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- From: katefans@chinet.chi.il.us (Chris'n'Vickie of Chicago)
- Subject: Re: arenderman update!
- Message-ID: <Bt82vA.8q0@chinet.chi.il.us>
- Organization: Chinet - Public Access UNIX
- References: <paulg.0awp@weird.miami.fl.us> <Bt0nyu.6En@chinet.chi.il.us> <1992Aug17.204956.10418@westford.ccur.com>
- Date: Wed, 19 Aug 1992 08:42:46 GMT
- Lines: 74
-
- In article <1992Aug17.204956.10418@westford.ccur.com> mark@calvin..westford.ccur.com (Mark Thompson) writes:
- >In article <Bt0nyu.6En@chinet.chi.il.us> katefans@chinet.chi.il.us (Chris'n'Vickie of Chicago) writes:
- >> For the price, many of the programs are acceptable, but none can even
- >>begin to touch the power, quality, flexibility and speed of RenderMan.
- >
- >Hi Chris, it was good meeting ya at Siggraph...now its time for me to to
- >give ya a little grief :-) ........
-
- OK. Nice to see you too... :-)
-
- >I'll allow the "power, quality, flexibility" portion of that statement to
- >stand unchallenged but speed is definitely not one of RenderMan's strengths.
- >There is no personal computer implementation of RenderMan that is worth
- >using for production without something like the Levco i860 RenderMan
- >accelerator.
-
- Not true. Digital Arts 3.8 is the most fully RenderMan complient renderer
- yet, and frankly it runs rings around everything I have found on the Amiga.
- I use it on a daily production basis on the following equipment:
-
- A 486-33 clone w/ 8 megs of RAM and a 220 meg hard drive
- a Targa 32 graphics card
- and a Lyon-Lamb controller and a Sony Beta deck.
-
- Not any sort of super system.
-
- >Doing things like breaking all primitives up into stochastically
- >super-sampled sub-pixel micro polygons is extremely compute intensive
- >and nearly approaches the slowness of full ray-tracing. Hence all the
- >clamoring for NetRenderMan and workstation based RenderMan servers.
-
- Not really. In real terms the slowest part of the renderer is still
- determining visibility. Breaking the "primitives" into micro-polys is
- actually quite quick, although it _is_ hard-disk intensive. An "average"
- scene may create a 2 meg "temp" file. It seems to be a special case
- of ordinary "clipping."
-
- From what I've seen, the REYES algorthym is faster than any raytracer.
-
- Also, remember...these folks clamoring for faster renderers are on
- _Macs_! Of course they need faster rendering.
-
- >RenderMan does have many, many advantages, but speed is not one of them.
-
- It may not appear obvious from reading either the spec, or the "Renderman
- Companion" but there are almost infinite areas the clever user can optimize
- render speed. For example, "ShadingRate" is number for how often the
- renderer computes the color of a surface. A rapidly changing surface, like
- a texture map, needs a fairly high shadingrate, but a dull matte surface
- can get by with an amazingly low one. RenderMan allows the user to set
- this for every surface name. The shiny, env mapped vase on a dull table
- does not force the user to render at a quality wasted on the table.
-
- "Shaders" are an incredible time saver. The "Chrome" shader can be
- run at a shadingrate of 200 (i.e. only determine the color of every
- group of ~200 pixels) and get a very nice looking chrome look, without
- the cost of an enviorment map.
-
- On the system mentioned above, I get broadcast quality animation at a very
- reasonable 5 minutes a frame. Of course this presupposes that the
- operator is not afraid to get his fingers dirty in the RenderMan .RIB
- file. This leaves our Mac friends out in the cold.
-
- >%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- >% ` ' Mark Thompson CONCURRENT COMPUTER %
- >% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- >% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- >% Productions (508)392-2480 (603)424-1829 & General Nuisance %
- >% %
- > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Chris Williams
- katefans@chinet.chi.il.us
-
-