After working with DCC software for so many years, I saw the realtime solution went forward so much, also more and more low-level. As the game engine, 10 hears ago the game engine was such a challenge that now everything become so cheap, everybody could own it. But to the DCC software, with the birth of CG industry, actually most of them are very old/classical, but if we still don't learn anything new from the mistakes, and didn't figure out the boundry of the problems we have, that's not a bright future LOL.

Here are some popular realtime frameworks used by popular DCC software.

  • OpenSceneGraph Popular framework for visualization, used by many projects widely, such as Foundry Katana. It has a complete object model as a 3D rendering system also with a lot of utility libraries such as osgFX. But to the rendering, it just wraps the OpenGL API, the style is almost near to the traditional OpenGL.
  • PIXAR Hydra Still a traditional framework. As a critical part of the huge USD, it depends on the other components of USD. Whatever how complicated the architecture it is, it still doesn't solve the critical problem.
  • Autodesk VP2 (OGS One Graphics System) Used by Autodesk M&E products, the 3dsmax and Maya. The idea is to cover the all main stream API thought single API, now it supports both OpenGL and DX as the two most important backends.

Now let's think about the reality. What's the bottleneck of the DCC software on viewport ? Usually if we have the numerous different object, the interactive performance will be go down, or use too much memory to consolidate the world which means pack the static geometry data as much as possible to reduce the number of draw calls. Okay, now let's back to the reality and the real problem. Today, the latest graphics API become more and more low level, means the application could really find a proper way to maximal the performance.

If I design a rendering system for a DCC software, what will I do ? First of all, an abstract layer for the low level of API, both Vulkan and DX12. Because now, from the practical point of view, no big difference between Vulcan and DX12, but just the vendors considering their monopoly position for target platforms. So in future, there might be a new API or middleware to cover this requirement.

Based on 1), application supplies an asynchronized frameworks, there is an Gather/Reduce mechanism which will have a global statistical info about rendering entities. From the object model side, it sends the request to generate hashed rendering data, and tell the graphics system how many instance, and how many variants it might have. This logic works as the 1st level, then later at the 2nd level, the graphics system will aggressively reduce the draw call by packing the data.

The other features ? In my opinion, even not necessary if still based on realtime solution. Such as hardware shadowing in the viewport. Actually in the DCC software, most of the time, people even don't care about shadowing, but the draw performance for the layout. And also, realtime rendering, now is still less flexible than offline rendering, because in a nutshell, "realtime rendering" equivalents to "pre-rendering".

After so many years, people had invented so many useless craps, from the AMD Ashli, tried to translate RenderMan shader into realtime shader directly, or later the Autodesk ShaderFX, another unfinished crap, even the main developer just left. People always search a way to clone the offline rendering features into the viewport.

Actually today, with high performance Path Tracing renderer, if turn off the AA, the software rendering performance is totally acceptable, and much more reliable than the realtime rendering generated image.

Revise the fundamental concept.

  • To the realtime rendering, the "renderer" equals to "rendering logic", executor is the GPU.
  • But to the offline rendering, the "renderer" equals to "renderer logic" + "external logic", executor usually is the CPU.

So, still, back to the reality, what's the best solution for the user ? My answer is, super fast viewport with good extensible feature for the offline renderer. We even don't have to spend any time to do realtime shadowing, but focus on the geometry optimisation. We don't need realtime displacement, because for the production, the viewport will definitely die. But we need a way to check qualities, such as UV rendering, simple texture rendering, vertex attribute rendering, which is necessary for the DCC software. User could directly preview the real production frame, but don't have to care the viewport. To the viewport, it must be able to handle massive different objects, that's the most important things in future production.

Unlucky, today we are surrounded by the all advertising bullshit, whatever how good the demo it is, just the demo, if people do believe demo, that means not professional or lying. So easy.

DCC Software and Graphics System的更多相关文章

  1. 《Small Memory Software:Patterns For System With Limited Memory》读书笔记

    原文地址:http://blog.csdn.net/jinzhuojun/article/details/13297447 虽然摩尔定律让我们的计算机硬件得以以指数速度升级,但反摩尔定律又不断消减这些 ...

  2. PatentTips - Sprite Graphics Rendering System

    BACKGROUND This disclosure relates generally to the field of computer graphics. More particularly, b ...

  3. Method, apparatus, and system for speculative abort control mechanisms

    An apparatus and method is described herein for providing robust speculative code section abort cont ...

  4. Intel graphics processing units

    http://en.wikipedia.org/wiki/Comparison_of_Intel_graphics_processing_units Comparison of Intel graph ...

  5. Chromium Graphics : GPU Accelerated Compositing in Chrome

    GPU Accelerated Compositing in Chrome Tom Wiltzius, Vangelis Kokkevis & the Chrome Graphics team ...

  6. PatentTips - System and method to deprivilege components of a virtual machine monitor

    BACKGROUND INFORMATION An embodiment of the present invention relates generally to virtualization pl ...

  7. Role-based access control modeling and auditing system

    A role-based access control (RBAC) modeling and auditing system is described that enables a user to  ...

  8. System and method for dynamically adjusting to CPU performance changes

    FIELD OF THE INVENTION The present invention is related to computing systems, and more particularly ...

  9. [wikipedia] List of free and open-source software packages

    List of free and open-source software packages From Wikipedia, the free encyclopedia     This articl ...

随机推荐

  1. java基础之 内部类

    Java中的内部类共分为四种: 静态内部类static inner class (also called nested class) 成员内部类member inner class 局部内部类loca ...

  2. ubuntu 配置JDK环境

    /etc/profile中加入以下代码 JAVA_HOME为JDK包解压的路径export JAVA_HOME=/home/exayong/jvm/jdk1.8.0_111 export JRE_HO ...

  3. U盘格式化后的恢复

    软件:http://www.easeus.com/datarecoverywizard/free-data-recovery-software.htm

  4. java中的包以及内部类的介绍

    1:形式参数和返回值的问题(理解)    (1)形式参数:        类名:需要该类的对象        抽象类名:需要该类的子类对象        接口名:需要该接口的实现类对象    (2)返 ...

  5. SQL同列合并

    SELECT cast(id as varchar(8)) new_id FROM tourol_Atractions where tcid>0 order by new_id SELECT t ...

  6. php大力力 [044节] PHP的POST语句一定要大写!!if(!empty($_POST['id'])) {

    早上花了几个小时,寻找错误!!! 不应该这样写 if(!empty($_Post['id'])) { 应该这样写 if(!empty($_POST['id'])) { 万万不能小谢!

  7. linux命令:less

    1.命令介绍: less用来逐页输出文件内容,less相比more功能更加强大,less可以前后翻页,前后搜索. 2.命令格式: less [选项] 文件 3.命令参数: -b <缓冲区大小&g ...

  8. IOS_画图 图片等比压缩 IOS_UIImage

    - (UIImage *)scaleToSize:(UIImage *)img size:(CGSize)size{ // 创建一个bitmap的context // 并把它设置成为当前正在使用的co ...

  9. Uri.AbsoluteUri 与 Uri.ToString() 的区别

    UriBuilder builder = new UriBuilder("http://somehost/somepath"); builder.Query = "som ...

  10. JavaScript Emoji 表情库_js 类似于qq微信的表情库

    摘要: emoji就是表情符号,来自日语词汇“絵文字”(假名为“えもじ”,读音即emoji).emoji的创造者是日本人栗田穰崇(Shigetaka Kurita),他将目光投向儿时的各种元素以获取灵 ...