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Two figures that stood out to me were the 1.1 million render hour / day capacity of the farm and the quoted total of 190 million render hours for the film. Tha
by dpiers 12y ago
Two figures that stood out to me were the 1.1 million render hour / day capacity of the farm and the quoted total of 190 million render hours for the film.
That means almost half a year (~172 days) was spent rendering the film on this supercomputer. The listed running time of 108 minutes * 60 seconds * 24 frames per second = 155,520 frames in the film, giving us an average render time of 1,221 compute hours per frame, or a rendering speed of 2.27e^-10 FPS. Which means that, if Moore's Law continues to hold, in 26.7 years or so we'll have a super computer that could render this film in realtime at 24FPS, and that's just neat.
Congrats to everyone who worked on this; really impressive technical achievement.
- gaius 12y agoMoore's Law is about transistor density, it says nothing about performance.
- GrouchoDarts 12y agoWell, performance scaling in software has advanced (in average) with a stronger exponent than Moore's Law. Which is why we can get visuals as awesome as Jurassic Park on modern GPUs - while the hardware isn't quite as powerful as the rendering farms used for that movie, other advancements allow us to achieve what are in many ways more spectacular results. So, he may be wrong about what makes this happen, in essence he's probably correct. In the time frame he outlined, I expect both Ray Tracing and Radiosity solutions on both hardware and software to match and possibly exceed what he has outlined in terms of capability.
- dpiers 12y agoIncreased density = more transistors. Don't be pedantic.
- gaius 12y agoAnd more transistors doesn't mean more performance. Why do you think modern CPUs have 6 or 8 cores on? Because we can fit more transistors on a die but CANNOT make individual cores go any faster. You can massively parallelize rendering a movie in advance because you can do each frame on its own CPU. Rendering in real-time is much less easy to extract this kind of parallelism from, particularly if you have hard real time constraints.
- jp555 12y agoI thought the problem with faster as you go smaller is that smaller pipes leak higher pressure water (electron tunneling), which is why we have divided the pressure into a larger number of small pipes (multi-core). If we can make higher pressure capable small pipes we could run then all faster. I bet there's billions being invested in solving this problem, but that doesn't mean it's solvable.
- jrockway 12y agoModern CPU cores are faster than CPU cores from before the "multicore" era. I think we're figuring out how to make CPU cores faster _and_ pack many of them into the same space.
- stavrus 12y agoOne of the main limitations is actually power, as increasing the frequency increases the power draw. All that power turns into heat, which has to be dissipated. Modern processors already shut off inactive cores and change the frequency of the active cores on the fly depending on the workload to reduce the power draw [1], so it's easier to add performance by adding cores. The problem is that software hasn't quite caught up to take advantage of the added cores. [1] http://en.wikipedia.org/wiki/CPU_power_dissipation http://en.wikipedia.org/wiki/CPU_power_dissipation
- Symmetry 12y ago"Moore's Law" as a phrase in popular usage dates from way after Moore's 1965 paper on transistor density doubling every year, and anyways Moore wrote a memo endorsing it's usage for things other than that (It was included in the lecture notes of some semiconductor physics class I was taking).
- kayoone 12y agoi doubt it was rendered at 24fps because it probably is a 3D movie.
- dpiers 12y agoYou're right; the frame count should be doubled, and the other calculations adjusted accordingly.
- lern_too_spel 12y ago1.1 million render hours per day on 55000 cores means that each core in their render farm is rendering only 22 hours per day.
- grhino 12y agoWith that many cores, would there be some expected down time?
- ollifi 12y agoIt's not like they create the film and then push render though. I assume these figures include massive amount of iterating in different work stages. So if you are interested in only rendering the end product you will get there a lot faster.
- rm445 12y agoHope someone knowledgeable can comment on this. The impression from the short making-of documentaries packaged with Pixar's films, is that they're completely animated, voiced and viewable with very basic working rendering, and the proper render is something that in principle could be done as a final complete step. Of course, that's probably a bit of movie magic; in the real world there's surely some iteration.
- MrScruff 12y agoThere's a great deal of iteration (look development, lighting) past animation approval.
- berkut 12y agoYeah, previs (pre-visualisation) is generally always done these days, as it lets the director preview what things "look" like, but that only has very basic geometry, low res textures (if any) and no proper cloth/skinning deformation animation, and no proper shaders / lighting. So it's basically using a game engine without even game engine decent lighting / shading for the most part. So while it's great for placing objects in the scene and getting the camera position correct, that's about it. There has been a move to using progressive raytracing more and more over the past year or so, but it's still very early days with that. On top of that, as previs is almost always done early (before most asset generation - modelling, texturing, maybe animation too) is done, it doesn't always give you all the info you need - i.e. it's often the case with mechanical hero objects in the scene (i.e. aircraft, robots, weapons, etc) that the basic geometry used for previs isn't good enough, and later on in real lookdev/lighting (or sometimes even at animation stage) serious issues are found - i.e. the previs has a robot moving through a street, but when animation actually start trying to rig the robot to get it moving realistically, they find for the arms to swing, it can't actually fit in the street. So there's a huge amount of iteration that works up-and-down the pipeline, sometimes causing lots of different parts of it to re-do work. Generally it goes: Previs -> Modelling / Texturing (linked, as you need UVs) -> Layout -> Animation - > Lookdev / Lighting -> Compositing. Any non-trivial change before Lookdev / Lighting will trigger new renders having to be done for some layers / scenes.
- Keyframe 12y ago1.2 hours per frame sounds about right for a feature. Also, apart from Moore's Law, there's a Blinn's Law ( http://en.wikipedia.org/wiki/Jim_Blinn http://en.wikipedia.org/wiki/Jim_Blinn ) - As technology advances, rendering time remains constant.
- Hermel 12y agoIt's 1200, not 1.2 hours. However, there are at least twice as many frames, as it is 3D.
- Keyframe 12y agoMy bad. It has been a dogma for decade(s) now that production quality feature is from 0.5 to 2 hrs per frame for final though, so that was my reaction without reading correctly. You have to factor in numerous passes and production previews which add up. source: am rendering daily. TV work, on the other hand, can't deal with that kind of time burden, so it's shifting to more novel solution which lately involves near real-time rendering (see element3d for example).
- tizzdogg 12y agoIn my experience, typical render times are whatever can get finished overnight. So up to 8 hours or so on average. Many complicated renders will take much, much longer. And then of course many simple things like previews and non-final renders go significantly faster. It varies widely depending in the complexity of geometry and lighting model. Blinns law is completely true. The limiting factor on render times is the impatience and work schedule of the people submitting the jobs.
- bhouston 12y agoRemember that you do not get it right immediately, thus most sequences are repeatedly re-rendered until everything is correct. Also a frame often isn't rendered in a single pass but is composed of multiple layers -- although this varies depending on the animation studio and their philosophy.
- darkmighty 12y agoIsn't this layering what they referred as "time consuming manual lightning"? From what I understood, everything is treated as global illumination and effects are done without "tricks".
- tizzdogg 12y agoNo, layering just means generating multiple renders for a given shot, which can then be combined to create the final image using 2d compositing software such as Nuke. Full 3d renders are always going to be much slower than just doing image manipulations in 2d, so it is much more efficient to iterate by making adjustments in 2d than by re-rendering everything from scratch every time you need to make a change. Additionally if just one element in a shot changes, say a character's animation changes, it much more efficient to just render the layer for that element again than to re-render ALL the geometry for the entire shot. Each layer may still be rendered with full global illumination and whatever other fancy lighting is needed.. the layering just makes it easier to iterate in individual pieces of a shot. In feature animation things are changing and being adjusted constantly. Each shot is worked on by many people across multiple disciplines, all of whom do many, many iterations to hone in in the final shot. So the entire production pipeline is designed to make handling changes as efficient and easy as possible. Look at the amount of processing resources disney used for this movie.. I can guarantee you they are cutting all the corners they can and maximizing efficiency wherever possible. Doing a single monolithic render every time something changed would be extremely inefficient. That said, there are a few studios that do produce complete final frames in-render. Usually places that write their own renderers in-house and therefore have a sort of macho academic attachment to showing off how much their renderer can achieve out of the box. Blue Sky is this way because their whole pipeline is designed around their cg studio renderer. Anecdotally I have heard that Pixar did everything in renderman for a long time but more recently they have started using more of a compositing workflow since it's so much more efficient. So it's possible that disney may be this way now since they have this fancy new hyperion renderer they wrote, but I certainly wouldn't bet on final frames all being done in-render.
- logicallee 12y agoI was with you until you made a 26.7 year prediction.
- VikingCoder 12y agoI can't find the source, but I remember reading that when Pixar went back to render Tory Story in 3D that they got close to 24 fps, just because the rendering hardware and software had improved so much. But without a source, I'm not going to stand by that...