MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

46
MATEMATIKA V ANIMOVANÉM FILMU Milan Jaroš ŠKOMAM 2020

Transcript of MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

Page 1: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

MATEMATIKAV ANIMOVANEacuteMFILMU

Milan JarošŠKOMAM 2020

| Funkce a jejich grafy

| Matematickyacute obraz

| Proceduraacutelniacute textura

| Renderovaacuteniacute

MATEMATIKA V ANIMOVANEacuteM FILMU

bdquoJe důležiteacute si uvědomit že umělci a designeacuteři vidiacute tvary a obrazy kdežto počiacutetače pracujiacute s čiacutesly a rovnicemi K propojeniacute těchto dvou světů se využiacutevaacute exaktniacute věda kterou nazyacutevaacuteme matematikaldquo

MATEMATIKA V ANIMOVANEacuteM FILMU

Tony DeRose

| Lineaacuterniacute funkce Směrnicovyacute tvar rovnice přiacutemky

FUNKCE A JEJICH GRAFY

119910 = 119896119909 + 119902

119910 = 119909 119910 = minus119909

| Absolutniacute hodnota

119910 = |119909| 119910 = minus|119909|

FUNKCE A JEJICH GRAFY

| Druhaacute a třetiacute mocnina

119910 = 1199092 119910 = 1199093

FUNKCE A JEJICH GRAFY

| Převraacutecenaacute hodnota

119910 =1

119909119910 = minus

1

119909

FUNKCE A JEJICH GRAFY

| Logaritmickaacute a exponenciaacutelniacute funkce

119910 = 119897119900119892119886119909 119910 = 119886119909

FUNKCE A JEJICH GRAFY

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 2: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Funkce a jejich grafy

| Matematickyacute obraz

| Proceduraacutelniacute textura

| Renderovaacuteniacute

MATEMATIKA V ANIMOVANEacuteM FILMU

bdquoJe důležiteacute si uvědomit že umělci a designeacuteři vidiacute tvary a obrazy kdežto počiacutetače pracujiacute s čiacutesly a rovnicemi K propojeniacute těchto dvou světů se využiacutevaacute exaktniacute věda kterou nazyacutevaacuteme matematikaldquo

MATEMATIKA V ANIMOVANEacuteM FILMU

Tony DeRose

| Lineaacuterniacute funkce Směrnicovyacute tvar rovnice přiacutemky

FUNKCE A JEJICH GRAFY

119910 = 119896119909 + 119902

119910 = 119909 119910 = minus119909

| Absolutniacute hodnota

119910 = |119909| 119910 = minus|119909|

FUNKCE A JEJICH GRAFY

| Druhaacute a třetiacute mocnina

119910 = 1199092 119910 = 1199093

FUNKCE A JEJICH GRAFY

| Převraacutecenaacute hodnota

119910 =1

119909119910 = minus

1

119909

FUNKCE A JEJICH GRAFY

| Logaritmickaacute a exponenciaacutelniacute funkce

119910 = 119897119900119892119886119909 119910 = 119886119909

FUNKCE A JEJICH GRAFY

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 3: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

bdquoJe důležiteacute si uvědomit že umělci a designeacuteři vidiacute tvary a obrazy kdežto počiacutetače pracujiacute s čiacutesly a rovnicemi K propojeniacute těchto dvou světů se využiacutevaacute exaktniacute věda kterou nazyacutevaacuteme matematikaldquo

MATEMATIKA V ANIMOVANEacuteM FILMU

Tony DeRose

| Lineaacuterniacute funkce Směrnicovyacute tvar rovnice přiacutemky

FUNKCE A JEJICH GRAFY

119910 = 119896119909 + 119902

119910 = 119909 119910 = minus119909

| Absolutniacute hodnota

119910 = |119909| 119910 = minus|119909|

FUNKCE A JEJICH GRAFY

| Druhaacute a třetiacute mocnina

119910 = 1199092 119910 = 1199093

FUNKCE A JEJICH GRAFY

| Převraacutecenaacute hodnota

119910 =1

119909119910 = minus

1

119909

FUNKCE A JEJICH GRAFY

| Logaritmickaacute a exponenciaacutelniacute funkce

119910 = 119897119900119892119886119909 119910 = 119886119909

FUNKCE A JEJICH GRAFY

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 4: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Lineaacuterniacute funkce Směrnicovyacute tvar rovnice přiacutemky

FUNKCE A JEJICH GRAFY

119910 = 119896119909 + 119902

119910 = 119909 119910 = minus119909

| Absolutniacute hodnota

119910 = |119909| 119910 = minus|119909|

FUNKCE A JEJICH GRAFY

| Druhaacute a třetiacute mocnina

119910 = 1199092 119910 = 1199093

FUNKCE A JEJICH GRAFY

| Převraacutecenaacute hodnota

119910 =1

119909119910 = minus

1

119909

FUNKCE A JEJICH GRAFY

| Logaritmickaacute a exponenciaacutelniacute funkce

119910 = 119897119900119892119886119909 119910 = 119886119909

FUNKCE A JEJICH GRAFY

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 5: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Absolutniacute hodnota

119910 = |119909| 119910 = minus|119909|

FUNKCE A JEJICH GRAFY

| Druhaacute a třetiacute mocnina

119910 = 1199092 119910 = 1199093

FUNKCE A JEJICH GRAFY

| Převraacutecenaacute hodnota

119910 =1

119909119910 = minus

1

119909

FUNKCE A JEJICH GRAFY

| Logaritmickaacute a exponenciaacutelniacute funkce

119910 = 119897119900119892119886119909 119910 = 119886119909

FUNKCE A JEJICH GRAFY

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 6: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Druhaacute a třetiacute mocnina

119910 = 1199092 119910 = 1199093

FUNKCE A JEJICH GRAFY

| Převraacutecenaacute hodnota

119910 =1

119909119910 = minus

1

119909

FUNKCE A JEJICH GRAFY

| Logaritmickaacute a exponenciaacutelniacute funkce

119910 = 119897119900119892119886119909 119910 = 119886119909

FUNKCE A JEJICH GRAFY

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 7: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Převraacutecenaacute hodnota

119910 =1

119909119910 = minus

1

119909

FUNKCE A JEJICH GRAFY

| Logaritmickaacute a exponenciaacutelniacute funkce

119910 = 119897119900119892119886119909 119910 = 119886119909

FUNKCE A JEJICH GRAFY

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 8: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Logaritmickaacute a exponenciaacutelniacute funkce

119910 = 119897119900119892119886119909 119910 = 119886119909

FUNKCE A JEJICH GRAFY

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 9: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Goniometrickeacute funkce

119910 = sin 119909 119910 = cos 119909

FUNKCE A JEJICH GRAFY

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 10: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Středovaacute rovnice kružnice

119909 minus 11990902 + 119910 minus 1199100

2 = 1199032

FUNKCE A JEJICH GRAFY

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 11: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

ANIMACE - MATH DANCE

httpswwwyoutubecomwatchv=oeCc6A2WYfQ

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 12: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Matematickyacute obraz| Žaacutednaacute mesh žaacutedneacute modely žaacutednyacute renderer žaacutedneacute globaacutelniacute osvětleniacute

| Matematickeacute vyacuterazy definujiacute tvary umiacutestěniacute barvu a světlo stiacuteny pohyb

| bdquoBatmanův vzorecldquo pro dospěleacute (Inigo Quilez)

MATEMATIKA A SHADERY

httpss1135photobucketcomusercabby24mediaBlender20Pics202012shoepnghtmlsrc=pb

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 13: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

MATEMATICKYacute OBRAZ

httpswwwshadertoycomview4tByz3

Inigo Quilez

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 14: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Shader| = počiacutetačovyacute program kteryacute je součaacutestiacute vykreslovaciacuteho řetězce (renderingu)

| Druhy vertex pixel geometry shader hellip

| Tvorba za pomociacute programovaciacutech jazyků (GLSL pro OpenGL) grafickeacuteho rozhraniacute (node editor v Blenderu)

MATEMATIKA A SHADERY

httpswwwshadertoycomview4tByz3

Inigo Quilez

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 15: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

CO JE BLENDER 28

blenderorgblenderorg

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 16: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| materiaacutel - kolekce shaderů ktereacute popisujiacute povrch objektu

| shader - definice za pomociacute node editoru v Blenderu (SVM GLSL)

| textura - obraacutezek ze souboru (image) přidaacuteva detail do shaderu a nemaacute žaacutedneacute fyzikaacutelniacute vlastnosti

| proceduraacutelniacute textura ndash definice za pomociacute matematickyacute vzorcůfunkciacute

CO JE MATERIAacuteL

materiaacutel(shader node)

editor

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 17: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PŘIacuteKLADY PROCEDURAacuteLNIacuteCH TEXTUR

httpschiuhans111githubioNodevember2019

Hans Chiu

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 18: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 19: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 20: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 21: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 +

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 22: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 23: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 24: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - KRUŽNICE119909 minus 1199090

2 + 119910 minus 11991002 + 119911 minus 1199110

2 = 1199032

httpsb3dinterplanetyorgencreating-procedural-textures-in-blender

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 25: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

MANDELBROTOVA MNOŽINA

119872 = 119888|119875119888119899(0) ne infinforall119899 rarr infin 119888 119911 isin 119914

kde 119875119888 119911 = 1199112 + 119888

11987510 0 = 0

11987511 0 = 02 + 1 = 1

11987512 1 = 12 + 1 = 2

11987513 2 = 22 + 1 = 5

11987514 5 = 52 + 1 = 26

Přiacuteklad

= 2D fraktaacutel Benoit B Mandelbrot (1979)

119888 = 1 119888 = 1198941198751198940 0 = 0

1198751198941 0 = 119894

1198751198942 119894 = minus1 + 119894

1198751198943 minus1 + 119894 = minus119894

1198751198944 minus119894 = minus1 + 119894

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 26: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| = 3D fraktaacutel Daniel White a Paul Nylander (2009)

| White a Nylanderův vzorec pro n-tou mocninu vektoru

| Mandelbulbova množina

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

v

kde

httpswwwblendernationcom20180724how-to-make-mandelbulb-fractals-in-blender-eevee

119872 = c| c isin 1198773

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 27: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 28: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 29: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PROCEDURAacuteLNIacute TEXTURA - MANDELBULB

Jonas Dichelle

httpswwwyoutubecomwatchv=YtDG1_76_2k

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 30: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

RENDEROVAacuteNIacute

httpswwwyoutubecomwatchv=mN0zPOpADL4

httpswwwyoutubecomwatchv=WhWc3b3KhnYhttpswwwyoutubecomwatchv=RJnKaAtBPhA

httpswwwyoutubecomwatchv=Y-rmzh0PI3c

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 31: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

RENDEROVAacuteNIacute STATE-OF-THE-ART

Up(2009 PixarDisney)

Kung Fu Panda 2(2011 DreamWorks)

Big Hero 6(2014 Disney)

Point based global illumination (Christensen 2008)

Trolls(2016 DreamWorks)

Path-tracing (Kajiya 1986)

| Path-tracing renderery

In-house Hyperion (Disney)

In-house MoonRay V3 (DreamWorks)

In-house Manuka (WetaDigital)

Solid Angle Arnold renderer (Sony Pictures Imageworks ILM hellip)

Blender Cycles

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 32: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

SVĚTLO V ANIMOVANYacuteCH FILMECH

Dan OBrien

Dan OBrien

Dan OBrien

Dan OBrien

Špioacuteni v převleku (2019)

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 33: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 34: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

FOTOCG

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 35: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

Andrew Price

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 36: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

FOTO NEBO POČIacuteTAČOVAacute GRAFIKA

CGFOTO

PATH-TRACING

0

1

light

object

Samples

11

076

051

016

084

062

0665

Pixel ResultSamples

Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 37: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

PATH-TRACING

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1

light

object

Samples

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016

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062

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Toward Real-Time Ray Tracing A Survey on Hardware Acceleration and Microarchitecture Techniques Yangdong Deng et al ACM 2017

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 38: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

Zobrazovaciacute rovnice a jejiacute řešeniacute za pomociacute Monte Carlo metody

| ωo is direction of outgoing ray

| ωi is direction of incoming ray

| Lo is spectral radiance emitted by the source

from point x in direction ωo

| Le is emitted spectral radiance from point x

in direction ωo

| Ω is the unit hemisphere in direction of normal

vector n with center in x over which we integrate

| Li is spectral radiance coming inside to x in direction ωi

| fr(x ωi ωo) is distribution function of the image

(BRDF) in point x from direction ωi to direction ωo

| ωi n is angle between ωi and surface normal

PATH-TRACING (KAJIYA 1986)

GlossyDiffuse The Cycles Encyclopedia

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 39: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Co je problematickeacuteho na teacuteto rovnici

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 40: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

Redukce šumu v obraze vyžaduje vysokyacute počet samplůa tiacutem i dlouhyacute čas vyacutepočtu

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 41: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

Zobrazovaciacute rovnice

PATH-TRACING (KAJIYA 1986)

1 sample 100 samplů

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 42: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 43: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Mooreův zaacutekonPočet tranzistorů ktereacute mohou byacutet umiacutestěny na integrovanyacute obvod se přizachovaacuteniacute stejneacute ceny zhruba každyacutech 18 měsiacuteců zdvojnaacutesobiacute

| Shrekův zaacutekonPočet renderovaciacutech procesorovyacutech hodin potřebnyacutech k dokončeniacuteprojektu se zdvojnaacutesobiacute ve srovnaacuteniacute s množstviacutem času potřebneacuteho napředchoziacutem projektu

| Shrek 1 (2001) 5 milioacutenů procesorovyacutech hodin

| Shrek 2 (2004) 10 milioacutenů procesorovyacutech hodin

| Shrek 3 (2007) 20 milioacutenů procesorovyacutech hodin

| Shrek Forever 3D (2010) 50 milioacutenů procesorovyacutech hodin

SHREKŮV ZAacuteKON

httpswwwintelcomcontentdamdoccase-studyhigh-performance-computing-xeon-5600-dreamworks-animation-case-studypdf

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 44: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

| Big Hero 6 199 milioacutenů jaacutedro hodin

| 1 osobniacute PC se 4 jaacutedry200Mhod 4 cores = 50Mhod = 21Mdni = 5707 let

| Superpočiacutetač s 1000 PC se 48 jaacutedry200Mhod 48000 cores = 6 měsiacuteců

SUPERPOČIacuteTANIacute (HPC)

Big Hero 6(2014 Disney)

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 45: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

45

| Salomon 1008 nodes 2x Intel Xeon E5-2680v3 25 GHz 12 cores

(Haswell) w 128GB InfiniBand FDR56 7D Enhanced hypercube 576 nodes wo accelerator 432 nodes with 2x Intel Xeon Phi 7120P 61

cores 16 GB RAM

| Barbora 192 nodes wo an accelerator 8 nodes with 4x NVIDIA Tesla V100 2x Intel Xeon Cascade Lake 26 GHz 18 cores 192GB InfiniBand HDR 200Gbs (100Gbs per node) 30 GBs LUSTRE storage

| Anselm 209 nodes 2x Intel Xeon E5-2665 24 GHz 8 cores

(Sandy Bridge) 64GB InfiniBand FDR56 7D Enhanced hypercube 180 nodes wo accelerator 4 nodes with MIC accelerator (1x Intel Xeon Phi

5110P) 23 nodes with NVIDIA Kepler K20 | NVIDIAreg DGX-2 SERVER

16 Teslatrade V100 32 GB GPUs 512 GB of GPU HBM2

HPC NA VŠB-TUO

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz

Page 46: MATEMATIKA V ANIMOVANÉM FILMU - vsb.cz

Milan Jarošmilanjarosvsbcz

IT4Innovations naacuterodniacute superpočiacutetačoveacute centrumVŠB ndash Technickaacute univerzita OstravaStudentskaacute 62311B708 00 Ostrava-Porubawwwit4icz