SlideShare a Scribd company logo
1 of 12
Eyecatcher in Real-Time 3D-Rendering




                              At the example of reflection effects




Tobias Günther, Videocamp Essen, 20.06.10
Reflection and Refraction




      E. Veach, L. Guibas, Metropolis Light Transport
Caustics




Tuffenta, TU Münschen
                               Jeremy Birn in Mental Ray, Image Copyright © 1999 by Jeremy Birn.
Realistic Lightning and shadows




Interior 5 by bbb loaded from indigo.com
Hair rendering
●   One of the most difficult
    procedures
●   simulation of naturally
    looking hair and
    movements



          Hair rendering with D3D11 tessellation
                        NVIDEA GeForce Demo
Render Quality – Reflection example




    3D Real-Time with        3D non-Realt-Time without   3D non-Real-Time with
Simulated Reflection Effects     Reflection Effects       Dynamic Reflections
Comparison Reflection rendering
●   GPU Realtime Rendering simulated reflections
     ●   JavaME+OpenGL (scanline rendering)
●   CPU-Rendering without reflections
                                                 CPU Rendering
     ●   Blender (scanline rendering)            Baked Textures
                                                  0.3 Frames/s
                                                                  Speed*: CPU=1/100 GPU
●   CPU-Rendering with
    dynamic reflections                                                       GPU Rendering
                                                                              Baked Textures
                                                                               30 Frames/s
     ●   Blender
         (raytracing & scanline
                                              CPU Rendering
         rendering)                              Raytracing
                                               0.15 Frames/s

    * Intel Core 2 Duo CPU 1 Ghz 512 MB RAM Mobile Intel
    965 Graphics Chip 384 MB RAM, OpenGL 1.5
Render farms for Rendering
●   Connects thousands of CPU or GPUs to one cluster
    ●   Amazon 1 cent per hour per virtual CPU
    ●   Oracle/Sun 1$ per hour per real GPU
●   Costs CPU = 1/100 GPU
Over-engineered?
●   Big-Buck-Bunny (2008) by Blender




                                               http://www.hpcwire.com/features/Rendering_in_the_Cloud_or_Not.html
    Institute
    ●   Rendered with Sun-Cloud
    ●   50k computing hours (5.7 years of
        continuous rendering)
        –   Sponsered by sun for PR-campaign
    ●   1-2 hours of rendering time for a
        single frame
    ●   Total length of movie 11 min
Cloud rendering is a success story




                                                http://www.tomshardware.com/reviews/render-farm-node,2340.html
●   40 million hours for Monsters vs. Aliens
●   30 million hours for Madagascar Escape
    2 Africa
●   6.6 million hours for Revenge of the Sith
●   72 hours per single frame for
    Transformers 2
Conclusion
  ●   Simulating eyecandy effects in realtime rendering
      is kind of the art
      ● Disadvantage: no dynamic “corrections” after baking
  ●   Law of speed and costs: CPU ≈ 1 ⋅GPU
                                        100
  ●   Render farms “allow” for “battle of over-engineering”?

Tobias Guenther
Elaspix UG
Twitter: @elaspix

More Related Content

What's hot

Uncharted3 effect technique
Uncharted3 effect techniqueUncharted3 effect technique
Uncharted3 effect technique
MinGeun Park
 

What's hot (17)

Uncharted3 effect technique
Uncharted3 effect techniqueUncharted3 effect technique
Uncharted3 effect technique
 
Optimizing Unity games for mobile devices
Optimizing Unity games for mobile devicesOptimizing Unity games for mobile devices
Optimizing Unity games for mobile devices
 
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014
Benoit fouletier guillaume martin   unity day- modern 2 d techniques-gce2014Benoit fouletier guillaume martin   unity day- modern 2 d techniques-gce2014
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014
 
Unity Internals: Memory and Performance
Unity Internals: Memory and PerformanceUnity Internals: Memory and Performance
Unity Internals: Memory and Performance
 
【Unite 2017 Tokyo】Unityを使ったNintendo Switch™ローンチタイトル制作~スーパーボンバーマンRの事例~
【Unite 2017 Tokyo】Unityを使ったNintendo Switch™ローンチタイトル制作~スーパーボンバーマンRの事例~【Unite 2017 Tokyo】Unityを使ったNintendo Switch™ローンチタイトル制作~スーパーボンバーマンRの事例~
【Unite 2017 Tokyo】Unityを使ったNintendo Switch™ローンチタイトル制作~スーパーボンバーマンRの事例~
 
Design your 3d game engine
Design your 3d game engineDesign your 3d game engine
Design your 3d game engine
 
Rendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb RaiderRendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb Raider
 
Game Engine Architecture
Game Engine ArchitectureGame Engine Architecture
Game Engine Architecture
 
Game Engine for Serious Games
Game Engine for Serious GamesGame Engine for Serious Games
Game Engine for Serious Games
 
【Unite 2017 Tokyo】Anima2Dについて語るで!2Dアニメーションの未来
【Unite 2017 Tokyo】Anima2Dについて語るで!2Dアニメーションの未来【Unite 2017 Tokyo】Anima2Dについて語るで!2Dアニメーションの未来
【Unite 2017 Tokyo】Anima2Dについて語るで!2Dアニメーションの未来
 
Modern Graphics Pipeline Overview
Modern Graphics Pipeline OverviewModern Graphics Pipeline Overview
Modern Graphics Pipeline Overview
 
Redefining Mobile Graphics Stack
Redefining Mobile Graphics StackRedefining Mobile Graphics Stack
Redefining Mobile Graphics Stack
 
CUDA Raytracing을 이용한 Voxel오브젝트 가시성 테스트
CUDA Raytracing을 이용한 Voxel오브젝트 가시성 테스트CUDA Raytracing을 이용한 Voxel오브젝트 가시성 테스트
CUDA Raytracing을 이용한 Voxel오브젝트 가시성 테스트
 
Looking glassrenderinglt en
Looking glassrenderinglt enLooking glassrenderinglt en
Looking glassrenderinglt en
 
「原神」におけるコンソールプラットフォーム開発
「原神」におけるコンソールプラットフォーム開発「原神」におけるコンソールプラットフォーム開発
「原神」におけるコンソールプラットフォーム開発
 
Gamebryo LightSpeed(English)
Gamebryo LightSpeed(English)Gamebryo LightSpeed(English)
Gamebryo LightSpeed(English)
 
Rendering Techniques for Augmented Reality and a Look Ahead at AR Foundation
Rendering Techniques for Augmented Reality and a Look Ahead at AR FoundationRendering Techniques for Augmented Reality and a Look Ahead at AR Foundation
Rendering Techniques for Augmented Reality and a Look Ahead at AR Foundation
 

Viewers also liked

Spectaculairefoto S
Spectaculairefoto SSpectaculairefoto S
Spectaculairefoto S
gueste3ca4b
 
Jurgen reutter mobile marketing intro_buongiorno digital_red apple mixx
Jurgen reutter mobile marketing intro_buongiorno digital_red apple mixxJurgen reutter mobile marketing intro_buongiorno digital_red apple mixx
Jurgen reutter mobile marketing intro_buongiorno digital_red apple mixx
Анна Кретова
 

Viewers also liked (13)

Spectaculairefoto S
Spectaculairefoto SSpectaculairefoto S
Spectaculairefoto S
 
Jurgen reutter mobile marketing intro_buongiorno digital_red apple mixx
Jurgen reutter mobile marketing intro_buongiorno digital_red apple mixxJurgen reutter mobile marketing intro_buongiorno digital_red apple mixx
Jurgen reutter mobile marketing intro_buongiorno digital_red apple mixx
 
Blearning en Procesos Académicos de Pregrado
Blearning en Procesos Académicos de PregradoBlearning en Procesos Académicos de Pregrado
Blearning en Procesos Académicos de Pregrado
 
Sneakpeek
SneakpeekSneakpeek
Sneakpeek
 
Paris Master Class 2011 - 03 Order Independent Transparency
Paris Master Class 2011 - 03 Order Independent TransparencyParis Master Class 2011 - 03 Order Independent Transparency
Paris Master Class 2011 - 03 Order Independent Transparency
 
Spring Day | Spring and Scala | Eberhard Wolff
Spring Day | Spring and Scala | Eberhard WolffSpring Day | Spring and Scala | Eberhard Wolff
Spring Day | Spring and Scala | Eberhard Wolff
 
Termos e condições gerais de provimento de licenças
Termos e condições gerais de provimento de licençasTermos e condições gerais de provimento de licenças
Termos e condições gerais de provimento de licenças
 
Massive Point Light Soft Shadows
Massive Point Light Soft ShadowsMassive Point Light Soft Shadows
Massive Point Light Soft Shadows
 
[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11[UniteKorea2013] Butterfly Effect DX11
[UniteKorea2013] Butterfly Effect DX11
 
FMX2013: Butterfly Effect
FMX2013: Butterfly EffectFMX2013: Butterfly Effect
FMX2013: Butterfly Effect
 
Hair in Tomb Raider
Hair in Tomb RaiderHair in Tomb Raider
Hair in Tomb Raider
 
Research Data Management Training and Support
Research Data Management Training and SupportResearch Data Management Training and Support
Research Data Management Training and Support
 
Virtual Reality-Seminar presentation
Virtual Reality-Seminar  presentationVirtual Reality-Seminar  presentation
Virtual Reality-Seminar presentation
 

Similar to Eyecatcher im Echzeit 3D-Rendering

A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
guest11b095
 
Graphic Processing Unit
Graphic Processing UnitGraphic Processing Unit
Graphic Processing Unit
Kamran Ashraf
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
Johan Andersson
 
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex Vlachos
 
Making a game with Molehill: Zombie Tycoon
Making a game with Molehill: Zombie TycoonMaking a game with Molehill: Zombie Tycoon
Making a game with Molehill: Zombie Tycoon
Jean-Philippe Doiron
 
2D Games to HPC
2D Games to HPC2D Games to HPC
2D Games to HPC
DVClub
 

Similar to Eyecatcher im Echzeit 3D-Rendering (20)

Datt 2501 week 10
Datt 2501 week 10Datt 2501 week 10
Datt 2501 week 10
 
Getting The Most Out of VR | Sinjin Bain
Getting The Most Out of VR | Sinjin BainGetting The Most Out of VR | Sinjin Bain
Getting The Most Out of VR | Sinjin Bain
 
Gpu presentation
Gpu presentationGpu presentation
Gpu presentation
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo Postmortem
 
FGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie TycoonFGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie Tycoon
 
Motionblur
MotionblurMotionblur
Motionblur
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
 
Graphic Processing Unit
Graphic Processing UnitGraphic Processing Unit
Graphic Processing Unit
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The Surge
 
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
 
overviewing new unity graphic features
overviewing new unity graphic featuresoverviewing new unity graphic features
overviewing new unity graphic features
 
Crysis 2-key-rendering-features
Crysis 2-key-rendering-featuresCrysis 2-key-rendering-features
Crysis 2-key-rendering-features
 
Developing Next-Generation Games with Stage3D (Molehill)
Developing Next-Generation Games with Stage3D (Molehill) Developing Next-Generation Games with Stage3D (Molehill)
Developing Next-Generation Games with Stage3D (Molehill)
 
Ha4 constraints
Ha4   constraintsHa4   constraints
Ha4 constraints
 
Computer Science Thesis Defense
Computer Science Thesis DefenseComputer Science Thesis Defense
Computer Science Thesis Defense
 
Making a game with Molehill: Zombie Tycoon
Making a game with Molehill: Zombie TycoonMaking a game with Molehill: Zombie Tycoon
Making a game with Molehill: Zombie Tycoon
 
Computer graphics - Nitish Nagar
Computer graphics - Nitish NagarComputer graphics - Nitish Nagar
Computer graphics - Nitish Nagar
 
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
 
2D Games to HPC
2D Games to HPC2D Games to HPC
2D Games to HPC
 

More from Elaspix

Blender Video-Crashkurs Teil 1
Blender Video-Crashkurs Teil 1Blender Video-Crashkurs Teil 1
Blender Video-Crashkurs Teil 1
Elaspix
 

More from Elaspix (16)

Look development with Blender Cycles
Look development with Blender CyclesLook development with Blender Cycles
Look development with Blender Cycles
 
Look development in kommerziellen Projekten
Look development in kommerziellen ProjektenLook development in kommerziellen Projekten
Look development in kommerziellen Projekten
 
Mass customization & Produktdarstellung
Mass customization & ProduktdarstellungMass customization & Produktdarstellung
Mass customization & Produktdarstellung
 
Produktvielfalt darstellen mit 3D-Produktkonfiguratoren
Produktvielfalt darstellen mit 3D-ProduktkonfiguratorenProduktvielfalt darstellen mit 3D-Produktkonfiguratoren
Produktvielfalt darstellen mit 3D-Produktkonfiguratoren
 
Fotoprojekt á la Anne Geddes
Fotoprojekt á la Anne GeddesFotoprojekt á la Anne Geddes
Fotoprojekt á la Anne Geddes
 
Facebook ist doof
Facebook ist doofFacebook ist doof
Facebook ist doof
 
3d Typographie
3d Typographie3d Typographie
3d Typographie
 
3D stills mit fotos kombinieren
3D stills mit fotos kombinieren3D stills mit fotos kombinieren
3D stills mit fotos kombinieren
 
Social Media und Reichweitenvisualisierung
Social Media und ReichweitenvisualisierungSocial Media und Reichweitenvisualisierung
Social Media und Reichweitenvisualisierung
 
Gründen ist ... eine Flatrate für Glücksgefühle
Gründen ist ... eine Flatrate für GlücksgefühleGründen ist ... eine Flatrate für Glücksgefühle
Gründen ist ... eine Flatrate für Glücksgefühle
 
3D Modelle von Fotos erstellen
3D Modelle von Fotos erstellen3D Modelle von Fotos erstellen
3D Modelle von Fotos erstellen
 
Experiment Simulated Reflection
Experiment Simulated ReflectionExperiment Simulated Reflection
Experiment Simulated Reflection
 
Experiment Raytracing Dynamic Reflection
Experiment Raytracing Dynamic Reflection Experiment Raytracing Dynamic Reflection
Experiment Raytracing Dynamic Reflection
 
3D Blender Workshop For Beginners
3D Blender Workshop For Beginners3D Blender Workshop For Beginners
3D Blender Workshop For Beginners
 
3D Game development using Blender and Java
3D Game development using Blender and Java3D Game development using Blender and Java
3D Game development using Blender and Java
 
Blender Video-Crashkurs Teil 1
Blender Video-Crashkurs Teil 1Blender Video-Crashkurs Teil 1
Blender Video-Crashkurs Teil 1
 

Recently uploaded

Tales from a Passkey Provider Progress from Awareness to Implementation.pptx
Tales from a Passkey Provider  Progress from Awareness to Implementation.pptxTales from a Passkey Provider  Progress from Awareness to Implementation.pptx
Tales from a Passkey Provider Progress from Awareness to Implementation.pptx
FIDO Alliance
 
TrustArc Webinar - Unified Trust Center for Privacy, Security, Compliance, an...
TrustArc Webinar - Unified Trust Center for Privacy, Security, Compliance, an...TrustArc Webinar - Unified Trust Center for Privacy, Security, Compliance, an...
TrustArc Webinar - Unified Trust Center for Privacy, Security, Compliance, an...
TrustArc
 

Recently uploaded (20)

Vector Search @ sw2con for slideshare.pptx
Vector Search @ sw2con for slideshare.pptxVector Search @ sw2con for slideshare.pptx
Vector Search @ sw2con for slideshare.pptx
 
Choosing the Right FDO Deployment Model for Your Application _ Geoffrey at In...
Choosing the Right FDO Deployment Model for Your Application _ Geoffrey at In...Choosing the Right FDO Deployment Model for Your Application _ Geoffrey at In...
Choosing the Right FDO Deployment Model for Your Application _ Geoffrey at In...
 
Tales from a Passkey Provider Progress from Awareness to Implementation.pptx
Tales from a Passkey Provider  Progress from Awareness to Implementation.pptxTales from a Passkey Provider  Progress from Awareness to Implementation.pptx
Tales from a Passkey Provider Progress from Awareness to Implementation.pptx
 
ASRock Industrial FDO Solutions in Action for Industrial Edge AI _ Kenny at A...
ASRock Industrial FDO Solutions in Action for Industrial Edge AI _ Kenny at A...ASRock Industrial FDO Solutions in Action for Industrial Edge AI _ Kenny at A...
ASRock Industrial FDO Solutions in Action for Industrial Edge AI _ Kenny at A...
 
The Value of Certifying Products for FDO _ Paul at FIDO Alliance.pdf
The Value of Certifying Products for FDO _ Paul at FIDO Alliance.pdfThe Value of Certifying Products for FDO _ Paul at FIDO Alliance.pdf
The Value of Certifying Products for FDO _ Paul at FIDO Alliance.pdf
 
ERP Contender Series: Acumatica vs. Sage Intacct
ERP Contender Series: Acumatica vs. Sage IntacctERP Contender Series: Acumatica vs. Sage Intacct
ERP Contender Series: Acumatica vs. Sage Intacct
 
Generative AI Use Cases and Applications.pdf
Generative AI Use Cases and Applications.pdfGenerative AI Use Cases and Applications.pdf
Generative AI Use Cases and Applications.pdf
 
2024 May Patch Tuesday
2024 May Patch Tuesday2024 May Patch Tuesday
2024 May Patch Tuesday
 
State of the Smart Building Startup Landscape 2024!
State of the Smart Building Startup Landscape 2024!State of the Smart Building Startup Landscape 2024!
State of the Smart Building Startup Landscape 2024!
 
Linux Foundation Edge _ Overview of FDO Software Components _ Randy at Intel.pdf
Linux Foundation Edge _ Overview of FDO Software Components _ Randy at Intel.pdfLinux Foundation Edge _ Overview of FDO Software Components _ Randy at Intel.pdf
Linux Foundation Edge _ Overview of FDO Software Components _ Randy at Intel.pdf
 
TrustArc Webinar - Unified Trust Center for Privacy, Security, Compliance, an...
TrustArc Webinar - Unified Trust Center for Privacy, Security, Compliance, an...TrustArc Webinar - Unified Trust Center for Privacy, Security, Compliance, an...
TrustArc Webinar - Unified Trust Center for Privacy, Security, Compliance, an...
 
Event-Driven Architecture Masterclass: Engineering a Robust, High-performance...
Event-Driven Architecture Masterclass: Engineering a Robust, High-performance...Event-Driven Architecture Masterclass: Engineering a Robust, High-performance...
Event-Driven Architecture Masterclass: Engineering a Robust, High-performance...
 
Overview of Hyperledger Foundation
Overview of Hyperledger FoundationOverview of Hyperledger Foundation
Overview of Hyperledger Foundation
 
Working together SRE & Platform Engineering
Working together SRE & Platform EngineeringWorking together SRE & Platform Engineering
Working together SRE & Platform Engineering
 
Continuing Bonds Through AI: A Hermeneutic Reflection on Thanabots
Continuing Bonds Through AI: A Hermeneutic Reflection on ThanabotsContinuing Bonds Through AI: A Hermeneutic Reflection on Thanabots
Continuing Bonds Through AI: A Hermeneutic Reflection on Thanabots
 
Observability Concepts EVERY Developer Should Know (DevOpsDays Seattle)
Observability Concepts EVERY Developer Should Know (DevOpsDays Seattle)Observability Concepts EVERY Developer Should Know (DevOpsDays Seattle)
Observability Concepts EVERY Developer Should Know (DevOpsDays Seattle)
 
Intro to Passkeys and the State of Passwordless.pptx
Intro to Passkeys and the State of Passwordless.pptxIntro to Passkeys and the State of Passwordless.pptx
Intro to Passkeys and the State of Passwordless.pptx
 
How Red Hat Uses FDO in Device Lifecycle _ Costin and Vitaliy at Red Hat.pdf
How Red Hat Uses FDO in Device Lifecycle _ Costin and Vitaliy at Red Hat.pdfHow Red Hat Uses FDO in Device Lifecycle _ Costin and Vitaliy at Red Hat.pdf
How Red Hat Uses FDO in Device Lifecycle _ Costin and Vitaliy at Red Hat.pdf
 
Introduction to FIDO Authentication and Passkeys.pptx
Introduction to FIDO Authentication and Passkeys.pptxIntroduction to FIDO Authentication and Passkeys.pptx
Introduction to FIDO Authentication and Passkeys.pptx
 
AI mind or machine power point presentation
AI mind or machine power point presentationAI mind or machine power point presentation
AI mind or machine power point presentation
 

Eyecatcher im Echzeit 3D-Rendering

  • 1. Eyecatcher in Real-Time 3D-Rendering At the example of reflection effects Tobias Günther, Videocamp Essen, 20.06.10
  • 2. Reflection and Refraction E. Veach, L. Guibas, Metropolis Light Transport
  • 3.
  • 4. Caustics Tuffenta, TU Münschen Jeremy Birn in Mental Ray, Image Copyright © 1999 by Jeremy Birn.
  • 5. Realistic Lightning and shadows Interior 5 by bbb loaded from indigo.com
  • 6. Hair rendering ● One of the most difficult procedures ● simulation of naturally looking hair and movements Hair rendering with D3D11 tessellation NVIDEA GeForce Demo
  • 7. Render Quality – Reflection example 3D Real-Time with 3D non-Realt-Time without 3D non-Real-Time with Simulated Reflection Effects Reflection Effects Dynamic Reflections
  • 8. Comparison Reflection rendering ● GPU Realtime Rendering simulated reflections ● JavaME+OpenGL (scanline rendering) ● CPU-Rendering without reflections CPU Rendering ● Blender (scanline rendering) Baked Textures 0.3 Frames/s Speed*: CPU=1/100 GPU ● CPU-Rendering with dynamic reflections GPU Rendering Baked Textures 30 Frames/s ● Blender (raytracing & scanline CPU Rendering rendering) Raytracing 0.15 Frames/s * Intel Core 2 Duo CPU 1 Ghz 512 MB RAM Mobile Intel 965 Graphics Chip 384 MB RAM, OpenGL 1.5
  • 9. Render farms for Rendering ● Connects thousands of CPU or GPUs to one cluster ● Amazon 1 cent per hour per virtual CPU ● Oracle/Sun 1$ per hour per real GPU ● Costs CPU = 1/100 GPU
  • 10. Over-engineered? ● Big-Buck-Bunny (2008) by Blender http://www.hpcwire.com/features/Rendering_in_the_Cloud_or_Not.html Institute ● Rendered with Sun-Cloud ● 50k computing hours (5.7 years of continuous rendering) – Sponsered by sun for PR-campaign ● 1-2 hours of rendering time for a single frame ● Total length of movie 11 min
  • 11. Cloud rendering is a success story http://www.tomshardware.com/reviews/render-farm-node,2340.html ● 40 million hours for Monsters vs. Aliens ● 30 million hours for Madagascar Escape 2 Africa ● 6.6 million hours for Revenge of the Sith ● 72 hours per single frame for Transformers 2
  • 12. Conclusion ● Simulating eyecandy effects in realtime rendering is kind of the art ● Disadvantage: no dynamic “corrections” after baking ● Law of speed and costs: CPU ≈ 1 ⋅GPU 100 ● Render farms “allow” for “battle of over-engineering”? Tobias Guenther Elaspix UG Twitter: @elaspix