gpu renderfarm with integrated asset management & production … · 2014. 4. 7. · render farm...
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GPU Renderfarm with Integrated Asset Management & Production System (AMPS)
Tackling two main challenges in CG movie production
Multi-plAtform Game Innovation Centre (MAGIC), Nanyang Technological University (NTU), Singapore
Presenter: Dr. Chen Quan
About MAGIC
• Established in Nanyang Technological University, Singapore on 1 Nov 2012
• Cross-disciplinary research with 26 professors, 33 researchers, 11 PhD
• To translate scientific ideas into technological products and services
• To increase the capability of Future Studios in media & entertainment
• Launched Future Studios Research Lab (FSR Lab) on 21 Jan 2014
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How it all began… “The Boy And His Robot”
• Proposal: a 90-minute live-action Mecha film with fully GPU rendered special effects
• To demonstrate the possibility of creating high quality production by small teams and budget, with the help of
innovative technologies
3 Concept Art of The Boy And His Robot
Two main challenges in CG movie production
• How to manage rendering assets efficiently
▪ Large amount of digital assets ▪ Common outsourcing practice
• How to speed up CG rendering
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▪ CPU renderfarm
• Substantial hardware setup
• High maintenance cost
• High power consumption
=> Not affordable for small studios :(
▪ GPU renderfarm
• Rendering algorithms can benefit from parallelization
• More cores
• Smaller size
• Lower cost
• AMPS: Asset Management & Production System
– Online resource management (e.g. archiving, retrieving, tracking, without location constraint)
– Can be adopted by other industries
• Integration of GPU renderfarm with AMPS
– Manage rendering assets efficiently
– Streamline the rendering pipeline (i.e. sending assets to the renderfarm online via web browser)
– Lower rendering cost and speed up rendering process
Our solutions
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• Not flexible to satisfy varied needs from media production companies and studios
– e.g. Shotgun and TACTIC
• Lack of resource management features such as version control, workflow management,
flexible accessing/sharing rights management
– e.g. Dropbox, Box.net
• No linkage with rendering solutions
– Costs additional time and effort managing the rendering assets
Existing asset and workflow management solutions
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CPU-based renderfarms
• GreenButton (RenderMan Pro Server, YafaRay,
LuxRender)
– External software to upload assets, monitor progress
and download results
– Does not have complete asset management features
Existing renderfarm services
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GPU-based renderfarms
• Render Street, renderFlow, ultrarender (Cycles and/or
iRay renderers)
– Rendering jobs are done in company servers
• Sheep it! Render Farm (Cycles)
– Rendering job is distributed among clients/users
• OTOY (Octane)
– Utilizes NVIDIA GRID
Proposed workflow
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3D scenes & other
data
Render request
3D scenes &
Render request
Rendered results
Rendered results &
other data
HP SL250s Gen 8 * 2 NVIDIA TESLA K20X * 6
Asset management component
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Front-end
• User-friendly interface to
access and manipulate
assets
• In various ways: web-based
(internet browser), PC
client, mobile apps
Back-end
• Stores data (projects, assets,
users, workflows, etc.)
• Provides back-end functions
• A combination of web
services & MVC (Model-
View-Controller)
infrastructure
• Asset
– Media asset in production (e.g. images, videos, sound, 3d models, etc.)
– Version control support (i.e. revisions are kept for each asset)
– Can be shared to internal and/or external users
• User
– Each user has roles (that can be created/deleted/edited and assigned to different projects)
– Two types, real user or virtual user
• Real user : regular user, such as artist, director etc.
• Virtual user : interface between AMPS and external application/solution e.g. renderfarm
AMPS Components
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3. Request asset info
5. Download assets request
Renderfarm component
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Web browser
1. Rendering Request
AMPS
Thin App
8. Send job
2. Trigger & inputs
6. Assets
7. Assets
9. Assets
10. Job & Assets
12. Results
13. Results
14. Rendering results
11. Results
11. Results
11. Results
4. Asset info
Manager Node Rendering Nodes
Backburner Manager
10. Job & Assets
10. Job & Assets
Workflow of rendering
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• Rendering specifications
Rendering experiment
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• Rendering node specifications
• Manager node specifications
Resolution 1920 x 1080
Polygon count 752,608
Frame count 85
GPU RAM consumption
2,814 MB
Rendering • Path tracing • 1,250 samples per pixel • Maximum 3 bounces
OS Windows 7 Enterprise
CPU Intel Core i7 920 2.67 GHz & 2.67 GHz
RAM 6 GB
OS Windows Server 2012
Renderer OctaneRender Autodesk 3DS Max Plug-in ver. 1.18, hosted in Autodesk 3DS Max 2014
CPU Intel Xeon E5-2660 2.20 GHz & 2.19 GHz
RAM 64 GB
GPU 3x Tesla K20X
Hardware Configuration Rendering Time
(hr:min:sec)
1 node, with 1 K20X GPU 5:58:45
1 node, with 2 K20X GPUs 3:11:46
1 node, with 3 K20X GPUs 2:15:34
2 nodes, each with 1 K20X GPU 3:00:24
2 nodes, each with 2 K20X GPUs 1:36:37
2 nodes, each with 3 K20X GPUs 1:08:47
Rendering Experiment
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• Speed-up for different numbers of GPUs
– Tested using one node
– Similar result for two nodes
Rendering experiment
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• Speed-up for different numbers of nodes
– Each node with same numbers of GPUs
– Currently one frame can be handled by
only one GPU node
0
1
2
3
1 GPU 2 GPUs 3GPUs
1.87x (~2.0x)
2.65x (~3.0x)
0
1
2
3
1 node 2 nodes
2x
0
2
4
6 5.22x
1 node 1 GPU
2 nodes 3 GPUs per node
• Total acceleration
– 1 node with 1 GPU only vs.
2 nodes with 3 GPUs per node
• Conclusion
– Our solution can aid movie production in term of efficiency and saving rendering cost
– We can obtain rendering time acceleration that scales almost linearly with the number of GPU nodes
• Future Work
– AMPS plug-in for 3D authoring tool (e.g. 3DS Max) to submit rendering job directly
– Support for other 3D authoring tools (e.g. Maya and Blender) and rendering software
– Support for heterogeneous GPU renderfarm (rendering nodes with different OS and geographically
separated GPUs)
Conclusion and Future Work
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IDM Futures Funding Initiative support
Tier-2 research funding support
GPUs Server nodes
3D models, test-bedding and feedbacks
OctaneRender
Acknowledgements
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