[Bf-cycles] Bf-cycles Digest, Vol 67, Issue 3

Brecht Van Lommel brechtvanlommel at pandora.be
Sun Nov 6 02:02:15 CET 2016


I'm afraid we don't have any documentation about the network protocol.
It's using a basic RPC mechanism, where the procedure calls match the
methods in our device abstraction quite closely.
Allocating/copying/freeing memory and textures,
starting/waiting/cancelling tasks, sending tile data back, etc.

It's about 1.5k lines of code total, not a huge amount of code.


On Sat, Nov 5, 2016 at 1:00 PM, James Crowther
<jamesharrycrowther at gmail.com> wrote:
> Hi Brecht,
>         Great, thanks for that response its really helpful. Lukas if you could let me know where to find the latest version that would be great.
>
> So what I am proposing is going to be pretty similar to what ( i hope) i mentioned to you at the conference last week. Essentially our system has two components, the add-on in blender and the underlying networking protocol that our add-on integrates with. What I would like to do is work with you guys from blender to better integrate the real time network part. What we’d like to see is the ability to connect quickly and easily to a large number of devices and share data with them in real time as the artist works, allowing them to harness those devices for viewport rendering and F12 rendering. Currently we have demonstrated we can do F12 rendering this way as you saw at the conference.
>
> I like the proposal of having our add-on behave like a server for the cycles network code, it kind of does this already though, so I guess it would be great to get a crash course in the high level design for the cycles networking capability as it stands now. Happy to read through the code, but if you have any other documentation I can read that would be great!
>
> In the mean time we are going to release the demo version you guys saw at the conference as a closed alpha, though anyone can register and ask for a copy, but we’ll be asking for feedback in return for the software. We want to make it better and we got some people asking us for it already and I guess it can’t hurt to have real users providing us feedback early! Let me know if you want to try it out too.
>
>
> Thanks
>
> James
>
>
>
>> On 3 Nov. 2016, at 10:00 pm, bf-cycles-request at blender.org wrote:
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>> Today's Topics:
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>>   1. Re: Crowdrender- network rendering (Jaros Milan)
>>
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Thu, 3 Nov 2016 10:46:34 +0000
>> From: Jaros Milan <milan.jaros at vsb.cz>
>> Subject: Re: [Bf-cycles] Crowdrender- network rendering
>> To: "bf-cycles at blender.org" <bf-cycles at blender.org>
>> Message-ID: <000f4247.042ea6384ec08e9b at vsb.cz>
>> Content-Type: text/plain; charset="iso-8859-2"
>>
>> Hi James,
>>
>>
>> I am working on MPI and OpenMP version of network rendering. The first results will be presented on SC2016 (poster section) and looks good. Now I am able to use 100 nodes with 200 xeon phi for rendering.
>>
>>
>> Best regards
>>
>> Milan
>>
>>
>> ------ P?vodn? zpr?va------
>>
>> Od: Brecht Van Lommel
>>
>> Datum: ?t, 1. 11. 2016 19:48
>>
>> Na: Discussion list to assist Cycles render engine developers;
>>
>> P?edm?t:Re: [Bf-cycles] Crowdrender- network rendering
>>
>>
>> Hi James,
>>
>> I think this mailing list is the right place, so if you've got any
>> specific questions or proposals go ahead.
>>
>> The code and some rough ideas about our own network rendering
>> implementation in Cycles are here. I'm not sure if Lukas has a newer
>> version of the network code somewhere?
>> https://developer.blender.org/diffusion/B/browse/master/intern/cycles/device/device_network.cpp
>> https://developer.blender.org/diffusion/B/browse/master/intern/cycles/app/cycles_server.cpp
>> https://wiki.blender.org/index.php/Dev:Source/Render/Cycles/Network_Render
>>
>> As I said before, it's not entirely clear to me what will be the best
>> place to integrate a network addon that can support viewport
>> rendering. Other renderers that support this normally have it built
>> in, probably because it requires a quite tight coupling to the
>> internal logic of the renderer.
>>
>> It may be possible to create your own version of cycles_server that
>> would understand the network protocol and would contain your logic to
>> discover other machines, distribute the work, etc. Other machines
>> could contain a vanilla cycles_servers to do the actual rendering. One
>> way or the other I expect we'll want to have some of the same logic
>> built into Cycles itself though, I think we want Cycles network
>> rendering to be really usable also without any addons.
>>
>> Regards,
>> Brecht.
>>
>> On Tue, Nov 1, 2016 at 12:22 AM, James Crowther
>> <jamesharrycrowther at gmail.com> wrote:
>>> Hi there, just wanting to continue the conversation we were having with Lucas and Brecht around network rendering and the add on we've built!
>>>
>>> Where and when would be a good place/time to discuss this? :)
>>>
>>> Sent from my iPhone
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