4 ms·
I think it’s used to load all the geometry of really a complex scene with a lot of geometry. (Think Pixar movie.) With ray tracing, if you can’t load the whole
by TomVDB 8y ago
I think it’s used to load all the geometry of really a complex scene with a lot of geometry. (Think Pixar movie.)
With ray tracing, if you can’t load the whole scene in memory, it’s simply not going to work.
Disney recently released a scene of Moana for public use. It has 15 billion primitives!
http://www.cgchannel.com/2018/07/download-disneys-data-set-for-motunui-island-from-moana/ http://www.cgchannel.com/2018/07/download-disneys-data-set-f...
- dahart 8y ago> Disney recently released a scene of Moana for public use. It has 15 billion primitives! FWIW, that’s after instancing, which doesn’t take up much memory. The Moana scene’s data files are mostly ptx textures, the geometry is only a fraction of it. The subd geometry might expand to be larger in memory than the textures, though, depending on if it’s subsivided and how much.
- TomVDB 8y agoDo you by any chance know how much RAM the CPUs in a render farm need? That would help to put the 48GB in context... Answering my own question: http://pharr.org/matt/blog/2018/07/08/moana-island-pbrt-1.html http://pharr.org/matt/blog/2018/07/08/moana-island-pbrt-1.ht... “...with memory use upward of 70 GB during rendering.” The author is later able to reduce the amount of memory significantly by rewriting small parts of his renderer.
- dahart 8y agoDepends heavily on the production & team tools/workflow, and it’s been a few years since I was in production, but I personally believe hundreds of GBs is reasonably common. The Moana scene data in PBRT form doesn’t quite contain all the data they had in production, and I don’t know, but PBRT might be better about texture caching than some production renderers too.