Wow, very .. exciting! love what it’s doing with the image processing and how 
it goes that easily into the GPU. 






-Draise 

PH: +57 313 811 6821





From: Paul Doyle
Sent: ‎Friday‎, ‎March‎ ‎13‎, ‎2015 ‎14‎:‎04‎:‎43‎ ‎
To: [email protected]





Thought you might enjoy this one: https://vimeo.com/122130309 - image 
processing with Canvas using our GPU compute capability.



"In this video we take a look at using Fabric Canvas for image processing. 
Since the KL language that underlies Canvas has full GPU support, we 
experimented with a continuous GPU pipeline for image processing. All nodes in 
the video (except for the file loaders) are live (not cached). This allows for 
interactive framerates on HD full float composites.

Numbers on the test machine

I7-3770k @ 3.5 GHZ, 16GB RAM
NVidia K5000

Shot1:
CPU: 1.42 FPS
GPU: 8.15 FPS

Shot2:
CPU: 9.4 FPS
GPU: 36.0 FPS"



On 12 March 2015 at 10:48, Eric Thivierge <[email protected]> wrote:

There is no standard particle system / nodes currently but eventually there 
will be. Nothing stopping you from doing one yourself or someone else doing it. 
I think TD's will have good employment opportunities in the short and long term 
with this kind of work. It's not a bad thing. :)

Eric T.

On Thursday, March 12, 2015 10:46:53 AM, Juhani Karlsson wrote:

 I would think so. There is not that much in particles going on. I
remember seeing some SPH examples.
I would also like to see simple standalone for Fabric so there would
not be the application specific splice in the middle.
Its nice to hear its planned. : )

- J

On 12 March 2015 at 16:41, Chris Marshall <[email protected]
 <mailto:[email protected]>> wrote:

    From a non-character perspective though, are we still able to do
    particle type stuff or is Fabric / Canvas not geared up in that way?


    On 12 March 2015 at 13:14, Eric Thivierge <[email protected]


     <mailto:[email protected]>> wrote:

        One thing you kind of see / feel already is that you can start
        mixing things you normally couldn't in ICE. An example is to
        read in an alembic and have it as an input into a rig. An
        example is to load an alembic of your ground and have your leg
        solvers collide with it. Of note would be that you wouldn't
        actually have the alembic in your scene with the overhead that
        Softimage would carry with actual geo in the scene for point
        and poly editing. You could still draw the ground using the
        Inline drawing and eventually RTR but from what I've seen it
        doesn't impact performance hard when you do.

        You could also write out image sequences of where your
        character is walking or where meshes are colliding too since
        they have image libraries available. The work just needs to be
        done to map those areas to UV space. But it's possible. So
        many areas are within reach from what seems day one where with
        ICE we waited so long for so many features we never got. No
        standard tools for writing out images from ICE. :(

        Another major thing for me is that you can convert your code
        into nodes using the provided utility. You code up some
        methods using KL (at the level of javascript & Python in
        syntax complexity) and you get the nodes almost for free.

        One thing I'm looking forward to and that I've already
        experienced in our current production, is how easy it is to
        re-use code throughout different systems. I can't go into too
        much detail but imagine writing a solver that works for rigs
        in all your DCC's and can work in specialized tools such as
        crowd tools too with little extra work. :) It's awesome to see
        things working the same across DCC's and tools.

        Eric T.





    --


    Chris Marshall
    Mint Motion Limited
    029 20 37 27 57
    07730 533 115
     www.mintmotion.co.uk <http://www.mintmotion.co.uk>




--
--
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Tehtaankatu 27a
00150 Helsinki
+358 443443088
[email protected]
www.vimeo.com/talvi <http://www.vimeo.com/talvi>

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