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Involving the difference between offline and instant rendering

2024-09-11
Fox Renderfarm News
Render Farm | Online Render Farm | cloud rendering

Involving the difference between offline and instant/real-time rendering.

The rendering of animated movies is very inspecting the hardware level. Generally, it is cost a long time in the industrial-grade cluster workstations, always several hours to several weeks. Then, the final works to the audience is ok. The quality of an animated movies is high. There are a lot of 2K and 4K works. It is not a problem to show on IMAX. It is depend on hardware devices and the long time rendering.

The rendering of the video game is different. When the player is sitting next to the game, it must complete one frame in tens of milliseconds. Game rendering, including mobile and PC games, the screen is no bigger than the screen of the theater, so the requirements are much lower, generally will not exceed the mainstream TV level, so we describe a high-definition game will often admire "Smell the aroma of the graphics card", mobile games and PC games are the same, playing games is actually playing a graphics processing unit (GPU).

The difference of engine Animated movies rendering pursues reality, using global light source, real-time calculation of particle effects and fluid effects.

Video game rendering generally uses pre-optimized models and material compression techniques, simple local light sources. However, the excellent story video game is another thing, it needs to be downloaded separately, just like watching in the video.

The above is the difference between animated movies rendering and video games rendering. Let’s talk about the difficulty of film and television rendering.

Usually 2K movies use an rendering time of about one hour per frame, while Hollywood mainstream movies have resolutions of 2K, 4K, 6K, and 8K, and each quality time will increase by four times. If the scene involves complex calculations such as particles and fluids, a frame may take more than 10 hours of rendering time. The huge cluster of render farm solves this problem well. Its mode is similar to that of conventional cloud computing, where 3D programs are rendered in remote servers, and user terminals access resources through high-speed internet access via the web or clients. The instruction is sent from the user terminal, and the server executes the corresponding rendering task according to the instruction (allocating multi-node multi-frame simultaneous rendering, which will greatly shorten the rendering period), and the rendering result picture is transmitted back to the user terminal for display. The cloud render farm can be understood as a high-performance cloud computing cluster system (thousands to tens of thousands of high-performance rendering nodes).

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