Jules Urbach shared a link.
May 23 at 11:45pm
Hi everyone,
NVIDIA will be posting these slides at some point on the GTC site, but I don't see any reason not to share them here first with all of you.
These notes annotate the slides in the link:
- GPU rendering advancements over this past decade, and where we may be heading next (#1-5)
- 12 month recap since GTC16 - major OR partnerships & productions since 3.0 launched a year ago (#6-13)
- 3.07 features in the next release: FBX I/O (more formats likely - DAE, etc.), viewport Gizmos for pos/rot/scale editing in real time, full node UX in plugins, ORBX importing (using this node UX), native node module API (across plug-ins), render to texture for biased and baking render jobs, full set of texture blend ops, local ORC jobs that mirror cloud jobs, improvements for fake spot lights (#14-20)
- 3rd party Native node/tool module overview + 1st party experiment we've made - e.g. vector displacement. This is an important system for growing Octane node and engine, just as our DCC plug-ins did up to now (#21-24)
- Cross compiler post-mortem - Intel/x86: iGPU is 4x faster than x86 on same chip, and we still have OOC memory for meshes. This is tantalizing, but not easy to support beyond internal testing. Intel iGPU drivers are not ready for stable use, and x86 backend more likely on CPU in short term, but slower than what we know is possible. But we will at least have fallback in cases w/ no GPU. Headless rendering will be another option shortly, and AMD (even if slow) is looking realistic before 3.1. (#25-26)
- Overview of OSL. The current 3.10 build (3rd drop I've tested this year) is progressing well and I am now able to copy & past public OSL texture code from the open web - (Arnold, VRay, etc). Also the OSL metadata in the shader generates the right node and pins automatically now
(#27-32)
- ORC will be on shop page once new OB is out (OB == render credits - so we have to get this done first). ORC will be another plug-in for the subs. ( to keep it simple) - but all existing ORC users to date will get this sub. free for a year (there are some nice extras you also get in that package, see basic sub. below). ORC will add BYO OR licence to 3rd party services and render farms, and offer $5 buckets for 400 OB/hr.. OB/hr is easier to value when you can run local ORC jobs before sending to cloud; new lower pricing options are on ORC now: max $/frame and >24 Hr turnaround for increased savings (#33-35)
- ORC as on demand real time web service - including the SA UX and node system in HTML5, and created a REST API around Octane itself.Full integration with Dropbox and gdrive and more... (#36)
- Basic Subscriptions - the current $20 month subs will soon add a number of DCC integrations which do not count against your 1 plug-in choice. This includes Unity (obviously), UE4, After Effects (+other Adobe CC apps as we develop), Nuke, and soon ADSK Fusion 360. (#37, #39)
- Pro Subscriptions - details are still being worked out, basically: access to all plug-ins, up to 20 GPUs, one monthly price in ~ballpark as full Adobe CC sub -will be restricted to your personal SSO account. Boxed licences will continue alongside these subs (#38)
- OctaneImager - we've added biased ray tracing in real time to the OI viewport (which is still own module on top of Octane), in addition to the NPR, LUT, ICEfx and other effects we showed a year ago. This rendering is 100% super-biased, yet approaching Octane DL AO quality in real time with near zero noise. We can also add light field and other pre-computed data into this stack.. Lots of possibilities, that is why this is is as much an SDK as an art tool. (#39-45)
- Octane 4: Out of core geometry on GPU is now working in Brigade,so it will likley work in final V4, which is focused on getting game engine speed and dynamics into Octane API. Unity in '18 should expose what we need for ideal integration of V4 speed. V4 will have many other optimizations that will improve offline rendering in general, especially for small point and IES light sources. PVR ASIC - this we've talked about publicly since last SIGGRAPH - we have confirmed it scales, maybe even better than 10x vs GPU RT - I don't know when this will go into mass production, but impossible to ignore going forward (#46 - 49)
- Octane AI - this is a set of modules we are testing in the imager layer with the following features: deep learning super resolution (already working in real time) and deep learning de-noising (similar to Iray example, i.e. no AOVs and near R/T - but unrelated to NV work). AI is a huge part of everyone's long term roadmap, important in the short term at minimum for improved photogrammetry, BRDF capture and scene reconstruction. (#50-57)