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

Eyecatcher im Echzeit 3D-Rendering

  • 1.
    Eyecatcher in Real-Time3D-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
  • 4.
    Caustics Tuffenta, TU Münschen Jeremy Birn in Mental Ray, Image Copyright © 1999 by Jeremy Birn.
  • 5.
    Realistic Lightning andshadows 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 forRendering ● 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 isa 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