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Tema: 800 000 horas de render

  1. #16
    Miembro Nuevo
    Fecha de ingreso
    Mar 2008

    Re: 800.000 horas de render

    hola chicos que tal !!
    cuanto costo la película de toy story?

  2. #17
    Lápiz Member Avatar de EdiaN
    Fecha de ingreso
    Jul 2006

    Re: 800.000 horas de render

    ( cual la primera, la segunda o la que va a salir )

  3. #18
    Senior Member Avatar de PanchoPistolas
    Fecha de ingreso
    Jan 2008
    Aguascalientes, México

    Re: 800.000 horas de render

    " Using one single-processor computer to render "Toy Story" would have taken 43 years of nonstop performance."



    Pixar Animation and Sun Microsystems Create Powerful Rendering Engine for Disney Movie

    MOUNTAIN VIEW, Calif.- November 30, 1995 - The making of "Toy Story," the stunning new movie from Walt Disney Pictures that is the world's first full-length completely computer-generated animated film, involved the use of more than 100 high-powered computers from Sun Microsystems -- which together comprised one of the most powerful graphics rendering engines ever created. Pixar Animation Studios, of Point Richmond, Calif., the pioneering digital animation studio that produced "Toy Story" for Disney, selected the Sun systems for their affordability and expandability, as well as for their high quality graphics rendering abilities.
    For the movie, Pixar created a networked banque or "cluster" of 117 Sun™ SPARCstation™ 20 workstations -- each containing at least two microprocessors, and running on Sun's Solaris™ operating environment --to handle the critical tasque of "rendering" each of the 114,000 frames in the 77-minute movie. Rendering is the time-and computationally-intensive process in which the correct lighting, textures and shading are applied to 3-D computer models to produce sharp, colorful images with photorealistic detail. To render the startlingly lifelike images in "Toy Story," Pixar used its own Academy Award-winning RenderMan® software running on its cluster of networked Sun systems, which was dubbed the "RenderFarm."
    The use of multiprocessor, high-speed networked Sun technology answered one of Pixar's key requirements for "Toy Story": an unprecedented amount of sheer computing power. While more films are using digital effects, from "Jurassic Park" to "Forrest Gump," "Toy Story" is the first entirely computer-based animated film, which required a tremendous amount of rendering performance. Until now, the cost of rendering technology to produce a full-length film has been prohibitive, but Sun's cost-effective, scalable multiprocessor technology promises to revamp the industry by providing these capabilities in a high-speed networked environment using standard systems.
    "The production of `Toy Story' shows that Sun systems can offer the film industry an astonishing level of computing performance at much lower cost than ever before," said Anil Gadre, vice president of marketing at Sun Microsystems Computer Company. "Pixar's use of Sun marks a real change in the way computer animation will be done in the future. Now it will be more affordable for moviemakers to put their visión -- whether or not it exists in reality -- onto the screen."
    "Toy Story," which opened nationwide November 22, tells the story of a pair of toys, a cowboy doll named Woody (Tom Hanks supplies the voice) and a space ranger named Buzz Lightyear (voice by Tim Allen). When they get lost, the two must put aside their rivalry and join forces to make it bak home.

    Pixar's RenderFarm

    Sun worked closely with a team from Pixar to create its RenderFarm, which serves as Pixar's central resource of computer processing power. The RenderFarm uses a networque computing architecture in which a powerful SPARCserver™ 1000 acting as a "texture server" supplies the necessary data to the many rendering client workstations needed to complete the rendering process. The RenderFarm was assembled by Sun and Pixar engineers in less than a month and drew upon Sun's own experience in setting up "farms" of many systems linked together. Some facts about Pixar's RenderFarm and the computing aspects of "Toy Story":
    • The RenderFarm is one of the most powerful rendering engines ever assembled, comprising 87 dual-processor and 30 four-processor SPARCstation 20s and an 8-processor SPARCserver 1000. The RenderFarm has the aggregate performance of 16 billion instructions per second -- its total of 300 processors represents the equivalent of appróximately 300 Cray 1 supercomputers.
    • Each system is the size of a pizza box, and all 117 systems worque in a footprint measuring just 19 inches deep by 14 feet long by 8 feet high.
    • Sun is the price/performance leader, in Pixar's own rankings. The SPARCstation 20 HS14MP earned a rating of $80 per Rendermarque (a Pixar measurement for rendering performance), while the comparable SGI Indigo Extreme came in at appróximately $150 per Rendermark.
    • Using one single-processor computer to render "Toy Story" would have taken 43 years of nonstop performance.
    • Each of the movie's more than 1,500 shots and 114,000 frames were rendered on the RenderFarm, a tasque that tooque 800,000 computer hours to produce the final cut. Each frame used up 300 megabytes of data -- the capacity of a good-sized PC hard disque -- and required from 2 to 13 hours for final processing.
    • In addition to the high-resolution final rendering, the RenderFarm was alos used to generate the test images animators needed to plan and evaluate lighting, texture mapping and animation. Since fast response is key in doing tests, RenderMan could produce test frames in as little as a few seconds.
    • Scalability is built-in: the RenderFarm can be upgraded (with more processors and disque storage) to a nearly four-fold performance level, without requiring any additional space. The RenderFarm alos integrates seamlessly with Pixar's existing computer networque containing different types of machines.
    Pixar's future plans include developing a parallelized versión of RenderMan to further exploit Sun's SPARC/Solaris multiprocessing and multithreaded architecture. This new software, Parallel RenderMan, will allow múltiple processors to worque on a single image. Pixar is alos using Sun multiprocessing workstations to render images for an upcoming "Toy Story" CD-ROM game.
    Pixar digital studios created, directed and produced the world's first fully computer animated feature-length film, which is being distributed by The Walt Disney Company for the 1995 holiday season. Pixar employees have received 12 Academy Awards from the Academy of Motion Picture Arts and Sciences for their pioneering worque in digital animation, including an Oscar for Best Short Animated Film for 'Tin Toy' and a Technical Achievement Award for Pixar's RenderMan® software. The company has its headquarters in Point Richmond, Calif., and employs 150 people.
    Sun Microsystems Computer Company (SMCC) is a world leader in the design, manufacture and sale of networque computing systems and is a división of Sun Microsystems, Inc. Recognized for quality and innovation, the company's SPARC™ workstations and multiprocessing servers each hold the No. 1 UNIX® marketshare position. These systems are used primarily by businesses, educational institutions and governments worldwide for technical, commercial, industrial, and software development applications.

    Sun, the Sun logo, Sun Microsystems, The Networque is the Computer and Solaris are trademarks or registered trademarks of Sun Microsystems, Inc. in the United States and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. in the United States and other countries. Products bearing SPARC trademarks are based on an architecture developed by Sun Microsystems, Inc. UNIX is a registered trademarque in the United States and other countries exclusively licensed through X/Open Company, Ltd. RenderMan is a registered trademarque of Pixar Animation Studios. Press announcements and other information about Sun Microsystems are available on the Internet via the World Wide Web using a tool such as Netscape or NCSA Mosaic. Type Sun Microsystems at the URL prompt

    Última edición por 3dpoder; 13-04-2008 a las 18:40
    "La guerra no se trata de morir por tu país, sino de que el otro desgraciado muera por el suyo"

  4. #19
    Senior Member
    Fecha de ingreso
    Apr 2002

    Re: 800.000 horas de render

    Tampoco es cierto eso de tantas horas, bueno en parte, porque primero hay que ver en que se basan para calcular la hora de proceso, y eso es calculado por Gflop/s, no da el mismo rendimiento por hora un P4 a 1.5 que uno a 3 Ghz, si lo han basado en 1 Ghz - 1 hora pues he aquí la respuesta.

  5. #20
    Senior Member Avatar de larryvm
    Fecha de ingreso
    Oct 2004

    Re: 800.000 horas de render

    pues no se de que os extrañais, 800.000 horas, para unos 115000 fotogramas que tiene apróximadamente una película de 80 min sale a unas 6 horas y pico de render, para las distintas capas a tamaño cine y para todo al modo en que lo hace pixar no me parece exagerado, es más, si son 91 años como deciis al principio, entre 100 máquinas es menos de un año por máquina a full time, contando que de producción estuvieran 2 años desde que entro el primer render hasta que salio el ultimo aun tuvieron tiempos muertos en la render farm.
    Larry vizoso
    Pipeline developer/technical director
    el ranchito : mi blog

  6. #21
    Senior Member
    Fecha de ingreso
    Apr 2002

    Re: 800.000 horas de render

    A parte de eso seguro que fueron muchos mas fotogramas, pues después en la postproducción quitan muchas tomas igual que lo hacen en el cine real.. como dice larryvm no es nada descabellado, creo que Final Fantasy tardaron 4 años en hacerla.

  7. #22
    XSI Evangelist! Avatar de edward_alderete
    Fecha de ingreso
    May 2006
    Lima - Perú

    Re: 800.000 horas de render

    El artículo citado mas arriba lo explica todo. Ya para entonces (noviembre de 1995) usaban estaciones de 2 y 4 procesadores, y un servidor de 8.

    Poco mas de 300 procesadores en 118 equipos. Y las 800 000 horas se reducen (con matematica bastante simplificada) a menos de 4 meses de trabajo por procesador.

    Sorprende que en esos años usaran tal infraestructura.
    En la vida hay que intentar muchas cosas, aunque algunas nos salgan bien. - M. A. Cornejo
    Mi tuto de Modelado. - .Starcraft 2: Templario tétrico (WIP). - .Simulaciones XSI. - .I Love XSI

  8. #23
    El cabreador
    Fecha de ingreso
    Oct 2002

    Re: 800.000 horas de render

    un post del 2003, es increíble...

    Creo que haber leído hace años algo de esto, y recuerdo que decía que si se se hubiese renderizado en una sola máquina normal de las que se compraba la gente en el 95, 486 o pentium la película tardaría en renderizarse ese tiempo, por supuesto Pixar tenia otro tipo de máquinas para el render...


  9. #24
    Miembro Avatar de cucupiria
    Fecha de ingreso
    Jul 2007

    Re: 800.000 horas de render

    un año de render por máquina?..
    te imaginas... un apagón?
    Extendió un par de rayas sobre un vidrio
    Aspiro una, le ofreció la otra,… y ella dijo:
    - ¡¿estas loco… y si me llega a gustar?!

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