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WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:00:17.516 --> 00:02:19.516 A:middle
[ Music ]
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:00:17.516 --> 00:02:19.516 A:middle
[ Music ]
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:00:17.516 --> 00:02:19.516 A:middle
[ Music ]
00:02:20.016 --> 00:02:24.000 A:middle
[ Applause ]
00:02:24.066 --> 00:02:26.476 A:middle
>> Hi, I'm Jack Greasley.
00:02:26.546 --> 00:02:27.996 A:middle
I work for The Foundry.
00:02:28.446 --> 00:02:32.506 A:middle
And we make software to
do that sort of stuff.
00:02:32.506 --> 00:02:33.326 A:middle
It's a pretty cool job.
00:02:34.286 --> 00:02:37.906 A:middle
The Foundry was started about
15 years ago by two guys,
00:02:38.566 --> 00:02:42.256 A:middle
Bruno and Simon, working out
off a basement in Soho, London.
00:02:43.066 --> 00:02:45.216 A:middle
And they were making
image processing tools
00:02:45.216 --> 00:02:48.276 A:middle
for the local film and
visual effects industry.
00:02:49.216 --> 00:02:50.716 A:middle
Since then, we've grown a bit.
00:02:51.326 --> 00:02:56.066 A:middle
And we've really made a name
for ourselves by taking tools
00:02:56.066 --> 00:03:00.176 A:middle
and technologies out of
visual effects companies,
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:02:56.066 --> 00:03:00.176 A:middle
and technologies out of
visual effects companies,
00:03:00.686 --> 00:03:03.916 A:middle
out of animation companies,
and commercializing them
00:03:03.916 --> 00:03:07.076 A:middle
and making them available
to everybody, so with tools
00:03:07.076 --> 00:03:10.416 A:middle
like NUKE from Digital
Domain and KATANA
00:03:11.036 --> 00:03:12.646 A:middle
from Sony Pictures Imageworks.
00:03:13.266 --> 00:03:15.206 A:middle
We've taken tools
and technologies
00:03:15.206 --> 00:03:18.716 A:middle
which were really only
available to the elite few
00:03:19.116 --> 00:03:21.216 A:middle
and made them available
to everybody.
00:03:22.106 --> 00:03:23.066 A:middle
One of the tools that we've done
00:03:23.066 --> 00:03:25.746 A:middle
that way is my particular
baby which is MARI.
00:03:26.606 --> 00:03:32.466 A:middle
And MARI is a GPU-accelerated
3D digital painting system.
00:03:32.946 --> 00:03:36.316 A:middle
And it was originally developed
at Weta Digital in New Zealand
00:03:36.936 --> 00:03:39.126 A:middle
which is Peter Jackson's
visual effects company.
00:03:40.516 --> 00:03:41.966 A:middle
I'm the product manager for MARI
00:03:41.966 --> 00:03:44.116 A:middle
but I'm also the
original author.
00:03:44.116 --> 00:03:46.586 A:middle
And what I'd like to
do is just take you
00:03:46.586 --> 00:03:50.356 A:middle
through just exactly what a
3D digital painting system
00:03:50.356 --> 00:03:53.196 A:middle
actually is.
00:03:53.436 --> 00:03:56.586 A:middle
When you're making a movie
and you're making a character
00:03:56.666 --> 00:04:01.716 A:middle
like Gollum here, he starts
off as a model, as a mesh.
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:03:56.666 --> 00:04:01.716 A:middle
like Gollum here, he starts
off as a model, as a mesh.
00:04:01.966 --> 00:04:04.766 A:middle
And that model gives
you the overall shape.
00:04:04.766 --> 00:04:06.776 A:middle
It gives you the muscle
and the size of the object.
00:04:07.446 --> 00:04:11.316 A:middle
But it lacks the fine-grain
detail on the surface
00:04:11.316 --> 00:04:13.116 A:middle
that really make an
object compelling.
00:04:13.956 --> 00:04:18.766 A:middle
And it's the job of a texture
artist to go in there literally
00:04:18.766 --> 00:04:21.606 A:middle
with a brush and paint
in individual freckles,
00:04:21.606 --> 00:04:24.366 A:middle
individual veins, and
put the detail in there
00:04:24.366 --> 00:04:27.476 A:middle
that really makes it, you know,
go from a gray blank model
00:04:27.476 --> 00:04:29.706 A:middle
like this to something
looking pretty good.
00:04:30.726 --> 00:04:33.876 A:middle
And if any of you guys have
ever painted any figurines
00:04:33.876 --> 00:04:37.266 A:middle
or any models, you know just
how long it can take to get
00:04:37.266 --> 00:04:39.546 A:middle
that looking good and how much
detail you have to put in there.
00:04:40.206 --> 00:04:44.736 A:middle
So imagine that your model is
30-feet wide and it's going
00:04:44.736 --> 00:04:46.926 A:middle
to be projected on
a screen this size.
00:04:48.196 --> 00:04:52.176 A:middle
And this is the problem that
Weta Digital were facing.
00:04:52.716 --> 00:04:55.346 A:middle
How do you put enough
detail into your models
00:04:55.816 --> 00:04:58.336 A:middle
where the director can choose
to zoom into any part of it
00:04:58.336 --> 00:05:00.006 A:middle
and have it full screen?
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:04:58.336 --> 00:05:00.006 A:middle
and have it full screen?
00:05:00.996 --> 00:05:05.286 A:middle
In a game, you might put,
you know, one or two textures
00:05:05.286 --> 00:05:08.976 A:middle
on a character, and they
might be 1,000 pixel square
00:05:08.976 --> 00:05:10.686 A:middle
or 2,000 pixel square.
00:05:11.396 --> 00:05:13.406 A:middle
To get the level of
detail that they needed,
00:05:13.406 --> 00:05:17.636 A:middle
Weta Digital would often put
a patchwork of 500 textures
00:05:18.006 --> 00:05:19.696 A:middle
over the surface of
a single character.
00:05:20.536 --> 00:05:23.456 A:middle
And each of those
textures would be big.
00:05:23.456 --> 00:05:25.496 A:middle
It would be at least
2,000 pixel square
00:05:25.496 --> 00:05:27.396 A:middle
and sometimes much, much bigger.
00:05:28.666 --> 00:05:30.216 A:middle
And it doesn't stop there.
00:05:31.056 --> 00:05:34.286 A:middle
Those 500 textures only tell
you one thing about the surface.
00:05:34.656 --> 00:05:37.316 A:middle
They only tell you what color
it is, but you also need
00:05:37.316 --> 00:05:40.256 A:middle
to tell the system how bumpy
it is, how shiny it is,
00:05:40.306 --> 00:05:41.996 A:middle
how scratchy, how
dirty, how dusty.
00:05:42.576 --> 00:05:43.766 A:middle
And each one of those pieces
00:05:43.766 --> 00:05:46.356 A:middle
of information gives you
another 500 textures.
00:05:47.026 --> 00:05:51.886 A:middle
So very quickly you can be
up at 10,000 huge textures
00:05:52.286 --> 00:05:55.436 A:middle
for a single character,
and that can be 20, 30,
00:05:55.436 --> 00:05:57.016 A:middle
40 gigabytes of information.
00:05:57.016 --> 00:05:59.296 A:middle
And this was slowing
people down.
00:05:59.296 --> 00:06:00.606 A:middle
This was slowing
the artists down.
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:05:59.296 --> 00:06:00.606 A:middle
This was slowing
the artists down.
00:06:00.896 --> 00:06:03.656 A:middle
The one thing that artists
love to do is paint.
00:06:04.606 --> 00:06:07.136 A:middle
Things that they hate doing
are copying data around,
00:06:07.136 --> 00:06:09.196 A:middle
renaming files and
managing complexity.
00:06:10.086 --> 00:06:12.676 A:middle
And so, this is really
where MARI comes in.
00:06:13.336 --> 00:06:17.986 A:middle
I was hired by Weta
Digital in 2006 to work
00:06:17.986 --> 00:06:21.126 A:middle
with their texture artists
to really come up with tools
00:06:21.126 --> 00:06:22.656 A:middle
and technologies
to get them back
00:06:22.876 --> 00:06:25.126 A:middle
to doing what they
love which is painting.
00:06:25.886 --> 00:06:29.146 A:middle
So I got on a plane from London
down to Wellington, New Zealand
00:06:29.716 --> 00:06:34.386 A:middle
and worked with the texture
artists while they were working
00:06:34.386 --> 00:06:38.296 A:middle
on this little movie for
James Cameron called Avatar.
00:06:38.296 --> 00:06:42.636 A:middle
So my team and I were sitting
next to a room of fifty kind
00:06:42.636 --> 00:06:44.916 A:middle
of busy, kind of
caffeinated texture artists
00:06:45.456 --> 00:06:47.406 A:middle
for about four years.
00:06:48.096 --> 00:06:51.636 A:middle
And it got to the point where we
were releasing MARI three times
00:06:51.636 --> 00:06:51.926 A:middle
a day.
00:06:52.626 --> 00:06:55.036 A:middle
We'd do a version in the morning
and then fix it at lunchtime
00:06:55.036 --> 00:06:56.336 A:middle
and then another one
in the afternoon.
00:06:57.236 --> 00:07:00.186 A:middle
And if releasing three times
a day wasn't, you know,
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:06:57.236 --> 00:07:00.186 A:middle
And if releasing three times
a day wasn't, you know,
00:07:00.256 --> 00:07:02.636 A:middle
enough work, my brand
new girlfriend
00:07:02.636 --> 00:07:05.076 A:middle
at that time was a
texture artist using MARI.
00:07:06.496 --> 00:07:09.396 A:middle
It took me a little
while to work out how
00:07:09.396 --> 00:07:10.866 A:middle
to prioritize her bugs properly.
00:07:11.036 --> 00:07:13.036 A:middle
[ Laughter ]
00:07:13.056 --> 00:07:16.116 A:middle
But I'm glad to say it worked
out and we're still together.
00:07:17.111 --> 00:07:19.111 A:middle
[ Applause ]
00:07:19.206 --> 00:07:19.546 A:middle
Thank you.
00:07:20.031 --> 00:07:22.031 A:middle
[ Applause ]
00:07:22.046 --> 00:07:24.776 A:middle
So MARI was incredibly
successful at Weta.
00:07:24.776 --> 00:07:29.036 A:middle
Every tool-- so every model,
every character, every plant,
00:07:29.656 --> 00:07:32.576 A:middle
everything that Weta Digital
painted for Avatar was done
00:07:32.576 --> 00:07:35.246 A:middle
in MARI, and that was
several thousand assets.
00:07:36.066 --> 00:07:38.616 A:middle
Avatar did OK as well.
00:07:38.616 --> 00:07:41.796 A:middle
You know, I think three billion
dollars at the Box Office.
00:07:42.576 --> 00:07:46.106 A:middle
And MARI continues to be used
at Weta Digital until today.
00:07:46.396 --> 00:07:47.676 A:middle
Every movie that
they've released
00:07:47.676 --> 00:07:50.796 A:middle
since 2008 has used
MARI as its--
00:07:50.796 --> 00:07:51.786 A:middle
as their main texture tool.
00:07:52.386 --> 00:07:56.086 A:middle
So this includes things like
The Avengers, The Adventures
00:07:56.086 --> 00:07:59.106 A:middle
of Tintin, Rise of the Planet
of the Apes, and most recently,
00:07:59.596 --> 00:08:03.126 A:middle
this guy, again, for The Hobbit.
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:07:59.596 --> 00:08:03.126 A:middle
this guy, again, for The Hobbit.
00:08:03.316 --> 00:08:08.336 A:middle
In 2010, Weta Digital and The
Foundry came to an agreement
00:08:08.336 --> 00:08:09.266 A:middle
to commercialize MARI.
00:08:09.976 --> 00:08:12.936 A:middle
So The Foundry licensed
MARI from Weta.
00:08:12.936 --> 00:08:15.646 A:middle
But what that really
meant is that they sold it
00:08:15.646 --> 00:08:17.016 A:middle
and they sold me along with it.
00:08:17.016 --> 00:08:21.676 A:middle
So I got on a plane from
Wellington, New Zealand back
00:08:21.676 --> 00:08:24.306 A:middle
to London which is 32
hours door-to-door.
00:08:24.986 --> 00:08:27.306 A:middle
And this time, I was
coming back with a USB stick
00:08:27.306 --> 00:08:33.405 A:middle
for the source code and an
invoice for The Foundry to sign.
00:08:33.405 --> 00:08:35.756 A:middle
My role at The Foundry
was simple.
00:08:36.405 --> 00:08:38.866 A:middle
We wanted to make MARI
the industry standard
00:08:39.466 --> 00:08:41.926 A:middle
for visual effects,
3D digital painting.
00:08:42.416 --> 00:08:46.586 A:middle
Over the last three
years, we've done that.
00:08:46.636 --> 00:08:48.826 A:middle
We've been incredibly successful
to the point that nine
00:08:48.826 --> 00:08:50.526 A:middle
out of ten of the
movies nominated
00:08:50.526 --> 00:08:53.176 A:middle
for visual effects
Oscars this year used MARI
00:08:53.176 --> 00:08:54.866 A:middle
as their main texture
painting system.
00:08:55.696 --> 00:08:57.326 A:middle
The only reason that
the tenth didn't is
00:08:57.326 --> 00:08:59.426 A:middle
that they didn't buy it in time
enough to use on the movie.
WEBVTT
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MARI is at use-- in
use at a whole bunch
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of companies you
will have heard of,
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so there's Industrial Light
& Magic over in the Presidio,
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DreamWorks Animations,
Sony Pictures Imageworks.
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So really if you've seen a movie
over the last couple of years
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in which there has been an
alien, a spaceship, a monster,
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something blowing up,
you've seen MARI at work.
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One of the really
great things though
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about taking an in-house
tool something thats design
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for one specific task and making
it available to everybody is
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that you start seeing uses
that you never expected for it.
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We've seen it cropping up
in games, in architecture,
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in digital design, and even
in amazing artwork like this
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which is from an album cover.
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One of our most technically
innovative artists is a good
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friend of mine called Scott
Metzger who works out of LA.
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And he's coming up with
new novel techniques
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for capturing digital
environments
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and making photorealistic
rendering incredibly easy to do.
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So what this really means is
Scott went out one weekend
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So what this really means is
Scott went out one weekend
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and rented an industrial
laser scanner
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and started scanning things,
and he scanned his apartment.
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And he scanned it down
to millimeter accuracy.
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And ran around his apartment
with a camera taking hundreds
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and hundreds of reference
photographs making this enormous
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dataset which he pulled
into MARI and used MARI
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to paint those photos down onto
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to this enormous
scan that he made.
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And this created-- I think
it was a 20 gigabyte dataset
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that he was able to
fly around inside
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of MARI, edit in real time.
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But it also meant that he could
make amazing photorealistic
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renderings like this.
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You can actually zoom down
into the work surfaces
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and you can see fingerprints,
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you can see fine-grained
detail in the paint work.
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And this is an incredibly
useful thing
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for the visual effects
industry and the film industry
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because when you're
making a film,
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what you normally do
is you build a set,
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what you normally do
is you build a set,
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you put some cameras on the set,
you get the actors on the set,
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you film it, and then the set
gets torn down and thrown away.
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But what often happens
is two months later,
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the director has this
flash of inspiration
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that the thing that's
really going
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to give him the Oscar this
time is a zoom through this set
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which is now sitting somewhere
in a dumpster in Hollywood.
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And these are called
pickup shots,
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and they're incredibly
expensive to do.
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You need to go and find the
bits of set that still exists,
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you need to rebuild the set,
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you need to reconstruct
the lighting,
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you need to match
everything perfectly.
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But with this technique, you
can actually capture the set
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and its entirety, all
of the information,
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all the lighting,
when you're shooting.
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And when the director has this
amazing flash of inspiration,
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it's then incredibly cheap
to do pickup shots rather
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than incredibly expensive.
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All of the examples
that I've shown
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up until now have been
running on Windows and Linux.
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But MARI was originally
developed for the first couple
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of years of its life on
both Macintosh and Linux.
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Unfortunately, as I mentioned,
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we were releasing
three times a day
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and maintaining six builds a day
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in full production was really
more than we could deal with.
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So we concentrated
on Linux at the time,
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but I'm incredibly pleased that
MARI is actually coming back
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to the Mac later this summer.
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Thank you.
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[ Applause ]
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We've been developing on
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and targeting common
generation Mac hardware.
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And partially this
is really selfish.
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I want to demo on my brand new
shiny retina Macbook Pro and not
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on a big ugly laptop
I've got at the moment.
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The porting process for us has
been pretty straightforward.
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It's really just
some housekeeping.
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We need to take MARI's
OpenGL usage
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because it really is
fully OpenGL based
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and update it to
3.2 core profile.
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This is something
we've been meaning
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to do for a while anyway.
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to do for a while anyway.
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It really gives us a
lot of benefits in terms
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of performance, speed,
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simplicity of code
and stability.
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And it's taken us
about six weeks to go
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from absolutely nothing, MARI
didn't compile on the Mac,
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didn't run on the Mac, to
being able to demo here today
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which you guys will be
seeing in a few minutes.
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The screenshots you can see
on the screen were taken
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about a week apart
by my developers
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as they were bringing MARI up.
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The first image is the
first time MARI ran
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on the Mac in five years.
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The second one is a week later.
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We have rendering
up and working.
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And the third one is a week
after that where we're dealing
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with big datasets we can
paint and we can animate.
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So it really has been a
pretty seamless process.
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However, we have been incredibly
lucky during this whole
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process-- have been given
access to the new Mac Pro.
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We originally designed MARI
with multiple GPUs in mind.
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We originally designed MARI
with multiple GPUs in mind.
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For me it makes so much sense
that you're going to want
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to be processing
huge amounts of data
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on one device while you're
displaying it fluidly
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at 60 frames per
second on a second.
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However, we've not really