The collected works of Brombear - Page 2

rob wrote:
dexter1 wrote: And at 300 everybody is capped to "complete".


So how can 90 posts be equal to 52% if 100% is 300 posts?


The algorithm has been donated from Microsoft. It is the old file copy/delete progress bar :lol:

Matthias
Life is what happens while we are making other plans
AFAIK you cannot use an irix version higher than 6.5.19 (or was it 20) to develop with 7.3.1.3m. The later version had special (fucked up) header files targeted to the 7.4 compiler which caused huge compile problems over several os revisions. Personally I stay away from the 7.4 series. Simply not worth the hassle IMHO.

My 2 cents

Matthias
Life is what happens while we are making other plans
That may be true, but I wouldn't recommend this method to someone that does not 100% know what he is doing :roll:

Matthias
Life is what happens while we are making other plans
Diego, is that your new car ? Guess sales of your software must have skyrocketed :)

Matthias
Life is what happens while we are making other plans
Ah, remember that guy from the mirafiori forum with that nice strange car ( http://www.mirafiori.com/~courtney/128/scott.html ). Nice engine, weird metal box :lol:

Those pesky 1300 engines run like stink and they eat rpms like nothing. Highly modified versions of the engine run until 13.000 rpm, the stock one over 7.000 rpm. Try to do this with your average gasblasting SUV :shock:

Matthias
Life is what happens while we are making other plans
Diego,

you simply forget the X1/9 (ok, maybe not in argentina) ... I am driving these beauties for more than 15 years and while being slightly underpowered compared to todays cars the suspension is a real jewel and gives best handling on curvy mountain roads.

Matthias
Life is what happens while we are making other plans
Image

Officialy only few made it to south america, but in brasil a car was produced based on the X1/9 called Dardo. Unfortunately I don't have any photos at hand, but google will help.

Matthias
Life is what happens while we are making other plans
hamei wrote: I don't usually like Japanese cars but have you ever driven an early MR2 ?


Yes, I drove one of them but did not have the chance to drive it real (the codriver was totally drunken and it was HIS car). But to be fair, the MR2 is a real copy of the x1/9 concept with a little better machine, like the mx5 is a real copy of a lotus. I enjoy mid-engined cars, no better handling available. The new porsche cayman is a real nice car ... but the price :shock:

Matthias
Life is what happens while we are making other plans
hamei wrote: Much better than the cheesy X1/9


Did you happen to fall over that rice bag cnn reported a few weeks ago :P

Matthias
Life is what happens while we are making other plans
@hamei

One of my favorites would be the lancia stratos, very short wheel base demanding to work with the turning wheel to actually hold that beast on the street (nothing you want to have a continous 500km high speed drive on our motorways). Some nice midengined dino based 190ps would be enough for now I think.

Damn ... all these dreams :P

Matthias
Life is what happens while we are making other plans
Hmm,

maybe not the worst, but when I saw SoftImage in 1997 the first time on an sgi workstation I really wondered about the ugly gui. Though I have to admit that I never used SoftImage, so I cannot say if it was impractical to work with.

Matthias
Life is what happens while we are making other plans
Well Diego,

that is really easy to explain, for Apple it's an upgrade but for SGI :roll: Though I wish there will be some new Apples with nvidia gfx inside, that would make a really nice package.

Matthias
Life is what happens while we are making other plans
As long as those machines have more than 2 pci-e slots I guess there would be more noticeable demand.

Matthias
Life is what happens while we are making other plans
DaSeitz wrote: 4*PCIex16 (ok, 2*16,2*8 )


isn't it 2*16 and 2*4 ?

But this is a very impressive board, too bad that its only sold to OEMs. In maximum combination this will be over 100K US$ mostly due to expensive memory chips. Add SGI premium logo and you'll be in the >=150K range.

Matthias
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Since quite a lot things happened between the last post and now I thought it could be a good idea to give an update what we are doing now. This week I have been at fujitsu-siemens' inhouse-exhibition visit showing what we can do in realtime now. The workstation is the new v840 (opteron II based) equipped with two fx4500, the powerwall is driven in passive stereo with 2 fx5500 (for photos we switched to mono of course).

The model you see has approx 5.5 million polygons and is completely covered with shading materials. Lighting is completely done with IBL in addition with dirt mapping. The dirt mapping is precalculated and takes about 15-30 minutes on a multiprocessor workstation (depending on your experience) It renders on a single g70 gfx card with approx 10fps (depending on resolution) and on the new g80 cards with more than 20fps (way to go nvidia).

Image

Image

Image

Image

Regards

Matthias

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MattPayne wrote:
20fps... :) hats off to you... :)


Well, thanks but I guess that one goes to NVIDIA, the g80 series has endless shading power. Looks like we have to think about some new ways to burn it :P

Matthias

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squeen wrote:
Unbelievable! g80 is an nv4x series GPU?


g70 = consumer 7800/7900 series (or quadro 4500/5500)
g80 = consumer 8800gts/8800gtx (at the moment). Since the GTX card is barely available, we did test it on the gts and imagine my face when I saw the model exactly followed every mouse gesture. I can't wait until I can test it on a gtx resp. the next generation of quadro cards with 1.5gb video memory that may be available in the first quarter of 2007

squeen wrote:
What is "dirt mapping", noise textures for gloss and diffuse?


Another term for dirt mapping is ambient occlusion ( see here http://en.wikipedia.org/wiki/Ambient_occlusion ).

Matthias

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Have made some additional shots within the interior. There are almost no texture coordinates used (except typical things like MMI interface and logos), everything is done with shaders. Reason is to be able to prepare a review session in less than a day once the geometry has been properly converted from the original CAD data. Most shaders (leather, rough plastic) have bump structures too. The dirt mapping I mentioned earlier has much more effect within the interior too, without it everything would look really flat and synthetic

Image

Image

Image

Image

Matthias

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hamei wrote:
I like the two buttons just below the radio to the right of center. It looks like if you press them alternately the car would scratch your balls for you ...


This is a special feature of the chinese edition ... :)

dj wrote:
Can you drive the model around? :)


Not yet, but we are working on it 8) Interestingly we heard that comment quite a lot during the exhibition. Seems even if the visualization isn't physicaly correct it is more than plausible for joe average ...

Next stop ... realtime raytracing :twisted:

Matthias

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no chance to get this running on sgi iron ... even ati cards fail for various reasons (no hdr filtering yet, gl state trashing, weird optical results and last but not least undefined crashes).

Matthias

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Squeen,

your welcome, positive comments from people working in the same domain are always a special pleasure.

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skip wrote: glBindProgramARB, glProgramLocalParameter4fARB, glLockArraysEXT, glUnlockArraysEXT, glClientActiveTexture, glGenProgramsARB, glProgramStringARB, glGetProgramivARB, glDeleteProgramsARB.


These are all calls to OpenGL that deal with newer type of extensions like GLSL etc. If these calls are used directly within the code it is very bad style, typically you query those as function pointers and use them only if they are defined.

Matthias
Life is what happens while we are making other plans
Hmmm,

maybe it would be an idea to order platinum support in retrospect ? Yould be somewhat cheaper ... dunno.

Matthias
Life is what happens while we are making other plans
So, decided to put up a new image. If anyone here is at the hannover fair in germany next week, you could see our software (and me) live at the PNY boost (Hall 17 F60). We are showing the car within the picture on a 4 segment mono powerwall driven by a cluster of 4 pc with quadro FX4600 (FX5600 not yet available). Special features are image quality (high antialiasing quality in combination with our material shaders) and speed.

Image

Matthias

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stuart wrote: (P.P.S. At what resolution is dual-link DVI required? Does the V12 DCD option provide dual-link?)


Anything greater than 1920x1200@56hz if I remember correct. dual-link is only available on high end pc graphics cards or newer gaming cards (g70 and higher).

Matthias
Life is what happens while we are making other plans
Hey, that looks really nice. If you can limit your scenario so it fits, it will be a good solution.

For all others only realtime raytracing will be the solution. But the requirements to code it yourself are completely different:

- SIMD coding (adieu readability)
- acceleration structures (balance between updatebility, memory usage and speed)
- fast materials (phong is easy, texture filtering sucks)
- reading and understanding all newest papers on the net (raytracing is still a very hot research topic)
- performant multithreading
- dealing with jerky compilers (all of them suck, each one has his special areas where it sucks most)
- clustering (8 cores is simply not enough for a typical 1280x1024 resolution)

Matthias

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Not that I know much of blender or 3dmax anyway, but I would look for a more neutral format like obj or vrml, I am sure that both can read and write them.

Welcome to the wonderful world of file formats.

Matthias
Life is what happens while we are making other plans
Hi there,

just wanted to give a small update that we are still alive and founded a new company together with some 3D guys from berlin. Our new name is PI-VR GmbH and you'll find our website at http://www.pi-vr.de We are now also targeting automobil photographers and the first results can be seen within our gallery.

In the meantime we have extended our raytracer a lot, added some nice features to the OpenGL renderer (geometry lights, ultra high anti-aliasing), added a CAD interface and some things for marketing production rendering ( rendering layers, automated generation of images, etc.) and various other things that I might have forgotten. Even the ATI part of our OpenGL rendering does work now and the new FireGL 7700/8700 rocks like nothing else.

We also have a new product called VservR which is an online server based realtime 3D configurator.

So even if this is good news, there are some bad to share also. Nothing of this will work on your O2 nor your Octane/Fuel and not even on any kind of Onyx :(

Matthias

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Some time has passed by and I would like to invite those that attend the hannover fair (20-24.04.2009 in hannover/germany) to join us at the shared booth of pny/nvidia/3dconnexion/cad.de (hall 17 booth F60)

We will showcase a very detailed model of a car consisting of 60 million polygons with a development version showing our global illumination implementation. Some images may be seen at our website already.

Regards

Matthias

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hamei wrote:
Brombear wrote:
We will showcase a very detailed model of a car consisting of 60 million polygons with a development version showing our global illumination implementation.

At what point does it get to be easier just to make the car and take a photo ? :P


A very good question ... coming from the visualization neadnertal times on onyxes with 120.000 polygons I often ask this myself. But our clients always see potential for improvement. It's just a question how near you want to go.

Speaking of limits ... we just have the limits of the main memory ... current nehalem workstation hardware supports up to 192GB. Our biggest model was 550 Million Polygons using 54GB main memory (all geometry, textures and hdr environments), so if I simply interpolate we should be able to visualize somewhere between 1.5 and 2 billion polygons ... should be enough for airplanes ...

but not enough for industrial complexes like a steel work ... I guess you would need another 10-100-1000x increase in memory :shock:

Speaking of photos ... most of the time the car is not there as physical prototype ... too early in engineering process and of course the rising variety of possible configurations of a car or whatever.

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Hello Thomas,

thanks for the compliments, we really work hard for it.

Regards

Matthias

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Since a few months have passed since my last post I would like to give an update.

We are about 2 weeks away from our 4.0 release with the major feature of global illumination which adds quite a lot of realism to interior sceneries. Other than that lots of preparing functionality (selection modi etc etc) so model preparation only takes few days. We have tested our software with big models and found out that 550 million polygons do not slow down raytracing. They consume somewhere around 55GB of main memory so there is quite a lot of room on todays workstations. Nehalem/icore 7 gave us approx 50% more performance.

@Squeen you have been somewhat silent about your project ... hope that you are still improving ... I would like to hear more facts about scaling on your ubercluster. Biggest we tried in the meantime was somewhere around 130 cores ... still way too slow to drive the Sony 4K projector @15hz :)

Matthias

PS: Images can been seen on our website at http://www.pi-vr.de

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Hi Squeen,

very cool ... good that they forgot to sum up how much energy has been used to calculate those images :mrgreen:

Are you continuing the hunt for faster rays and pixels ? You could try out that caustic thingy or play around with optix ...

Regards

Matthias

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I just wanted to post a new picture that was produced today, I hope you like it. Click on Image for full HD resolution

Image

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Life is what happens while we are making other plans
Hi Squeen,

quite a lot of things to do, but hey that's what the fun is all about ;)
squeen wrote:
For the navigation algorithm I developed we are looking at hardware acceleration of the acquisition search


Sorry, I didn't get that ?

squeen wrote:
1) spectral rendering (as opposed to RGB) including Laser Radar (LADAR) frequencies
2) bidirectional path tracing and energy redistribution (Metropolis-like) methods
3) adaptive sampling in image space
4) BRDF tables


1) will of interest for us too, especially for dielectrics
2) too
3) we did that alrey
4) BRDF is not enough for us ... we need real materials like metalic paints, leather, brushed aluminium etc. I think we will disclose some in the very near future.

squeen wrote:
I am considering a much simpler real-time ray tracer engine to replace raster graphics in the CAVE. We just ordered a 24-core SMP machine--I might tinker with that a bit as well. That's your forte and a whole other can-of-worms for me, but I think the industry is heading in that direction and we need to stay on the cutting edge.


24 core will be way too slow even only for a single side of the cave. We tested 200 cores for the sony 4K projector (8 MegaPixel) and it's still too slow.

squeen wrote:
Graphics for situational (simulation results) visualization continues to be useful and I think we will probably be making significant improvements in our modeling program (scene graph & path tracer front-end) as well. The CAVE work will continue as well, but it may not be by me.

The only recent addition to the path-tracer I've managed to squeeze in this spring was dielectrics (glass)


Yes realtime graphics (with good quality) really change the way of working in a lot of fields. That is the reason most people can't think of anyone else once they have been infected with the realtime virus

Nice image, dielectrics are always visually attractive.

Regards

Matthias

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Thanx for the kind words.

no photon map and no irradiance caching yet ... everything brute force with some gehirnschmalz as we germans say :P (my way of saying that even I do not understand everything myself) .... acording to my collegue we would really need some time to fire up vtune and friends and do some serious tuning session ... there should be some room for improvements.

I really love 3d motion blur ... this changes the look soo much ... and you never want to go back to 2d hacks again.

I dunno how often everything got refined during the last 2 years of development of the tracer, but also a whole lot of time was invested into the material system, the best tracer is worth nothing if you make it too powerful and complicated for your users to use it (that's the reason I would never achieve anything out of a regular dcc tool)

Regarding leadership we really don't care a fuss about, there's so many new selfdeclared leaders these days. I don't post on ompf anymore (even forgot my login) and after those useless bashing wars during the last weeks I am not unhappy about it.

In the end its all about having fun about what you do and having people that appreciate your work ... and best if you can make a living out of it

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Have to add a small correction. The rendering uses 512 adaptive samples per pixel, but the computation time is correct. When using 256 samples you'll get some noise on the headlights and rims while rendering time goes down to 15 minutes.

We try to make some more benchmarks in the near future on various platforms (1way up to 8way systems) to see how it scales. Last test on 32core system in 2008 showed ~85% efficiency per core.

Matthias

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Again an update what the current version can do on maxed out workstation hardware. Click on Image for full HD resolution

Image

Forecast to version 4.2 (end Q1/2010)

- much better quality with motion blur
- polygons ... who needs polygons anymore ....

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Sorry to bother you, but its 2x QuadCore = 8 cores + Hyperthreading. Hyperthreading adds another 22% speed increase which is very good according to intel. The mentioned time is of course with activated hyperthreading

About the noise I don't know myself (sampling is beyond my programming knowledge) but as long as its working I don't need to :)

I really would like to run our software on your cluster though ... :)

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Following recommendations:

Master running on any kind of 64bit Windows OS.
Slaves running on 64bit Windows or 64bit Linux
fast and reliable tcp/ip based network between master and slaves. To be able to use multicast for initial spreading of the data the network topology should be very flat (one hop, maybe two ?)

Possible ?

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