They are gradually becoming more useable at more steps in pipelines, but they're not there yet for high-end studios. The line I'm drawing is high-end VFX / CG is still IMO years away from using GPUs for final frame (with loads of AOVs and Deep output) rendering.Īre GPUs starting to be used at earlier points in the pipeline? Yes, absolutely, but they always were to a degree in previs and modelling (via rasterisation). There are decent examples out there of what’s being done in production with GPUs already: It’s fair to point out that the largest production scenes are still difficult and will remain so for a while. ![]() It’s just a fact that a lot of commercial work is already done on the GPU, and that most serious commercial renderers already support GPU rendering. The size of scenes than can be done on the GPU today is large and growing fast, both because of improving engineering and because of increasing GPU memory speed & size. ![]() It’s worth it now in some cases, and not worth it in other cases. I’m pretty sure that’s not what you meant, so it’s somewhere in between there, meaning some scenes are doable on the GPU today and some aren’t. ![]() If you mean that it will take 3 or 4 years before industry can use GPUs for any production rendering, then that statement would be about 8 years too late. if you mean that it will take 3 or 4 years before the industry will be able to stop using CPUs for production rendering, then I totally agree with you. I’m not sure what line you’re drawing exactly. I used to write a production renderer for a living, now I work with a lot of people who write production renderers for both CPU and GPU. Renderman (the renderer Pixar use, and create in Seattle) isn't really GPU ready yet (they're attempting to release XPU this year I think). ![]() turntables) is one place where GPU rendering can be used as the memory requirements are much smaller, but only if the look you get is identical to the one you get using CPU rendering, which isn't always the case (some of the algorithms are hard to get working correctly on GPUs, i.e. Using ray tracing pretty much means having all that in memory at once (paging sucks in general of geo and accel structures, it's been tried in the past) so that intersection / traversal is fast.ĭoing lookdev on individual assets (i.e. High end VFX/CG usually tessellates geometry down to micropolygon, so you roughly have 1 quad (or two triangles) per pixel in terms of geometry density, so you can often have > 150,000,000 polys in a scene, along with per vertex primvars to control shading, and many textures (which can be paged fairly well with shade on hit). Because the expense is not really worth it - even GPU rendering (while around 3/4 x faster than CPU rendering) is memory constrained compared to CPU rendering, and as soon as you try and go out-of-core on the GPU, you're back at CPU speeds, so there's usually no point doing GPU rendering for entire scenes (which can take > 48 GB of RAM for all geometry, accel structures, textures, etc) given the often large memory requirements.
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