That's looking quite interesting, Nicolas! Can't wait to know more!
-Tim C.
Magnetic Dreams
On 3/13/2013 1:33 PM, Nicolas Burtnyk wrote:
Yes - I'll try to make a video of that if I can get set up correctly
for it.
Note that this is 2 mins on a GTX 470 which is nothing special in
terms of GPUs. You can expect significantly better times with a GTX
580 for example. I don't have official times for that card, but I'd
guess under 1.5 minutes.
These kinds of times really underscore the power of biased rendering.
When you need to reduce noise, you have a lot more options than
"let's just throw a ton more samples at the whole thing".
On Wed, Mar 13, 2013 at 11:28 AM, olivier jeannel
<[email protected] <mailto:[email protected]>> wrote:
The classroom is _really_ 2min render ?
Congrats to you, sending a request :)
Le 13/03/2013 19:18, Steven Caron a écrit :
congrats to you and your team! i was wondering when we would
see/hear about your work.
it would be great to see a video demonstration of redshift in
softimage.
On Wed, Mar 13, 2013 at 11:12 AM, Nicolas Burtnyk
<[email protected] <mailto:[email protected]>> wrote:
Hello folks,
In March of last year, 2 colleagues and I left our jobs as
software developers in the games industry to form our own
company - Redshift.
Our goal was to apply our experience with graphics hardware
to the problem of "offline" rendering.
Artists friends had been asking us for years why Mental Ray
and other renderers were not taking advantage of the GPU.
As the ideas bounced around in our heads, we figured we'd
take a crack at it. As it turns out, it's really freakin'
hard, but not impossible!
Today, we're very excited to announce the official launch of
Redshift v0.1 alpha, to our knowledge, the world's first
fully GPU-accelerated biased renderer.
Redshift supports multiple GI solutions: Brute-Force GI,
Irradiance Caching (aka Final Gather), Irradiance Point Cloud
(aka Light Cache) and Photon Mapping (GI and Caustics).
All are fully GPU-accelerated and perform many times faster
than similar CPU-based offerings.
A problem that plagues many GPU renderers on the market is
that they are limited by the available VRAM on the graphics
card (and most systems have significantly less VRAM than main
memory). Redshift addresses this by using an out-of-core
architecture for geometry and textures allowing you to render
scenes with tens of millions of polygons and gigabytes of
textures with off-the-shelf, inexpensive hardware.
Redshift currently integrates directly with Softimage 2011
through 2013 and Maya 2011 through 2013 on Windows XP or
higher. 3ds Max support is in development. To run Redshift,
you'll need an NVidia graphics card supporting compute 1.2 or
higher with 1GB VRAM or more.
You can check out our website http://www.redshift3d.com for
more info.
We're currently in closed alpha, and looking to find some
interested alpha testers on this list.
Our goals for alpha are to shake out bugs and gather feedback
from users to help focus our development efforts.
If you're interested in taking Redshift for a spin, drop me
an email at [email protected]
<mailto:[email protected]>.
Some sample renders:
http://s3.redshift3d.com/jp_studio_icp_1280.png
http://s3.redshift3d.com/mazda_1024.png
http://s3.redshift3d.com/AI_V8_S10_1200.png
And the classroom scene from the "Octane Render" thread from
a couple weeks ago. 2 minutes on a single GeForce GTX 470.
http://s3.redshift3d.com/classroom.png
I'd also like to thank all of those on this list who've
answered my various questions about the XSI SDK. Your help
has made our integration of Redshift with Softimage very strong.
Cheers!
Nicolas