Mailing List AE-List@media-motion.tv ? Message #44120
From: Tobias Lind <tobias@tobiaslind.com>
Subject: Re: [AE] Why a raytraced renderer?
Date: Wed, 6 Jun 2012 10:06:30 +0200
To: After Effects Mail List <AE-List@media-motion.tv>, mylenium@mylenium.de <mylenium@mylenium.de>
I concur.

/ tobias



On 6 jun 2012, at 08:41, mylenium@mylenium.de wrote:

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---+
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