 Detailing Your Simple Person I 39.2 Subsurfaces 39.3 Smooth Surfaces 39.4 Detailing Your Simple Person II 39.5 Selection modes 39.6 Scaling with axis constraint 39.7 Modeling the arms 39.8 Modeling the legs 39.9 Modeling the head 39.10 Creating a Simple Hat 1 Blender 3D : Noob to Pro. -
Integrating Open Source Distributed Rendering Solutions in Public and Closed Networking Envi- Ronments
Integrating open source distributed rendering solutions in public and closed networking envi- ronments Seppälä, Heikki & Suomalainen, Niko 2010 Leppävaara Laurea University of Applied Sciences Laurea Leppävaara Integrating open source distributed rendering solutions in public and closed networking environments Heikki Seppälä Niko Suomalainen Information Technology Programme Thesis 02/2010 Laurea-ammattikorkeakoulu Tiivistelmä Laurea Leppävaara Tietojenkäsittelyn koulutusohjelma Yritysten tietoverkot Heikki Seppälä & Niko Suomalainen Avoimen lähdekoodin jaetun renderöinnin ratkaisut julkisiin ja suljettuihin ympäristöihin Vuosi 2010 Sivumäärä 64 Moderni tutkimustiede on yhä enemmän riippuvainen tietokoneista ja niiden tuottamasta laskentatehosta. Tutkimusprojektit kasvavat jatkuvasti, mikä aiheuttaa tarpeen suuremmalle tietokoneteholle ja lisää kustannuksia. Ratkaisuksi tähän ongelmaan tiedemiehet ovat kehittäneet hajautetun laskennan järjestelmiä, joiden tarkoituksena on tarjota vaihtoehto kalliille supertietokoneille. Näiden järjestelmien toiminta perustuu yhteisön lahjoittamaan tietokonetehoon. Open Rendering Environment on Laurea-ammattikorkeakoulun aloittama projekti, jonka tärkein tuotos on yhteisöllinen renderöintipalvelu Renderfarm.fi. Palvelu hyödyntää hajautettua laskentaa nopeuttamaan 3D-animaatioiden renderöintiä. Tämä tarjoaa uusia mahdollisuuksia mallintajille ja animaatioelokuvien tekijöille joilta tavallisesti kuluu paljon aikaa ja tietokoneresursseja töidensä valmiiksi saattamiseksi. Renderfarm.fi-palvelu perustuu BOINC-pohjaiseen -
Nitin Singh - Senior CG Generalist
Nitin Singh - Senior CG Generalist. Email: [email protected] Montreal, Canada Website: www.NitinSingh.net HONORS & AWARDS * VISUAL EFFECTS SOCIETY AWARDS (VES) 2014 (Outstanding Created Environment in a Commercial or Broadcast Program) for Game Of Thrones ( Project Lead ) “The Climb”. * PRIMETIME EMMY AWARDS 2013 ( as Model and Texture Lead ) for Game of Thrones. “Valar Dohaeris” (Season 03) EXPERIENCE______________________________________________________________________________________________ Environment TD at Framestore, Montreal (Feb.05.2018 - June.09.2018) Projects:- The Aeronauts, Captain Marvel. * procedural texturing and lookDev for full CG environments. * Developing custom calisthenics shaders for procedural environment texturing and look development. * Making clouds procedurally in Houdini, Layout, Lookdev, and rendering of Assets / Shots in FrameStore's proprietary rendering engine. Software's Used: FrameStore's custom texturing and lighting tools, Maya, Arnold, Terragen 4. __________________________________________________________________________________________________________ Environment Pipeline TD at Method Studios (Iloura), Melbourne (Feb.05.2018 - June.09.2018) Projects:- Tomb Raider, Aquaman. * Developing custom pipeline tools for layout and Environment Dept. using Python and PyQt4. * Modeling and texturing full CG environment's with Substance Designer and Zbrush. *Texturing High res. photo-real textures for CG environments and assets. Software's Used: Maya, World Machine, Mari, Zbrush, Mudbox, Nuke, Vray 3.0, Photoshop, -
Open Source Film a Model for Our Future?
Medientechnik First Bachelor Thesis Open Source Film A model for our future? Completed with the aim of graduating with a Bachelor of Science in Engineering From the St. Pölten University of Applied Sciences Media Technology degree course Under the supervision of FH-Prof. Mag. Markus Wintersberger Completed by Dora Takacs mt081098 St. Pölten, on June 30, 2010 Medientechnik Declaration • the attached research paper is my own, original work undertaken in partial fulfillment of my degree. • I have made no use of sources, materials or assistance other than those which have been openly and fully acknowledged in the text. If any part of another person’s work has been quoted, this either appears in inverted commas or (if beyond a few lines) is indented. • Any direct quotation or source of ideas has been identified in the text by author, date, and page number(s) immediately after such an item, and full details are provided in a reference list at the end of the text. • I understand that any breach of the fair practice regulations may result in a mark of zero for this research paper and that it could also involve other repercussions. • I understand also that too great a reliance on the work of others may lead to a low mark. Day Undersign Takacs, Dora, mt081098 2 Medientechnik Abstract Open source films, which are movies produced and published using open source methods, became increasingly widespread over the past few years. The purpose of my bachelor thesis is to explore the young history of open source filmmaking, its functionality and the simple distribution of such movies. -
Configuring 3Ds Max/Design to Use Men- Tal Ray and Setting Mental Ray As a Default for All New Scenes
Chapter 1 mental ray Essentials mental ray by mental images is an advanced, Academy Award–winning rendering engine included with Autodesk’s 3ds Max and 3ds Max Design applications. This industry-standard renderer is used in a multitude of productions ranging from the latest sci-fi and action movies to visually rich game cinematics to stunning renderings of vehicles, architecture, and products yet only imagined. mental ray is integrated in 3D applications from a variety of developers, most notably by Autodesk, and is the leading rendering application in the world. In this chapter, I introduce you to a number of important topics for both Autodesk’s 3ds Max/ Design product and the mental ray rendering engine. This chapter ensures that you have a num- ber of critical skills and all the valuable information that you will need as you move forward. In this chapter, you will learn to •u Set up mental ray •u Configure 3ds Max/Design •u Configure gamma settings •u Configure essential quality settings •u Adjust Final Gather presets mental ray Overview mental ray provides a number of high-end render features: Bucket rendering mental ray renders scenes in square areas of your image called buckets or tiles; each processor core in your machine takes a bucket and processes that portion of the rendering before moving on to process the next available bucket. Brackets appear around each bucket as it is processing, and when the bucket completes, mental ray jumps to the next easiest bucket to manage. Figure 1.1 shows completed buckets and four buckets that are in process on a COPYRIGHTEDquad-core machine. -
Nvidia Mental Ray Transition Faq
NVIDIA MENTAL RAY TRANSITION FAQ NVIDIA will no longer offer new subscriptions to the Mental Ray plugins for Maya and 3ds Max, as well as Mental Ray standalone. Current customers who have purchased licenses from NVIDIA will continue to receive support through our Advanced Rendering Forum for the remainder of their subscription terms. All NVIDIA Mental Ray plugin customers with a subscription valid in November 2017, including educational license holders, are eligible to receive a license extension. Q: What is happening to Mental Ray? Q: What about Service Packs or Bug Fix updates? Q: Why is Mental Ray being discontinued? A: NVIDIA will no longer offer new subscriptions to A: There will be maintenance releases with bug fixes A: To bring AI and further GPU acceleration to the NVIDIA® Mental Ray® plugins for Maya and throughout 2018 for plugin customers. They will graphics, NVIDIA continues to significantly focus 3ds Max, as well as Mental Ray standalone from also add support for the upcoming NVIDIA Volta™ on developing SDKs and technologies for software November 20th, 2017 onward. GPU generation. These releases will be announced development partners who create professional ray There will be maintenance releases with bug fixes in the Mental Ray topics of the Advanced tracing products. throughout 2018 for plugin customers. Rendering Forum. NVIDIA will focus on bringing GPU accelerated ray tracing technology to every rendering product Q: What if I need to use Mental Ray beyond my Q: Can I purchase or renew my license subscription out there. Therefore, it further invests into core subscription term? of Mental Ray? rendering technology, like: th A: All Mental Ray plugin customers with a A: As of November 20 , 2017, new licenses of Mental > NVIDIA OptiX and real-time ray tracing subscription valid in November 2017, including Ray products cannot be purchased anymore. -
ITP 215 Introduction to 3D Modeling, Animation, and Visual Effects Units: 2 Spring 2019 – Tuesdays/Thursdays 10Am-11:50Am
ITP 215 Introduction to 3D Modeling, Animation, and Visual Effects Units: 2 Spring 2019 – Tuesdays/Thursdays 10am-11:50am Location: KAP 107 Course notes and resources on Blackboard.usc.edu. Instructor: Lance Winkel Office: OHE 530 H Office Hours: Tuesdays / Thursdays 8am-10am, 2-3pm Contact Info: [email protected], 213.740.9959. I check email daily and will reply within 24 hours. Teaching Assistant: Office: Physical or virtual address Office Hours: Contact Info: Email, phone number (office, cell), Skype, etc. IT Help: Group to contact for technological services, if applicable. Hours of Service: Contact Info: Email, phone number (office, cell), Skype, etc. Revised July 2016 Course Description An applied introduction to the techniques used for modeling, animating, texturing, lighting, rendering, and creating 3D content for games, cinematics, visual effects, animation, and visualizations. Learning Objectives Gain a thorough applied foundation in the practice of 3D modeling, animation, surfacing, and special effects. Understand the processes involved in the creation of 3D content for animation, games, entertainment, and design. Use industry leading software and tools to explore the production cycle of animation, how pipelines are implemented to support the production process, and how to manage vision, budget, and time constraints. Develop an understanding of the diverse methods available for achieving similar results and the decision-making processes involved at various stages of project development. Gain insight into the differences among the various animation tools. Understanding the opportunities and tracks in the field of 3D animation. Prerequisite(s): None. Co-Requisite(s): None. Concurrent Enrollment: None. Recommended Preparation: Knowledge of any 2D graphics, paint, drawing, or CAD program is recommended but not required. -
Mental Ray Standalone for Autodesk Maya , Autodesk 3Ds Max And
mental ray® Standalone For Autodesk® Maya®, Autodesk® 3ds Max® and Autodesk® Softimage® Software Frequently Asked Questions 1. What is mental ray Standalone? mental ray® Standalone is an offline rendering product. It works independently of Autodesk® Maya® software, Autodesk® 3ds Max® software, and Autodesk® Softimage® software through a command-line interface, or acts as the foundation of distributed rendering solution when used with Maya, 3ds Max or Softimage. mental ray Standalone is used primarily when additional rendering capabilities are required beyond the built-in mental ray capabilities of certain other Autodesk applications. mental ray is typically used in an internal render farm setup and can be used to supplement and accelerate interactive rendering (for example, Maya software’s interactive photorealistic rendering). 2. What is the latest version of mental ray Standalone available? mental ray Standalone 3.7.53 (3.7.5x) for Maya 2010. mental ray Standalone 3.7+ for 3ds Max 2010 and Autodesk® 3ds Max® Design 2010. mental ray Standalone 3.7.55 (3.7.5x) for Softimage 2010. For mental ray compatibility with earlier versions of Autodesk products please see the compatibility table. 3. Will the mental ray Standalone that I use with Autodesk Maya work with Autodesk 3ds Max or Autodesk Softimage? No. mental ray Standalone for Maya is not compatible with 3ds Max software or with Softimage software. Separate versions of mental ray Standalone exist: one for Maya, one for 3ds Max and one for Softimage. For more information on mental ray compatibility with other Autodesk applications, consult the compatibility table. 4. Why are there different versions of mental ray Standalone? Each version contains the appropriate installer, licensing, and most importantly the shader libraries associated with the software in use. -
Optimalisasi Animasi Menggunakan Blankon
Optimalisasi Animasi Menggunakan Blankon oleh: MTI-UGM Cluster Team T.B.A DEDY HARIYADI DIAN PRAWIRA FREDDY KURNIA ADITYA PRADANA Animasi di Indonesia (2004) Janus prajurit terakhir (2003) Meraih Mimpi (2009) Hebring Open source animation SINTEL Seruling Big Buck Bunny Dagelan Bakoel Optimalisasi Animasi? Sumber gambar: catchwordbranding.com Renderfarm Blendercloud.net Weta Digital, New Zealand DrQueue? Pirates of carribean Elephant dream DrQueue? Drqueue Support: 3Delight, 3DSMax, After Effects, Aqsis, Blender, BMRT, Cinema 4D, Lightwave, Luxrender, Mantra, Maya, Mental Ray, Nuke, Pixie, Shake, Terragen, Turtle, V-Ray and XSI Arsitektur Yang Kami Digunakan 4 buah pc dengan spesifikasi: Intel Pentium 4, Memory 1 gb hdd 80 GB, OS : BlankOn, Middleware Drqueue, Rendering: Blender Animasi Yang Diujikan Hasil penelitian kami menggunakan DrQueue (1) Grafik Kenaikan Waktu Rendering Jumlah Node 1 2 3 0 200 400 505 ) k i t e 600 d ( 758 e m i T 800 r e d n e R 1000 1200 1400 1522 1600 Hasil penelitian kami menggunakan DrQueue (2) • Terjadi penambahan kecepatan seiring dengan penambahan jumlah node • Persentase kenaikan kecepatan tidak linier dan cenderung semakin berkurang karena adanya komunikasi jaringan • 4 core dalam sistem renderfarm memakan waktu lebih lama jika dibandingkan dengan pc quadcore Software yang harus disiapkan 1.Software Pendukung o tcsh o scons o g++ o gcc o python – Software Rendering – Blender – Middleware – DrQueue How to use it?? 1. Instalasi Jaringan • IP Address • hostname • hosts.allow • hosts.deny 2. Instalasi Software Pendukung • tcsh • scons • g++ • gcc • python 3. Instalasi Jaringan + Blender 4.a. Instalasi DrQueue (pada master) dari paket drqueue_0.64.3_i386.deb $ sudo dpkg -i drqueue_0.64.3_i386.deb 4.b.