[Beowulf] 3DCG rendering on Beowulfs
Many of your questions may have already been answered in earlier discussions or in the FAQ. The search results page will indicate current discussions as well as past list serves, articles, and papers.
steve_heaton at iinet.net.au steve_heaton at iinet.net.auThu Aug 18 18:25:09 PDT 2005
- Previous message: [Beowulf] PBS scheduler error
- Next message: [Beowulf] qsub script and input files
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
G'day all There seems to be a few questions popping up on this list about using Beowulfs to render 3D computer graphics frames. This is a topic I know a little about from an animation perspective <boom boom> so I humbly submit a few comments. As RGB has mentioned previously, there are truly distributed render engines such as POV. The engines pixelate/subdivide an individal frame and give each node their own little piece to chew on. The results are then recombined by the head node and saved as a single frame. With all due respect to the authors of POV it's a great idea but by 3DCG industry standards (MentalRay, RenderMan or even the OTS engines in 3DStudio/Max or Maya), the resulting images are "poor". I recommend you sniff around the respective Web sites if you think this is unfair :) Most of the "render farms" work on a simple scheduling basis. You want to animate 1000 frames? Give 100 nodes 10 frames each. Simple flavours are availble from the usual sources like HighEnd3D.com. Of course this is where the licensing gets interesting too. 3DS/Max can be kicked up in "render node" mode. At the big end of town... well... talk to your nearest distributor and have your corporate credit card details standing by ;) This type of environment obviously isn't a Beowulf application. If you really want a top class, truely distributed render engines then always spend a bit of time Googling. There are some talented individuals working on these things all the time. However, it seems that they rarely make it into production, battle-hardened versions. Remember to check out the SigGraph and similar research papers (eg. IEEE) too. You never know :) Oh, one final point... like most other such topics there's also some complete garbage on the Net too. First step, as always, is knowing what you want to achieve. Then focus on that :) Cheers Stevo
- Previous message: [Beowulf] PBS scheduler error
- Next message: [Beowulf] qsub script and input files
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
More information about the Beowulf mailing list
