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> You mention ray tracing, are you assuming ray tracing? Why? Toy Story wasn't ray traced. I actually said that in my first post. > I said you could roll your
by AboutTheWhisles 9y ago
> You mention ray tracing, are you assuming ray tracing? Why? Toy Story wasn't ray traced.
I actually said that in my first post.
> I said you could roll your own, didn't I? If you don't roll your own, you most definitely are locked in
The point is that this is not something that is so computationally intensive that it would prevent it from running in real time, even when matching the filtering quality of PRman.
> > Render farm nodes are typically built with memory to CPU core ratios that match as the main priority.
>That doesn't contradict what I said, at all.
You said that render farms focus on texture caching, and I'm telling you that is not true. I've built large render farms and the topic never comes up. Textures aren't nearly the focal point you are making them out to be.
> I doubt that was true for Toy Story, and it was not true for the films I worked on circa Toy Story. Textures usage was "out of core" at the time.
If you were rendering in real time, there would be no reason to unload textures from GPU memory and then put the textures back into GPU memory, so this isn't relevant. Film is rendered one frame at a time, however if the Reyes architecture were running in real time, the same workflow used for 2 hour frames would not be practical, nor does it weigh on whether real time would be possible here.
> You certainly can load textures on demand on a GPU, you just don't get any performance gain over a CPU when you do that.
That assumes that GPUs' only advantage is due to memory bandwidth, which isn't true, though that is irrelevant here, since there are plenty of GPUs with much more memory than the computers used to render Toy Story.
> Aside from Toy Story era assets, in-core GPU textures are not possible with today's film texture & geometry sizes. Film frames with good filtering can easily access terabytes of texture.
> GPU core memory size & bandwidth is the single main determinant of whether studios can use GPUs for rendering today. Getting large (film sized, not game sized) amounts of geometry & textures onto a GPU is the main problem.
I'm not sure why you suddenly focused on modern GPU rendering for film. This thread was about whether Toy Story could be rendered in real time on modern GPUs, not modern film assets.
- dahart 9y agoMan, I don't know why you're in hyperbolic attack mode, I'm sorry if I said something that irritated you. I'd love to have a peaceful technical conversation about how to do it, rather than a try to prove me wrong on every point fight. You're probably right, it's probably possible to render Toy Story in real time. I sincerely hope you have happy holidays. It is a fact that the texture filtering Toy Story used is more computationally intensive than the "high quality" anisotropic mip mapping you get by default on a GPU. I did speculate getting PRman level texturing, filtering and anti-aliasing, combined with memory constraints, could compromise the ability to render Toy Story in real time. You disagree. That's fine, I could be wrong. But, if you don't mind, I'll wait to change my until after someone actually demonstrates it. I've built render farms too, and renderers as well. My personal experience was that texture caching was a large factor in deciding the network layout, the hardware purchases, the software system supporting the render farm, and the software architecture of the renderer itself. You can tell me whatever you want, and keep saying I'm wrong, but it won't change my experience, all that means is that you might not have seen everything yet. > If you were rendering in real time, there would be no reason to unload textures from GPU memory and then put the textures back into GPU memory, so this isn't relevant. It is completely relevant, if you can't fit the textures into memory in the first place, which is precisely what was happening in my studio around the same time Toy Story was produced, and what I would speculate was also happening during production of Toy Story. But, I don't know about Toy Story specifically, since I didn't work on it. I believe the production tree was smaller than 16GB, so perhaps it's entirely possible the entire thing could fit on a modern GPU. Still, this would mean that a good chunk of the software, the antialiased frame buffer, all animation and geometry data, all texture data -- all assets for the film -- would have to fit on the GPU in an accessible (potentially uncompressed) state. I'm somewhat skeptical, but since you're suggesting a theoretical re-write the entire pipeline & renderer, then yes, it definitely might be possible. > I'm not sure why you suddenly focused on modern GPU rendering for film. I was just making a side note that memory is still (and always has been) the GPU rendering bottleneck for film assets. Threads can't evolve? I'm not allowed to discuss anything else besides the first point ever? I think my side note is relevant because an implicit meta-question in this conversation is: what year's film assets are renderable in real time on the GPU, regardless of whether Toy Story is? The GPU memory limits are, IMO, becoming less of a bottleneck over time. Rendering today's film assets is becoming more possible on a GPU, not less, so I think if Toy Story couldn't be real-timed today today, it will happen pretty soon.
- AboutTheWhisles 9y ago> Man, I don't know why you're in hyperbolic attack mode, There isn't anything like that in my posts, just corrections along with pointing out irrelevancies, no need to be defensive. > It is completely relevant, if you can't fit the textures into memory in the first place, which is precisely what was happening in my studio around the same time Toy Story was produced, and what I would speculate was also happening during production of Toy Story. Yes, PRman has always had great texture caching and like I mentioned earlier, a 32 socket SGI Onyx would max out at 2GB of memory. I think a fraction of that was much more common. > Still, this would mean that a good chunk of the software, the antialiased frame buffer, all animation and geometry data, all texture data -- all assets for the film -- would have to fit on the GPU in an accessible (potentially uncompressed) state. I think you mean all assets for a shot, not the whole film.