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Pixar's Render Farm

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Re: Pixar's Render Farm

#31
post #4

It is always a pleasure to watch/read about something that works very well it it’s domain. Nice that they put so much heart in optimising the rendering process.

Indeed. I read this and instantly wanted to spend like 6 months learning the system, decisions/reasons into making whatever trade offs they make, etc.

I think a key is keeping the amount of time to render a constant.

Re: Pixar's Render Farm

#32

Earlier quoted context omitted.

Why can’t it be simple wall-clock time? Each frame takes 24 hours of real wall-clock time to render start to finish. But they render multiple frames at the same time. Doing so does not change the wall-clock time of each frame.

In my (hobbyist) experience, path-tracing and rendering in general are enormously parallelizable. So if you can render X frames in parallel such that they all finish in 24 hours, that's roughly equivalent to saying you can render one of those frames in 24h/X. Of course I'm sure things like I/O and art-team-workflow hugely complicate the story at this scale, but I still doubt there's a meaningful concept of "wall-cloc…

Wall-clock usually refers to time actually taken, in practice, with the particular configuration they use, not time could be taken if they used the configuration to minimise start-to-finish time.

Re: Pixar's Render Farm

#33
I'm surprised they hit only 80-90% CPU utilization. Sure, I don't know their bottlenecks, but I understood this to be way more parallelizable than that.

I ray trace quake demos for fun at a much much lower scale[0], and have professionally organized much bigger installs (I feel confident in saying even though I don't know Pixar's exact scale).

But I don't know state of the art rendering. I'm sure Pixar knows their workload much better than I do. I would be interested in hearing why, though.

[0] Youtube butchers the quality in compression, but https://youtu.be/0xR1ZoGhfhc . Live system at https://qpov.retrofitta.se/, code at https://github.com/ThomasHabets/qpov.

Edit: I see people are following the links. What a day to overflow Go's 64bit counter for time durations on the stats page. https://qpov.retrofitta.se/stats

I'll fix it later.

Re: Pixar's Render Farm

#34
Oh man, I wanted this to contain much more details :(

Whats the hardware? How much electric energy goes into rendering a frame or a whole movie? How do they provision it (as they keep #cores fixed)? They only talk about cores, do they even use GPUs? What's running on the machines? What did they optimize lately?

So many questions! Maybe someone from Pixar's systems department is reading this :)?

Re: Pixar's Render Farm

#36

I'm surprised they hit only 80-90% CPU utilization. Sure, I don't know their bottlenecks, but I understood this to be way more parallelizable than that. I ray trace quake demos for fun at a much much lower scale[0], and have professionally organized much bigger installs (I feel confident in saying even though I don't know Pixar's exact scale). But I don't know state of the art rendering. I'm sure Pixar knows their wo…

I suspect they mean core count utilization, not per core utilization.

Ie there's some headroom left for rush jobs and a safety net, because full occupancy isn't great either.

Re: Pixar's Render Farm

#38
post #12
post #6

Earlier quoted context omitted.

Well it can't just be one frame total every 24 hours, because an hour-long film would take 200+ years to render ;)

you solve that problem with massively parallel batch processing. Look at schedulers like Platform LSF or HTCondor.

Haven’t heard those two in a while, played around with those while I was in uni 15 years ago :-O

Re: Pixar's Render Farm

#39

I'm surprised they hit only 80-90% CPU utilization. Sure, I don't know their bottlenecks, but I understood this to be way more parallelizable than that. I ray trace quake demos for fun at a much much lower scale[0], and have professionally organized much bigger installs (I feel confident in saying even though I don't know Pixar's exact scale). But I don't know state of the art rendering. I'm sure Pixar knows their wo…

My guess would be that the core-redistribution described in the OP only really works for cores on the same machine. If there's a spare core being used by none of the processes on that machine, a process on another machine might have trouble utilizing it because memory isn't shared. The cost of loading (and maybe also pre-processing) all of the required assets may outweigh the brief window of compute availability you're trying to utilize.

Re: Pixar's Render Farm

#40
Can anyone comment on why Pixar uses standard CPU for processing instead of custom hardware or GPU? I'm wondering why they haven't invested in FPGA or completely custom silicon that speeds up common operations by an order of magnitude. Is each show that different that no common operations are targets for hardware optimization?
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