olin_piclist@embedinc.com (Olin Lathrop) wrote: > Ken Pergola (sent by Nabble.com) wrote: > > 2) Were the images produced by an Apollo workstation? > > Yes! 108 of them, in fact. > > 3) Quest1 and Quest2: Was 'Quest' a video game? > > No. > > > 4) Was the graphics engine based on a Motorola 68xxx processor? > > These were all rendered in software. And yes, the workstations were all 68xxx-based. > > Well, I'm out of guesses...tag you're it! :) > > OK. The images are two frames from the animated movie Apollo produced > for SIGGRAPH'85 called "A Long Ray's Journey into Light". The > significance is that they were ray traced, which everyone at the time > knew means it took hours to render each frame. This was the first time > anyone had put together a movie of more than a few seconds that was > entirely ray traced. Think about the enormous compute power required. > It took several CPU hours to render each frame, and you needed 24 of them > just to make one second of animation. If I remember right, the movie was > about 45 seconds long, which was about half the time of the standing > ovation it received from the SIGGRAPH audience immediately after. It may > not seem like a big deal today, but it was a very big deal back then. > Rendering a few ray traced frames was tough enough, but over 1000 of > them!!? Close enough. I'll give you partial credit. I was working at Apollo at the time, and my own desktop machine participated in the effort. "Quest: A Long Ray's Journey Into Light" was actually the *second* such movie produced by the network at Apollo. The first was called "Fair Play" and was about 1:45 of actual ray-traced animation (the opening and closing credits add to the length of the overall recording). "Quest" is actually slightly over 2 minutes long, and the credits say that it was accomplished in 7 weeks of elapsed time, using 52,000 hours of CPU time. In other words, the 108 machines spent an average of about 10 hours each day on the project. > To put this in perspective, Al Barr got major applause at SIGGRAPH'82 > when he showed about a 10 second ray traced animation of an object > rotating. His object was deliberately chosen to have symmetry, so he only > had to render 1/4 of the frames and just repeated them 3 more times to > show the object rotating a full circle. Still everyone was quite > impressed, and it took him many nights on a Prime 750 to render the > images. The Apollo movie was only 3 years later. ... and the animations of the myriad objects in the Apollo movie are all out of sync to prove that no such shortcut was taken -- every frame was fully and independently rendered. > Apollo made this movie to point out the aggregate computing power of a > large network of "little" machines. There were over 1000 machines on the > Apollo network at the time, and special software was written so that you > could allow your node to participate in the collective rendering when you > weren't using it, like at night. Really only Apollo could have done this > at the time. Nobody else had that kind of untapped computing power > hanging around. Others, like government labs, had substantial computing > power, but it was expensive and needed to be put to good use. It was done in the same manner as SETI@Home was done more recently -- work was farmed out to idle machines by a master server during off hours. Therefore, the group of engineers who conceived and managed this called themselves "The Midnight Movie Group". -- Dave Tweed -- http://www.piclist.com PIC/SX FAQ & list archive View/change your membership options at http://mailman.mit.edu/mailman/listinfo/piclist