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| Newsgroups | comp.graphics.rendering.renderman |
|---|---|
| Date | 2016-02-23 02:58 -0800 |
| References | <39099210.3717024@news.ntlworld.com> <3909BD4B.A107CD05@pixar.com> <390DACB1.A0FC5C9@lanl.gov> <390DB958.8C7FB059@pixar.com>#1/1> |
| Message-ID | <dcd20738-affc-40f7-89ee-c5d9ee80992b@googlegroups.com> (permalink) |
| Subject | Re: GeForce2 announcement |
| From | mohd.tahauddin@gmail.com |
Hello Tom: I am not even sure if you are still following this :) I read about your original rebuttal to NVIDIA's marketing hype 16 years ago and for some reason, I wanted to hear your thoughts about modern 3D accelerators with programmable shading languages. How would you compare a modern accelerator in the following context: 1) Replacing/complimenting a render farm from 16 years ago. Do you think a modern graphics card begins to approach the original promise from NVIDIA (comparing against a render farm from 2000). 2) A modern graphics card vs a modern render farm I would really love to hear your thoughts, especially, what needs to change/improve, how much more complex shaders in offline renderers are vs a modern graphics card etc. Thanks, On Monday, May 1, 2000 at 12:00:00 AM UTC-7, Tom Duff wrote: > Allen McPherson wrote: > > I'm curious. Obviously, real-time TS2 frame generation is > > very difficult, especially given the required data rates you > > provided. On the other hand, would it be useful to use this > > technology to preview shaders, different animation scenarios, > > develop new shading algorithms, etc? [on lower resolution > > models and image resolutions of course] > > We certainly use 3D accelerators (SGI rather than NVIDIA) to preview > animation. Until you can compile shading language programs to run on them, > they won't be much use for shading and lighting. > > > Also, rather than one on every desk, what about one in each of > > your 1000+ nodes of the render farm? We work in very different > > domains, but we're looking at building just such a system (though > > only on 32-64 nodes for now). > > 3D accelerators mostly don't do anyting we're interested in doing a lot of. > Of the 1.2 million hours of CPU time that goes into making a set of TS2 > frames, about 1.1 million hours is devoted to executing shading language > code, for which NVIDIA's cards are essentially no help at all. If they could > cache texture off a several-gigabyte UNIX filesystem and pull filtered > texture samples at arbitrary coordinates out at the rates they advertise, > they might be some use, since I think about half of the time we spend in > shading is devoted to sampling texture maps. But note that by Ahmdahl's > law, if their boards were infinitely fast, we'd stilly only see a 50% > rendering speed-up. > > -- > Tom Duff. Some sort of background check is in order.
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Re: GeForce2 announcement mohd.tahauddin@gmail.com - 2016-02-23 02:58 -0800
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