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Soothing the Many-Headed Beast: Improving the Rendering Process in the World of 3D Animation

机译:抚慰着多头野兽:改善3D动画世界的渲染过程

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摘要

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.
机译:如今,在3D动画圈中讨论的普遍存在问题之一是渲染过程和渲染基础架构的性能。在3D动画的世界中,渲染过程将动画场景中的信息转换为一系列图像。渲染是复杂,耗时和计算密集型任务。创建最有效的渲染基础结构和最小化渲染时间很重要,因为渲染基础架构中单个渲染节点的小型改进转化为基础架构的整体性能的重大改进。当我们努力改进和扩展当前的渲染基础架构时,我们密切研究了不同渲染节点硬件和软件的性能。我们讨论了我们如何评估和找到改进渲染过程的方法。鉴于我们在Ringling School的经验,我们将描述我们如何建立渲染基础架构,包括我们找到的功能,以及我们的问题。然后,我们将为渲染节点提供不同硬件和软件组合的实证性能分析。最后,我们将在整个评估过程中汲取经验教训,并分享我们正在经历的结果。

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