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marcinkowski
01-27-2011, 03:36 PM
I am in a group made of three people that want to do a project during our computer graphics course - we already have good experience working with maya so our goal is to put a stronger focus on programming.

These are the skills we have:


A good understanding of Maya 2011
Multivariable calculus, Physics and programming - the latter we want to focus on.


The dilemma we have is this - we know that in the game industry there is a lot of programming, but we want to specialize towards the film industry and our tutor is set on pushing us towards games. Obviously there must be a lot of programming involved outside the game industry - but we dont even know what to google for. :banghead:

Could anyone suggest a project we could do during 4 weeks (full-time). Our only idea right now is to make a shatter-script but there must be other alternatives.

All in all, we want to create something that involves programming and in the end - visually stunning and possibly appriciated by future employers. =)

Thank you.

softdistortion
01-28-2011, 01:15 PM
Many faciilities use both, tweaked/extended off the shelf solutions, and or build proprietery apps.

I think for ex. Sony Imageworks licensed Arnold render and then went to town modding it for thier pipeline.

Get an existing app that has an open SDK/API and see if you can do interesting and useful extensions on it. I would think anything that speeds up physis effects, fire, water, smoke, water would be useful...CUDA tie in to Maya render/physics??

Just off the top of my head....maybe someone already did it? :)...will give it some more thought and post again if you guys have more comments..

Bottom line is facilities need to cut costs and make $$. Modifying, being able to write custom applications, fixes, bridges, translators, and patches and extending apps- Maya’s C++ API, and any other program and script languages you can manage...python etc.

sd

softdistortion
02-16-2011, 12:35 PM
You guy still around???
Anyways, for others checking this wondering what the heck I was blathering on about, ...here's an ex of what I was thinking>

Go in to around 2:50 min

http://www.youtube.com/watch?v=PQef_6gio14

I know it's ptretty major and beyond most school projects, but for programmers, this is where you should be lookig..make complex stuff user friendly -realtime...blah...blah.

softdistortion
03-03-2011, 11:35 AM
For any programmers dropping in here.
More on CUDA and Nvidia>
- all the vfx houses winning Oscars this year used nvidia.
- Nvidia just announced CUDA 4.0. Some important enhancement below>

GPUDirect2.0 – The previous version of GPUDirect worked with clusters based on Mellanox Infiniband backbones, but this new version works with multiple GPU cards in a single machine. *Where previously the CPU was involved in memory transfers between cards, now you can DMA transfer directly between cards using MPI-style Send & Receive commands.

Unified Virtual Addressing – Now, CPUs and GPUs all show up in a single uniform address space. *This makes moving memory between them much easier.
Integrated Thrust Support – A great C++ library similar to LABLAS and CULAPACK, it adds in standard template constructs for all the popular data types and algorithms. *Thrust has a great following and active community, and boasts run-time selection of CPU vs GPU code, making the resulting code a bit more portable than previous CUDA.

softdistortion
05-02-2011, 11:21 AM
http://www.cs.caltech.edu/~keenan/project_fluid.html

3D Navier-Stokes fluid solver that runs entirely on the GPU. Fluid solvers are used to generate realistic, physically-based animations of water and smoke. Typically it takes several minutes or hours to generate each frame of animation, but by making some minor compromises in visual quality and taking advantage of the GPU's parallelism and bandwidth the solver is fast enough for real-time applications

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