SlideShare ist ein Scribd-Unternehmen logo
1 von 23
GPU Renderfarm with Integrated Asset
Management & Production System (AMPS)
Tackling two main challenges in CG movie production
Multi-plAtform Game Innovation Centre (MAGIC), Nanyang Technological University (NTU), Singapore
Presenter: Dr. Qiu Jie
Two main challenges in CG movie production
• How to manage the rendering assets efficiently
– Large amount of digital assets
– Huge load of resources and common outsourcing practice
• How to perform CG rendering in a relatively shorter time
– CPU renderfarm systems usually require substantial hardware setup, high maintenance cost, and
power consumption
• Not affordable for small studios
– Rendering algorithms can benefit from parallelization
• GPU renderfarm has more cores, smaller size, and lower cost comparing to CPU one
2
• AMPS (Asset Management & Production System)
– Online resource management (e.g. for archiving, retrieving, tracking, without location constraint)
– Can be adopted for other industries
• Integration of GPU renderfarm with AMPS
– Ability to manage the rendering assets efficiently
– Streamlining the rendering pipeline (i.e. sending assets to the renderfarm online via web browser)
– Lower rendering cost and faster rendering process
Our solutions
3
• Not flexible to satisfy the needs in all or various media production companies and
studios (e.g. Shotgun and TACTIC)
• Lack of resource management features such as revision control, workflow management,
flexible accessing / sharing rights management (e.g. Dropbox, Box.net)
• No linkage with rendering solutions
Existing asset and workflow management solutions
4
• CPU-based renderfarms
– GreenButton (RenderMan Pro Server, YafaRay, LuxRender)
• Provides external software to upload assets, monitor progress, download results, but does not have complete asset management
features
• GPU-based renderfarms
– Render Street, renderFlow, ultrarender (Cycles and/or iRay renderers)
• Rendering jobs are done in the company servers
– Sheep it! Render Farm (Cycles)
• Rendering job is distributed among the clients/users
– OTOY (Octane)
• Utilizes NVIDIA GRID
Existing renderfarm services
5
Proposed workflow
6
3D scenes
& other
data
Render
request
3D scenes
&
Render
request
Rendered
results
Rendered
results &
other
data
HP SL250s Gen 8 * 2
NVIDIA TESLA K20X * 6
• Back-end
– For storing data (e.g. projects, assets, users,
workflows, etc.)
– Provides back-end functions
– Deployed as a combination of web services and
MVC (Model-View-Controller) infrastructure
• Front-end
– Provides a user-friendly interface to access and
manipulate assets
– In various flavors : web-based (internet
browser), PC client apps, mobile client apps
Asset management component
7
Web-based Front-End
8
Native client apps
9
• Asset
– Media asset in production (e.g. images, videos, sounds, 3d models, etc.)
– Version control support (i.e. revisions are kept for each asset)
– Can be shared to internal and/or external users
• User
– Each user has roles (that can be created/deleted/edited and assigned to different projects)
– Two types, real user or virtual user
• Real user : regular user, such as artist, director etc.
• Virtual user : interface between AMPS and external application / solution e.g. renderfarm.
AMPS Components
10
• Workflow
– Production tracking feature
– Consists of workflow Steps
– Multiple workflow support
– Assets can be assigned to steps or transferred to another workflow
• Project
– Typically corresponds to a real-life project such as an animation, film, or game project
– Consists of a set of assets, asset revisions, asset folders, project roles, and users etc.
AMPS Components
11
Request asset info (3)
Download assets request (5)
Renderfarm component
12 Web browser
Rendering
Request (1)
AMPS
Thin app
Backburner
Manager
Send job
(8)
Trigger & inputs (2)
Assets (6)
Job &
Assets (10)
Assets
(7)
Assets
(9)
Job &
Assets (10)
Job &
Assets (10)
Results (12)
Results (13)
Rendering results (14)
Results (11)
Results (11)
Results
(11)
Asset info (4)
Manager Node Rendering Nodes
• Consists of a manager node and a set of rendering nodes
• Manager node consists of :
– Thin app : our in-house developed software, to facilitate communication between AMPS and the renderfarm
– BackBurner Manager : sending assets to rendering nodes and distributing rendering tasks
• Each rendering node consists of :
– BackBurner Server : to receive assets and rendering jobs from manager node, and to return the rendering
results back to the manager node
– Rendering software : software to perform rendering
Renderfarm component
13
• Serve as the middleman between AMPs and the rendering nodes
• Responsibilities :
– Awaiting and receiving rendering requests from AMPS
– Requesting additional information supporting rendering assets (such as textures) from AMPS
– Downloading rendering assets from AMPS to a temporary folder
– Sending rendering jobs to the Backburner Manager
– Awaiting and monitoring a temporary folder for the rendering results
– Uploading the rendering results to AMPS
Thin App
14
• Rendering job submission is received by Thin App through the network (local or internet) using TCP
protocol
• The job submission message is sent in JSON format, comprises :
– Action type (“exec function”) : specifies what action to do
– Array of 3D scene files to be rendered (“data array”) : extendable for submitting multiple rendering job
simultaneously
– Each object (“item”) in the array corresponds to one rendering job. It consists of :
• Information related to the main 3D scene file (e.g. its Asset ID in AMPS database, file size, file name ,etc.)
• Asset ID of each dependent asset (e.g. textures, mocap file, etc.)
• Rendering parameters (e.g. output resolution, output filename, folder ID in AMPS to store the output, etc.)
Thin App
15
Rendering job submission
16
• The system is used in the Asia’s first live-action Mecha feature film “The Boy And His Robot”,
the first fully GPU (Graphics Processing Unit) rendered feature film in post-production
• Experiment scenario
– Artists from various places (e.g. Singapore, China, Russia, France etc.) create and upload assets to
AMPS, managing assets using AMPS
– Movie director in Singapore evaluates their works through AMPS
– Revisions and final approval from the director
– The 3D assets can then be submitted to the renderfarm
Experiment
17
• Rendering specifications :
– Resolution : 1920 x 1080
– Polygons : 752,608
– Frames : 85
– GPU RAM consumption : 2,814 MB
– Rendering : Path Tracing, 1,250 samples per pixels
and maximum 3 bounces
• Manager node specifications :
– OS : Windows 7 Enterprise
– CPU : Intel Core i7 920 2.67 GHz & 2.67 GHz
– RAM : 6 GB
Rendering experiment
18
• Rendering node specifications :
– OS : Windows Server 2012
– Renderer : OctaneRender Autodesk 3DS Max Plug-in
(ver. 1.18), is hosted in Autodesk 3DS Max 2014
– CPU : Intel Xeon E5-2660 2.20 GHz & 2.19 GHz
– RAM : 64 GB
– GPU : 3x Tesla K20X
Hardware Configuration
Rendering
Time
One node, with one K20X GPU 5:58:45
One node, with two K20X GPUs 3:11:46
One node, with three K20X GPUs 2:15:34
Two nodes, each with one K20X GPU 3:00:24
Two nodes, each with two K20X GPUs 1:36:37
Two nodes, each with three K20X GPUs 1:08:47
Rendering Experiment
19
• Rendering speed up for one node :
– 1 GPU -> 2 GPUs : 1.87x (~2.0x)
– 1 GPUs -> 3 GPUs : 2.65x (~3.0x)
– Similar trend for two nodes
• Rendering time for two nodes vs one (each node with the same # GPUs) is almost 0.5 : 1
– Currently one frame can be handled by only one GPU node
• Total acceleration : 1 node with 1 GPU only -> 2 nodes with 3 GPUs per node : 5.22x
Rendering experiment
20
• Conclusion
– Our system can aid movie production pipeline in term of efficiency and saving rendering cost
– We can obtain rendering time acceleration that scales almost linearly with the number of GPU nodes
• Future Work
– AMPS plug-in for 3D authoring tool (e.g. 3DS Max) so that the rendering job can be submitted directly
from the authoring tool
– Support for other 3D authoring tools (e.g. Maya and Blender) and other rendering software
– Support for heterogeneous GPU renderfarm (rendering nodes with different OS, brand of GPUs, and
maybe geographically separated)
Conclusion and Future Work
21
• Singapore National Research Foundation under its IDM Futures Funding Initiative and
administered by the Interactive & Digital Media Programme Office, Media Development
Authority
• Ministry of Education Singapore for the Tier-2 research funding support
• HP and NVIDIA for providing server nodes and GPUs
• Richmanclub Studios for the 3D models, test-bedding activities and feedbacks
• OTOY for providing the OctaneRender
Acknowledgements
22
Demonstration & Discussion

Weitere ähnliche Inhalte

Was ist angesagt?

Tips & Tricks On Architecting Windows Azure For Costs
Tips & Tricks On Architecting Windows Azure For CostsTips & Tricks On Architecting Windows Azure For Costs
Tips & Tricks On Architecting Windows Azure For Costs
Nuno Godinho
 

Was ist angesagt? (20)

4K Media Workflows on AWS By Usman Shakeel of Amzaon AWS
4K Media Workflows on AWS By Usman Shakeel of Amzaon AWS4K Media Workflows on AWS By Usman Shakeel of Amzaon AWS
4K Media Workflows on AWS By Usman Shakeel of Amzaon AWS
 
(CMP404) Cloud Rendering at Walt Disney Animation Studios
(CMP404) Cloud Rendering at Walt Disney Animation Studios(CMP404) Cloud Rendering at Walt Disney Animation Studios
(CMP404) Cloud Rendering at Walt Disney Animation Studios
 
AWS EC2
AWS EC2AWS EC2
AWS EC2
 
AWS Customer Presentation - RenderRocket
AWS Customer Presentation - RenderRocket AWS Customer Presentation - RenderRocket
AWS Customer Presentation - RenderRocket
 
Architecture Best Practices on Windows Azure
Architecture Best Practices on Windows AzureArchitecture Best Practices on Windows Azure
Architecture Best Practices on Windows Azure
 
Nuts and bolts of running a popular site in the aws cloud
Nuts and bolts of running a popular site in the aws cloudNuts and bolts of running a popular site in the aws cloud
Nuts and bolts of running a popular site in the aws cloud
 
Cloud Architecture best practices
Cloud Architecture best practicesCloud Architecture best practices
Cloud Architecture best practices
 
Tips & Tricks On Architecting Windows Azure For Costs
Tips & Tricks On Architecting Windows Azure For CostsTips & Tricks On Architecting Windows Azure For Costs
Tips & Tricks On Architecting Windows Azure For Costs
 
Cloud for Developers: Azure vs. Google App Engine vs. Amazon vs. AppHarbor
Cloud for Developers: Azure vs. Google App Engine vs. Amazon vs. AppHarborCloud for Developers: Azure vs. Google App Engine vs. Amazon vs. AppHarbor
Cloud for Developers: Azure vs. Google App Engine vs. Amazon vs. AppHarbor
 
Amazon Ec2 Application Design
Amazon Ec2 Application DesignAmazon Ec2 Application Design
Amazon Ec2 Application Design
 
Workshop: Deploy a Deep Learning Framework on Amazon ECS
Workshop: Deploy a Deep Learning Framework on Amazon ECSWorkshop: Deploy a Deep Learning Framework on Amazon ECS
Workshop: Deploy a Deep Learning Framework on Amazon ECS
 
Advanced Scheduling with Amazon ECS (September 2017)
Advanced Scheduling with Amazon ECS (September 2017)Advanced Scheduling with Amazon ECS (September 2017)
Advanced Scheduling with Amazon ECS (September 2017)
 
AWS Partner Webcast - Disaster Recovery: Implementing DR Across On-premises a...
AWS Partner Webcast - Disaster Recovery: Implementing DR Across On-premises a...AWS Partner Webcast - Disaster Recovery: Implementing DR Across On-premises a...
AWS Partner Webcast - Disaster Recovery: Implementing DR Across On-premises a...
 
Deep Learning with AWS (November 2016)
Deep Learning with AWS (November 2016)Deep Learning with AWS (November 2016)
Deep Learning with AWS (November 2016)
 
AWS re:Invent 2016 Recap: What Happened, What It Means
AWS re:Invent 2016 Recap: What Happened, What It MeansAWS re:Invent 2016 Recap: What Happened, What It Means
AWS re:Invent 2016 Recap: What Happened, What It Means
 
Scaling the cloud for UHD and HEVC
Scaling the cloud for UHD and HEVCScaling the cloud for UHD and HEVC
Scaling the cloud for UHD and HEVC
 
AWS Webcast - Explore the AWS Cloud for Government
AWS Webcast - Explore the AWS Cloud for GovernmentAWS Webcast - Explore the AWS Cloud for Government
AWS Webcast - Explore the AWS Cloud for Government
 
AWS Summit London 2014 | Scaling on AWS for the First 10 Million Users (200)
AWS Summit London 2014 | Scaling on AWS for the First 10 Million Users (200)AWS Summit London 2014 | Scaling on AWS for the First 10 Million Users (200)
AWS Summit London 2014 | Scaling on AWS for the First 10 Million Users (200)
 
Understanding VMware Cloud on AWS
Understanding VMware Cloud on AWSUnderstanding VMware Cloud on AWS
Understanding VMware Cloud on AWS
 
AWS Summit London 2014 | Amazon WorkSpaces (100)
AWS Summit London 2014 | Amazon WorkSpaces (100)AWS Summit London 2014 | Amazon WorkSpaces (100)
AWS Summit London 2014 | Amazon WorkSpaces (100)
 

Ähnlich wie GPU Renderfarm with Integrated Asset Management & Production System (AMPS)

19564926 graphics-processing-unit
19564926 graphics-processing-unit19564926 graphics-processing-unit
19564926 graphics-processing-unit
Dayakar Siddula
 
Add sale davinci
Add sale davinciAdd sale davinci
Add sale davinci
Akash Sahoo
 

Ähnlich wie GPU Renderfarm with Integrated Asset Management & Production System (AMPS) (20)

The Rise of Parallel Computing
The Rise of Parallel ComputingThe Rise of Parallel Computing
The Rise of Parallel Computing
 
Stream Processing
Stream ProcessingStream Processing
Stream Processing
 
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
 
Gpu digital lab english version
Gpu digital lab english versionGpu digital lab english version
Gpu digital lab english version
 
19564926 graphics-processing-unit
19564926 graphics-processing-unit19564926 graphics-processing-unit
19564926 graphics-processing-unit
 
Mantle for Developers
Mantle for DevelopersMantle for Developers
Mantle for Developers
 
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio [Unite Seoul 2019] Mali GPU Architecture and Mobile Studio
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio
 
SJNC13.pptx
SJNC13.pptxSJNC13.pptx
SJNC13.pptx
 
"Making Computer Vision Software Run Fast on Your Embedded Platform," a Prese...
"Making Computer Vision Software Run Fast on Your Embedded Platform," a Prese..."Making Computer Vision Software Run Fast on Your Embedded Platform," a Prese...
"Making Computer Vision Software Run Fast on Your Embedded Platform," a Prese...
 
Gpu digital lab investors presentation
Gpu digital lab investors presentationGpu digital lab investors presentation
Gpu digital lab investors presentation
 
Gpu digital lab english version
Gpu digital lab english versionGpu digital lab english version
Gpu digital lab english version
 
Ch 2
Ch 2Ch 2
Ch 2
 
NEW LAUNCH! Delivering Powerful Graphics-Intensive Applications from the AWS ...
NEW LAUNCH! Delivering Powerful Graphics-Intensive Applications from the AWS ...NEW LAUNCH! Delivering Powerful Graphics-Intensive Applications from the AWS ...
NEW LAUNCH! Delivering Powerful Graphics-Intensive Applications from the AWS ...
 
Gpu with cuda architecture
Gpu with cuda architectureGpu with cuda architecture
Gpu with cuda architecture
 
3DgraphicsAndAR
3DgraphicsAndAR3DgraphicsAndAR
3DgraphicsAndAR
 
Computer graphics Applications and System Overview
Computer graphics Applications and System OverviewComputer graphics Applications and System Overview
Computer graphics Applications and System Overview
 
Add sale davinci
Add sale davinciAdd sale davinci
Add sale davinci
 
Nano Server (ATD 11)
Nano Server (ATD 11)Nano Server (ATD 11)
Nano Server (ATD 11)
 
Compute API –Past & Future
Compute API –Past & FutureCompute API –Past & Future
Compute API –Past & Future
 
Programming Models for Heterogeneous Chips
Programming Models for  Heterogeneous ChipsProgramming Models for  Heterogeneous Chips
Programming Models for Heterogeneous Chips
 

Kürzlich hochgeladen

Kürzlich hochgeladen (20)

TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day Presentation
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
 
Developing An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilDeveloping An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of Brazil
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdf
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of Terraform
 
Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
Tech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdfTech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdf
 

GPU Renderfarm with Integrated Asset Management & Production System (AMPS)

  • 1. GPU Renderfarm with Integrated Asset Management & Production System (AMPS) Tackling two main challenges in CG movie production Multi-plAtform Game Innovation Centre (MAGIC), Nanyang Technological University (NTU), Singapore Presenter: Dr. Qiu Jie
  • 2. Two main challenges in CG movie production • How to manage the rendering assets efficiently – Large amount of digital assets – Huge load of resources and common outsourcing practice • How to perform CG rendering in a relatively shorter time – CPU renderfarm systems usually require substantial hardware setup, high maintenance cost, and power consumption • Not affordable for small studios – Rendering algorithms can benefit from parallelization • GPU renderfarm has more cores, smaller size, and lower cost comparing to CPU one 2
  • 3. • AMPS (Asset Management & Production System) – Online resource management (e.g. for archiving, retrieving, tracking, without location constraint) – Can be adopted for other industries • Integration of GPU renderfarm with AMPS – Ability to manage the rendering assets efficiently – Streamlining the rendering pipeline (i.e. sending assets to the renderfarm online via web browser) – Lower rendering cost and faster rendering process Our solutions 3
  • 4. • Not flexible to satisfy the needs in all or various media production companies and studios (e.g. Shotgun and TACTIC) • Lack of resource management features such as revision control, workflow management, flexible accessing / sharing rights management (e.g. Dropbox, Box.net) • No linkage with rendering solutions Existing asset and workflow management solutions 4
  • 5. • CPU-based renderfarms – GreenButton (RenderMan Pro Server, YafaRay, LuxRender) • Provides external software to upload assets, monitor progress, download results, but does not have complete asset management features • GPU-based renderfarms – Render Street, renderFlow, ultrarender (Cycles and/or iRay renderers) • Rendering jobs are done in the company servers – Sheep it! Render Farm (Cycles) • Rendering job is distributed among the clients/users – OTOY (Octane) • Utilizes NVIDIA GRID Existing renderfarm services 5
  • 6. Proposed workflow 6 3D scenes & other data Render request 3D scenes & Render request Rendered results Rendered results & other data HP SL250s Gen 8 * 2 NVIDIA TESLA K20X * 6
  • 7. • Back-end – For storing data (e.g. projects, assets, users, workflows, etc.) – Provides back-end functions – Deployed as a combination of web services and MVC (Model-View-Controller) infrastructure • Front-end – Provides a user-friendly interface to access and manipulate assets – In various flavors : web-based (internet browser), PC client apps, mobile client apps Asset management component 7
  • 10. • Asset – Media asset in production (e.g. images, videos, sounds, 3d models, etc.) – Version control support (i.e. revisions are kept for each asset) – Can be shared to internal and/or external users • User – Each user has roles (that can be created/deleted/edited and assigned to different projects) – Two types, real user or virtual user • Real user : regular user, such as artist, director etc. • Virtual user : interface between AMPS and external application / solution e.g. renderfarm. AMPS Components 10
  • 11. • Workflow – Production tracking feature – Consists of workflow Steps – Multiple workflow support – Assets can be assigned to steps or transferred to another workflow • Project – Typically corresponds to a real-life project such as an animation, film, or game project – Consists of a set of assets, asset revisions, asset folders, project roles, and users etc. AMPS Components 11
  • 12. Request asset info (3) Download assets request (5) Renderfarm component 12 Web browser Rendering Request (1) AMPS Thin app Backburner Manager Send job (8) Trigger & inputs (2) Assets (6) Job & Assets (10) Assets (7) Assets (9) Job & Assets (10) Job & Assets (10) Results (12) Results (13) Rendering results (14) Results (11) Results (11) Results (11) Asset info (4) Manager Node Rendering Nodes
  • 13. • Consists of a manager node and a set of rendering nodes • Manager node consists of : – Thin app : our in-house developed software, to facilitate communication between AMPS and the renderfarm – BackBurner Manager : sending assets to rendering nodes and distributing rendering tasks • Each rendering node consists of : – BackBurner Server : to receive assets and rendering jobs from manager node, and to return the rendering results back to the manager node – Rendering software : software to perform rendering Renderfarm component 13
  • 14. • Serve as the middleman between AMPs and the rendering nodes • Responsibilities : – Awaiting and receiving rendering requests from AMPS – Requesting additional information supporting rendering assets (such as textures) from AMPS – Downloading rendering assets from AMPS to a temporary folder – Sending rendering jobs to the Backburner Manager – Awaiting and monitoring a temporary folder for the rendering results – Uploading the rendering results to AMPS Thin App 14
  • 15. • Rendering job submission is received by Thin App through the network (local or internet) using TCP protocol • The job submission message is sent in JSON format, comprises : – Action type (“exec function”) : specifies what action to do – Array of 3D scene files to be rendered (“data array”) : extendable for submitting multiple rendering job simultaneously – Each object (“item”) in the array corresponds to one rendering job. It consists of : • Information related to the main 3D scene file (e.g. its Asset ID in AMPS database, file size, file name ,etc.) • Asset ID of each dependent asset (e.g. textures, mocap file, etc.) • Rendering parameters (e.g. output resolution, output filename, folder ID in AMPS to store the output, etc.) Thin App 15
  • 17. • The system is used in the Asia’s first live-action Mecha feature film “The Boy And His Robot”, the first fully GPU (Graphics Processing Unit) rendered feature film in post-production • Experiment scenario – Artists from various places (e.g. Singapore, China, Russia, France etc.) create and upload assets to AMPS, managing assets using AMPS – Movie director in Singapore evaluates their works through AMPS – Revisions and final approval from the director – The 3D assets can then be submitted to the renderfarm Experiment 17
  • 18. • Rendering specifications : – Resolution : 1920 x 1080 – Polygons : 752,608 – Frames : 85 – GPU RAM consumption : 2,814 MB – Rendering : Path Tracing, 1,250 samples per pixels and maximum 3 bounces • Manager node specifications : – OS : Windows 7 Enterprise – CPU : Intel Core i7 920 2.67 GHz & 2.67 GHz – RAM : 6 GB Rendering experiment 18 • Rendering node specifications : – OS : Windows Server 2012 – Renderer : OctaneRender Autodesk 3DS Max Plug-in (ver. 1.18), is hosted in Autodesk 3DS Max 2014 – CPU : Intel Xeon E5-2660 2.20 GHz & 2.19 GHz – RAM : 64 GB – GPU : 3x Tesla K20X
  • 19. Hardware Configuration Rendering Time One node, with one K20X GPU 5:58:45 One node, with two K20X GPUs 3:11:46 One node, with three K20X GPUs 2:15:34 Two nodes, each with one K20X GPU 3:00:24 Two nodes, each with two K20X GPUs 1:36:37 Two nodes, each with three K20X GPUs 1:08:47 Rendering Experiment 19
  • 20. • Rendering speed up for one node : – 1 GPU -> 2 GPUs : 1.87x (~2.0x) – 1 GPUs -> 3 GPUs : 2.65x (~3.0x) – Similar trend for two nodes • Rendering time for two nodes vs one (each node with the same # GPUs) is almost 0.5 : 1 – Currently one frame can be handled by only one GPU node • Total acceleration : 1 node with 1 GPU only -> 2 nodes with 3 GPUs per node : 5.22x Rendering experiment 20
  • 21. • Conclusion – Our system can aid movie production pipeline in term of efficiency and saving rendering cost – We can obtain rendering time acceleration that scales almost linearly with the number of GPU nodes • Future Work – AMPS plug-in for 3D authoring tool (e.g. 3DS Max) so that the rendering job can be submitted directly from the authoring tool – Support for other 3D authoring tools (e.g. Maya and Blender) and other rendering software – Support for heterogeneous GPU renderfarm (rendering nodes with different OS, brand of GPUs, and maybe geographically separated) Conclusion and Future Work 21
  • 22. • Singapore National Research Foundation under its IDM Futures Funding Initiative and administered by the Interactive & Digital Media Programme Office, Media Development Authority • Ministry of Education Singapore for the Tier-2 research funding support • HP and NVIDIA for providing server nodes and GPUs • Richmanclub Studios for the 3D models, test-bedding activities and feedbacks • OTOY for providing the OctaneRender Acknowledgements 22

Hinweis der Redaktion

  1. Point 3 : The gap between these services or solutions to renderframe services is costing additional time and effort managing the rendering assets.