Home

Advertisement

Søren Ragsdale [entries|archive|friends|userinfo]
Søren Ragsdale

[ website | Søren Ragsdale ]
[ userinfo | livejournal userinfo ]
[ archive | journal archive ]

In defense of the "Dreamworks face" [Sep. 27th, 2009|02:36 pm]
[Tags|]

There's a popular internet forward that makes the rounds at Reddit, Digg, and other content aggregators. "Pixar vs Dreamworks" contrasts the imaginative characters and stories of the former with allegedly formulaic clichés of the latter, with a particular jab at the "Dreamworks face" as if to prove a point:

Pixar vs Dreamworks: the "Dreamworks face"

I get what the comic is saying. Pixar takes great care in developing their stories, reaching a level of quality that other studios have difficulty matching. But it trivializes the difficulty of the story and character development process and the "Dreamworks Face" is a cheap shot. It's true in that it's universally true. The standard protagonist of good stories and bad is an affable plucky underdog setting off to find adventure and fortune. The big toothy smile exudes warmth and friendliness. The cocked eyebrow shows an enigmatic personality and hints at the intrigue of future conflict. The outstretched hand shows either a friendly welcome, contemplation, or a call to action.

It's a very, very common pose. Everyone uses it. Even Pixar:

The "Dreamworks face" in Pixar films


I'm not trying to take a cheap shot at Pixar, I'm trying to show how easy it is to find "the face" in almost any animated feature. I could make a similar collage for Disney, Blue Sky, or most reasonably large studios' live action features. (Goopy said that John Kricfalusi calls it the "Cal Arts face" which is possibly more accurate.)

I appreciate and admire Pixar's films. I have many good friends who work at Pixar. They create very good projects which they execute artistically, technically, and commercially with a level of success that is well-deserved. But the reason for that success is far deeper and more complicated than simply avoiding animal characters or a particular pose. Feature animation is a very competitive business, and it's short-changing both the successes and failures to pretend that a good story boils down to a few rules or any particular formula.

Except that many good stories actually do boil down to a few rules and formulas. Many stories including Pixar's stories are produced with heavy use of Robert McKee's "Story" formula, which borrows from Campbell's monomyth formula from Hero with a Thousand Faces. There is not just a formula for good stories, but a history of successful formulations. Story writers know this (many Pixar, Dreamworks, and SPI writers are hired back and forth between studios) but simply knowing the formula is no guarantee that you'll end up with a successful formulation. It's hard work, and if it wasn't so difficult it wouldn't be so impressive when someone gets it right.

Speaking of "getting it right" please consider seeing my employer's latest animated feature "Cloudy with a Chance of Meatballs". It bears very little resemblance to the book but the characters are good, the story's good, and the quality that we're getting from the new "Arnold" renderer that we're developing in-house is very nice. Although SPI doesn't have the brand reputation that Pixar does think it stands up nicely against anything that Pixar has put out recently.
link10 comments|post comment

If all Dad has is a hammer, everything looks like a nail. [Sep. 23rd, 2009|04:09 pm]
[Tags|, ]

Kathryn has been doing some genealogy research on ancestry.com and turned up an old marriage license from my great-grandfather Frederick Ragsdale to my great-grandmother Mary Saunders. I told her to email this to Dad because he and his mother are (were) both into genaeology and he'd get a kick out of seeing this old document.



The certificate is in the upper left corner and Dad seems to have had trouble making out the date on his laptop screen. So he decided to enhance the image. As he explained in an email reply:

"fyi, I tried to do this for you by scanning as a jpeg and then enlarging, but it's too digitized. Some of the handwriting is legible but not the text, so it's not much good."



Kathryn asked what Dad meant by this. I guessed "It kinda looks to me like he took that jpeg, printed it out, cropped it with scissors, enlarged it on a photocopier, then scanned it back in with a scanner. If so I think we need to explain to him that there are other ways to enlarge a digital image."

My guess was correct. I have since explained to Dad that the advantage of digital image manipulation is that one can avoid generation loss, that printing and scanning the image kinda misses the point, and that he'd probably benefit from a copy of Gimp or Photoshop.

For the record here's the digitally cropped, enlarged, contrast-enhanced version which is readable enough that one can see Fred Sr. marrying Mary Saunders on July 23, 1906.

Digitally Enlarged Marriage License

(To be clear Dad is not a dumb guy. He's an MD/PhD who still does a lot of publishing and lecturing in addition to his day job as a pathologist. He's just more comfortable using the old tools to solve problems.)
link2 comments|post comment

Harry Potter and the Half-Blood Price and the Broken Captions [Aug. 2nd, 2009|06:33 pm]
[Tags|, , ]

Today my partner and I went to see a rear window captioned "Harry Potter" show at the AMC 1000 in San Francisco. We bought our tickets but had to get a refund and leave when the guest services person told us that the captions weren't working.

No problem, Captionfish told us there's another theater across the bay in Emeryville that's also showing HP6 captioned. We rode over, bought tickets, and got good seats. Unfortunately their captions were also busted. The projectionists tried to fix them but they stayed busted until about 20 minutes in when things started working, and stayed good for the rest of the picture. On the way out we talked to the manager and we came up with a theory what's going on.



Rear window captions work by displaying text on an LED screen in the back of the theater. The system knows when to display the text because of the DTS timecode on the far right edge of the screen. If that code is damaged then the data is lost and the RWC system can't synchronize the captions.

The print that gets screened in theaters wasn't necessarily produced at the same time. Film duplication houses run off the reels that make up a print on a schedule: the first reel might get printed months before the final release while the last reel might get printed and shipped to theaters as late as a few days before the release date.

Here's my theory: for whatever reason, the duplication house slightly screwed up the first reel. The DTS timecode is all the way over on the edge, so anything from bad registration to physical damage to the film could screw it up. The prints would look fine since the image was OK, and it would sound OK since the SDDS, Dolby Digital, and analog optical tracks were intact, but the system still couldn't sync the subtitles since the timecode was broken. An error at the duplication shop would explain why both theaters were having problems. I'm not sure whether any projectionists read this blog but I'd be interested to know if my theory's prediction is correct. If you have access to a print, please check whether the first reel print's timecode has been damaged due to manufacturing problems and let me know.
link2 comments|post comment

Short Film Bootstrapping [Jul. 24th, 2009|11:26 pm]
[Tags|, , ]

In 2005, Shane Acker put the short film "9" (youtube) into the Siggraph Computer Animation Festival. It won best of show and was nominated for an Oscar in 2006. Acker apparently got enough (well-deserved) attention from all this to remake his short into a full length movie to be released in early September this year.

Also in 2005, Neill Blomkamp released the short film "Alive in Jorburg" (SpyFilms). The short was interesting enough and got popular enough that the short got picked up at AFM 2007 and remade into District 9, to be released in mid-August this year.

Developing a short film into a full-length feature is obviously not a new or novel thing, but it's been interesting to see these guys move forward. Since I never met a remake I didn't like it'll be interesting to see how well the short stories and the creative teams behind them expand to fill 90 minutes.
linkpost comment

I never met a remake I didn't like [Jul. 24th, 2009|10:54 am]
[Tags|, ]

I attended college at the University of Arizona where I ended up taking a lot of classics classes from Dr. Jon Solomon, one of the best professors I ever had. Classics ended up being more than just reading classical stories, it was about viewing these stories as cultural artifacts the same way you'd view bits of pottery as cultural artifacts. A culture's stories tell you something about the people who lived there: their values, taboos, rivalries, and concerns.

For example, take the story about Apollo killing the Python. The crevice at Delphi was a sacred shrine of a pre-Hellenic earth-worshipping civilization until it was taken over by the sun-worshipping Hellenes. Snakes are traditional symbols of the earth. The story about the Hellenes' deity killing the previous group's deity before starting the pythian games as penance provided a mythology that explained the Hellenes' dominance at Delphi while placating the members of the conquered rival religious group. It's not enough to say whether the legend about Apollo is better than the legend about the Oracle or the Python - the development of the story is interesting for its own reasons. It's a cultural artifact. So are its subsequent fragments as it keeps getting remade throughout history, with later cultures putting their own spin on it.

The myths about Theseus are similar. Cities in antiquity needed heroes for the same reasons of civic pride that modern cities need baseball teams. Citizens of antiquity used heroic legends to one-up each other the same way that sports fans use home team accomplishments to one-up fans of other teams. Athens rose to prominence after the Persian wars, fairly late in the history of Greece, after most of the other cities' mythologies had been sorted out. So they essentially stole a hero from the neighboring town Troezen. They had a hero named Theseus ... until Atheneans rewrote the story so that he discovered that he was really the rightful king of Athens! But he didn't just walk over to Athens and start ruling. No, he performed 12 labors along the way! What do you think about that, Hercules fans? And then he went over and killed the famous monster of the labyrinth! What do you think about that, Crete? Read between the lines. The Thesean legends are filled with subtext about who the Atheneans wanted to one-up, and of course later cultures have put their own spins on these stories. It's not enough to say whether the original Theseus stories are better or worse than the new versions - it's all interesting for its own reasons.

The tradition of borrowing and adapting traditional stories for new audiences has continued without interruption for as long as there's been a history of storytelling. And that's why I really don't mind it when Hollywood remakes old stories. I recognize that Disney's "Sleeping Beauty" is very different than the Brothers Grimm's "Sleeping Beauty" but the differences are interesting cultural artifacts that tell us a lot about the values, taboos, rivalries, and concerns of those cultures. I recognize that some remakes are boring or unpleasant, but they're at least boring and unpleasant for interesting reasons - cultural, artistic, or business reasons. If you read between the lines every remake is a cultural commentary, and I think that's interesting.
link5 comments|post comment

More Aspect Ratio Horror Stories [May. 13th, 2009|10:29 am]
[info]mmcirvin's comments about people who don't notice NTSC broadcasts stretched to fit widescreen displays reminded me of something that [info]sfslim told me. Many of his compositing students don't seem to recognize the difference between uniform and nonuniform scaling. He'll give them a Red Bull can to composite into an image, he'll get back something that looks like a tuna fish can, and they don't realize why this is a problem. I speculated that this might be happening for the reason that Wolfgang Köhler's experiments with vision-inverting glasses demonstrated. Over time the brain adapts to 'incorrect' visual input and accepts it as normal and correct. A generation of kids raised on televisions with improper aspect ratios accept nonuniform scaling as correct. (This is just my crackpot theory, not a verified statement of fact.)

Unrelated: my friend and former co-worker Colin was a big fan of some Italian vampire movie, but the only version that he had was a crappy pan-n-scan version. One day on eBay he discovered someone selling a letterboxed version, so he ordered it, and was surprised to discover that the "letterbox" version was the old pan-n-scan version with black bars obscuring the top and bottom of the frame. He had purchased, essentially, a uniform crop taken out of the middle of the original frame.
link3 comments|post comment

Star Trek: IMAX(ish) [May. 12th, 2009|05:04 pm]
[Tags|, , ]

There's a small to medium brouhaha happening on boingboing and here about some versions of Star Trek being presented in "fake IMAX". I haven't seen the new Star Trek on an IMAX screen, so before I mouth off about something I don't actually know about I'd like to get an answer from someone who *has* seen Star Trek on the IMAX screen.

An IMAX frame has a 1.44 aspect ratio. Star Trek was (to the best of my knowledge) shot in 2.35 Panavision. I'd like to know what aspect ratio IMAX Trek was projected in. Did they project it in at full-width Panavision and leave the top and the bottom of the IMAX screen empty, or did they crop the left and right sides to display the image full height?


vs


If they projected it full-frame then fine. You're seeing a non-IMAX camera negative mastered at a higher resolution and projected on a nice big screen. It's not a 70mm camera negative, but whatever - most cinematic releases for IMAX screens aren't true 70mm IMAX content.

On the other hand it would be very unfortunate if they cropped the sides of the frame to make a pan-and-scan version to fit the full height. The whole point of IMAX is to present a large amount of visual information. It's a much worse idea to crop out 38% of the original information, creating an effective camera negative smaller than 35mm, and then enlarge what's left to fill an already-too-large screen, like they did for "Attack of the Clones".

On one hand, I'd be really disappointed if they decided to release IMAX-Trek as a pan-n-scan. On the other hand I've seen a lot of people who prefer to watch pan-n-scan DVDs on regular TVs and watch stretched-aspect NTSC on widescreen televisions, so perhaps my preferences are out-of-step with the general public.

Update: [info]sfslim says that IMAX is showing a non-cropped, full-ap print. That's as good as one can expect.
link11 comments|post comment

"HDR" Almost Always Isn't [Apr. 23rd, 2009|08:06 am]
[Tags|, ]

Many digital photographers and photoshop users are dabbling with high dynamic range (HDR) photography. Unfortunately, what many people are calling HDR is not actually HDR.

Each pixel of an ordinary 8 bit RGB image represents a value from black (0,0,0) to gray (128,128,128) to white (255,255,255). There is no color brighter than white and no color darker than black. That's fine most of the time, but it can also be inaccurate. For example a white street light might be 1000x brighter than the white truck, even though they're represented by very similar color values in this picture.

High dynamic range is a technique pioneered by Paul Debevec and presented in his Siggraph 1997 paper. Programs like HDRShop use a series of exposures to recover a higher range of lighting information, storing them as floating point values. Each pixel of a genuine HDR image represents a value from black (0,0,0) to gray (0.5,0.5,0.5) to white (1.0, 1.0, 1.0), but can also contain brighter-than-white values (350,350,350).

If your web browser can handle it, compare this genuine floating point HDR TIFF to this 8-bit LDR TIFF. They look the same, but the stained glass windows in the HDR image contain extra hidden in the high dynamic range. If we darken both images the HDR reveals detail in the brightness of the stained glass that's lost in the 8 bit image. Brightening the image again shows detail in the HDR shadows that's been crushed out of the 8 bit shadows.



HDR images represent a broad range of illumination data with realistic precision. A true HDR image is an accurate representation of light intensity in the original environment. The skylight and window appear brighter than the wall because the sklight and window are brighter than the wall. The wall appears darker than the shadow because the wall is darker than the shadows. Image based lighting techniques rely on this to determine which parts of the image represent illumination sources and which parts just contain light-colored objects.

And that's not what's going on with most images tagged as "hdr" on Flickr. Those are not high dynamic range images, they are HDR data which has been tone mapped into a nonlinear, limited range 8 bit color space. Ironically, faux-HDR images actually have even less dynamic range than their 8 bit counterparts. In a conventional photograph at least the highlights are bright and the shadows are dark; a faux-HDR image compresses the range those values into midtones. I tried uploading a real HDR image to Flickr so that there would be at least one accurately tagged HDR image but unfortunately the website doesn't handle floating point tiffs.

At this point the word "HDR" has fallen into common use to describe that style of image and I suppose it's a little late for me to complain, but I wish that they'd picked a different word to describe that effect because it's not HDR. "Nonlinear tone map" would probably be a more accurately descriptive tag, but I won't hold my breath.

Thanks to Paul Debevec for memorial.exr and [info]sfslim for inspiring this rant during coffee last Saturday.
link13 comments|post comment

VFX Workflow [Apr. 10th, 2009|10:05 am]
Now that it's finally released I can talk about my last project: "Watchmen". My company, Sony Pictures Imageworks, primarily did the Doctor Manhattan character. My contribution was the shaders - I didn't animate or render, but I wrote some of the programs that described the surface of Doctor Manhattan, specifically his eyes and skin and fingernails. Today a friend asked me the following question about the movie and I thought it would make a good post.

When you all put together a sequence, and then look at the motion, do you finesse and re-finesse obsessively to get human movements exactly right?

What I mean is once you have your model and skin and bones all set, do you make your best attempt at lifelike movement, then view it, then tweak over and over, or do you really work hard during the initial animation and do minor tweaks?

It was just something I was wondering while watching the film - Dr. Manhattan often looked flawless for a very long time, then he'd make some small move or open his mouth in a way that caught my eye as 'not right', then he'd go on to be great for a long time after. Seems like chasing down and fixing all the 'not quite right' movements would be infuriating.


At almost any studio a sequence starts with previsualization of a storyboard. Extremely crude characters are mocked up and simple renders are created to establish cut lengths and camera angles. This helps the directors figure out whether what they want to shoot will look good, it helps the CG Supervisor plan their approach, and it gives the editors something to cut into the working print.

Next the sequence is cut into shots and turned over to an animator who does a blocking pass. Simple, crude animations that help establish basic action and timing. How fast does Doc walk from one side of the room to the other? When does he pick up his tie? In animation dailies the action slowly gets refined and eventually approved by the animation supervisor.

While all this is happening look development TDs like me are doing basic design on the character, usually with static or simple motion tests, such as a character spinning 360 degrees or flexing his arms and looking around. Modelers, riggers, and texture painters tweak the character to improve its design and fix problems. (Riggers figure out how to rig the character - where the bones and joints are, which parts of the character flex and fold as it flexes and moves.) As the character's look starts coming together, the test shots and preliminary look get approved by the studio VFX supervisor and clients. (The director, production-side CG sup, etc.) At the same time match movers are setting up virtual cameras that track how the real cameras were moving when they shot the original footage.

Eventually, the character is approved and you're ready to go into full production. The animation passes get sent over to the technical directors who add the animation to the characters, put them into their environment, add matchmoved cameras, and start rendering actual shots. Technical directors will present "slap comps" - simple composites of the rendered images - in dailies so that the VFX supervisor can see how things are coming together. Some TDs composite their own shots and others send their rendered elements to compositors who merge the rendered elements into the original photography so that it looks good.

It's called a "production pipeline" because it works not unlike a series of tubes - the shots run through previs, matchmove, modeling, rigging, texturing, animation, rendering, and compositing before they're accepted by the client. And - to get to your question - at any point in the pipeline assets can get "kicked back". TDs or VFX Sups can take an asset in a shot that's being composited and kick it back to rendering for a new pass. Shots in rendering can get kicked back to animation to tweak something that doesn't look right, or kick it back to texturing to fix something in the map that we didn't know we'd be able to see. Shots in animation or texturing can get kicked back to modeling or rigging to fix a problem with shape or movement.

If the pipeline software is designed well, asset kick-backs actually aren't a very big problem. The animator exports a new animation pass and the TD's render scripts pick up the new publish, apply the new animation to the old model, and the VFX Sup is looking at the new animation in dailies by the next morning. It's not "infuriating" but it is tedious and, as the show producer will remind you, expensive. Every time something gets kicked back, the extra hours that someone has to spend fixing it come out of the show's budget which leaves less time and money to make things look better the first time. The mark of a good supervisor, a good crew, good tools, and good client communication is that the pipeline keeps running smoothly. Animation, models, and matchmoves that get approved stay approved. Characters that look good in neutral lighting also look good in shot lighting. Element rendering standards for one shot also work well in other shots, to keep look and workflow consistent. Every show has its share of problems and difficulties - sometimes epically so - but some shows are better than others and it can be a real joy to work with good clients on a well-run show.
link1 comment|post comment

In which I cross my fingers about the movie industry [Mar. 2nd, 2009|08:22 am]
I work in the movie industry. On one hand we don't get stock options, it's not much more lucrative to start your own company since profit margins are so thin, and hardly anyone's going to want to take a post-production studio public since movie investing and accounting is nothing like regular investing and accounting. On the other hand the work *is* fairly regular. I've been telling myself that the people do enjoy their bread and circuses - they'll cancel their Carnival Cruises and European vacations but they'll still go down to the cineplex on a Friday and pay eight bucks to see something half-decent. Audiences might be *more* inclined to do so if they can't afford that new blu-ray player or big-screen TV. That's what happened during the last Great Depression when Hollywood turned out huge numbers of Shirley Temple, Marx Brothers, gangster, and western movies during the 1930s - it was a golden age for film in an age when most other things weren't. That's what I've been telling myself anyway, and this article seems to at least point in that direction. Movie ticket sales are up 17.5% this year.

"During the Depression, when the spirit of the people is lower than at any other time, it is a splendid thing that for just 15 cents an American can go to a movie and look at the smiling face of a baby and forget his troubles." -Franklin Roosevelt

Then again what's different this time? Barriers to entry, for one. Back in the day movie cameras and film stock were expensive, film development was difficult and editing and distribution took special equipment and a whole company infrastructure. These days a decent DV camera can be purchased for less than a week's paycheck and any computer will run Final Cut or Premiere. Between Vimeo, PayPal, cheap DVD duplication services, and the long tail of public demand you don't need a huge studio to turn out a movie anymore. But it helps, especially if people keep enjoying the sort of big blockbustery shows that I've been helping make lately. I hope I'll be able to look back at this post in a few years and say that I was right to be cautiously optimistic.
link3 comments|post comment

PS3 Road Trip [Feb. 20th, 2009|10:16 am]
[Tags|]

I bought a PS3 last week. It's getting shipped from Fresno, CA to my office in Novato, CA. Four days ago it was "out for delivery" from Petaluma, just 15 miles north, but it then decided to go on a road trip. Now it's in Ohio after spending three days in Illinois.



(I plan to use this mostly for movies, not games. I've heard that the PS3 is the reference Blu-Ray player for the Academy since it's high quality, relatively cheap, and most importantly has user-upgradeable firmware. The Blu-Ray standard is still evolving, and as new features get added to the spec you want to be able to update your player to use them.)
link3 comments|post comment

Fun with iPhone CMOS Cameras [Jan. 12th, 2009|11:42 am]
[Tags|, , ]

I recently came across this photo of an airplane with a spinning prop, taken with an iPhone camera. It has not been photoshopped in any way (except possibly reduced in size).



What's going on here? Most digital cameras use a shutter to control exposure. The shutter opens, the detector accumulates light, the shutter closes, and the values are read from the detector. The iPhone does not have a shutter - it uses a CMOS detector rather than a CCD, which reads the pixel values one row (or column) at a time. (Some people call this a rolling shutter.) Each row represents a slightly different time that the picture was taken, which produces some interesting effects if you're photographing a moving object.

I'd like to see what this does to flapface photography.

Update: You get a similar effect with bass strings.
link2 comments|post comment

Cheap Prius-Buying Season is Now [Dec. 2nd, 2008|07:44 am]
[Tags|]

[info]gauntleteer is a smart guy.

Right now gas is under $2 - even here in the bay area. People are worried about the economy, and the ones who have money are buying christmas presents. 2008 Priuses are sitting on dealership lots, and 2009 Priuses are almost here. His dealer had 20 sitting on the lot over Thanksgiving weekend. That's a big change from six months ago when gas was almost $5/gallon, the '08 Prius was the shiny new thing, you could only buy it on waiting lists for $4000 over MSRP. This month he bought a fully equipped '08 Prius - identical to my '06 Prius and the upcoming '09 Prius - for $2000 under MSRP with no waiting.

Cars are durable goods. They'll last a while. 10 year old NHW10 Priuses are either still on the road in Japan, or are being exported to Australia and New Zealand. (The older a car gets the more it costs to register in Japan, so lots of used Japanese cars get exported.) You can save a bunch by buying in the off-peak season. Maybe I'm a little optimistic, but sometimes I think that my Prius will be the last petroleum vehicle that I ever buy. Plug-in electrics will be cheaper and mature in 10 years, and I sometimes see a fuel cell vehicle commuting into San Francisco every morning as I commute out.

This month is not just a good time to buy a Prius - it's the best time to buy one since the Prius was introduced to the US. Six months from now the summer driving season will be here, summer blend gas will be back, prices will be up, and it'll be harder to buy a small efficient car. Thinking about trading in your gas guzzler? Do it now, while everyone else is laughing and taking pictures of the gas pumps.
link1 comment|post comment

Stupid iPhone Tricks: Secret Japanese Characters [Nov. 21st, 2008|02:48 pm]
[Tags|, ]

  1. In Settings → General → Keyboard → International Keyboards → Japanese : Activate "QWERTY"

  2. In Notepad, Mail, or some other text entry app switch to the Japanese keyboard.

  3. Type "emoji", aka "えもじ". Hit the right-pointing arrow in the rightmost series of blue boxes that pop up. Now you can pick the characters , , and .

  4. Type "kaomoji", aka "かおもじ". Hit the right-pointing arrow in the rightmost series of blue boxes that pop up. Now you can pick from a variety of japanese-style emoticons such as (^_−)−☆ and ♪( ´▽`).


Thanks to [info]agent_xray's wife for showing me how to do this.
link2 comments|post comment

What's New in GPUs [Nov. 11th, 2008|02:46 pm]
[Tags|, ]

Back in the 1980s "computer graphics" was something between you, your compiler, a CPU, and a framebuffer. If you wanted to draw a line between two points you had to make each dot by hand. Early pseudo-3D games like Pole Position worked this way, using clever cheats to create the illusion of a three dimensional world. More advanced games like Comanche and Doom were variations of the same thing - rendering engines that ran entirely on the CPU using fancy tricks and cheats to create images one pixel at a time.

OpenGL and DirectX were figurative and literal game-changers introduced in the early 1990s. Custom hardware rendered lines and triangles orders of magnitude faster, resulting in more responsive, better-looking games and freed the CPU for handling elements of gameplay like better physical simulations or character AI. Newer GPUs added texturing, bump mapping, transparency, shadow-casting, and pixel shading, but the underlying paradigm remained: geometry is made from triangles and rendered with hardware-defined shading models. That's why games started looking a little uniform and generic, at least to my eye.

Meanwhile, software rendering has forged ahead. Pixar's Renderman has dominated the VFX industry for decades, updating every so often with fancy new features. Other renderers like Mental Ray, VRay, and Arnold have tried to leapfrog Pixar by designing themselves around new features rather than tacking them on as extensions. Modern software renderers use cutting edge tricks like radiosity, global illumination, photon mapping, path tracing, raymarching, volumetric lighting, Metropolis light transport, and color bleeding. Software renderers have native support for geometry like metaballs, point clouds, voxels, or subdivision surfaces. Software renderers don't need to wait for new hardware - if you're willing to tolerate slow performance you can run today's renderer or develop tomorrow's technology on yesterday's hardware. The down-side is that quality, versatility, and programability means a significant performance hit.

And that's the way it's been for a long time. Fast but limited hardware rendering vs. slow but flexible software rendering.

New kinds of graphics cards are changing the game again. NVidia's CUDA architecture is designed to do more than just render triangles; it will let you use Nvidia GPUs to run very large sets of of calculations in parallel. Intel's Larrabee is disguised as a GPU but it's actually a very large array of tweaked Pentium processors, each one capable of running completely arbitrary legacy x86 code. The new generation of "graphics" cards are actually general-purpose processors. OS and application developers are catching on, the same way they caught on when FPUs became mainstream and were integrated into systems in the 80s. OSX 10.6 and Photoshop CS4 have announced plans to use GPUs as general purpose processors.

And this means we're coming full circle. It means that new graphics cards will no longer be constrained by their DirectX/OpenGL heritage. New GPUs will be a reunion between you, your C compiler, a bunch of general purpose CPUs, and a frame buffer. They'll still render OpenGL and DirectX - in software emulation on a general-purpose processors capable of supporting any other software rendering technique. Games will no longer be limited by the DX/GL paradigm, or even the stock graphics drivers that ship with the card. You'll be able to write your own graphics drivers that reprogram the card to produce images any way you want, with any technique you want, using any of the advanced techniques that software renderers have been using.

It's a blurring of the line between hardware and software, between movies and video games, between realtime and offline. Hardware solutions are converging as CPUs grow more cores and GPUs become more general-purpose. Software solutions are also converging; one bid for the new Thundercats movie was rendered from a high-end game engine that merged realtime hardware and advanced software techniques. And hopefully this means both an end to the kind of uniform, generic graphics that have dominated gaming for the last 15 years and a new beginning for a new generation of smart developers.

This post was inspired by this article from [info]arstechnicaip. Thanks to Larry Gritz for proofreading.
link3 comments|post comment

Explaining the Financial Crisis [Oct. 6th, 2008|02:25 pm]
[Tags|, , ]

In the beginning of May, This American Life produced "The Giant Pool of Money". The episode provided an extremely clear and helpful layperson's explanation for why the economy was in trouble. It was This week, Alex Blumberg and Adam Davidson returned to This American Life to bring us Another Frightening Show About the Economy which explains the obscure but important concepts of commercial paper and default credit swaps. Due to the popularity of their episodes and the rapidly changing financial landscape, Blumberg and Davidson are also running the daily Planet Money Podcast along with @planetmoney on Twitter. I highly recommend the above along with the stick figures over at The Subprime Primer if you'd like to get a better understanding of what's happening in the financial markets and why this is a big deal for everyone.
linkpost comment

Larry Page and the $20 bill [Aug. 22nd, 2008|12:28 pm]
[Tags|, ]

Whenever anyone mentions that if Bill Gates saw a $1000 bill on the ground it wouldn't be worth his time to pick it up it reminds me of a funny story that I swear happened to me.

I attend a small, private, off-the-record technology conference which Larry Page sometimes attends. I wore a conference T-shirt (designed by [info]kraquehaus) at the 2005 DARPA Grand Challenge and ran into Larry in the bathroom of the casino whose parking lot was hosting the spectator stands and finish line. He recognized my shirt (not me personally) and we started talking as we exited the bathroom. Someone had dropped a $20 bill on the ground near the casino doors, and as we were walking outside we both saw it at the same time.

Larry said "hey look, there's a $20".
I said "do you want it?"
He paused for a second, perhaps to ponder the absurdity of the question, and then he said "Nah, you have it."
link3 comments|post comment

Building a Cheap ZFS Server [Aug. 5th, 2008|11:33 am]
[Tags|, , ]

I store my data around the house on a variety of firewire and USB hard drives and I've been feeling the need to consolidate. Partly it's getting everything into one device. Partly it's fault-tolerance: otherwise I lose everything on a drive if it dies. Drobo is one contender, especially after they added firewire, but I've been hearing vague unsettling things about reliability. ReadyNAS is another option, but it's almost $900 on Amazon (disks extra). At the high end for personal storage servers there's the five-bay Thecus N5200 Pro ($800) and an eight-bay ReadyNAS Pro (no price yet).

Of course at the really high end there's network appliances like NetApp, but those are totally out of my league. Or are they? Sun has been trying to drink NetApp's milkshake first by developing ZFS, an open-source filesystem like WAFL on steroids. Then they added CIFS to Solaris and started selling Thumper, a storage server with up to 48 SATA drives. And Solaris is free, and PC hardware is cheap. What if I built myself a mini-Thumper with a $50 Celeron instead of dual Opterons and added a few drives instead of 48?

Take a minute and check out the ZFS presentation. It's impressive and compelling: ZFS is an open-source, transactional, consistent, self-monitoring, self-healing, scalable file system with complete data integrity guarantees. It is some seriously powerful secret sauce. After reading that presentation and a few entries on Jeff Bonwyck's blog I was convinced that Sun are onto something. I decided to build my own mini-Thumper serving files from a disk pool managed by ZFS. It looked very promising, and even if things went completely wrong I'd still end up with a cheap PC that I can give to a friend or sell on CraigsList.

design goals )

choosing an operating system )

hardware )

installation )

benchmarks )

frustrations/discoveries )
link6 comments|post comment

HDR displays get official [Aug. 2nd, 2008|10:40 am]
Remember what I said last year about HDR displays? Turns out Samsung is selling one this year. At $3500 apiece it's not cheap, but I'm glad to see this technology finally make it to the mass market and I'm sure prices will come down.
link3 comments|post comment

Heath Ledger and Posthumous Academy Awards [Jul. 22nd, 2008|05:05 pm]
[Tags|, ]

After seeing "Dark Knight" a few people have been wondering whether Heath Ledger will be getting a posthumous Oscar like Peter Finch did. Sadly, the answer is no. I checked with [info]scannerman who is a member of the Academy and [info]buttercup666 who worked there long enough to be familiar with their bylaws, and they told me that Oscars are only for living recipients. Peter Finch got a posthumous Oscar because he was alive when nominated and died shortly thereafter, on March 28 1977. Heath Ledger died on January 22, 2008, which could have kept him in the running for '08 nominations but not '09.

Update: Maybe not! From this article:

Only six actors have been nominated for Oscars after their deaths: Jeanne Eagels for 1929’s “The Letter,” James Dean for 1955’s “East of Eden” and 1956’s “Giant,” Spencer Tracy for 1967’s “Guess Who’s Coming to Dinner,” Peter Finch for 1976’s “Network,” Ralph Richardson for 1984’s “Greystoke: The Legend of Tarzan, Lord of the Apes” and Massimo Troisi for 1995’s “The Postman.” Finch was the only one to win an Oscar posthumously.


Update 2: He was not only nominated - he won. I was totally wrong. Whoops.
link3 comments|post comment

navigation
[ viewing | most recent entries ]
[ go | earlier ]

Advertisement