5 ms·
1. Of course not. And I didn't say so.
2. I never contested that too. What I did say is that GPU porting of offline renderers is a waste of time better spent
1. Of course not. And I didn't say so.
2. I never contested that too. What I did say is that GPU porting of offline renderers is a waste of time better spent otherwise. And that denoising is solving a problem you would have less off if you didn't waste time with the former.
And that 3Delight is proof of that.
3. I never said this was a broad use case. I was making a point in the context of ray-tracing which is the topic of this HNs discussion. But I do assure you: comparing these renderers by other means wouldn't make them look better.
> Your 3delight page doesn't say whether they're using binary or ascii .rib files.
This is completely unimportant. The resp. renderer plug-ins were used inside Maya and 'render' was pressed.
3Delight didn't need to generate RIB files. Neither did (P)RMan. The Ri API is a C binding that can talk directly to the renderer or spit out RIB. If Pixar uses this in their Maya plug-in, I dunno.
Every time I used RenderMan from inside Maya I was working at some facility that had their own exporter. Arnold: I have no idea if it writes .ass files or talks directly to the renderer.
In any case, if you checked the numbers on the page for building up the ray acceleration structure it would be obvious to you that any amount of file I/O with the example scene in question is negligible.
I know a bit about this. I was maintainer of the Liquid Maya rendering translator at Rising Sun Pictures and wrote the Affogato Softimage to RenderMan exporter there. I also wrote a direct in-memory export that made Nuke render with 3Delight using the Ri (called AtomKraft for Nuke) and was heavily involved in the Atomkraft for AfterEffects. So I can assure you RIB is not a factor in this comparison. Trust me. :)
Texturing quality is the same with the caveat that Pixar can only use power of two textures. Which can have adverse effects on memory use and all implications coming from that.
Meaning that if I have e.g. a 46k pixels per axis resolution texture I have to upsample that to 64k to get the same quality that I can get in 3Delight using ... well: a 46k texture.
Because the next closest power of two I could use with RMan, 32k, will mean I loose 14k of resolution (aka quality) per axis axis.
And lastly, apart from that: if you compare texture cache efficiency between those two, I am happy to bet considerable money on who will come out on top. Guess. :]
> you are being sucked into some marketing, and missing the bigger picture.
What marketing? 3Delight doesn't have any and that page is not known and extremely hard to find even through google unless you enter exact search terms.
I do not need marketing to be a tad informed about these topics. I have been using Pixar's RenderMan for almost 20 years in production and 3Delight for a decade.
> What I did say is that GPU porting of offline renderers is a waste of time better spent otherwise.
Not true. You can get speedups of 10x-100x by moving to the GPU. There is no known alternative way to spend your time to achieve the same outcome with the same effort. Using ideal (unachievable) perfect importance sampling algorithms might give you 2x, in some cases, if you're lucky.
What is making you think that people aren't improving their rendering algos or renderers, or that GPUs are preventing other improvements?
> And that denoising is solving a problem you would have less off if you didn't waste time with the former. And that 3Delight is proof of that.
Not true. You can't get rid of the need for denoising when using Monte Carlo path tracing techniques, and 3Delight's geo light sampling does not in any way demonstrate that you can.
> Not true. You can get speedups of 10x-100x by moving to the GPU. [...]
Ok, I take you by your word. Mind you, all the points I made were about offline rendering. I dare you to put your money where your mouth is.
Disney's Moana Set[1] it a good, publicly available example.
Show me how you get a 10× speed up using a GPU over 3Delight[2] with any commercial renderer out there. Really. I look forward to it. Note that I do not take you up on your 100× because it will satisfy me to see a 10× speedup to accept your point. By far.
Price of GPU and CPU rig need to be comparable. Electricity cost must be factored in too so if your render costs twice as much, rig plus running costs, you divide your results by that factor. And vice versa.
And as for your RIB comment earlier: don't worry -- we will add the scene parsing time to the finals; as we should.
Total time will be from render command issued to final image being available on disk.
And while this is an outdated example the scene complexity reflects what users of Houdini, even single artist types, are throwing at renderers nowadays. Or trying to.
> What is making you think that people aren't improving their rendering algos or renderers [...]
Uhhm, experience? I have been using offline renderers in production since 1994. And I see the rate of progress in commercial offline renderers drop in correlation with those people spending more effort on porting their stuff to GPUs. Sure, could be a coincidence and no causality at all. Maybe there are better explanations -- I'm all ears.
> Not true. You can't get rid of the need for denoising when using Monte Carlo path tracing techniques [...]
Says who? I would never make such a claim either way.
So before you mis-quote me again: I ever said you can get rid of the need for denoising and I never said you cannot get rid of the need for denoising for Monte Carlo path tracing. In fact I never even mentioned Monte Carlo path tracing.
Now going back to what I actually wrote: maybe re-read that. Notice the word I put in Italics so it was harder to miss?
Just for the record: you are mis-quoting me for the fourth time in this thread.
[1] https://www.technology.disneyanimation.com/islandscene https://www.technology.disneyanimation.com/islandscene
[2] Just an indication (white bars only) since this misses data on electricity costs and parsing time (I think, but I will verify with them): https://documentation.3delightcloud.com/display/3DLC/Cloud+Rendering+Speed https://documentation.3delightcloud.com/display/3DLC/Cloud+R...
> I never said you cannot get rid of the need for denoising for Monte Carlo path tracing.
You claimed that investing in sampling algorithms would reduce the need for denoising. You claimed that 3Delight's sampling algorithm is proof of that. I disagree, I think denoising gives the same benefit to 3Delight as it does to Arnold & RenderMan, which is reduced time to a noise-free preview.
> In fact I never even mentioned Monte Carlo path tracing.
I don't even know what you mean by this, if we're not talking about Monte Carlo, why are you commenting on denoisers at all? You posted a link to 3delight's geo light sampling marketing comparison. You know that's a Monte Carlo method, right?
> Sure, could be a coincidence and no causality at all. Maybe there are better explanations -- I'm all ears.
Yes, that's right, it could be coincidence.
Do you follow Siggraph or rendering research, and have you noticed that the rate of progress in CPU rendering algorithms has slowed?
Do you have more examples of features that CPU-only renderers have that are surpassing everyone porting to GPU? I've seen only one example in this thread.
> you are mis-quoting me for the fourth time in this thread.
I don't believe that's true. I may be misunderstanding your points or summarizing you incorrectly or in a way you don't like. I am definitely disagreeing with some of your points and trying to explain why, but I don't believe I have mis-quoted you even once.
>> You can't get rid of the need for denoising when using Monte Carlo path tracing techniques [...]
> Says who? I would never make such a claim either way.
Wikipedia says so, and I'm happy to repeat it. Would you not make that claim because you haven't studied what Monte Carlo is, or because you know of advanced techniques that are noise free? There are no known noise free Monte Carlo rendering techniques except for on trivial and/or hypothetical scenes. The kind of scenes you're talking about always have randomness (noise), because the very name "Monte Carlo" is referring to random sampling.
I'm happy to explain more about why Monte Carlo comes with noise, in case it's not clear, or why denoisers will always be valuable in the context of Monte Carlo rendering methods...
> You claimed that investing in sampling algorithms would reduce the need for denoising. You claimed that 3Delight's sampling algorithm is proof of that. I disagree,
Then we agree to disagree. I can back up all my claims with hard data. Can you?
3Delight's changelog gives you access to all versions of the renderer maybe back to 2006 or so. I think their path tracing core is only after 2016.
So we can download any 'sample', throw the same scene at it and calculate noise properties in the resulting image and see how they got better over time. Be my guest. I know the result and it will back up my claim. Cheers! :)
> You posted a link to 3delight's geo light sampling marketing comparison
Nice 2nd try but not biting. This is not marketing material. 3Delight doesn't employ a single marketing person and this was never published at the time when it was relevant (2017).
> I'm happy to explain more about why Monte Carlo comes with noise, in case it's not clear, or why denoisers will always be valuable in the context of Monte Carlo rendering methods...
Thank you for your kind offer, professor, no need. ;)
May I remind you that I said (analogously) that relying on denoisers for improvement is a bad idea not that denoisers are a bad idea per se?
But let's not try diverting this from you being put on the spot to prove your outlandish 10x+ speedup claim, shall we?
Or are you preparing an extra reply to my challenge?
1. GPUs are not faster than CPUs for offline rendering when you factor in costs.
1.1. They are not even faster in the general case when you just go by GFLOPS/US$. You have to look at specific cases to get a speed advantage (exactly my point: you spend R&D on making the general case work within the restrictions of the special case. Example: FP precision).
3. Time spent working around restrictions of GPUs (data transfer, memory size, precision) could be better spent at improving a CPU renderer. Proof: 3Delight.
4. GPUs are not a general alternative to CPU offline rendering because of aforementioned restrictions. That they work in specific cases means the only good reason to invest in R&D supporting them is if your target audience only ever needs to deal with those special cases. No such renderer (claiming to cater only for such audiences) exists. Thus there are no renderers out there which should focus their R&D on GPU or they are simply lying to their customers (and/or themselves).
> Do you follow Siggraph or rendering research, [...]
Yes.
> [...] and have you noticed that the rate of progress in CPU rendering algorithms has slowed?
No.
But I'm curious how you define a "CPU rendering algorithm". I'm all ears.
> I can back up all my claims with hard data.
That's where I think you're already off the rails, I don't think this particular point can be proven with hard data, it's about goals. Denoising helps whenever there's noise. 3Delight produces noise with low sample numbers, just like all other renderers. A denoiser will make that faster and enable quicker preview turnarounds.
Your argument is that 3Delight's algorithm makes final frame rendering faster, which I'm not arguing with. If it takes longer than 5 seconds to get to final frame, it doesn't matter whether it's faster than others, denoising will provide the same benefit.
> I'm curious how you define a "CPU rendering algorithm". I'm all ears.
I was really referring to just rendering algorithms in general. There were a lot of papers on how to speed up rendering algorithms in the 80s and 90s, and the speedups were large. A lot fewer in the 2000s and 2010s, and the speedups are no longer multiples, but more often measured in percents. Based on your claims, I'd think you'd have noticed this trend. It's directly related to the rate of progress of features and speed that commercial renderers are releasing.
Feel free to provide sources on flops/$ for fp32. (BTW, talking flops/$ ignores RTX.) First Google result disagrees with you https://aiimpacts.org/current-flops-prices/#Graphics_processing_units_GPUs_and_Xeon_Phi_machines https://aiimpacts.org/current-flops-prices/#Graphics_process...
Saying that GPUs aren't a general alternative is true but ignoring the trend. They used to be much less of an alternative. They are currently a fast alternative for some workflows, especially preview. They will in the future become more and more of a general alternative.
> You claimed that investing in sampling algorithms would reduce the need for denoising. You claimed that 3Delight's sampling algorithm is proof of that.
One thing I can share is that 3Delight has a found a way to do weighted filtering of pixel samples w/o introducing correlation. They do not publish any papers though.
Many other vendors of renderers have this issue and the noise this correlation produces is hard to remove.
But I'm sure you understand all that since you were offering to lecture me on Monte Carlo methods below. ;)
Because of this e.g. Intel Open Image Denoise needs uncorrelated pixels samples to work at all.
And the crazy thing resulting from this is that Intel ask you to turn off this sort of pixel filtering in your renderer. Which makes the image more noisy.
Aka: you are adding noise to be able to then denoise. More irony ... this time lost on advocates of denoising, I guess.
Quote from the IOID docs: "Weighted pixel sampling (sometimes called splatting) introduces correlation between neighboring pixels, which causes the denoising to fail (the noise will not be filtered), thus it is not supported."[1]
This is actually misinformation (or maybe trending fake news?). What they should have written is "We believe that weighted pixel sampling (sometimes called splatting) introduces correlation between neighboring pixels [in all renderers we know of] [...]"
To quote a 3Delight developer on this text: "That text from Intel, apparently the same as for RenderMan, is pure, unadulterated, pseudo-science. [...]
3Delight will work with [the] Intel denoiser [...]"[2]
Proof: you can feed a pixel filtered image from 3Delight into IOID and it will work as the samples are not correlated[3].
[1] https://openimagedenoise.github.io/documentation.html https://openimagedenoise.github.io/documentation.html
[2] https://discordapp.com/channels/618404428776472581/618415516641525791/700743937048051833 https://discordapp.com/channels/618404428776472581/618415516...
[3] https://cdn.discordapp.com/attachments/618415516641525791/700694474824744980/unknown.png https://cdn.discordapp.com/attachments/618415516641525791/70...