Showing posts with label Pixar. Show all posts
Showing posts with label Pixar. Show all posts

Tuesday, August 07, 2012

Pixar releases OpenSubdiv

In a surprise move recently, Pixar has released open source code called Open Subdiv.

Directly from the website :

OpenSubdiv is a set of open source libraries that implement high performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. This codepath is optimized for drawing deforming subdivs with static topology at interactive framerates. The resulting limit surface matches Pixar’s Renderman to numerical precision.

OpenSubdiv is covered by the Microsoft Public License, and is free to use for commercial or non-commercial use. This is the same code that Pixar uses internally for animated film production. Our intent is to encourage high performance accurate subdiv drawing by giving away the “good stuff”.

The source code for OpenSubdiv is located on github and is entering open beta for SIGGRAPH 2012. Feel free to use it and let us know what you think through the github site.

https://github.com/PixarAnimationStudios/OpenSubdiv

Platforms supported: Windows, Linux, limited OSX.




While it is highly unlikely that this will end up in Blender at all it is a very interesting project, coming from a highly unlikely place to ever release anything to the public. Though Pixar has released papers and some shader source code to the public, nothing was expected to ever come in the form of a software library, so this is a welcome surprise to say the least.

Monday, June 18, 2012

Pixar announces Renderman Studio 4.0

From the Pixar website....

EMERYVILLE, CA – (June 14th, 2012) Pixar Animation Studios today announced that effective immediately, RenderMan for Maya is to be combined with RenderMan Studio as a single premium software solution at the new price of $1,300 including a fully functional embedded renderer. This major product consolidation sets the stage for the impending release of RenderMan Studio 4.0, which will provide Maya artists and Technical Directors with the latest tools to setup scene data, lighting, and shader assets for film-quality final rendering.

RenderMan Studio 4.0 also introduces the latest rendering technology developed for the forthcoming RenderMan Pro Server 17.0, and showcases significant advancements in ray tracing for multi-bounce global illumination and ray-traced subsurface scattering, including a system of physically plausible shaders directly integrated into Maya and the Slim shader editor. With these new features, artists can maximize today's high performance multi-core architectures to create photorealistic images with minimal setup within the user interface of Maya. The process of shading and lighting setup has also been dramatically accelerated with new lighting tools, including the robust re-rendering technology used in "Cars 2" and "Brave" as well as progressive ray-traced re-rendering for rapid look development. With additional new capabilities such as Dynamic Shader Binding, expanded RIB archiving, and a new library of RenderMan materials for Maya, RenderMan Studio 4.0 is the result of the feedback from numerous VFX productions allowing Maya artists to easily create photorealistic images at the highest levels of cinematic quality in a comprehensive solution that can be configured to accommodate any VFX pipeline.

Upgrade Availability

RenderMan Studio 4.0 is compatible with Maya 2013 and earlier versions on Microsoft Windows, Linux, and Mac OS X. Upgrade pricing from RenderMan Studio 3.0 is available and existing RenderMan for Maya customers can upgrade to RenderMan Studio 4.0 for the same price as previous RenderMan for Maya upgrades. Student pricing is also available. Further details can be found on the new RenderMan website at https://renderman.pixar.com/. For direct assistance concerning sales, maintenance, operating system compatibility, evaluation licenses, or any other questions about Pixar’s RenderMan, please contact rendermansales@pixar.com.

About Pixar Animation Studios

Pixar Animation Studios, a wholly-owned subsidiary of The Walt Disney Company, is an Academy Award®-winning film studio with world-renowned technical, creative and production capabilities in the art of computer animation. Creator of some of the most successful and beloved animated films of all time, including "Toy Story," "Monsters, Inc.," "Finding Nemo," "The Incredibles," "Ratatouille," "WALL•E," "Up" and "Toy Story 3" the Northern California studio has won 29 Academy Awards and its 12 films have grossed more than $7.2 billion at the worldwide box office to date. Pixar's next adventure, "Brave" takes aim at theaters on June 22, 2012.

Sunday, January 29, 2012

Pixar and Greenbutton reveal RenderMan On Demand

In 2010 Pixar had demonstrated RenderMan running on MicroSoft's Azure platform, as reported here http://www.blendertorenderman.org/2010/11/pixar-and-microsoft-cloud-rendering.html, however back then it was only a demo. As of Jan 19, this has become a real working service thanks to GreenButton, Pixar's RenderMan On Demand is now live and ready for all your rendering glory, for a price of course. To be fair .70 cents a core hour is really cheap, of course this is based off of third party information, mileage may vary.

So it looks like cloud services are becoming more and more common for the 3D industry, while there has been renderfarms that existed before in the sense of a traditional farm, the difference is that GreenButton is a cloud based service. The advantage of using cloud service rather than an in house farm is that there is no initial huge investment in hardware, you only pay for the use of other's hardware. The obvious reason for an in house renderfarm is that it is tailored to the studio, you have complete priority over jobs and it looks pretty impressive to the outside world. Smaller studios lack huge pockets though, so cloud rendering is far more valuable and attractive than investing that same amount of money on a few servers.


There is another method for us to render out frames without tying up our computers for hours or days on end; distributed computing. Distributed computing is also a way for Blender artists to make use of a renderfarm without having to spend a serious amount of money, in fact with Renderfarm.fi this is possible for free. Much of the well known distributed computing projects like SETI@Home are based off the BOINC platform, this is a distributed server-client system that has connected millions of computers worldwide all for the name of science. Why not take advantage of the same system for rendering and that is exactly what Renderfarm.fi does, it enables Blender users access to a large number of rendering nodes for free while also providing your computer as a rendering node for someone else's project.

This is a service that is based off of BURP, the technological framework for using BOINC as a distributed renderfarm, written by Janus Bager Kristensen. BURP started several years ago and works closely with Renderfarm.fi yet the two are completely different entities.

The question I have is, why not start something like this for Aqsis, or Pixie? Renderfarm.fi has done a very good job of marketing themselves and in all reality they do not even handle the actual rendering, that is taken care of by us BOINC users. In theory this kind of service could be started for Aqsis as well. Can Aqsis and Pixie be added to Renderfarm.fi, or even have a new website devoted to this? Can open source Renderman be turned into a cloud rendering technology? I believe it can, however I am not the most talented programmer in the world, so personally I would be a horrible choice for a developer. I have been looking at the code, not to mention that there has been some talk over forums with the BURP and Renderfarm.fi guys about supporting other external rendering software, it looks very possible to get Aqsis at the very least. The wall is of course the development of supporting this, as Blender changes these guys have to make changes in their own software, keep up BURP and Renderfarm.fi support and then fix things when it breaks, so this does cut into time and energy into other render engines. Not to mention the server itself needs to be pretty beefy, funding for the static IP and cost of hosting this, unless someone out there is willing to donate this. Would there even be enough interest to work on such a project? This obviously needs to be a project outside of BURP and Renderfarm.fi but in communication with so that if this works and tests well, then maybe it can be added to the Renderfarm.fi service.

The reason for this post is primarily because I used to be one of the biggest nay sayers against community based distributed rendering, claiming that too many technical factors outweigh the benefits but in the past year I have come to realize that maybe 5 or 10 years ago this was true, now it appears that this no longer is the case. When I first heard of BURP many years ago I thought that it was a neat project but would probably not work out in the end and look at how wrong I was about that, not only has this evolved into one of the only community based distributed render farms on the planet but has allowed every single Blender artist access to it, for free. That is an amazing feat and probably one of the greatest additions to the Blender community period, hence the reason this website has their logo graphic on the sidebar, these guys are awesome!

Tuesday, May 10, 2011

Pixar announces ProServer 16, Weta adds Deep Image Compositing to OpenEXR

Pixar released a press item on Monday May 9th, 2011 that Pro Server 16.0 is now available. What makes this version so important is because of the competition Renderman has faced in recent years, primarily the Arnold renderer and the fact that ray tracing in films is actually quite affordable now, in fact in some cases needed in order to really achieve the photo real look. Ray tracing in film is not new, in fact Pixar and ILM were the first houses that were able to do so, however these shots were few and far between. One of the first uses of ray tracing by Pixar was during a couple of shots in "A Bug's Life", then full use of ray tracing and global illumination in "Cars".

The problem is that while it is possible, ray tracing and global illumination is horribly expensive, long render times, huge load on the CPU and memory, requires baking the illumination similar to traditional shadow maps and in general slow to work with. Pixar's flagship product and grandfather of the REYES family tree has been considered slow compared to other renderer's like Arnold, VRay and MentalRay when it comes to ray tracing. This coincidently helped these competing products establishing a foothold on the VFX and animation industry as viable production renderers because of that very fact.

From the press release :

"This latest release features a large number of innovative advancements in RenderMan's ray tracing technology, including a new ray tracing hider, a radiosity cache, and physically plausible shading. These milestones allow RenderMan to take full advantage of the ever-increasing processing power of multi-core architectures, while also delivering the tools to implement these new features with efficiency and elegance. Moreover, RenderMan's new progressive ray tracing provides interactive re-rendering for production shading and lighting."

While nobody can prove otherwise, it remains a bit suspicious that Pixar added a new interactive re-rendering method, possibly similar to the Aqsis interactive re-rendering that was announced last year, possibly it is just great timing. It is still cool none the less. Aqsis still holds the title of being the first REYES renderer that can re-render at near real time on the CPU.

"RenderMan Pro Server 16.0 fulfills every need on our feature request list. It lets us focus on the customizations we really care about for ray tracing physically-correct lighting in the cleanest way possible," said Dan Evans, Head of Shaders at Framestore, London. "The speed of the new radiosity cache makes ray-traced global illumination practical in a single render pass, and we can now refine our test frames live using the new progressive ray tracing. Multi-bounce glossy specular, importance sampling, area shadows, and direct lighting are now a breeze thanks to the renderer supporting them all directly. Better still, regular ray tracing is staggeringly faster at 8X on some of our more complex stereo renders.”

Of course the products are commercial with ProServer 16.0 at $2,000 a seat, so this is beyond the price range of most of the population. A full price list can be found here if you want to check them out. This is one reason for this website's existence, much of the population that would be interested in Renderman simply cannot afford the software that these houses use, at best we get to use free limited use versions, so the importance of open source Renderman is very valid. While Aqsis still is not up to the level of features that PRMan does, it is far beyond just a hobbyist tool and as seen over the past couple of years, capable of producing film quality imagery.

Pixar always seems to kick it up a notch when it matters.

Weta also made recent news when it announced that it will be adding deep image compositing to OpenEXR, while at FMX 2011. More can be explained here at Colin Doncaster's website. Colin was the original developer of the Liquid plugin, a Maya to Renderman exporter that first saw use at Weta (see a pattern??). The Lord of The Ring's trilogy's visual effects were primarily accomplished via this tool for instance.

Animal Logic first produced a paper that described what deep image compositing is and what it is for, it was supposed to be at SIGGRAPH 2010 but was rejected. Why, nobody knows, SIGGRAPH paper judges are not known for their generosity. Since then several applications have had this added, such as Side FX's Houdini. Now OpenEXR will get another very useful addition that will allow other applications to take advantage of deep image compositing, so one could expect to see this in Blender as well as Aqsis in time, when this happens is uncertain and certainly not planned officially anywhere.

"The concept of a deep image isn’t brand new; ultimately it’s just the technique of encoding more than just the RGBA value in a pixel. Many applications and systems already store multiple channels of data to enhance the compositing workflow as well as re-using calculations already performed by the rendering engine. Side FX software’s Houdini is an example of one of the more recent applications to utilize this workflow via it’s custom camera image format.", from Colin's site.

Exciting times in all areas of visual effects and animation!

Thursday, April 01, 2010

April Fools! Pixar aquires the source to Aqsis and Pixie in stunning lawsuit


Update : Yes it was a joke ;)

It seems that history repeats itself, as we all remember the sad demise of BMRT and Entropy due to the lawsuit against Larry Gritz by Pixar over patent infringment, or something to that effect. Well recently it has come to our attention that certain projects are being hit with the same lawsuits over graphics technology patents and now Aqsis and Pixe are now no more in the open source domain.
What this means is that the developers have to license the RiSpec from Pixar despite the fact that the code was written from scratch, the patent technology described in papers are so close to the Pixar source code that lawyers are afraid of investment loss. "Aqsis and Pixe, while being open source has this code that infringes on the technolgy Pixar invented, clearly the need to take effort to protect the name and reputation, as well as financial investments, is required" says a source that wishes not to be named for legal reasons.
This seems to be a common trend in the software industry where one technology company sues another over patent infringement, it seems that the open source world is not immune of this legal battle either. This comes as a devestating blow to the community since this means that development on these projects comes to a halt and will require the developers to license the patent, sell the software in order to recoup the license cost and make profit to pay for the subsequent years thereafter.
Already the developers of 3Delight, AIR and RenderDotC have adjusted the pricing to cover the fees with the same legal action, though it is far easier for them since they are commercial products already with established footprints in the industry. The open source community of Renderman users and artists were just starting to establish the valid reason for such tools and on the brink of the dawn the rug was pulled from under us and now we either use the old versions that will remain as is or pay for the next gen versions of our beloved rendering apps.
It is a sad time in our chapter as a whole and we wish the developers of Aqsis and Pixie well as they adjust to the dealings of commercial development. We are only waiting to see if our site gets hit with the same lawsuit over the name RenderMan itself, something also spoken of around the net here and there, so time will only tell if this site exists in the future at all.