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Soothing the many-headed beast: improving the rendering process in the world of 3D animation

Published: 10 October 2004 Publication History

Abstract

Today, one of the ubiquitous issues under discussion in 3D animation circles is the rendering process and the performance of rendering infrastructures. In the world of 3D animation, the rendering process translates the information in an animated scene to a sequence of images. Rendering is a complex, time consuming, and compute intensive task. Creating the most efficient rendering infrastructure and minimizing render times is important because small improvements for a single render node in a rendering infrastructure translate into major improvements in the overall performance of the infrastructure.
As we work to improve and expand our current rendering infrastructure, we have closely studied the performance of different render node hardware and software. We discuss how we evaluated and found ways to improve the rendering process. In light of our experience at Ringling School, we will describe how we built a rendering infrastructure, including what features we found available and which ones mattered to us. Then we will give an empirical performance analysis of different hardware and software combinations for the render nodes. Lastly, we will wrap up with the lessons learned throughout the evaluation process and share the results we are experiencing.

References

[1]
Pixar Animation Studios, https://renderman.pixar.com/
[2]
Virtual Vertex, http://www.vvertex.com/
[3]
Greg Ercolano, http://seriss.com/rush/
[4]
Pipelinefx, L.L.C., http://www.pipelinefx.com/
[5]
Alias, http://www.alias.com
[6]
Mental Images, http://www.mentalimages.com
[7]
The Art of Maya, Alias|Wavefront Education, 2002, Alias|Wavefront

Cited By

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  • (2010)A Simple Method to Measure the Image Complexity on a Fault Tolerant Cluster ComputingProceedings of the 2010 Sixth Advanced International Conference on Telecommunications10.1109/AICT.2010.30(549-554)Online publication date: 9-May-2010

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  1. Soothing the many-headed beast: improving the rendering process in the world of 3D animation

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      cover image ACM Conferences
      SIGUCCS '04: Proceedings of the 32nd annual ACM SIGUCCS conference on User services
      October 2004
      400 pages
      ISBN:1581138695
      DOI:10.1145/1027802
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      New York, NY, United States

      Publication History

      Published: 10 October 2004

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      Author Tags

      1. animation
      2. distributed rendering
      3. render
      4. rendering infrastructure
      5. rendering performance

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      Overall Acceptance Rate 123 of 170 submissions, 72%

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      • (2010)A Simple Method to Measure the Image Complexity on a Fault Tolerant Cluster ComputingProceedings of the 2010 Sixth Advanced International Conference on Telecommunications10.1109/AICT.2010.30(549-554)Online publication date: 9-May-2010

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