What is that?: Rendering Big Buck Bunny


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Message 11670 - Posted: 25 Mar 2013, 20:44:26 UTC

The Sunflower Status Page has been updated with current information and now also shows images for those scenes that has them.

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Message 11870 - Posted: 28 May 2013, 21:43:46 UTC

A tiny update:
The expanded credits scene has been accepted by Blender Foundation which means things will be moving forward again.
Over the next few weeks you'll see a slew of tiny sessions with just 1-3 frames. These sessions will fix minor issues with the path of some of the animated objects - issues which were introduced during the conversion of the framerate from 24 fps to 60 fps but had not been identified during the first few rounds of QA.

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Message 11960 - Posted: 8 Aug 2013, 1:14:11 UTC - in response to Message 11870.

A tiny update:
The expanded credits scene has been accepted by Blender Foundation which means things will be moving forward again.
Over the next few weeks you'll see a slew of tiny sessions with just 1-3 frames. These sessions will fix minor issues with the path of some of the animated objects - issues which were introduced during the conversion of the framerate from 24 fps to 60 fps but had not been identified during the first few rounds of QA.

Does 1661 A.13.10.c.1 have anything to do with the slew of tiny sessions?
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Message 12019 - Posted: 21 Sep 2013, 2:15:18 UTC

Now that Sunflower is almost complete... What have we learned? Has the separate development fork provided anything useful (aside from multithreading) to the main project? What are the repercussions of these final scenes taking more than two years to come to fruition--are they still going to be used for their original purpose?

A lot of questions, I know; but due to the time it's taken to complete Sunflower, I have to wonder if a distributed renderfarm is powerful and stable enough to be used for larger projects at the current level of technology and development. I am still a very big supporter or BURP (and even Renderfarm.fi, though they've not given us much to be supportive about as of late) and will continue to volunteer my computing resources, but sometimes it's helpful to play devil's advocate and ask the hard questions.
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Message 12024 - Posted: 22 Sep 2013, 14:55:08 UTC

Well, one thing is for certain: I'm really looking forward to a weekend where I don't have to think about bunnies anymore.

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Message 12025 - Posted: 23 Sep 2013, 1:47:14 UTC - in response to Message 12024.

I'm really looking forward to a weekend where I don't have to think about bunnies anymore.

Okay. Elmer Fudd :)

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Message 12055 - Posted: 13 Oct 2013, 16:26:42 UTC
Last modified: 13 Oct 2013, 17:16:17 UTC

Another weekend, another round of wabbit hunting

The slew of tiny sessions is almost over (or at least the list of bugs from the quality control team is starting to get shorter). Here's a short glimpse into what kind of stuff is going on right now.

One of the feedback list items said "There's something odd going on with the right branch in 09.03".
Now, nothing odd was found by simply looking at pictures or the video from neither eye, so we had to dig a bit deeper. By doing a parallax analysis the issue became much more clear:

Above you see the left and right eyes of frame 146 from that session. A blue line shows that something is far away and a red line shows that something is close. The longer the lines the more pronounced the effect is.

The problem in the scene occurs when the rabbit enters the frame from the right and occludes the branch there. The reason: The branch has a higher parallax than the rabbit (longer red bar) but is rendered underneath it - in other words the branch is closer to the viewer than the rabbit but is still being occluded by the rabbit. This makes no sense and it causes the brain to kinda freak out while trying to interpret what it is seeing.

It turns out that the branch and the rabbit were rendered in two seperate rendering layers and then composited together afterwards. This was no problem for the original movie because they didn't have to stay true to the 3D world that they were creating; as long as it looked good in 2D it would work well for them. Unfortunately for us, we don't have that freedom.
So, it had to be fixed in some way. In cases like this there are always more than one solution. The simple solution is to just remove the branch - problem gone - but I've been trying to stay as close to the original movie as possible, so I wanted the branch there. Another solution would be to move the branch forward, deeper into the image so that it was indeed in front of and covered by the rabbit. This turned out to be a lot of trouble both because of the way the datafiles are structured and because it would trigger the need to re-evaluate the 3D view frustrum for the scene (or where the cameras for each eye are placed). A third solution, which was the one chosen to go to the renderfarm later tonight, was to actually render the branch behind the bunny's back. It required a rebuild of some of the compositing node tree but the first few static frame low-res test renders look pretty fine.



It is all in the detail.

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Message 12085 - Posted: 11 Nov 2013, 19:34:03 UTC
Last modified: 11 Nov 2013, 21:05:23 UTC

This week it is time to look at the credits scroll for BBB3D.

I've spent a week sorting all the names alphabetically (actually I sorta cheated and used a computer for some of it).
If your name is missing from the list and you think you ought to have been in there somewhere please post about it.
Similarly, if I misspelled your name (it happens) please post the correction as soon as possible.

One problem I ran into is that some BOINC usernames include a team or sub-team prefix or postfix because BOINC does not support sub-teams as such. This caused the list to really blow up in size and also caused some issues with formatting the list.
Teams are important; but since many people are part of a team the result was that we were listing the same team names over and over again and it seemed like a really bad idea.
As a consequence it has been decided that all team/subteam/contry prefixes will be stripped from the list (marked with an underline below). Instead a dedicated "Teams" page will be made with a complete list of teams and nice graphics showing team involvement in the rendering of BBB3D on the BBB3D mini-site (soon™ to be available). We do respect the teams involved here, but with the limited time and space available at the end of the movie this was a choice that had to be made.

Furthermore, to avoid a space-time paradox this part of the credits scroll will not actually be rendered on the renderfarm =)

Without much further ado, here's the list:

109fire; 1scorpion; _2e_; 411Tech; 618pictures; 64chrysler300;

a.louis11; A.M.; a_robinson; aborek; acoakley; Adam K Smith; adlerweb; Adrenalyn; Adrian Westlake; aendgraend; [C@B] Aficca; AF>Herve_Gaboriaud; airisakashita; AL ADIM; Alan Earing; alantiagofelipe; ALBERTO FEDERMAN NETO; Aleksander Parkitny; Alex Piskun; Alexander; Alexandre Dubois; Allen Soard; alter_sack; alucarde; aluebke; Alyx; amazing; AMDave (AMD Users Team); [SG-2W]Amorph; anchedo; Andreas Walter; Andrew Casey; Andrew Clapp; andy; Andy Brady; Angel01; Angrod; anih; anticreep; antoniko; Anttoni; Apocalyptica; apollonika; Archangel Uriel; Archerofyail; Arkandor; arkiss; Arne; arnsan; Artbox5000; [SG]ATA-Rolf; Atari_Mark; Atomo; Aurimas Rapecka; Avery Hackmann; axels;

B Johansson; banjolasse; BAR; BarkerJr; Baryna.ch; Bazooka_CZ; bbhmst; bbmz; bbyrd78; bcb9153; beastman; Ben; Bender10 (AMD Users Team); bengt; [AF>HFR>RR] Benson007; Bernd Vogler; Berto; bherbihyewrbg; biancaw; Big.Benn; BigA21; Bijo Alex Thomas; Bill; Bill Sinderbrand; Bjoern Henke; blackdot; blackheeler; [ESL Brigade] blAckmAmbA; Blade.Li; blissfulshelle; Blizzard; BLKThumb; blue.cube; blueseal86; BlueStateMachine; Blurf; boceli; boinc@richobrien; Bok; Boogyman Munster; Borg; Borgholio; Boris; bower12345; BowersNet; BrainMcFly; Brian; Brian L. Honig aka [SG]Darkpapa; brianlee; britiger; Brogg; Bruce Kennedy; Bryan Nikaido; Buckey; Bulgakoff*; BuLLiTT; bweldon; Byllers;

c0d4041292; c303a; Calvin; Cameron; Carlos R. Moreira; carra; carre44; casey; cebula; ceVoIX; chakata; Chalenor; chfoo0; chinazrw; chobits20; Chris; Chris_mh3; Christian Barrett; Christisser; Christoph Hausner; Chuck Tetakel; ciccovg; cisf; Clank [MM]; Coca-Cola; Coleslaw; colibrishin; computerguy09; cordyceps; Cori; CPT Glen Carr; cpuid; Craig Cumbie; Crazy Italian; Cruncher Pete[p@im]; Crystal Pellet; Curly; cwiseman; Cyfron; Cyph3r;

DAmaNIac; danca655; Dandelion; Daniel; Daniel Bevan ; Daniel Fischer; Daniel(PiskotCZ); Daniele [Lombardia]; Daniele Pantaleo; danjamboy; darealgh; Darkknight900; darkpella; Darrell; DAS; Dave Griles; David; David Bean; David Britt; David Britt; David Whitaker; David44; DCHorror; dddalpiaz; dduggan47; deegon; [deleted]; Demis; DePavel; Der Michl; desktop64; Devin; devin122; df910105; diederiks; Dieter; Dimage; [SG-FC] dingdong; dioxyde; Dirk Krämer (DoctorNow); DMNTD; docmic92; dogincarnate; Don_Carlos; DonC; Dorian; Dorian Okrucinski; Dr. MaXX; dreh; Drizzdt; drumhacker72; duftkerze; Dunkler_Phoenix; Dusso Janladde;

Earth4; eisler jiri; ekim7645; Electria; ElectroFunky; Eleno Valle; [AF>Libristes] ElGuillermo; elmander; eLPeCKo; ENRICOHENKEL; ERBrouwer; Eric Damon Walters; Eris Parsons; essentia; eternalprayer; Evert Meulie; Ewiss; Extra Ball;

Fakir; famicom.neet@intel@jisaku; FedsRevenge; fginerm; fipscodingOD; Firielentul; firstomega; FissioN; FiveDollarYoBet; Florian Knobel; Florian Wolff; FluidumLetale; Ford; fortsCZ; [SG-2W]Fornax; Francisco Alvarez Raineri; Frank; frax; Freak-Seti; FreeLarry; frei; Frenk; Fritz; fritzwalter; frodenas; frogen; FruehwF; FuerstBerg; fujimo_0122; fuzzytoad; fzs600;

g.remigi; gaballus; galileo67; gamer007; Gattorantolo [Lombardia]; gburch; gbusler; gcq; Gehrminator; georg70; Gerardo; gerry; ghengis; Ghis; Ghost; gigadisk; Gill And Jon; Giovanni Mascellani; Glendry; glennpat; gloworm; gobshite5; Goeland86; gogo3k; Golden_Frog; [BOINC@Poland]goofyx; Gr33nE99s; greenlead; Greg Bennett, HSI Production Services; GreyWolf; grremm1; gruber; Guy Taylor; Göran Schmidt;

habi; Hackerzfriend; Haksu; HAL1; Hanbanaroda; Hans Sveen; Hapelo; har; [SG-2W]HeNiNnG; Herbert LaBonza; [AF] Hildor; [SG-FC] hl; HOD; HohenheimOL; Home.Team.Paulatim; HOR; Horst1; Hoshione; hszburp; huguy60; Husu*; H? Tu?n Ki?t;

i.tursunov; i_fr_t; Ian Sharum; ibn_Gaben; IbuTronic; idlorj; [SG-FC] IG Freie Cruncher; imba; Independence; IndustrialRobot; Indy; Ineluki; Infomat; [AF>France] intello222222; Irondog; Istvan Burbank;

[SG-FC] J.F.; jace888; JackTheSkipper; jamie; Jan Bogutzki; Jan Charles Gross; Jarda; Jared Rights; Jarek.Drobiecki; Jarekcz; Jay C. Parangalan; JaymesKeller; JayPi; jbrooksbudhoo; jburgess777; jcuervo; [AF>France>TDM>Centre]Jeannot Le Tazon; jedirock; Jeff Coleman; Jeff Webster; Jeibis; jeidler; Jellybean; Jens; jeret15; Jerzy_Przytocki; [C@B] jesusnt; Jill; Jimmy Dahl Pedersen; JL421; JLSchro*; Jo Nathan; jo1252; Jochen; Joerg Frings-Fuerst; John Lynch; John McLeod VII; John O'Neill; John P. Myers; Johnbodlis team; johnh619; JohnKosen; Jonathan Bastien-Filiatrault; Jonathan Brier; Jonathan Bush; Jonathan Kiker; Jonathan Morin; Jordao_Portugal; Jorge Abad Casares; Jorix; Josh; JoshTW; jubdo; Jura; JZD; Jürgen Gröber;

K1atOdessa; Kapszaicin; Karl Faktor; karost; Karsten Höfs; Karsten Vinding; [AF>France>IDF>Paris]Kasur; kb*; kbaj; kbrunhuber; KCE; Keck_Komputers; Kedar; keine-ahnung; kevin.morgan; kevin_11114; Kevonni; kiddfroster; [AF>Kirass>MPF] Kikiphil; [AF>EDLS] Killer Whale; kim; Kiri-Jolith; Klement Heins; kohsei; Kole6738; koll; Konrad Friedrich; Konstantin357; Kosta; kotaro tsuruoka; KPX; krezol; Kris; ktamail666; Kurt Kramer; KWH*; Kyong; kzkmz01;

L@MiR; Lagittaja; Landjunge; Larry256; lars2309; lazykiller; LCB001; lelo; Lemon; Leon Bentrup; leonashbrook; Levius; Link; lionelc; Liuqyn; Locutus von Borg; Loic; loner_6965; Lord_Xander; lordhelmchen; LordOfWar; lordreiz; lordvader; Lorenzo; [BOINCstats] LostBoy; Lost_Soul; LSA; Ludwig; =Lupus=; [SG-FC]lurchlaich 63;

M0CZY; Maelgwyn; magic8192; Mahachippy; MAKINURCIO; Makubex; Maniac; Marcel250578; marco188; MARCOTE, ERNESTO DANIEL; _MaRiO[PL]; marioonline; Mark Gallaher; Mark Littlewood; Mark Sango; Markken; MarkRBright; Markus; Markus; markx999; Martin Filgas; MartinDE; Master of Avenger; mastermode77; Matesko; |MatMan|; matrizvision; Mats Wernersson; Maurice Goulois; Maxim Perepelitsya; Maximilian; Maxwell [MM]; mazher; Mcnef; [AF>Quebec]MDodier; Me; Mediature; Menon; Mephist0; mercury044; Merlin; Merlyn; Metalorion; [AF>Kirass>MPF] Meurfi; Mex; mibor1; Michael Cockrum; Michael Huenicke; Michael John; Michael Kueppers; Michael Sherman*; Michael Smalley; Michal Tichy; michelamorim14; Michele ANSALDI; michi42; Mihail Kapareliotis; mikan@s-pulse@soccer; Mike Dunn; Mike Kehoe; Mike*; mimeq; MINOR; MioTraGus; misaki@med; MJD; MKDodger; Mohamad ASUS; Moises Cardona; Mono; Moon_E; morgan; [SG]Moorhuepfer; [B^S] Morgan the Gold; mozart; mpcsmits; Mr.OZ; MrPotato; mStuff; [KWSN] multijumper; Mumps [MM]; Murdrak; muro; mYst; mystique;

[AF>Amis des Lapins] Nabz37; [AF>Kirass>MPF] Nafrayou; Nasher; Nasicus; NATE1; Nathanael; Naturmann; nczempin; Neal Chantrill; Nebojsa B.; Neelybd; nenym; NeoGen (AMD Users Team); NEP; Nessus; netracerx; Neuroquila; new1803; Nicholas Hansen; Nicholas Orlando; nick; Nick; Nicolas; NicolasBadworst; Niko Järvinen; Nila; Nim-Ac; NinTrance; NoTHX; Novalor; Nukehead;

[PNT] Obix007; obscurifer; OCP; Odes; oldschoolboy; Ondra@SpaceFamily.CZ; Onion Union; orkstrtdkaos; Oromis; osoyoosking; OSPKyle; Oswynn; Ousermaatre;

p o r c z e k; Pallando; pan2000; panacea; panda7456; Pannimann; Pap Gabor; Patrick Harnett*; Patrick Schöfer; paulmitchell333; pb; Peciak; Pelle; Pelto; [AF>Amis des Lapins] Peluche; pelvetia_polaris*; Pendaric; Pepe_Lopez; peron; Peter Hucker; Peter0816; petesimon; PetrHorcicka; pfuender; phaeton57; philbywhizz; philip-in-hongkong; [AF>France] Philippe06121966; phlipsidesteve; Phoenix; Piloboy; pinetboy; Piotr Stabulewicz PNT; PiratJack; pitat450; Pjotr "Blah.NET" Ligthart; pl3w5y; PlainText s.r.o.; Plejaden; [AF>EDLS] Polynesia; Ponyhofmassaker; popo1111; PowerRenderer; [AF>Babylon5]procrastinator; Professor Desty Nova; PRouleau; przemek; PsY4meuh; Pulkit Kirodiwal; pythagoratos;

Qubity; Queezy; QuirB; quollism;

r09; radmanryano; Raduz; rag; Ragoe; [B^S] Ralfy; Ram Raider; rantal; Raphael Nadeau; ray_fenwick; Rayce; Razor_FX_II; rccrdo; Rebirther; rebus; RedKobra; Reeltime; reklov; Remy Octavian Cucui; renderseb; rene2311; renyxadarox; respawner; Rhihannisu_[SETI.USA]; Ricardo Stumpf; Richard; Richard Grotkier II; Richard Haselgrove; rilian; RLacroix; [AF>WildWildWest] RLDF; Roadranner; Roald; Rob Kodey; Robert Gammon; Robert Nelson; Robert1970; Rollo; ron; Ron Roe; root; Rudi Servo; rune-san; runningman333; RushPill*; Ryoko Shintani; ryszard.korczyk;

s4per; S@NL - Hanzel; s_bieles; Saab-FAN; Sabroe_SMC; Sagittarius - Peter Franke; samuel; [AF>EDLS] Samuel debergh; sandu; [AF>Quebec]sbmtl; scfredricks; Scholastico; Schumimax7; schwantz034; Scooter_1; Scorp; scott safford*; ScottO; Scrap; Screaming Eagle; [SG]SDI; sdl*; [AF>WildWildWest]Sebastien; seeds; seltsam; sesef; seyc; shadowwulf; Shaman; Shann; shantanumhjn; ShibaPook; shka; SiD; Simon Thomsen; Simulz; SirMitten; SKB@P; skgiven; Skusman; [AF>France>Est>Bourgogne]Skwi; [SG-2W]sl1d3r; slowroland; smilesvua; smoenkhoff; Sodiak; Sonechko; Soulmech; Speedbump; Speedy; Spencer; spingadus[MM]; spinner@; Sprecher Brewery; spunkloaf; Stack; Stanley A Bourdon; Star65*; STE\/E; steg; [SG]steini; Stephan Vink; Stern Tigler; Steve C; Steve Hawker*; StewMaster44; studioj; SudoC0de; Sun Badger*; suriv; Suso2000; Sven; Sven Katkosilt; Swordfish; Sympodius; Synoel; synonym24; Sysadm@Nbg; SysGuru; Szopler;

T.Armstrong; t0mm0; Ta-duck@hrhm; tajjada; TakeMeNL; talister; tanguay; [SETI.USA]Tank_Master; Tatka; taurec; tazzduke; TBirdTheYuri; Team Jolt Cola; techmaniac; Technik007[CZ]; techsy730; TeeVeeEss; tengil; TerraNova*; Terror; teugas; Tex1954; texke; The Phil Continuum; theappleman; thebestjaspreet; thekillerchicken; thesultan4662; TheWhiteRabbit; thibaultmol; thl5282; thom; Thomas; thomascanter; ..:: Thor ::..; Thorsten Jurgahn; Thorvin; ThrasherX-17; threadNo245; Tim; Tim; tiss; tlmullis; Tobas; TobiMarg; tolisoft; tomaholkPL; Tomasz R. Gwiazda; tomasz78; toms83; tony; toontony; Tore Zachariassen; Toresh; torstein; Tory Clement; toshi.soda; ToXiCalien68; tr0ach; Traviss; Treti; TRuEQ & TuVaLu; Trustmaster; TS_SERVER; TSK; tuktuk1984; TulipVorlax; tulum; tunmoi; Tuvok; TuXRuleZ.be;

Uli2*; user; uwe thormann; UZi; uzzy;

Van Fanel; van_beathoven; vanos0512; vaughan (AMD Users Team); Velociraptor; velociraptor01; venox7; vidmar.damjan; Vik; vinn [Czech National Team]; Vip32; Vit Kliber; vm1990; vrnichols; VWTeam.com; Vybi;

Watch-Video; Wayne; Werner Pasternak; Westias; Whitneyr78; whosdaman69; whraven; William Fick; willo; [BOINCstats] Willy; winny33; Wizzo; woaiwinnie2; Wolfgang Schlisch; Wolfsrabe; Woodworm; Worf_VX;

x3mEn; Xanthic; Xavier Wallece; XioNYC; xPOD; xwedgex; xyz;

Yamanipanuchi; yan; yerb; yik; yman_42; [SG-Aktiv] Yoghibear; yokotako; YTSHJM; yuuki@jisaku;

Zafford; [AF>EDLS] zelandonii; [AF] zerizno; zioriga; zoltan blatter; zombie67 [MM]; Zuhause; zunder1990; Zytozux [TopGun];

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Message 12104 - Posted: 20 Nov 2013, 20:36:21 UTC - in response to Message 12085.
Last modified: 28 Nov 2013, 21:17:38 UTC

Theme-of-the week is audio.

I've been setting up a project in the open source Audacity editor to work with the original 5.1 surround track and the files from Jan Morgenstern. The file format of choice for the old soundtrack was FLAC - a free lossless audio codec - and luckily Audacity supports it with no hassle whatsoever.



The idea is to render (yeah it is also called rendering when talking about audio) the new high-fidelity 5.1 soundtrack in full quality for cinemas and home theater systems - and to render a downsampled stereo mix suitable for playing the movie on somewhat more normal stuff like computers, tablets and smartphones.
Both soundtracks will then be embedded into the final video so that whatever player plays the video may select the best option for the hardware available.

One of the big focus points is to keep the audio properly synced with the video. A lot of effort has been put into a system which takes care of keeping the original frame timestamps from frames from the old 24fps movie consistent with the new timestamps for frames from the 60fps movie. This is important because a 60fps frame actually "equals" 0.4 of a 24fps frame and sometimes it is necessary to do a scene cut on a non-whole 24fps frame to minimize the audio sync offset for that scene in the new movie.

Another thing is that the dynamic range (the difference between very silent sounds and very loud sounds) is going to be different in the cinema soundtrack (high dynamic range) and in the stereo downmix (lower dynamic range). This is because a full-blown surround amplifier typically has a way of handling dynamic range settings itself (through a menu) whereas a normal computer soundcard with only a stereo output typically only has one range setting and can only adjust the entire sound volume up or down. The surround receiver has the advantage that it can be adjusted to let silent sounds match the noise level in the room where the speakers are located without necessarily changing the volume of loud sounds.

Of course the changed soundtrack is also going to be opensourced under Creative Commons like the rest of the movie, so if you happen to disagree with how things were done you can always take a peek inside the Audacity project and change it to your liking or download the raw audio files for an absolutely crazy listening experience without compression artifacts.

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Message 12135 - Posted: 1 Dec 2013, 18:33:15 UTC
Last modified: 1 Dec 2013, 18:35:19 UTC

While we are waiting for the linux people (it is always the linux people isn't it?) to finish the last remaining massive workunit it has become time to look at creating the mini-site that will allow people to download the movie - that's what is going on this week.


The mini-site has several purposes (and yes, there will be at least one bunny!):


  • Allow people to stream the movie from Youtube and Vimeo
  • Show the .torrent download links for all the different kinds of video (2D, 3D, anaglyph - different framerates, different resolutions etc.)
  • Allow people to explore the raw material, build upon it, re-encode it, share it and preserve it for the future.
  • Provide further links to allow people to read about what has been going on and why
  • A list of participating BOINC teams


If you have any great ideas as to what should be on the mini-site please chime in - if your suggestion is good enough it may even end up being included.

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Message 12139 - Posted: 3 Dec 2013, 7:28:08 UTC
Last modified: 3 Dec 2013, 7:28:24 UTC

QA team just spotted another scene with 3D issues, turns out we may have a single last-minute bonus session for the Windows people too =)

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Message 12167 - Posted: 14 Dec 2013, 12:54:17 UTC
Last modified: 15 Dec 2013, 18:04:29 UTC

All the frames have now rendered and I've started encoding the final movie files. It is going to take a few days still, hang in there!

[Edit:] You can follow the progress on the bottom of the Sunflower Status page.

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Message 12177 - Posted: 16 Dec 2013, 17:14:02 UTC - in response to Message 12167.

nice progress! :)
for the mini website: how about giving the percentage of contribution for each participant?
(don't know if this has been proposed before)
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Message 12178 - Posted: 16 Dec 2013, 21:21:00 UTC - in response to Message 12177.
Last modified: 17 Dec 2013, 6:39:30 UTC

nice progress! :)
for the mini website: how about giving the percentage of contribution for each participant?
(don't know if this has been proposed before)

Good idea! We can't do it per user but we can certainly try to pull something like that for teams. Maybe a nice graph nearby too =)

Update on encoding ( 16 Dec 2013 | 21:27:30 UTC ):
The 1080p files are pretty much done. After starting on the 4K ones we ran into the very annoying issue that the encoder simply gives up after frame 4723 (that's around 78.7 seconds or only 12% into the movie). Since the encoder is pretty ancient I just pulled the newest available one from the Gentoo MPlayer/x264 repository and am giving it a spin - let's hope it works out!

Another update on encoding ( 17 Dec 2013 | 6:39:17 UTC ):
The 4K files are moving forward with the new encoder, yay!

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Message 12179 - Posted: 17 Dec 2013, 9:50:02 UTC - in response to Message 12178.

Good idea! We can't do it per user but we can certainly try to pull something like that for teams. Maybe a nice graph nearby too =)

Too bad I'm not in a team... :/
At least I could contribute a small idea ;)
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Message 12180 - Posted: 17 Dec 2013, 15:40:18 UTC - in response to Message 12179.
Last modified: 18 Dec 2013, 21:10:42 UTC

That's actually a good point - I'll add a slice in there for people who are not in a team. I bet it is going to show up as a fairly large slice in the graph too.

Update on encoding ( 17 Dec 2013 | 20:38:13 UTC ):
The first 4K 3D file (the 30fps one) completed encoding and to my surprise it actually runs smoothly on my desktop machine (I have an older GFX card so it is all software decoding). Suddenly I envy all you people with 4K screens =)

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Message 12181 - Posted: 18 Dec 2013, 20:32:42 UTC
Last modified: 18 Dec 2013, 20:33:32 UTC

I'm very happy to be able to post this link: http://bbb3d.renderfarming.net
For everyone noticing this little "hidden" post: Please check it out and post back your experience. You are among the very first to spot this!

A great "Thanks!" goes out to the Peach movie team for making such a wonderful and open movie and to Blender Foundation, Xiph.org and the BitTorrent seeders for helping us host the release files. Another big "Thanks!" goes out to the QA team, without whom this would not have been even remotely possible. Last, but certainly not least, a massive "Thanks!!" goes to you, the BURP community, for turning little bits of boring data into nice crispy images.

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Message 12183 - Posted: 19 Dec 2013, 3:11:38 UTC

Very well done Janus. Especially for a project that can't be done in BOINC.

I downloaded http://distribution.bbb3d.renderfarming.net/video/mp4/bbb_sunflower_1080p_60fps_normal.mp4 and it looked and sounded top notch and was alotta fun to watch.
Big smiles here.
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Message 12184 - Posted: 19 Dec 2013, 15:42:38 UTC - in response to Message 12181.

Fantastic and funny!
IMO it's in no way inferior to the movies made by Pixar or the other animation studios.
However, since I didn't know the original Big Buck Bunny and due to the long render process here on BURP I thought the movie would end up with a bit more than 10 minutes. ;-)
But doesn't matter, I loved every second of it. :-)
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Message 12185 - Posted: 19 Dec 2013, 18:55:03 UTC
Last modified: 19 Dec 2013, 18:55:38 UTC

Big Buck Bunny 4K 60FPS also uploaded on YouTube ^_^

https://www.youtube.com/watch?v=lhabXNEj59A

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