Siggraph 2014: Day 4

AUG 13 2014, WEDNESDAY

WEDNESDAY 0900..1000

  • user case SVA AT NYC
  • open pipeline
  • priority
    • render speed
    • job frame count
    • thesis prgoress
    • submission time
    • limit by the users
  • improvement
    • using shutgon
    • monitoring student progress
  • crunch time
    • tracke
  • pipelinefx -> cube
    • they are using shotgun and cube
  • future impromvemnt
    • utilizae asset managmentment
      • seamless progcessing
    • better integration with shotgun
    • work and render over chould services
    • limit concurrent jobs per student
    • assign individual render days for seniors
    • show eta all the time
    • how many threads per job
    • hyperthreading
  • render management software
  • discussion points
    • automation vs learning the manual way
    • universal pipeline management system for education
  • windows
    • use AD to control user directory
    • qube -> tag the job with your name
    • qubeproxy user -> service
  • how to define # of threads
  • ACTION ITEM
    • way to scale the job
    • check out “open pipeline”
    • check out the thread per job and hyperthreading

WEDNESDAY 1000..1100

  • openscenegraph
  • state of play : robert osfield
  • all the stuff will be on the OSG website
  • osg-3.2.1 stable release
  • JMVP joint medical visualization project
  • digital learning foundation -> go check the website
  • volume rendering
  • scripting
  • osg ui
    • using qt5
  • improvements
    • script support
    • create custom widgets in lua
    • create behaviours/callbacks in lua
    • modifying scene graphi within lua
    • complete user interface in lua
  • osg-3.4 release plan

WEDNESDAY 1030..1130

  • study on the cloud rendering
  • guy from a montreal
    • chris -> director of technology digital domain, 20 yeras,
    • coal peterson -> business render
    • -> studio cloud
    • dave psoar -> softimage, autodesk, mentalray, ILM Rnd in light and rendering. in montreal
    • daren gran -> consultant, CTO DD, CTO dreamworks animation
  • dashboard and monitoring
    • render farm -> squeze every dollar out
    • becomes like a noise function
    • visualization of the realtime data is really important
  • IO, cpu, swap, thread
  • loving islon
  • next gen animaiton session ->
  • creative iteration -> and fit them in budget
  • human engineering
  • cloud
    • manager in the cloud
    • all thing in the cloud?
    • SAS ->
    • overflow render workers
    • amazon DWS
    • performance issue?
    • configuration nightmare
    • studio cloud
    • join AWS submit
      • C-section
      • new industry
  • user interface of the future render farm
    • web based is way to go
    • open up
    • concerned about the security
      • they can’t see the name of the jobs from the other showss
    • RESTapi
    • control apis, browsers
    • next gen ui customization -> web based
  • commercial product
    • are you happy customer?
    • reporting, artists friendlyness,
  • rendering 2D
    • error reporting
    • look up the log or python traceback
    • different ui for different departments
  • scheduling interesting in animal logic
    • bulk of the jobs are rendering but processing
  • singular of inhouse schedular
  • optimization
    • utilization? throwput?
  • compute scheduling, render scheduling
  • segarate all of your data
    • connect the file
  • gamifying the submission
    • web view ->
    • public shaming
  • sprung and elastic search
  • pixar -> john, susan fong,
  • digital domain ->
  • pipeline -> event driven
    • rabbit mq
    • using event backend and render management
  • hooking up the scheduling based
  • properl data coming in
    • stats dat
    • graphis
  • gpu computing
    • really great at gi computing -> beauty pass
    • depends on the the projects
    • evolve so fast
    • problem with the driver
  • nvidia open c??
    • dedicate the
  • very diverse
    • dollar intensive
    • low cost commotiy
  • ACTION ITEM
    • get the info about next gen animation sessionx
    • join AWS submitt ->
    • add security in the crazyq.. per projects, login based

WEDNESDAY 1130..0130

  • exhibitions

WEDNESDAY 0130..0230

  • cg in usa + canada

  • full sail university, winter park, florida

WEDNESDAY 0100..0200

  • vray: method stuido
    • transforer movie
  • fx
    • on volumentric elements simulated in houdini and rendered in vray

WEDNESDAY 0200..0300

  • vray talk
    • ILM, Jan, captain america
  • using vray for katana
  • vray – 3 years, gi-joe
  • using render man for a while
  • started doing alembic
  • ACTION ITEM
    • check out open image io
    • https://sites.google.com/site/openimageio/home

WEDNESDAY 0300..0400

  • vray talk
    • scannline, 300
    • 25 years in cg, 5 yrs in
  • max and maya pipeline
  • vray is a core, used since v1
  • flowline => major scanline tool -> tightly integrated with vray
  • scannline
  • goes to custom vray shader
  • 8K texrtures
    • ??? exr
  • change some of the animations
  • vray shader out of box works well
  • flowline -> watersolver, fluid solver,
    • fire, smoke and water
    • anything takes less than 12 hours in the farm
  • questions
    • reusing fx sim -> can’t do
    • incamera depth of field ->
    • vray-RT
  • ACTION ITEM
    • check out flowline
    • ask hubbard about this?
    • ask hubbard about the best texture format for vray

WEDNESDAY 0400..0500

  • vray talk
    • kevin marko, chaos group
    • kevin, sup blur 12 years
  • blur reel 2013 lorez
    • league of legends
    • bioshock infinity
    • load of the rings
    • batman and justice league
    • starwars
    • halo
    • starwars
  • batman archam night
    • game trailer
    • WB -> rocksteady was a client
    • they have game models in progress
    • hair -> vray hair system
    • hair shader
    • love architectures -> can save the geo
    • looped the building 800,000 lights
    • more shader test
    • all animation done by the mocap
  • thor 2 prologue
    • thrusday morning
    • concept design
      • helmet, shield
    • got digital doubles from vfx
    • upraise them
    • used vray skin texture to create skin variation and differnt morph targets
    • making hugo
    • creating a cloud
      • card changing to the different camera view
    • showing different angle of the image sequences based on the camera
    • battlefield look dev
    • nuke and mari pipeline
  • construct
    • nvidia
    • entirly gpu rendering project
    • vray -rt gpu
    • 500 sec -> 45 sec renders
  • GPU rendering
    • small team
    • massive computational power
    • small footprint
    • make it more responsive
    • vray rt -> only on max?
  • rendering final
    • renderd in 5 days
      • 3x 3dboxx 4920 ->
      • 3x nvidia k6000’s
      • 6x nvidia k40s
      • 3dboxx 4920 gpu edition
    • construct teaser at 4K, stereo, 60fps
    • used nvidia vca cluster
      • reduced a 10 year workstations cpu -> 5 days
      • 14 min on single vca
      • took 9.5 hours on vray cpu
    • VCA ??
    • vray for motion builder
      • virtual camera capture
      • ability to capture a virtual camera location
      • compose in real time to photorealistic scenes
    • realtime rendering is happening in motion builder
    • http://www.boxxtech.com/products/workstations/single-socket/3dboxx-4920-gpu
    • roughly around $20,000
  • how did you get a fund?
    • sponsers -> boxx, nvidia, chaos group, autodesk motion builder,

WEDNESDAY 0500..0700

  • opengl es 3.1
  • 11 years of opengles
    • 2002 working group
    • 2003 1.0
    • 2004 1.1
    • 2007 2.0
    • 2012 3.0
    • 2013 3.1
  • what’s new since sig 2013
    • release 3.1 at GDC
  • es 3.1 goals
    • bringing ogl 4.x to mobile
      • game-changing functionality: compute shaders, indirect drawing
      • other advanced featured
    • enable very rapid adoptation
      • expose hidden capabilities of current devicds
      • backward compatibility with es 2.0/3.0
      • run on any es 3.0 HW
    • improve application portability
      • tighter specs means less undefined behaviour
      • ever stricter conformance testing

ogl es 3.1 overview

  • bill qualcom
  • what’s new
    • compute shaders
      • tighly coupled graphics and GPU computing
    • draw-indirect
      • draw command parameters from memory instead of from args
    • SSO (separate)
  • compte shader basics
    • opencl, opengl
    • use gpu for general purpose computing
      • new single-stage pipeline, separate from the graphics pipeline
    • opg es
      • create a thread per vertex and a thread per fragment
    • glDispatch Compute()
    • SSBOs shader storage buffer objects
    • images
      • like texture, but writable
      • 4 image binidng points
      • image atomics avail as ext
    • serialziation and synchronization primitives
      • atomic counters
      • shader memory barriers
      • api memory barriers
  • draw-indirect
    • new way to dispatch work on gpu
      • draw call parameters stored in gpu memory
      • glDrawArraysindirect()
      • glDrawElementsindirect()
      • glDispatchComputeIndirect()
      • useful for draw parameters set by GPU
      • for example, in a compute shader
  • separate shader objects
    • mix and match vertex shaders and fragment shaders
  • Texture features
    • multisampled textures
    • stencil textures
    • textrue gather
  • shader language features
    • array of arrys
      • int a[2][3[4]
    • explict uniform location
      • layout(location=0) in vec4 position; // vertex shader
      • layout(location=2) out vec4 diffuse; //
    • shader bitfield ops
      • extract, insert, reverse, pack/unpack, count, lsb, msb
      • extended precision support
      • frexp / ldexp
    • shader helper invocation
      • bool gl_helperinvocation

ogles 3.0 ecosystem rollout

  • implementaions from every major mobile GPU vendor
    • tools, docs, sdks, etc
  • platform:
    • ios 7, iphone 5s >
    • android 4.3
  • unity mobile survey: 8% -> 21% adoptation
  • rollout es 3.1
    • doc, sdk, emulator, tools
    • imageination, nvida, qualcomm
  • platform support
    • adroid L
    • android extension pack, ASTC textures, etc
  • conformance test improvements
    • updated es 3.0 conformance relased in jan 2014
    • es 3.1 con is live 6 june 2014
    • 13 submissions from
      • arm, imagination, intel, nvidia, qualcomm, vivante
      • desktop: intel, nvidia
  • reference compiler
    • now supports virtually all of GLSL ES 3.1
    • compute shader
      • (minus arrays of arrays)
    • images
    • atomic counters
    • SSBOs
    • texture gather
    • texture LOD
    • SSO
    • .. and mores
test.comp

#version 310es
layout(localsize z= 1000) in;
void main()
{
 barrier();
 }

glslangValidator: test.comp
  • see -> khronos.org/ refernce compiler

basemark os I opengl es 3.1

  • rightware 2009 finland, www.rightware.com
  • biz area
    • ui creation tool, kanzi solutions
    • systems and chip performance evaluation software
  • ogles 3.1 test overview -> avil Q4 2014
  • demo
    • water using compute shader
    • particles 10000
    • post -processing
      • bloom, dof, anitializsing,e vignette
    • SSAD
    • deferred lighting G-buffer

google android extension pack (AEP)

  • google android extension pack (AEP)
    • android L mandates ogl es 3.1
  • aep es3.1 extensions
  • aep
    • tessellation
    • geometry shaders
    • ASTC texture compression + more
  • AAA grpahics effects
    • global illumination
    • physically-based shading
    • deferred rendering
    • HDR tone mapping
    • smoke and particle effects

GFXBench Car Chase Preview – OpenGL ES 3.1 + AEP

  • hdr deferred rendering pipeline
  • phycially-based shading
  • DOF and motion blur
  • 4k and astc support

GLES compute shader vs OpenCL

next gen opengl initiative

  • will talk a lot about why???
  • opengl is a huge success

  • problems with ogl today

    • gl programming model deosn’t match with modern gpu architeture
    • arcane and archanic syntax
      • legacy
      • needless complexity
    • cpu intensive
      • state validation, dependency tracking, error checking
      • hard to predict where cpu load will occur – varies with implementation
    • not multicore-cpu-friendly
      • primitive threading model, inconsisitenlty implemented
      • it’s broken right now
    • implementation variability
      • spec looseness
  • incremental change is not enough
  • goal on next gen
    • clean, modern architecture
    • multi-thread /multicore friendly
    • reduce cpu overhaead
    • architurecture-neutral
    • predictable performance
    • improved reliability and consistency
  • key design principle: explicit control

    • apllicaiton is telling the driver what it wants
  • status

    • Tom Olson -> Chair
    • Bill Licea-Kane(Qualcomm) -> Language chair
    • Graham Sellers(AMD) and Jeff Bolz(nvidia) -> API editor
  • who’s on board
    • sony, pixar, oculs, blizzard, epic games, ea, apple, unity, google, EA, RTT, amd, qualcomm
    • samsung, nvidia, imagination, , broadcom, arm, amd, hicorp, vivante, valve

OpenGL ecosystem support in Unity

  • democratizing games
  • demo game: ios “monument valley”
  • feature unity 5.0
    • deploy to webgl
  • unity multiplatform deployment

    [ios, android, windows, ps, web, xbox, wii, browsers, linux]

  • platform not using opengl backend

    => playstation, xbox,

  • driver support
    • www.g-truc.net
  • drivers and supports
    • nvidia 340.52
    • amd 14.7 rc1
    • intel 10.18.10.3652
    • mesa 10.2.2
    • macosx 10.9.4
  • opengl 4.2 is on most driver
  • reevaluation the opengl implementations
    • now it’s good
  • opengl in unity
    • extensions
      • gl_arb_es2_compatibiliyt
      • gl_arb_es3_compatibility
      • gl_arb_es3_1_compatibility
    • gles 4.1/ gl 4.3 or 4.2 + compute shader stuff
    • player base level-> es2.0
    • editor base level-> gl3.2
  • next ecosystem
    • 600K monthly ative users
    • 750K registered
    • 3 million registered developers
  • engine, support, learn, cloud, community, asset store
  • [glnext, ogl, dx, libgnm, mantle, metal]

3 speakers

  • Johan Andersson, TD, Frostbite – EA

Valve

  • John McDonald, Valve
  • gl is important
  • valve
    • valve did
      • steam for linux
      • steam runtime
      • steamos
      • VOGL -> debugger
    • valve contributed
      • glslang
      • LunarGLASS/ LunarGOO -> help opengl debugging
  • portal on android
    • uses ogles 2.x
  • grpahics today
    • direct3d is the primary on desktop
    • only on windows
    • tied to os ded10/11 are vista_
      • dx11 -> 87%
      • dx10.1 -> 15%
      • dx10 -> 13%
      • dx9 -> 4%
    • gl distribution
      • ogl 4.4 -> 67%
      • gl 3.3 -> 29%
      • gl 3.1 -> 4%x
  • glnext is shaping up
    • new and modern api

WEDNESDAY 1030..1200

  • global vr meetup
  • SVVR: http://svvr.com/

WEDNESDAY 1200..1300

  • Still Handling Very Large Data Sets – to Mars and Beyond, nasa, db&w finest plugins
  • http://www.jpl.nasa.gov/
  • Managing very large datasets, with an emphasis on planetary visualization, at the media lab at the Jet Propulsion Laboratory – a journey from the past to future.
  • We’ll be talking about the use of very large datasets at the JPL as well as large datasets in general. We’d love to see you joining us there.
  • bmw, JPL

XX

  • topics
    • history of tiled megatextures
    • current state of tiled / megatextures
    • tecnical challenges
    • future challenges
    • other datasets
  • basic principle of tiled-megatextures
    • mipmaps
    • different requirements
      • offline/ prouction rendering
      • realtime
  • offline / production rendering
    • pixar (surprise) textrue on demand
    • peachey 1990 PRMan 3.0 / tin toy et. al
  • achivement unlocked: tour de france 2000
  • starwars ep2
    • pod racing sequence (1999)
  • ideas spread a lot quicker
  • realtime
    • clipmapping -> ** term for mipmaps
    • terravision
    • keyhole(wow!) / google earth
    • quick diversion: legal minefields
    • games: IdTech 5 -> jon carmac used this
  • Idtech5/rage
    • one huge texture -> changed the way level artists are working
  • state of the art
    • common feature in production renderers
      • offten due to using the open source opeinimage io lib
      • some home-made solutions as well
    • mainstream in games
      • idtech5 and rage as a tech showcase
      • directly supported in state of the art apis
      • improved tools for texture artists
  • technical challenges
    • focus on production rendering
      • multiple cores
      • cache management
      • io management
      • io bandwidth
      • use in rendering (ie displacement)
      • suitability of image file formats -> exr, tif are fine..
  • future challenges
    • io and cpu power grows and rhe requirements
    • gpu rendering/computing
  • other large datasets
    • meshes
      • huge single meshees
      • repeated meshes
      • procedureal meshes
      • terrain, displacement
    • particles
      • KRAKATOA
    • large scale rendering – Manuka/Arnold
      • two renders has mesh compression of meshes
    • meshes
      • huge single meshes
      • in memory compression
      • load on demand, segment to mesh parts
      • spatting (for viewing of point clouds, qsplat)
      • volumetric solutions
    • repeated meshes
      • instancing
    • procedural meshes
      • “cheap” to recreate during the render or may be traced directly:
      • terrain
      • displacements
  • meshes: terrains
    • tesslate, optimize
  • meshes/point clouds: splatting
  • volumetric rendering
  • [email protected]
  • ACTION ITEM
    • research huge texture technology used in rage 5 from idtech
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