Views :
732
Concierge Render allows you to render animations in parallel on up to 64 nodes, harnessing the power of over 500 GPUs per job at prices as low as $0.35 per GPU per hour. Eeve’s at $2 per server per hour, up to 48 servers per hour.
With over 40,000 GPUs available, Concierge Render can meet most projects’ size and deadlines.
All frames are processed simultaneously. Up to 520 GPUs will process each project with unprecedented speed. Still images are processed on multi-GPU servers and animations are rendered over a proprietary distributed GPU network.
Concierge Render offers a system with zero queue so a project starts rendering immediately.
Use this at your own risk. ;)
The key is to change the USB from a “USB drive” to “local disk” type.
Steps:
woshub.com/removable-usb-flash-drive-as-local-disk-in-windows-7/
To force the driver update:
appuals.com/how-to-fix-the-third-party-inf-doesnt-contain-digital-signature-information/
Zip file attached to this post.
Real-World Measurements for Call of Duty: Advanced Warfare
www.activision.com/cdn/research/Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
Local version
Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
phoenixnap.com/kb/single-vs-dual-processors-server
The backbone of any server is the number of CPUs that will power it, as well as the actual model and the type of the CPU. From that point, you add the needed amount of RAM, storage and other options that your use case requires.
A CPU (Central Processing Unit) is a piece of hardware responsible for executing tasks from other parts of a computer.
A Core is a physical part of a CPU. Cores act like processors within a single CPU chip. The more cores a CPU has, the more tasks it can perform simultaneously. Virtually all modern CPUs contain multiple cores now. This enables the execution of multiple tasks at the same time.
Threads are like paths your computer can take to process information.
If a CPU has six cores with two threads per core, that means there are twelve paths for information to be processed. The main difference between threads and physical cores is that two threads cannot operate in parallel. While two physical cores can simultaneously perform two tasks, one core alternates between the threads. This happens fast so that it appears that true multitasking takes place. Threads basically help the cores process information in a more efficient manner. That being said, CPU threads bring actual, visible performance in very specific tasks, so a hyper-threaded CPU might not always help you achieve better results.
Single processor servers run on a motherboard with one socket for a CPU. This means that the highest core count CPU available on the market determines the maximum core count per server. RAM capacity constraints with single CPU configurations remain one of their biggest drawbacks.
The most apparent distinction between single and dual-processor servers is that the motherboard has two CPU sockets instead of one. This is followed by additional benefits such as the massive amount of PCI lanes, two separate sets of cache memory and two sets of RAM slots. If the specific motherboard has 24 memory slots, 12 slots belong to the first CPU and the other 12 to the other CPU. In cases where only one CPU slot occupied, the CPU cannot use the other set of RAM sticks. This rarely happens since dual processor servers always have both slots occupied. Dual processor servers and multiprocessor systems, in general, are the best options for space-restricted environments.
While dual CPU setups pack enormous core counts and outshine single processor servers by a large margin, some tests have shown only a marginal performance increase over single CPU configurations with similar core count and clock speeds per chip. This refers to the circumstances where two CPUs worked on the same data at the same time.
On the other hand, we see immense performance boosts in dual processor servers when the workload is optimized for setups like these. This is especially true when CPUs carry out intensive multi-threaded tasks.
www.techsiting.com/cores-vs-threads/
https://en.wikipedia.org/wiki/Focal_length
https://photographylife.com/what-is-focal-length-in-photography
The focal length of an optical system is a measure of how strongly the system converges or diverges light.
Without getting into an in-depth physics discussion, the focal length of a lens is an optical property of the lens.
The exact definition is: Focal length measures the distance, in millimeters, between the “nodal point” of the lens and the camera’s sensor.
Lenses are named by their focal length. You can find this information on the barrel of the lens, and almost every camera lens ever made will prominently display the focal length. For example, a 50mm lens has a focal length of 50 millimeters.
In most photography and all telescopy, where the subject is essentially infinitely far away, longer focal length (lower optical power) leads to higher magnification and a narrower angle of view;
Conversely, shorter focal length or higher optical power is associated with lower magnification and a wider angle of view.
On the other hand, in applications such as microscopy in which magnification is achieved by bringing the object close to the lens, a shorter focal length (higher optical power) leads to higher magnification because the subject can be brought closer to the center of projection.
Focal length is important because it relates to the field of view of a lens – that is, how much of the scene you’ll capture. It also explains how large or small a subject in your photo will appear.
Not even close to holography. But unfortunately marketed that way… :/
https://choicewars.com/product/3d-hologram-air-projector?pp=1
hypervsn.com/new-wall-category
www.arnoldrenderer.com/news/press-release-arnold-5-3-gpu/
Autodesk unveiled Arnold 5.3 with Arnold GPU in public beta today. The highly-anticipated release provides artists with a first taste of GPU rendering for a set number of features, and the flexibility to choose between rendering on the CPU or GPU without changing renderers.
Arnold 5.3 with Arnold GPU in public beta will be available for download on March 20, 2019 as of 12 noon PT / 3pm ET.
https://jo.dreggn.org/home/2018_manuka.pdf
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/
The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.
This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.
Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.
Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.
Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.
The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.
Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.
For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.
For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.
As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster
In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.
We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.
EDIT 20220929: Google to close Stadia cloud service and refund gamers
https://www.bbc.com/news/technology-47634263
If it does indeed go for a subscription model, Google has some important decisions to make about how will dish money out to publishers.
On YouTube, one of the stats that determines how much ad revenue creators get is “minutes watched”. In gaming, “minutes played” could lead to some developers introducing gameplay mechanics that are counter-intuitive to a good time, but vital if they are to gain income.
Or, developers might have to make up the loss of funds by encouraging players to pay for additional items to progress more quickly, in a far more aggressive manner than console gamers are used to today.
The ad-laden, endorphin-pumping, lootbox-peddling mobile gaming industry might be considered the canary in a very miserable coal-mine, here. Paying for a games console, and its games, may not be such a bad thing after all.
Supported by LG, Philips, Panasonic and Sony sell the OLED system TVs.
OLED stands for “organic light emitting diode.”
It is a fundamentally different technology from LCD, the major type of TV today.
OLED is “emissive,” meaning the pixels emit their own light.
Samsung is branding its best TVs with a new acronym: “QLED”
QLED (according to Samsung) stands for “quantum dot LED TV.”
It is a variation of the common LED LCD, adding a quantum dot film to the LCD “sandwich.”
QLED, like LCD, is, in its current form, “transmissive” and relies on an LED backlight.
OLED is the only technology capable of absolute blacks and extremely bright whites on a per-pixel basis. LCD definitely can’t do that, and even the vaunted, beloved, dearly departed plasma couldn’t do absolute blacks.
QLED, as an improvement over OLED, significantly improves the picture quality. QLED can produce an even wider range of colors than OLED, which says something about this new tech. QLED is also known to produce up to 40% higher luminance efficiency than OLED technology. Further, many tests conclude that QLED is far more efficient in terms of power consumption than its predecessor, OLED.
When analyzing TVs color, it may be beneficial to consider at least 3 elements:
“Color Depth”, “Color Gamut”, and “Dynamic Range”.
Color Depth (or “Bit-Depth”, e.g. 8-bit, 10-bit, 12-bit) determines how many distinct color variations (tones/shades) can be viewed on a given display.
Color Gamut (e.g. WCG) determines which specific colors can be displayed from a given “Color Space” (Rec.709, Rec.2020, DCI-P3) (i.e. the color range).
Dynamic Range (SDR, HDR) determines the luminosity range of a specific color – from its darkest shade (or tone) to its brightest.
The overall brightness range of a color will be determined by a display’s “contrast ratio”, that is, the ratio of luminance between the darkest black that can be produced and the brightest white.
Color Volume is the “Color Gamut” + the “Dynamic/Luminosity Range”.
A TV’s Color Volume will not only determine which specific colors can be displayed (the color range) but also that color’s luminosity range, which will have an affect on its “brightness”, and “colorfulness” (intensity and saturation).
The better the colour volume in a TV, the closer to life the colours appear.
QLED TV can express nearly all of the colours in the DCI-P3 colour space, and of those colours, express 100% of the colour volume, thereby producing an incredible range of colours.
With OLED TV, when the image is too bright, the percentage of the colours in the colour volume produced by the TV drops significantly. The colours get washed out and can only express around 70% colour volume, making the picture quality drop too.
Note. OLED TV uses organic material, so it may lose colour expression as it ages.
Resources for more reading and comparison below
www.avsforum.com/forum/166-lcd-flat-panel-displays/2812161-what-color-volume.html
www.newtechnologytv.com/qled-vs-oled/
news.samsung.com/za/qled-tv-vs-oled-tv
www.cnet.com/news/qled-vs-oled-samsungs-tv-tech-and-lgs-tv-tech-are-not-the-same/