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Random link of interest


Jason

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On 11/9/2017 at 2:07 PM, StepbyStepVFX said:

As this is a repository of random links, I share this one that I found interesting :

http://www.catb.org/esr/structure-packing/

VEX being close to C, I was wondering if this structure packing was applicable, to improve the memory footprint of some code in VEX when instancing user defined structs....

I would imagine this is not very applicable to VEX, really because it's executed in SIMD fashion -- ie. Single Instruction Multiple Data -- which basically means that data isn't laid out in single data units as it appears in the code, but instead are each large uniform arrays in memory, loaded with data from the entities it's processing (eg. points, prims, etc). These arrays are dense and chewed through in a processor-pipeline-friendly fashion. If you look at the runVex() HOM command you can see how you need to provide arrays of data.

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Maybe someone will be interested in testing something new. :)

 

Here in Russia(for this reason render is still little known), a group of people develop new GPU biased+unbiased render(it's absolutely free and open source https://github.com/Ray-Tracing-Systems/).


Some features:
- Standalone core implemented.
- Hydra API.
- Plug-in для Autodesk 3ds Max 2017-2019.
- OpenCL = GPU + CPU.
- PT (path tracing), IBPT (bidirectional PT).
- Post processing.
- Render elements.

There is a version for 3dsmax,Blender's version is already being tested.
People wrote to the developers about Houdini's version(that it would be relevant), and they said that they would consider this.

Unfortunately, the site is only in Russian,but this does not stop from downloading(especially with google translate). :)

http://www.raytracing.ru/
http://www.raytracing.ru/gallery.html
https://www.facebook.com/hydrarenderer
https://www.youtube.com/user/RayTracingSystems/videos
https://vk.com/hydrarenderer
 

 

 

 

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Edited by Iskander
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Physically Based Rendering - the book - is free and online as of today: 

http://www.pbr-book.org

...and while talking about knowledge, another good place to gather some of it:

Filament docs - very comprehensive knowledge base about PBR (theoretically for realtime engine, practically doesn't matter):

https://google.github.io/filament/Filament.md.html

 

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I thought this could interest other Houdini artists too:
For a long time I was checking out all kinds of realtime 3D tools and never found one that wasn't somehow clunky or weird or ugly...

Last week I discovered Cables.gl and spend quite some time with it over the weekend - and I'm deeply impressed.
Not only is is a very well laid out application, it also runs in your browser! https://cables.gl

 

CablesGL.thumb.jpg.ec0961f58d9d80aeeea4d26e65cb8360.jpg

 

There are also a lot of good tutorials: https://www.youtube.com/channel/UC7IRYQBFbt1KX4YmhBuIbhA/videos

It needs some brain-reorganisation since it has a bit of a different logic and flow from Houdini, following the logic of OpenGL, but at least TAB opens the node list :-)

Cheers,

Tom

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