hpc|music update

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HPC | music An advanced research project for enabling HPC in music creation and reproduction

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Page 1: HPC|Music update

HPC | music

An advanced research project for enabling HPC in music creation and reproduction

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THE DECLINE & FALL OF THE TOP

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Piracy and streaming services are hitting artists harder than ever.

"The genie is not going back in the bottle friends; let's work together to find solutions to the music industry's problems."

Quincy Jones, 2014

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Taylor Swift Pulled Music From Spotify - Music Streaming does not generate significant income for artists.

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“People spend money to evolve technology and the only way to save the industry is to create a more immersive experience”

Hans Zimmer, 2014

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Loudness is not the best way to communicate a messageBut it is the ONLY option they have because for decades now, sound is not evolving

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Hearing Loss Related to MP3s & iPodsAccording to the Journal of Pediatrics, 12.5% of kids between the ages of 6 and 19 suffer from loss of hearing as a result of using ear phones turned to a high volume.

A major contributor to this significant statistic is the recent introduction of earbuds (that deliver the sound directly into the ear canal) and MP3 players that allow kids to listen to music at high volumes.

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1. Reinvent Audience experience Video Games, Movies, Mobile Devices, VR, Cars

2. Health - Prevent Hearing Loss

3. End Piracy - Rethink Distribution

HPC0. Empower Music Creation

O u r M i s s i o n

End to End

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Mechanical Music Technology - 50s Click on the image to play the video

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Electronic Music Technology - 60s

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“Go analog, or go home”Hans Zimmer, 2014

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People still use Analog

Why ?

It Sounds Better

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I always wonder...I grew up (?) working on Neves and Trident "A"s, Harrisons, etc. So I know why I pick a 1073 for certain sounds or a DBX 160 in my UAD plug-ins. If you never used the hardware, how do you know? - HANS ZIMMER

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“Full blown circuit simulations on real-time music production are a still out of the picture.”

The dsp tools of today are design to meet the operational capabilities of a single CPU core.

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1. Component Level Circuit simulations

2. Physical modeling (Real Instruments, Plate Reverb, Room Acoustics)

3. Other advanced processing tools

Have one thing in common

extremely CPU intensive

and most of those processes ‘care’ about ‘single-core’ performance.

and lets not forget that Musicians need everything in Low Latency

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Let’s observe what a 3.7GHz XEON E5 workstation can do for music.

Using a 3.7GHz 4core CPU gives us almost 2X the performance compared to dual x 18core CPU at 2.3GHz.In other words - this test is in favor of the 4core Mac Pro

Click on the image to play the video

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Using HPC for the same project(our internal latency is measured on microsecond)

Click on the image to play the video

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This is not an issue of Logic or the Mac Pro

This happens on every major native host application

Logic, Nuendo, Samplitude, Sequoia, VEP, Pro tools, FLStudio, DP, Bitwig

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Universal Audio (dedicated DSP for audio processing)

“Rich analog sound quality is difficult or impossible to achieve with native systems”

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Available options for music production

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35XMore cost effective compared to Industry Leading

Pro Tools HDX

HPC

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More Powerfor Creativity

200X

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HPC enables leading audio dsp performance: 1536kHz in REAL-TIME

Click on the image to play the video

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HPC enables unlimited polyphony at any possible workload

Click on the image to play the video

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Rendering 10 Seconds of a stereo audio stream needs 128 seconds is you want best results, using an Apple Mac Pro

Click on the image to play the video

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On that sound quality a movie like Inception would take 3 to 5 years to render the soundtrack

A Madonna album would takes month if not years

HPC can do it in REAL TIMEUNLIMITED channels, polyphony and effects - up to 1536kHz

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Up to● 16 CPUs - 288 cores + GPU● 1TB Ram● 16TB Flash Storage● 25dBA Acoustic Level under full load

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Aural Computing Engine

Real-time HPC engine for audio

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Aural Computing Engine

Multicore CPU

GPU

CLOUDREADY

Compatible with

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Aural Computing Engine

Compatible with the existing Native ecosystem

Designed for The Future

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We partner with few of the best native audio DSP developers to keep the testing and the conversation going.

Urs Heckmann CEO of U-He,

Oscar Öberg President of Softube

Gaël Martinet and Felix Niklasson of Flux

Marc-Pierre Verge co-founder of Applied Acoustic Systems

Andrew Souter founder of 2CAudio

Dave Gamble, co-founder of DMGAudio

Giancarlo DelSordo CEO of Acustica Audio

Thank you for sharing your passion for innovation with us.

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We proudly welcome Rob Papen cutting edge Virtual Synthesizers and FX music production technologies as our software partner. Rob Papen’s virtual instruments and FX are used by top producers like Armin van Buuren, Junkie XL (Mad Max:

Fury Road", Batman v Superman: Dawn of Justice) , Rami Yacoub (Britney Spears, BackStreet Boys, Celine Dion) and many more.

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What 1536kHz in realtime is NOT about

- It is not about frequency response that we inherently get in such high sample rates- It is not about producing music for dolphins or oceanography use cases

If an audio software developer would decide to use all that power only to boost sample-rate it would be an EPIC way to misuse the technology

Different processes have different demands on sample-rate

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It is a truthful measurement we have in order to make sure that the supercomputing performance we get is 100% usable for real-time audio, today.

Using HPC we have a platform capable of processing massive amounts of data at very low latency and it is fully scalable. This opens open the door for either local or cloud:

1. Fully-blown component based simulations of analog gear Moving from ‘oversimplified’ emulations into actual real-time simulations and component-level modeling Here is a good introduction to true component-level modeling

2. True physical modeling of real instruments with unlimited polyphony

3. True room acoustics simulations

Using real time sample rate performance, we measure how BIG is the amount of DATA we are able to process in a very low latency (microseconds).

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You can think of Digital Audio 1.0 the same way Computer Graphics were back 1993, DOOM days

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HPC marks the beginning of Digital 2.0 era for sound

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Thank Youwww.hpcadvisorycouncil.com

www.hpcmusic.com

For The Love Of Music