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Sistema GRID Para El Render De Escenas 3D Distribuido: YAFRID
UNIVERSIDAD DE CASTILLA-LA MANCHA ESCUELA SUPERIOR DE INFORMATICA´ INGENIERIA´ EN INFORMATICA´ PROYECTO FIN DE CARRERA Sistema GRID para el Render de Escenas 3D Distribuido: YAFRID Jose´ Antonio Fernandez´ Sorribes Julio, 2006 UNIVERSIDAD DE CASTILLA-LA MANCHA ESCUELA SUPERIOR DE INFORMATICA´ Departamento de Informatica´ PROYECTO FIN DE CARRERA Sistema GRID para el Render de Escenas 3D Distribuido: YAFRID Autor: Jose´ Antonio Fernandez´ Sorribes Director: Carlos Gonzalez´ Morcillo Julio, 2006 c Jose´ Antonio Fernandez´ Sorribes. Se permite la copia, distribucion´ y/o modificacion´ de este documento bajo los terminos´ de la licencia de documentacion´ libre GNU, version´ 1.1 o cualquier version´ posterior publicada por la Free Software Foundation, sin secciones invariantes. Puede consultar esta licencia en http://www.gnu.org. Este documento ha sido compuesto con LATEX. Las figuras que contiene han sido en su mayor´ıa creadas con OpenOffice y El GIMP y los diagramas UML con ArgoUML y Umbrello. Las figuras que aparecen en la introduccion´ a sistemas distribuidos (Apartado 3.5) han sido sacadas de [Moy05]. Las imagenes´ de los dragones de la Figura 3.5 han sido cedidas por Carlos Gonzalez.´ Los derechos de la imagen de Toy Story que aparece en la Introduccion´ pertenecen a Pixar Animation Studios (TM y c 1986 - 2006). TRIBUNAL: Presidente: Vocal: Secretario: FECHA DE DEFENSA: CALIFICACION:´ PRESIDENTE VOCAL SECRETARIO Fdo.: Fdo.: Fdo.: Resumen El ultimo´ paso en el proceso para la generacion´ de imagenes´ y animaciones 3D por ordenador es el llamado render. En esta fase se genera una imagen bidimensional (o un conjunto de imagenes´ en el caso de las animaciones) a partir de la descripcion´ de una escena 3D. -
SMEDGE Administrator Manual
smedgesmedge Administrator Manual Smedge 2020 © 2004 - 2020 Überware™ Table of Contents ABOUT IDS 4 PARAMETER COMMANDS 26 SMEDGE ENVIRONMENT VARIABLES 5 COMMON PARAMETERS 32 VARIABLES THAT CONTROL SMEDGE FUNCTIONALITY 5 JOB 33 VARIABLES SET FOR WORK PROCESSES 9 PROCESSJOB 39 RENDERJOB 43 REPEATMERGEDISTRIBUTOR 45 LICENSING 10 R M D 45 SEQUENCEDISTRIBUTOR 47 SLICEDISTRIBUTOR 49 RESTRICTIONS 11 DEFAULT RESTRICTIONS 12 DYNAMIC PRODUCTS 50 PRODUCT EDITOR GUI 50 AUTOMATIC SYSTEMS 13 COMMAND LINE PRODUCT CONTROL 54 CLASSES 55 AUTOMATIC REDUNDANT MASTER 13 AUTOMATIC MASTER LOCATION 15 AUTOMATIC ENGINE MODE 16 LEGACY DYNAMIC PRODUCTS 57 AUTOMATIC ENGINE SETTINGS 17 AUTOMATIC EXECUTABLE PATHS 18 A E P 18 LEGACY MAYA PRODUCTS 58 AUTOMATIC GUI PRESET 19 LEGACY VIRTUAL MODULES 60 RLIB INI FILE SYNTAX 20 PARAMETER TYPES 61 ALTERNATE FILE LOCATIONS 21 COMMON PARAMETERS 63 OVERLOADABLE OPTIONS FILES 22 REFERENCE 65 EXAMPLE FILE 76 .SJ JOB FILES 23 PRODUCT REFERENCE 82 VARIABLE SUBSTITUTION 24 3D STUDIO MAX 83 SYNTAX 25 3D STUDIO MAX (SINGLE FRAME) 85 Smedge 2020 Administrator Manual © 2004 - 2020 Überware™ 2 3DELIGHT 86 MISTIKA VR 139 3DELIGHT FOR MAYA 87 MODO 140 3DELIGHT FOR MAYA (SINGLE FRAME) 89 MODO (SINGLE FRAME) 141 AFTER EFFECTS 92 NUKE 143 AIR 93 PIXAR RENDERMAN 144 AQSIS 94 REDLINE 145 ALIAS 95 REDSHIFT FOR MAYA 146 ARNOLD FOR MAYA 96 RENDERMAN FOR MAYA 147 ARNOLD FOR MAYA (SINGLE FRAME) 98 RENDERMAN FOR MAYA (SINGLE FRAME) 149 ARNOLD STANDALONE 101 RENDITION 152 BLENDER 102 THEA 153 CINEMA 4D 103 TURTLE 154 FINALRENDER FOR MAYA 104 VIZ 155 -
Deadline User Manual Release 7.1.2.1
Deadline User Manual Release 7.1.2.1 Thinkbox Software June 11, 2015 CONTENTS 1 Introduction 1 1.1 Overview.................................................1 1.2 Feature Set................................................5 1.3 Supported Software...........................................8 1.4 Render Farm Considerations....................................... 28 1.5 FAQ.................................................... 34 2 Installation 45 2.1 System Requirements.......................................... 45 2.2 Licensing................................................. 48 2.3 Database and Repository Installation.................................. 49 2.4 Client Installation............................................ 75 2.5 Submitter Installation.......................................... 91 2.6 Upgrading or Downgrading Deadline.................................. 95 2.7 Relocating the Database or Repository................................. 97 2.8 Importing Repository Settings...................................... 98 3 Getting Started 101 3.1 Application Configuration........................................ 101 3.2 Submitting Jobs............................................. 105 3.3 Monitoring Jobs............................................. 112 3.4 Controlling Jobs............................................. 121 3.5 Archiving Jobs.............................................. 152 3.6 Monitor and User Settings........................................ 156 3.7 Local Slave Controls........................................... 164 4 Client Applications -
3Delight 11.0 User's Manual
3Delight 11.0 User’s Manual A fast, high quality, RenderMan-compliant renderer Copyright c 2000-2013 The 3Delight Team. i Short Contents .................................................................. 1 1 Welcome to 3Delight! ......................................... 2 2 Installation................................................... 4 3 Using 3Delight ............................................... 7 4 Integration with Third Party Software ....................... 27 5 3Delight and RenderMan .................................... 28 6 The Shading Language ...................................... 65 7 Rendering Guidelines....................................... 126 8 Display Drivers ............................................ 174 9 Error Messages............................................. 183 10 Developer’s Corner ......................................... 200 11 Acknowledgements ......................................... 258 12 Copyrights and Trademarks ................................ 259 Concept Index .................................................. 263 Function Index ................................................. 270 List of Figures .................................................. 273 ii Table of Contents .................................................................. 1 1 Welcome to 3Delight! ...................................... 2 1.1 What Is In This Manual ?............................................. 2 1.2 Features .............................................................. 2 2 Installation ................................................ -
The World of Interactive Media Systems and Applications Mobile, Cloud-Based Analytics, and User Engagement Are a Must
The world of interactive media systems and applications Mobile, cloud-based analytics, and user engagement are a must Sam B. Siewert December 10, 2013 Digital media is rapidly integrating with interactive systems and social networking. For example, television is now an experience that includes social networking for many viewers, who either use their smartphones on an ad-hoc basis or by using a device or social-networking tool provided by the cable or telecommunications network or content provider. Cable TV master facilities (headends) and digital artists need to evolve quickly to meet this growing demand to keep their content and services relevant. This article describes tools and methods for Linux® servers for digital media and interactive systems. Digital video and data-in-motion analytics have evolved quickly as cable systems have gone digital (nationwide and globally), as digital cinema has become ubiquitous with new features such as 3D, and as mobile digital media access has become available for smartphones and tablets. Just over a decade ago, most cable providers offered digital cable as well as high-definition and on-demand programming. The trend continues with social networking integration with digital cable and with Data Over Cable Service Interface Specification (DOCSIS), which provides Internet service over a cable modem. At the same time, Netflix, Hulu, Gaikai (a Sony subsidiary), NVIDIA Cloud, Gamasutra, and many other purely Internet-based content and interactive on-demand services or development networks have emerged (see Related topics for more). Cinema has evolved so that globally and in the United States, with the 3D Digital Cinema Initiative, most cinema is now entirely digital, and film is truly a thing of the past, along with vinyl records and tape. -
Deadline User Manual Release 5.2.49424
Deadline User Manual Release 5.2.49424 Thinkbox Software November 25, 2014 CONTENTS 1 Setup and Installation 3 1.1 Supported Software...........................................3 1.2 System Requirements.......................................... 13 1.3 Render Farm Considerations....................................... 16 1.4 Installation Guide............................................ 18 1.5 Licensing Guide............................................. 30 1.6 Upgrading or Downgrading....................................... 30 1.7 Sharing The Repository......................................... 31 1.8 Migrating The Repository........................................ 39 2 Getting Started 41 2.1 How Deadline Works........................................... 41 2.2 Job Submission.............................................. 46 2.3 Job Monitoring.............................................. 57 2.4 Modifying Job Properties........................................ 60 2.5 Monitor Customization.......................................... 66 2.6 Deadline FAQ.............................................. 72 3 Client Applications 79 3.1 Deadline Launcher............................................ 79 3.2 Deadline Monitor............................................. 83 3.3 Deadline Job Monitor.......................................... 98 3.4 Deadline Slave.............................................. 100 3.5 Deadline Pulse.............................................. 103 3.6 Deadline Command........................................... 109 3.7 Deadline Screen -
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. -
Granja De Render Para Proyectos De Diseño 3D
Universidad de las Ciencias Informáticas. Facultad Regional Granma. Título: Granja de render para proyectos de diseño 3D. Autora: Dallany Pupo Fernández. Ciudad de Manzanillo, junio 2012. “Año 54 de la Revolución”. RESUMEN En la actualidad, la realidad virtual se ha convertido en uno de los elementos más importantes en la industria del cine, gracias a ello, se puede apreciar en una pantalla, la simulación de un mundo real a través de uno virtual. El renderizado de animaciones en tres dimensiones necesita una gran capacidad de cálculo, pues requiere simular procesos físicos complejos, a esto se debe el elevado tiempo que tardan estas producciones en ser completadas. Las granjas de render han surgido como alternativa y solución para este problema. El presente trabajo se desarrolla producto a la inexistencia de una granja de render en la Facultad Regional Granma que dificulta la obtención de proyectos de diseño 3D en el menor tiempo posible. Palabras Claves: 3D, Granja de render, Realidad Virtual. II Índice de contenido INTRODUCCIÓN ......................................................................................................................................... 1 Desarrollo ...................................................................................................................................................... 3 Funcionamiento de la granja de render. ..................................................................................................... 4 Despliegue de la granja de render: ............................................................................................................ -
A Framework for Creating a Distributed Rendering Environment on the Compute Clusters
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 4, No. 6, 2013 A Framework for Creating a Distributed Rendering Environment on the Compute Clusters Ali Sheharyar Othmane Bouhali IT Research Computing Science Program and IT Research Computing Texas A&M University at Qatar Texas A&M University at Qatar Doha, Qatar Doha, Qatar Abstract—This paper discusses the deployment of existing depend on any other frame. In order to reduce the total render farm manager in a typical compute cluster environment rendering time, rendering of individual frames can be such as a university. Usually, both a render farm and a compute distributed to a group of computers on the network. An cluster use different queue managers and assume total control animation studio, a company dedicated to production of over the physical resources. But, taking out the physical animated films, typically has a cluster of computers dedicated resources from an existing compute cluster in a university-like to render the virtual scenes. This cluster of computers is called environment whose primary use of the cluster is to run numerical a render farm. simulations may not be possible. It can potentially reduce the overall resource utilization in a situation where compute tasks B. Objectives are more than rendering tasks. Moreover, it can increase the In a university environment, it can be complicated to do the system administration cost. In this paper, a framework has been rendering because many researchers do not have access to a proposed that creates a dynamic distributed rendering dedicated machine for rendering [6]. They do not have access environment on top of the compute clusters using existing render to a rendering machine for a long time as it may become farm managers without requiring the physical separation of the unavailable for other research use. -
Rndr. Martinšik, Ph.D
RNDr. Martin Sik,ˇ Ph.D. Contact Kr´asn´eho8 Phone: +420 775 148 825 Information Praha 6 E-mail: martin [email protected] 16200 Czech Republic Web: cgg.mff.cuni.cz/˜sik/ Education Charles University in Prague - Faculty of Mathematics and Physics, Prague, Czech Republic Doctoral degree, Computer graphics and image analysis, January 2019 • Supervisor: doc. Ing. Jaroslav Kˇriv´anek,Ph.D. • Thesis topic: Global exploration in Markov chain Monte Carlo methods for light transport simulation Master's degree, Software systems, September 2012 • Graduated cum laude • Excellence scholarships granted during the studies • Specialization: Computer graphics • Thesis topic: Guide hair interpolation Analysis and implementation of a procedural hair generator, which com- municates with Maya Stubble hair plugin and 3Delight renderer. Also accepted as rigorous thesis in 2014. Bachelor's degree, Computer Science, September 2010 • Excellence scholarships granted during the studies • Specialization: Programming • Thesis topic: Particle systems Analysis and implementation of particle systems library, which handles real-time interactions among particles and off-line simulation. Gymn´aziumNad Alej´ıSecondary Grammar School, Prague, Czech Republic Graduation Exam, May 2007 Professional Chaos Czech a.s., Prague, Czech Republic Experience Senior developer/researcher, February 2016 - Present specialized at light transport simulation • Working on the Corona renderer core, solving both light transport related and unrelated issues • Working on the Corona renderer plugin for 3ds Max • Programing in C++ for Microsoft Windows. • Worked on caustics solver, complete heterogenous media support, subsur- face scattering, hair/skin shader, memory-friendly displacement, tonemap- ping, speed enhancements of a path tracer, procedural maps, etc. Pixar Animation Studios, Seattle, WA, USA Intern, July 2014 - December 2014 • Implementing new light transport algorithms in RenderMan (Pixar's rendering software) • The algorithms I implemented were released to the customers. -
Procedural Shading Assignment
Assignment #3 • Which is something you may wish to do since it is Assignment #3 So You Want to Write some Procedural Shaders • In fact… Assignment #3 Assignments • Goal is to be able to produce something nicer than • Some advice: this: – Choose either #1 (Ray tracing) or #2 (radioisity) – #3 will be real time shading… • Challenge will be getting environment set up – #4 – Tone Reproduction • Modification of #1 or #2 • In fact – If you choose to do assignments 1 & 2, you need not do any other. • so…pleasant dreams! Assignment #3 Assignment #3 • Experimentation with procedural shaders • 1. Download: • Three goals: – Cg – Real time shading language (Nvidia) – Download and install a procedural shading • Support for DirectX 8, 9 and OpenGL1.4 system. • Supposedly graphics card independent • Download: – Learn the logistics of assigning a shader to an – http://developer.nvidia.com object – Programming environment for Windows only using Visual – Create/use 3 simple shaders Studio. 1 Assignment #3 Assignment #3 • 1. Download • If you do not have Visual Studio or if your – RenderMonkey graphics card is not up to par. • For ATI Cards – Renderman shaders • DirectX 8.1+ Support only • Blue Moon Rendering Tools – no longer distributed • http://www.ati.com/developer/sdk/radeonSDK/html/Tools/RenderMonkey.html but… – I can get last version for Windows and Linux/Intel • Aqsis – Open Source Renderman renderer – Win32 and MacOS X – http://www.aqsis.com Assignment #3 Assignment #3 • 2. Attach shaders to objects • 3. Create / use simple shaders – Run the tutorial -
Dr. Queue Com Blender Um Render Farm GNU
Dr. Queue com Blender Um Render Farm GNU Por Alexandre da Silva costa [email protected] 1 Este artigo tem como intuito ensinar como usar o consagrado software de animações, blender com o render farm Dr.queue. Render Farm é um conceito muito próximo do cluster, porém em um cluster as aplicações tem seus processos subdivididos pelas maquinas de uma rede, para que cada uma faça uma parte e entregue o resultado final, tornando o processamento de aplicações complexas muito mais rápidas . No caso do Render farm, não dividimos os processos de uma aplicação, mas sim os quadros de uma animação. Chamamos de quadro as imagens estáticas que serão exibidas, formando uma animação, assim como são feitos desenhos animados convencionais, que serão posteriormente unidas à um arquivo de vídeo que exibirá os mesmos em sequência . Os resultados praticos, se você tiver uma maquina que renderiza uma animação em 2 horas, se tiver outra identica, fara o mesmo serviço em aproximadamente 1 hora, se tiver 8 maquinas o serviço estara pronto em 7,5 minutos e assim por diante. Para quem não conhece, explicarei o que é renderização. Quando modelamos em um software em 3d usamos sistemas vetoriais para criar nossos modelos, como é feito em programas mais simples como inkscape ou corel Draw, porém em programas 3d usamos sistemas um pouco mais complexos, como opengl, que conseguem gerar vetores 3d para gerarmos nossos modelos, este tipo de técnica necessita de um processador e placa de vídeo razoável para que possamos criar modelos complexos, como seres humanos, animais, prédios, carros.