Translated scene data is NOT always more efficient than the raw scene data.  
It’s often quite the opposite.

The data structures for the scene represented in the DCC application are often 
more complex because they must support user interaction and editing of the 
data.  Renderers often don’t need to do that as they’re on the publish end of 
the spectrum and only need the data that has to be displayed on the screen or 
written to the resulting file (eg: an image).  However, that is not to say the 
DCC scene data is larger or less efficient than the rendered data.  A few 
examples: hair, NURBS surfaces, volumic raymarching.

With hair, the DCC will often display guide hairs as curves, or some other 
manipulator for the user to interact with.  The data structure to link all the 
parts will be much more complex than the renderer’s data structure which is 
only slightly more complex than a bucket of triangle strips.  However, the 
amount of memory required to store the hair information in the DCC is 
significantly less as only curve control points, positions of the guides and 
some other meta data need be stored.  That’s not much physical data.  The 
renderer, on the other hand, must expand all that data into raw triangle 
strips, or whatever it chooses to draw the hairs.  It takes a lot more memory 
to store the vertex and edge connection data for dense triangle strips for 
millions of hairs than it does to store the controls points and other basic 
data for guide hairs in a DCC to represent the same information.

NURBS.  The data structure to create a NURBS surface in a DCC isn’t very large 
in the grand scheme of things as it’s mostly control point positions and a few 
pieces of metadata such as weights, edge flags, multiplicity, etc...  What 
kills it is the math to make the nice shapes and interact with other surfaces 
such as when blending or trimming which must be recomputed any time the data is 
modified.  When a NURBS surface is pushed into a renderer for display, the 
surface is tessellated into a dense polygon mesh and often significantly more 
dense (to preserve curvature smoothness) than as seen in the DCC.  Again, while 
the data structure in the renderer is simpler than in the DCC, it contains more 
physical data.

Volumic raymarching.  This one can kill a raytracer fairly easily as it’s 
recursive in nature.  In the DCC you’ll likely get a bounding box representing 
the data in the scene, but in the renderer the shaders kick into overdrive and 
sample the interior of the bounding box ad nauseum to rasterize the voxels.  
This requires tree data structures in some cases to hold the intermediate data 
until the result is reached.  Those tree data structures can grow quite large, 
sometimes exceeding available memory of the computer.

There are many more examples.  The moral is DCC data structures are usually 
more complex but (often) hold less data, while renderer data structures are 
leaner but often have to hold more physical data.  Renderer data may also scale 
based on the output resolution.  Higher resolution images will incur more cost 
for render data structures if the rendering technique is view dependent, for 
example, as rendering will continue until some measureable visual criteria is 
met.



Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
Sent: Tuesday, May 20, 2014 5:18 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Graphic card for optimous performance with Redshift

When you render on the CPU directly from your DCC app, you have your scene in 
mem twice. Once in e.g. Soft, and once translated into what the renderer can 
render, both are stored in RAM, hence the memory consumption appears relatively 
high. In case of Redshift, video memory on the card (VRAM) is used for storing 
translated, renderable scene data, as long as it fits in.
Translated scene data is usually a lot more efficient to store than the actual, 
raw scene, which has a lot of metadata, construction history, etc, that is not 
needed for rendering. Hence, a scene consuming 10gb in RAM is usually easily 
renderable on a 6gb card, depending on how much additional unique and 
procedural geometry you create at render time (e.g. subd, displacement, hair).

There was a thread in the Redshift forum regarding actual triangle numbers 
storable in certain amounts of Vram. I can't find that thread now, but I 
believe it was around 100mio unique triangles in 6gb of Vram?



no, vram only gets used by the card it's built in.
but 6 gb vram is quite a lot and can't be compared to cpu ram.
Means, if your scene uses like 15gb in Vray that doesn't mean 6gb is not enough 
for the scene in Redshift.

Christian

On 20.05.2014 11:48, Cristobal Infante wrote:
If you have two 6gb cards, does Redshift consider this as 12gb of RAM or only 
6gb?

On 20 May 2014 10:32, Stefan Kubicek 
<s...@tidbit-images.com<mailto:s...@tidbit-images.com>> wrote:
Last time I checked they were more expensive than two separate titans.

What about the titan z series? Are they out yet? They could probably pack quite 
a punch :)

On Tue, May 20, 2014 at 9:35 AM, Stefan Kubicek 
<s...@tidbit-images.com<mailto:s...@tidbit-images.com>> wrote:
I second that, the 780 with 6gb (~2300 cores vs ~2800 of the Titan)  is 
currently the biggest bang for the buck.
Make sure to get the one that adheres to NVidias reference cooling design to 
get rid of the heat at the rear instead of injecting it into the pc housing, as 
the other, cheaper one from EVGA does.



hey,
the titan black is very fast, but considering the benchmarks 
(http://www.videocardbenchmark.net/high_end_gpus.html) the 780 isn't lame 
either, and the 6gb version is close to half the price of a titan.
so if you want a bargain that's still fast, I would go for the 780 6gb.

Christian
On 19.05.2014 18:46, David Rivera wrote:
Hi, now that Redshift is officially out and running smoothly, I´d like to ask 
you guys what
Graphic Cards for best GPU performance would be optimum for an I7 stream core?
I´m taking a look at:
EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, Dual-Link DVI-I, 
DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards 
06G-P4-2791-KR<http://www.amazon.com/EVGA-SuperClocked-Dual-Link-Graphics-06G-P4-2791-KR/dp/B00BL8BX7O/ref=sr_1_2?ie=UTF8&qid=1400517384&sr=8-2&keywords=nvidia+titan>

But if I recall, there were some threads that were posted about the performance 
of the Quadro K4000 vs Titan.
I can afford something of 1k cost ($1000) but before buying I would like to ask 
if there´s a better (cheaper) option?

Like you all guys know, I´d like to take these considerations with softimage 
and later on the year
transition fully to Modo 801.

So what are your thoughts / recommendations?
Thanks for sharing.

David.


[http://ecx.images-amazon.com/images/I/71phIxf42XL._SL1500_.jpg]<http://www.amazon.com/EVGA-SuperClocked-Dual-Link-Graphics-06G-P4-2791-KR/dp/B00BL8BX7O/ref=sr_1_2?ie=UTF8&qid=1400517384&sr=8-2&keywords=nvidia+titan>

EVGA EVGA GeForce GTX TITAN SuperClocked 
6GB...<http://www.amazon.com/EVGA-SuperClocked-Dual-Link-Graphics-06G-P4-2791-KR/dp/B00BL8BX7O/ref=sr_1_2?ie=UTF8&qid=1400517384&sr=8-2&keywords=nvidia+titan>
Amazon.com: EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, 
Dual-Link DVI-I, DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards ...

View on 
www.amazon.com<http://www.amazon.com/EVGA-SuperClocked-Dual-Link-Graphics-06G-P4-2791-KR/dp/B00BL8BX7O/ref=sr_1_2?ie=UTF8&qid=1400517384&sr=8-2&keywords=nvidia+titan>

Preview by Yahoo





David Rivera
3D Compositor/Animator
LinkedIN<http://ec.linkedin.com/in/3dcinetv>
Behance<https://www.behance.net/3dcinetv>
VFX Reel<https://vimeo.com/70551635>



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