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	<title>Comments on: Render Development Update</title>
	<atom:link href="http://www.sintel.org/development/render-development-update/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sintel.org/development/render-development-update/</link>
	<description>Sintel, the Durian Open Movie Project</description>
	<lastBuildDate>Sat, 04 Feb 2012 06:26:07 +0000</lastBuildDate>
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		<title>By: Olaf Tischlampe</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-21794</link>
		<dc:creator>Olaf Tischlampe</dc:creator>
		<pubDate>Sat, 02 Oct 2010 09:47:32 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-21794</guid>
		<description>Interesting post. What an awsome Lamp, do you have more information about it? thanks.</description>
		<content:encoded><![CDATA[<p>Interesting post. What an awsome Lamp, do you have more information about it? thanks.</p>
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		<title>By: Prodigal Son</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-10061</link>
		<dc:creator>Prodigal Son</dc:creator>
		<pubDate>Thu, 29 Apr 2010 20:02:41 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-10061</guid>
		<description>To answer the couple of BURP related posts here. We&#039;re just in the final stages of getting the Blender 2.5A2 clients out for Win/Linux/Mac for the Renderfarm.fi publicly distributed rendering project.

As far as I have understood, the main issue with using BURP for rendering a scene in Sintel is the fact that the scenes require massive amounts of memory.

We&#039;re also testing 64bit builds of the clients, which might just imply (in the future) that we could move onwards from the current 1,5GB scene memory requirement limit that we must enforce. Unfortunately I think that our efforts on making the service more accessible and stable will not be on time for the final renders of Durian/Sintel. Perhaps for the next open movie project though? :)

- Julius Tuomisto / Renderfarm.fi</description>
		<content:encoded><![CDATA[<p>To answer the couple of BURP related posts here. We&#8217;re just in the final stages of getting the Blender 2.5A2 clients out for Win/Linux/Mac for the Renderfarm.fi publicly distributed rendering project.</p>
<p>As far as I have understood, the main issue with using BURP for rendering a scene in Sintel is the fact that the scenes require massive amounts of memory.</p>
<p>We&#8217;re also testing 64bit builds of the clients, which might just imply (in the future) that we could move onwards from the current 1,5GB scene memory requirement limit that we must enforce. Unfortunately I think that our efforts on making the service more accessible and stable will not be on time for the final renders of Durian/Sintel. Perhaps for the next open movie project though? <img src='http://www.sintel.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>- Julius Tuomisto / Renderfarm.fi</p>
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		<title>By: Satish 'iluvblender' Goda</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-8277</link>
		<dc:creator>Satish 'iluvblender' Goda</dc:creator>
		<pubDate>Sat, 20 Mar 2010 21:13:43 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-8277</guid>
		<description>One more..

An Approximate Global Illumination System for Computer Generated Films
http://www.tabellion.org/et/paper/index.html

Abstract:

Lighting models used in the production of computer generated feature animation have to be flexible, easy to control, and efficient to compute. Global illumination techniques do not lend themselves easily to flexibility, ease of use, or speed, and have remained out of reach thus far for the vast majority of images generated in this context. This paper describes the implementation and integration of indirect illumination within a feature animation production renderer. For efficiency reasons, we choose to partially solve the rendering equation. We explain how this compromise allows us to speed-up final gathering calculations and reduce noise. We describe an efficient ray tracing strategy and its integration with a micro-polygon based scan line renderer supporting displacement mapping and programmable shaders. We combine a modified irradiance gradient caching technique with an approximate lighting model that enhances caching coherence and provides good scalability to render complex scenes into high-resolution images suitable for film. We describe the tools that are made available to the artists to control indirect lighting in final renders. We show that our approach provides an efficient solution, easy to art direct, that allows animators to enhance considerably the quality of images generated for a large category of production work.</description>
		<content:encoded><![CDATA[<p>One more..</p>
<p>An Approximate Global Illumination System for Computer Generated Films<br />
<a href="http://www.tabellion.org/et/paper/index.html" rel="nofollow">http://www.tabellion.org/et/paper/index.html</a></p>
<p>Abstract:</p>
<p>Lighting models used in the production of computer generated feature animation have to be flexible, easy to control, and efficient to compute. Global illumination techniques do not lend themselves easily to flexibility, ease of use, or speed, and have remained out of reach thus far for the vast majority of images generated in this context. This paper describes the implementation and integration of indirect illumination within a feature animation production renderer. For efficiency reasons, we choose to partially solve the rendering equation. We explain how this compromise allows us to speed-up final gathering calculations and reduce noise. We describe an efficient ray tracing strategy and its integration with a micro-polygon based scan line renderer supporting displacement mapping and programmable shaders. We combine a modified irradiance gradient caching technique with an approximate lighting model that enhances caching coherence and provides good scalability to render complex scenes into high-resolution images suitable for film. We describe the tools that are made available to the artists to control indirect lighting in final renders. We show that our approach provides an efficient solution, easy to art direct, that allows animators to enhance considerably the quality of images generated for a large category of production work.</p>
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		<title>By: Satish 'iluvblender' Goda</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-8276</link>
		<dc:creator>Satish 'iluvblender' Goda</dc:creator>
		<pubDate>Sat, 20 Mar 2010 21:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-8276</guid>
		<description>Hi Brecht.

I came across this paper.. Maybe it would be useful.

Temporally Coherent Irradiance Caching for High Quality Animation Rendering
http://www.mpi-inf.mpg.de/resources/anim/EG05/</description>
		<content:encoded><![CDATA[<p>Hi Brecht.</p>
<p>I came across this paper.. Maybe it would be useful.</p>
<p>Temporally Coherent Irradiance Caching for High Quality Animation Rendering<br />
<a href="http://www.mpi-inf.mpg.de/resources/anim/EG05/" rel="nofollow">http://www.mpi-inf.mpg.de/resources/anim/EG05/</a></p>
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	<item>
		<title>By: Shinobi</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-8189</link>
		<dc:creator>Shinobi</dc:creator>
		<pubDate>Fri, 19 Mar 2010 15:05:42 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-8189</guid>
		<description>&quot;Will you be integrating functionality in indiredt lighing that bounces the texture rather than the diffuse color? It would be great to have.&quot;

Definitely, it should be a must have feature, it was really great!
We could avoid things like this:

http://d.imagehost.org/0223/gi.png

What do you think Brecht?</description>
		<content:encoded><![CDATA[<p>&#8220;Will you be integrating functionality in indiredt lighing that bounces the texture rather than the diffuse color? It would be great to have.&#8221;</p>
<p>Definitely, it should be a must have feature, it was really great!<br />
We could avoid things like this:</p>
<p><a href="http://d.imagehost.org/0223/gi.png" rel="nofollow">http://d.imagehost.org/0223/gi.png</a></p>
<p>What do you think Brecht?</p>
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	</item>
	<item>
		<title>By: Philas</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-8185</link>
		<dc:creator>Philas</dc:creator>
		<pubDate>Fri, 19 Mar 2010 14:49:24 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-8185</guid>
		<description>render25 branch, not in trunk yet</description>
		<content:encoded><![CDATA[<p>render25 branch, not in trunk yet</p>
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	</item>
	<item>
		<title>By: Victor</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-7996</link>
		<dc:creator>Victor</dc:creator>
		<pubDate>Wed, 17 Mar 2010 13:47:40 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-7996</guid>
		<description>it&#039;s in a branch, there&#039;s no GI yet</description>
		<content:encoded><![CDATA[<p>it&#8217;s in a branch, there&#8217;s no GI yet</p>
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	</item>
	<item>
		<title>By: MTracer</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-7988</link>
		<dc:creator>MTracer</dc:creator>
		<pubDate>Tue, 16 Mar 2010 23:04:43 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-7988</guid>
		<description>In what build is the GI? It doesn&#039;t seem to be in any of the latest builds on graphicall...</description>
		<content:encoded><![CDATA[<p>In what build is the GI? It doesn&#8217;t seem to be in any of the latest builds on graphicall&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: shul</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-7965</link>
		<dc:creator>shul</dc:creator>
		<pubDate>Mon, 15 Mar 2010 21:08:27 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-7965</guid>
		<description>This kind of work blow my mind brecht, compiling and running svn is such a joy because of all the advances I see each time,

Continue doing your thing man, and don&#039;t forget to enjoy it :-)</description>
		<content:encoded><![CDATA[<p>This kind of work blow my mind brecht, compiling and running svn is such a joy because of all the advances I see each time,</p>
<p>Continue doing your thing man, and don&#8217;t forget to enjoy it <img src='http://www.sintel.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: toontje</title>
		<link>http://www.sintel.org/development/render-development-update/comment-page-2/#comment-7899</link>
		<dc:creator>toontje</dc:creator>
		<pubDate>Sat, 13 Mar 2010 21:33:34 +0000</pubDate>
		<guid isPermaLink="false">http://durian.blender.org/?p=2127#comment-7899</guid>
		<description>*BUMP*

I felt I needed to bump this thread and I hope that it is still read. 
@ Brecht:
I know you&#039;ve said that you&#039;ve explored many different papers and solutions already, so I apologize in advance when I point you to this thread:
http://blenderartists.org/forum/showthread.php?t=93304
I&#039;ll be posting in Blender artist too just in case this one goes unnoticed.</description>
		<content:encoded><![CDATA[<p>*BUMP*</p>
<p>I felt I needed to bump this thread and I hope that it is still read.<br />
@ Brecht:<br />
I know you&#8217;ve said that you&#8217;ve explored many different papers and solutions already, so I apologize in advance when I point you to this thread:<br />
<a href="http://blenderartists.org/forum/showthread.php?t=93304" rel="nofollow">http://blenderartists.org/forum/showthread.php?t=93304</a><br />
I&#8217;ll be posting in Blender artist too just in case this one goes unnoticed.</p>
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