Rethinking the Pipeline: DreamWorks Animation Advances the Art

DreamWorks Animation embarked on a radical re-engineering of their animation pipeline to better accommodate artistic aspirations and improve workflow across an increasingly complex environment. This article describes the new model being put in place.
  • rendering
  • animation
  • visual computing
  • dreamworks
  • Gráficos
  • Optimizing Without Breaking a Sweat

    This article describes novel techniques developed to optimize DreamWork Animation's rendering, animation, and special effects applications without recompiling or relinking by preloading highly optimized libraries at run-time.
  • Desenvolvedores
  • Composer XE C++ Intel®
  • Primitivas Intel® Integrated Performance
  • Módulos de sub-rotinas Intel®
  • Intel® Integrated Native Developer Experience (INDE)
  • Intel® VTune™ Amplifier XE
  • libm
  • libimf
  • malloc
  • visual computing
  • zlib
  • dreamworks
  • memcpy
  • Desenvolvimento de jogos
  • Gráficos
  • Otimização
  • A Performance Optimization Study for the DreamWorks Animation Fluid Solver

    While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.
  • animation
  • visual computing
  • fluid simulation
  • dreamworks
  • Gráficos
  • Thread Safety Analysis

    DreamWorks Animation seeks to thread complex rendering applications that were written before threading was commonplace.  This article shows a technique to find and fix thread safety issues by executing legacy code in a threaded test harness and monitoring execution with Intel developer tools.

    CPU, который нарисовал Шрека

    Несколько часов назад я вернулся из Лос-Анжелеса. Во время поездки состоялось множество встреч разного рода, но одна заметно выделяется на общем фоне. Шутка ли, удалось поговорить с главой отдела R&D знаменитой студии DreamWorks Линкольном Уолленом (Lincoln Wallen), поделившимся информацией о технической стороне создания мультфильмов.

    The hidden performance cost of accessing thread-local variables

    Ever finished parallelizing a code and discovered that the performance was not what you were expecting? I think that has happened to everyone. One of the tricks I’ve recently learned is that it is a good idea to start the code optimization by running Intel® VTune™ Amplifier XE Lightweight Hotspots analysis, which shows function hot spots of an application (shows clock ticks and instructions retired). Unlike precise call graph analysis, Intel® VTune™ Amplifier XE Lightweight Hotspots analysis is very fast, and does not instrument your application.

    Using Linux Top to troubleshoot multi-core scalability issues at DreamWorks Animation

    Imagine you are placed in an animated movie production environment where multiple applications run concurrently to solve a problem, and each application is using fork-join process parallelism during its run. You are asked why the overall run is not scaling well with the number of cores on the system!

    Working with DreamWorks Animation

    Hello everyone,

    My name is Ram Ramanujam, and I lead Intel’s engineering team engaged with DreamWorks Animation to optimize/re-architect their applications for stereo 3D. One aspect of our joint efforts is to promote creation and consumption of rich stereo 3D content for in-theater entertainment, the web, video games, television, and in any other digital environment. Clearly, stereo 3D involves the computations to add a second “eye” to the production pipeline and involves a significant increase in the computational demands for each new feature film.

    Dreamworks and Intel at SIGGRAPH

    There's something magic about SIGGRAPH in New Orleans. This is my third New Orleans SIGGRAPH, and the first since Katrina. It's great to see New Orleans back - and to see SIGGRAPH back in New Orleans!

    I'll be in the booth manning our Concept Art kiosk much of the time (Intel is booth #2217) stop by and say "Hi!"  But - for a REAL kick. Come and say "Hi!" to all the Dreamworks Animation FX and animation wizards who'll be speaking in our booth theater or, in the case of the amazing Jono Gibbs, actually presenting at our FX kiosk the middle of each day!

    Assine o dreamworks