Return-Path: Received: from moutng.kundenserver.de ([212.227.126.171] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with ESMTP id 4736280 for AE-List@media-motion.tv; Wed, 06 Jun 2012 08:38:40 +0200 Received: from oxbaltgw03.schlund.de (oxbaltgw03.schlund.de [172.19.246.9]) by mrelayeu.kundenserver.de (node=mreu0) with ESMTP (Nemesis) id 0MWvXU-1SWXmj0ZrI-00WCgU; Wed, 06 Jun 2012 08:41:09 +0200 Date: Wed, 6 Jun 2012 08:41:08 +0200 (CEST) From: "mylenium@mylenium.de" Reply-To: "mylenium@mylenium.de" To: After Effects Mail List Message-ID: <441213556.225657.1338964868968.JavaMail.open-xchange@email.1und1.de> In-Reply-To: References: Subject: Re: [AE] Why a raytraced renderer? MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_Part_225656_862187038.1338964868898" X-Priority: 3 Importance: Medium X-Mailer: Open-Xchange Mailer v- X-Provags-ID: V02:K0:TxfIuIDywYk3iA6HxKSOZQBkUr20GpWUr4ZKBTMP6ME +kySMwJpmzhrJlfKKdTOTkc+ds41FfLsb9sN1g2M50iMUvOHhn pkysN/up2vO08GKfmTPvOCzM6peWsay7BbVijIRnBl51xHhnq+ sGlqN3sz2+fUlaimlW58L/gZtlpyMlEz55r+D13D3X3YUtTeJw 8mWsJall2zyRpsaWMYC2JXsrPS4TrLCqQoKxoLrRwdABr7rP5o t653M3qDH2g1nofC1HwGWwkB0B9FS4l/GgPR89vaRWbFLzV44g ShpkPCdo/tqCiELAYyoOvDcredxtk2YVGKaIEG5d0DDS/avkuJ k+GAfiajdkrfCmlwGU96MaslsSNUhGLqKPfGYNTxUsxhIDzsVT xS6lBT1IyrOlM/jnSR9lkizQRKmMLdbM/Q= ------=_Part_225656_862187038.1338964868898 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: quoted-printable I apologize. Re-reading this after my first cup of tea (note to self: must = not post when still drowsy), I see now that I misread your post. Yeah, doing everything in a raytracer has its benefits. Still, the way you chose to do = it is and remains highly questionable. You should have optimized the hell out of = it as a CPU renderer and then added GPU support as the icing on top of it - like anyone with some sense does. Mylenium [Pour Myl=C3=A8ne, ange sur terre] ----------------------------------------- www.mylenium.de Todd Kopriva hat am 5. Juni 2012 um 23:20 geschrieben: > > I'm trying to get my head around Adobe's decision to go with the ray > > traced renderer they did in AE6. > > I just asked a couple of the software engineers involved about this decis= ion, > and they say that a ray-traced renderer is more efficient for getting > good-looking results for reflections, refractions, and shadows than would= be a > scanline renderer. Our GPU-based ray-traced 3D renderer is actually quite= fast > compared with anything that gives comparable visual results for these > light-related characteristics. That said, the CPU-based renderer is slow,= and > we acknowledge that. > > As far hardware dependencies: We officially support a couple dozen GPUs, = and > many of the high-performing ones (like the GTX 580) are not expensive. > > +---End of message---+ > To unsubscribe send any message to ------=_Part_225656_862187038.1338964868898 MIME-Version: 1.0 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: 7bit

I apologize. Re-reading this after my first cup of tea (note to self: must not post when still drowsy), I see now that I misread your post. Yeah, doing everything in a raytracer has its benefits. Still, the way you chose to do it is and remains highly questionable. You should have optimized the hell out of it as a CPU renderer and then added GPU support as the icing on top of it - like anyone with some sense does.


Mylenium

[Pour Mylène, ange sur terre]
-----------------------------------------
www.mylenium.de


Todd Kopriva <kopriva@adobe.com> hat am 5. Juni 2012 um 23:20 geschrieben:

> > I'm trying to get my head around Adobe's decision to go with the ray
> > traced renderer they did in AE6.
>
> I just asked a couple of the software engineers involved about this decision, and they say that a ray-traced renderer is more efficient for getting good-looking results for reflections, refractions, and shadows than would be a scanline renderer. Our GPU-based ray-traced 3D renderer is actually quite fast compared with anything that gives comparable visual results for these light-related characteristics. That said, the CPU-based renderer is slow, and we acknowledge that.
>
> As far hardware dependencies: We officially support a couple dozen GPUs, and many of the high-performing ones (like the GTX 580) are not expensive.
>
> +---End of message---+
> To unsubscribe send any message to <ae-list-off@media-motion.tv>
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