Aqsis Documentation Release 1.6
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
An Advanced Path Tracing Architecture for Movie Rendering
RenderMan: An Advanced Path Tracing Architecture for Movie Rendering PER CHRISTENSEN, JULIAN FONG, JONATHAN SHADE, WAYNE WOOTEN, BRENDEN SCHUBERT, ANDREW KENSLER, STEPHEN FRIEDMAN, CHARLIE KILPATRICK, CLIFF RAMSHAW, MARC BAN- NISTER, BRENTON RAYNER, JONATHAN BROUILLAT, and MAX LIANI, Pixar Animation Studios Fig. 1. Path-traced images rendered with RenderMan: Dory and Hank from Finding Dory (© 2016 Disney•Pixar). McQueen’s crash in Cars 3 (© 2017 Disney•Pixar). Shere Khan from Disney’s The Jungle Book (© 2016 Disney). A destroyer and the Death Star from Lucasfilm’s Rogue One: A Star Wars Story (© & ™ 2016 Lucasfilm Ltd. All rights reserved. Used under authorization.) Pixar’s RenderMan renderer is used to render all of Pixar’s films, and by many 1 INTRODUCTION film studios to render visual effects for live-action movies. RenderMan started Pixar’s movies and short films are all rendered with RenderMan. as a scanline renderer based on the Reyes algorithm, and was extended over The first computer-generated (CG) animated feature film, Toy Story, the years with ray tracing and several global illumination algorithms. was rendered with an early version of RenderMan in 1995. The most This paper describes the modern version of RenderMan, a new architec- ture for an extensible and programmable path tracer with many features recent Pixar movies – Finding Dory, Cars 3, and Coco – were rendered that are essential to handle the fiercely complex scenes in movie production. using RenderMan’s modern path tracing architecture. The two left Users can write their own materials using a bxdf interface, and their own images in Figure 1 show high-quality rendering of two challenging light transport algorithms using an integrator interface – or they can use the CG movie scenes with many bounces of specular reflections and materials and light transport algorithms provided with RenderMan. -
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 -
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 Shading Reuse Method for Efficient Micropolygon Ray Tracing • 151:3
A Shading Reuse Method for Efficient Micropolygon Ray Tracing Qiming Hou Kun Zhou State Key Lab of CAD&CG, Zhejiang University∗ Abstract We present a shading reuse method for micropolygon ray trac- ing. Unlike previous shading reuse methods that require an ex- plicit object-to-image space mapping for shading density estima- tion or shading accuracy, our method performs shading density con- trol and actual shading reuse in different spaces with uncorrelated criterions. Specifically, we generate the shading points by shoot- ing a user-controlled number of shading rays from the image space, while the evaluated shading values are assigned to antialiasing sam- ples through object-space nearest neighbor searches. Shading sam- ples are generated in separate layers corresponding to first bounce ray paths to reduce spurious reuse from very different ray paths. This method eliminates the necessity of an explicit object-to-image space mapping, enabling the elegant handling of ray tracing effects Figure 1: An animated scene rendered with motion blur and re- such as reflection and refraction. The overhead of our shading reuse flection. This scene contains 1.56M primitives and is rendered with operations is minimized by a highly parallel implementation on the 2 reflective bounces at 1920 × 1080 resolution and 11 × 11 su- GPU. Compared to the state-of-the-art micropolygon ray tracing al- persampling. The total render time is 289 seconds. On average gorithm, our method is able to reduce the required shading evalua- only 3.48 shading evaluations are performed for each pixel and are tions by an order of magnitude and achieve significant performance reused for other samples. -
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. -
Computer Graphics on a Stream Architecture
COMPUTER GRAPHICS ON A STREAM ARCHITECTURE A DISSERTATION SUBMITTED TO THE DEPARTMENT OF DEPARTMENT OF ELECTRICAL ENGINEERING AND THE COMMITTEE ON GRADUATE STUDIES OF STANFORD UNIVERSITY IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY John Douglas Owens November 2002 c Copyright by John Douglas Owens 2003 All Rights Reserved ii I certify that I have read this dissertation and that, in my opin- ion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. William J. Dally (Principal Adviser) I certify that I have read this dissertation and that, in my opin- ion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Patrick Hanrahan I certify that I have read this dissertation and that, in my opin- ion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Matthew Regan Approved for the University Committee on Graduate Stud- ies: iii Abstract Media applications, such as signal processing, image and video processing, and graphics, are an increasing and important part of the way people use computers today. However, modern microprocessors cannot provide the performance necessary to meet the demands of these media applications, and special purpose processors lack the flexibility and pro- grammability necessary to address the wide variety of media applications. For the proces- sors of the future, we must design and implement architectures and programming models that meet the performance and flexibility requirements of these applications. Streams are a powerful programming abstraction suitable for efficiently implement- ing complex and high-performance media applications. -
Estudio Y Modelado En CATIA V5 R19 Del Wright Flyer I: Monorraíl Y Sistema Propulsor (Hélices)
Proyecto Fin de Carrera Ingeniería Aeronáutica Estudio y modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices) Autor: María Josefa Barragán González Tutores: María Gloria Del Río Cidoncha Juan Martínez Palacios Dep. Ingeniería Gráfica Escuela Técnica Superior de Ingeniería Universidad de Sevilla Sevilla, ENERO 2016 i Proyecto Fin de Carrera Ingeniería Aeronáutica Estudio y modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices) Autor: María Josefa Barragán González Tutores: María Gloria del Río Cidoncha Juan Martínez Palacios Dep. Ingeniería Gráfica Escuela Técnica Superior de Ingeniería Universidad de Sevilla Sevilla, 2016 “Desentrañar el misterio del vuelo de un pájaro fue como tratar de averiguar el secreto de la magia de un mago. Tras conocer el truco y saber qué mirar, ves cosas que no habías notado cuando no sabías exactamente qué buscar” _ Orville Wright A todos aquellos que han hecho posible este proyecto RESUMEN “Estudio y Modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices)” forma parte de un proyecto propuesto para recrear el aeroplano construido por los hermanos Wright en 1903 (el Flyer I) y estudiar en detalle sus componentes. Este proyecto contiene un estudio de la vida e inventos de los hermanos Wright, centrado en el monorraíl y el sistema propulsor que utilizaban, basado en el libro “How We Invented the Airplane: An Illustrated History” [1]. También incluye una reproducción virtual en CATIA del monorraíl utilizado por el Flyer I y de su sistema propulsor modelada a partir del conjunto de planos National Air and Space Museum Drawings [2]. -
The Renderman Interface Specification, V3.1
The RenderMan Interface Version 3.1 September 1989 (with typographical corrections through May 1995) Copyright 1987, 1988, 1989, 1995 Pixar. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or other- wise, without the prior permission of Pixar. The information in this publication is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Pixar. Pixar as- sumes no responsibility or liability for any errors or inaccuracies that may appear in this publication. RenderMan is a registered trademark of Pixar. Pixar 1001 W. Cutting Blvd. Richmond, CA 94804 (510) 236-4000 Fax: (510) 236-0388 ii TABLE OF CONTENTS LIST OF ILLUSTRATIONS ................................................................................................. vii LIST OF TABLES ............................................................................................................... viii PREFACE ............................................................................................................................ ix Part I The RenderMan Interface Section 1 INTRODUCTION................................................................................................ 3 Features and Capabilities ....................................................................................................... 5 Required features ............................................................................................................ -
Free and Open Source Software
Free and open source software Copyleft ·Events and Awards ·Free software ·Free Software Definition ·Gratis versus General Libre ·List of free and open source software packages ·Open-source software Operating system AROS ·BSD ·Darwin ·FreeDOS ·GNU ·Haiku ·Inferno ·Linux ·Mach ·MINIX ·OpenSolaris ·Sym families bian ·Plan 9 ·ReactOS Eclipse ·Free Development Pascal ·GCC ·Java ·LLVM ·Lua ·NetBeans ·Open64 ·Perl ·PHP ·Python ·ROSE ·Ruby ·Tcl History GNU ·Haiku ·Linux ·Mozilla (Application Suite ·Firefox ·Thunderbird ) Apache Software Foundation ·Blender Foundation ·Eclipse Foundation ·freedesktop.org ·Free Software Foundation (Europe ·India ·Latin America ) ·FSMI ·GNOME Foundation ·GNU Project ·Google Code ·KDE e.V. ·Linux Organizations Foundation ·Mozilla Foundation ·Open Source Geospatial Foundation ·Open Source Initiative ·SourceForge ·Symbian Foundation ·Xiph.Org Foundation ·XMPP Standards Foundation ·X.Org Foundation Apache ·Artistic ·BSD ·GNU GPL ·GNU LGPL ·ISC ·MIT ·MPL ·Ms-PL/RL ·zlib ·FSF approved Licences licenses License standards Open Source Definition ·The Free Software Definition ·Debian Free Software Guidelines Binary blob ·Digital rights management ·Graphics hardware compatibility ·License proliferation ·Mozilla software rebranding ·Proprietary software ·SCO-Linux Challenges controversies ·Security ·Software patents ·Hardware restrictions ·Trusted Computing ·Viral license Alternative terms ·Community ·Linux distribution ·Forking ·Movement ·Microsoft Open Other topics Specification Promise ·Revolution OS ·Comparison with closed