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DreamWorks releases OpenMoonRay source code

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Re: DreamWorks releases OpenMoonRay source code

#11
post #10

i'm curious: what is the incentive for dreamworks to open-source this? surely having exclusive access to a parallel renderer of this quality is a competitive advantage to other studios?

The other large studios that compete with them (e.g. Pixar) already have their own just-as-good renderers.

Re: DreamWorks releases OpenMoonRay source code

#12
post #4

For anyone that is curious, this is the paper that describes the core vectorized path tracing architecture in Moonray: http://www.tabellion.org/et/paper17/MoonRay.pdf Extracting sufficient coherency from path tracing in order to be able to get good SIMD utilization is a surprisingly difficult problem that much research effort has been poured into, and Moonray has a really interesting solution!

This paper is the first place I've found a production use of Knights' Landing / Xeon Phi, the Intel massively-multicore Atom-with-AVX512 accelerator system, outside of HPC / science use cases.

And for this use case, it makes perfect sense!

Re: DreamWorks releases OpenMoonRay source code

#13
post #11
post #10

i'm curious: what is the incentive for dreamworks to open-source this? surely having exclusive access to a parallel renderer of this quality is a competitive advantage to other studios?

The other large studios that compete with them (e.g. Pixar) already have their own just-as-good renderers.

Even still, what's the incentive to open-source? So the community can bootstrap a better solution than Pixar?

Re: DreamWorks releases OpenMoonRay source code

#14
post #11

Earlier quoted context omitted.

The other large studios that compete with them (e.g. Pixar) already have their own just-as-good renderers.

Even still, what's the incentive to open-source? So the community can bootstrap a better solution than Pixar?

By showing they care about open source, there's a chance they'll attract developers and animators who care about that.

Re: DreamWorks releases OpenMoonRay source code

#15
post #11

Earlier quoted context omitted.

The other large studios that compete with them (e.g. Pixar) already have their own just-as-good renderers.

Even still, what's the incentive to open-source? So the community can bootstrap a better solution than Pixar?

Or create a pipeline of young talent who can come from university already trained on their system.

Re: DreamWorks releases OpenMoonRay source code

#16
post #10

i'm curious: what is the incentive for dreamworks to open-source this? surely having exclusive access to a parallel renderer of this quality is a competitive advantage to other studios?

At this point every studio has their own renderer, Pixar has RenderMan, Illumination has one from MacGuff, Disney has their Hyperion, and Animal Logic has Glimpse.

Re: DreamWorks releases OpenMoonRay source code

#17
post #10

i'm curious: what is the incentive for dreamworks to open-source this? surely having exclusive access to a parallel renderer of this quality is a competitive advantage to other studios?

I can imagine a few reasons why they'd do this, but some of it may just be 'why not'. Studio Ghibli has done the same thing with their animation software and it hasn't turned into a disaster for them. Making movies, especially movies that people will pay to watch is hard, and any serious competitors already have their own solutions. If people use moonray and that becomes a popular approach, competitors who don't use it are at a disadvantage from a hiring perspective. Also, DreamWorks controls the main repo of what may become a popular piece of tooling. There's soft power to be had there.

Re: DreamWorks releases OpenMoonRay source code

#18
post #4

For anyone that is curious, this is the paper that describes the core vectorized path tracing architecture in Moonray: http://www.tabellion.org/et/paper17/MoonRay.pdf Extracting sufficient coherency from path tracing in order to be able to get good SIMD utilization is a surprisingly difficult problem that much research effort has been poured into, and Moonray has a really interesting solution!

Is there any comparisons to GPU-accelerated rendering? It seems most people are going that direction rather than trying to optimize for CPUs these days, especially via AVX instructions.

Re: DreamWorks releases OpenMoonRay source code

#20
post #4

For anyone that is curious, this is the paper that describes the core vectorized path tracing architecture in Moonray: http://www.tabellion.org/et/paper17/MoonRay.pdf Extracting sufficient coherency from path tracing in order to be able to get good SIMD utilization is a surprisingly difficult problem that much research effort has been poured into, and Moonray has a really interesting solution!

Is there any comparisons to GPU-accelerated rendering? It seems most people are going that direction rather than trying to optimize for CPUs these days, especially via AVX instructions.

CPUs are still king at the scale Dreamworks/Pixar/etc operate at, GPUs are faster up to a point but they hit a wall in extremely large and complex scenes. They just don't have enough VRAM, or the work is too divergent and batches too small to keep all the threads busy. In recent years the high-end renderers (including MoonRay) have started supporting GPU rendering alongside their traditional CPU modes, but the GPU mode is meant for smaller scale work like an artist iterating on a single asset, and then for larger tasks and final frame rendering it's still off to the CPU farm.

Pixar did a presentation on bringing GPU rendering to Renderman, which goes over some of the challenges: https://www.youtube.com/watch?v=tiWr5aqDeck

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