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NEXT Generation Digital MEDIA

UCSD Center for Hybrid Multicore Productivity Research. NEXT Generation Digital MEDIA. Sheldon Brown, UCSD Site Director CHMPR Daniel Tracy, Programmer, UCSD Experimental Game Lab Kristen Kho, Programmer, UCSD Experimental Game Lab Todd Margolis, Technical Director, CRCA. sgbrown@ucsd.edu

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NEXT Generation Digital MEDIA

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  1. UCSD Center for Hybrid Multicore Productivity Research NEXT Generation Digital MEDIA Sheldon Brown, UCSD Site Director CHMPR Daniel Tracy, Programmer, UCSD Experimental Game Lab Kristen Kho, Programmer, UCSD Experimental Game Lab Todd Margolis, Technical Director, CRCA

  2. sgbrown@ucsd.edu crca.ucsd.edu/sheldon SHELDON BROWN Director of the Center for Research in Computing and the Arts (CRCA) Professor of Visual Arts Founder of New Media Arts @ UCSD Calit2 Site Director of the UCSD CHMPR

  3. Next Generation Culture will develop out of the capabilities that Multicore Computing enables in relationships that we can create between these areas: Assets, Dynamics and Behavior Computation for Virtual worlds and games Multi-user, Extensible Virtual Worlds Future Cinema – 3D, Ultra-high Resolution Production Initial proposed industry partners: IBM, Intel, Sony, Emergent Game Technologies, Zaxel Inc.

  4. Future Cinema – • Ultra-high Resolution • 3D • Networked Production Delivery • Prototyped and authored in virtual worlds • Real (vs. Reel) time cinema • Multi-point Telecommunications -with all of the above requirements.

  5. Ultra high resolution projection technologies 4K – 3840 x 2160 pixel displays today 8K and beyond tomorrow Provide qualitative advantages over film projection, driving adoption of digital cinema in coming years. Digital Cinema Auditorium ultra-high resolution cinema, 3-D sound; tele-presence conferencing; stereo imaging, Cine-Grid optical ultra-high bandwidth High Resolution gives 3D the needed fidelity. Drives the development of production techniques that require greater computing capacities at all levels.

  6. Mutable Media Environments Relationships between Virtual Worlds and Digital Cinema Co-hosting virtual world at UCSD and Peking University, distributing application development and delivery between US and China – using high speed global optical network. Z/Series Mainframe Computers – providing large centralized processing for multi-user virtual worlds, large memory footprint for digital cinema development, extensive storage and data management techniques for distributed development Cell Processor Compute Servers provide accelerated parallel, vector computation IBM Mainframe and Bladeservers at at both UCSD and PKU. San Diego Supercomputer Center, Calit2 and CRCA collaborate on resource management. Compute/Power Advantages.

  7. Global lambda grid is the “new Hollywood” as cinema becomes an end to end digital medium.This is the platform to deploy multicore resources.

  8. Calit2 and NSF Optiputer Project Allow for High Speed Networks and Ultra-High Fidelity environments. Calit2, UCSD WAAG, Amsterdam

  9. Audio Engineering Society Demo First ever real-time IP transmission of 4K resolution digital motion picture and 24 channel digital audio synchronized and mixed from multiple remote locations Special event was part of CineGrid demonstrations of networked digital cinema Demo took place during the Audio Engineering Society (AES) convention at the Letterman Digital Arts Center, Premier Theater in the Presidio of San Francisco, October 5-8th, 2006

  10. Streaming 4K video and 24 channel audio from multiple locations Compensate for fixed latency with Max/MSP patch to maintain synchronization Demonstrate remote collaboration and tele-matic production

  11. LucasFilm • San Francisco • UCSD • San Diego • USC • Los Angeles • Keio University • Tokyo

  12. AES Network Usage • Vast majority of bandwidth is required for video • 24 channels of uncompressed 24bit/96KHz is still relatively small • SMPTE control data is also very minor

  13. Stereoscopic 4K for D-ILA CineGrid 2008 Demo By Todd Margolis, Andrew Prudhomme, Jurgen Schulze, Robert Twomey, Rod Sterling, Stuart Levy, Robert Patterson, Greg Dawe, Sheldon Brown

  14. Current Modes of Stereo 4K Pre-recorded Animations Rendered on parallel, multi-core systems. Live Interactive Computer Graphics GPGPU computation on NVIDIA With Multi-threaded x86

  15. Hardware Diagram

  16. (left eye) Zaxel Servers (right eye) (left eye) JVC Projectors (right eye) (left eye) Dell Workstations (right eye)

  17. Producing CG animations • 29 Mental Ray licenses running on 15 dual Opterons • Scalable City (clip length 4:04)244 seconds = 5856 frames = ~500 hours render time

  18. Prepare Source Files • Transfer data to encoding systems • 12,067 frame transfer from NCSA to Cinethumper at UCSD • Using RBUDP over optiputer, the speed varied greatly by hour of day • 120-400Mb/s = 30-170 minutes per/animation • Copy files from Cinethumper to 4 zaxels = 20-40 minutes @ 800Mb/s (SFTP) • Transfer video to display systems • Copy AVI movies from external drive = 4 x 10 minutes

  19. Encode TIFF files into AVI movies • 1 minute of movie takes ~20 minutes to encode • Progressive or Interlace(psf)? 25 – 60 minutes for all 4 videos to encode

  20. Zaxel AVI Encoding (lossless)

  21. FILE New Media Art FestivalSao Paulo Brazil, Yokohama Japan, San Diego US 1st ever 4K feature film to premiere streamed to 3 continents at once. Program had HD teleconference between 3 sites projected in 4K quadrants.

  22. 4K 70 minute film with 5.1 audio streamed along with HD teleconference to: UC San Diego ---- FILE Sao Paulo --- Keio University - Tokyo

  23. Jim Chen’s VLAN proposal using Multicast in Chicago T-LEXGOLE vlan 2712 vlan 2712 vlan 2712 vlans 2711/2 UMackenzie C-wave vlan 2711 Ampath GOLE USP

  24. Final Configuration: unicast VLAN assignments T-LEXGOLE vlans 2712/3 vlan 2712 vlan 2713 vlans 2711/2 UMackenzie C-wave vlan 2711 Ampath GOLE USP

  25. 4K Production Times • 4K frame renders took over 24 hours • Encoding to AVI movies took another 12 hours • File transfers onto & off external drives took another hour • Entire film transfer with ftp would take about 30 days ~5Mbps • Using RBUDP entire film at 800 Mbps took about 40 minutes

  26. HD transmissionSao Paulo – SD – Keio Special Thanks to Hector Bracho for rendering these drawings 3 plans

  27. Out: component In: component HDV cam Converter Out: HD-SDI In: analog Audio AD In: Hd-SDI In: AES Out: AES/EBU Ultragrid Send to Keio NETWORK Ultragrid Receive from Keio Out: HD-SDI Out: AES/EBU Sao Paulo – Keio PLAN A 1. Sao Paulo - Keio = Ultragrid bi-directional with AJA cards a) send - ultragrid b) receive - ultragrid O1V mixer Sony SXRD 4K In: HD-SDI

  28. Out: component HDV cam NETWORK In: component In: analog iHDTV Send to SD Out: analog iHDTV Receive from SD Out: component Sao Paulo – San Diego In: component PLAN A 2. Sao Paulo - UCSD = iHDTVw/ Blackmagic a) send - iHDTV b) receive - iHDTV Converter Out: DVI O1V mixer Sony SXRD 4K In: DVI

  29. Out: component HDV cam NETWORK In: component In: analog VLC Send to SD Out: analog VLC Receive from SD Out: component Sao Paulo – Keio In: component PLAN B1.Sao Paulo - Keio a) send - VLC or iHDTV b) receive - VLC or iHDTV Converter Out: DVI O1V mixer Sony SXRD 4K In: DVI

  30. Out: component HDV cam NETWORK In: component In: analog VLC Send to SD Out: analog Qvidium Receive from SD Out: component Sao Paulo – San Diego In: component PLAN B2. Sao Paulo - UCSD a) send - VLC b) receive - Qvidium Converter Out: DVI O1V mixer Sony SXRD 4K In: DVI

  31. NETWORK HDV cam HD VTC H.323 Out: analog Out: component Sao Paulo – SD – Keio In: component PLAN C1.Sao Paulo – SD - Keio a) send – H.323 b) receive – H.323 Converter Out: DVI O1V mixer Sony SXRD 4K In: DVI

  32. 2 cameras, 2 HD systems & 2 4K Playback systems

  33. Install Equipment Zaxel 4K Servers 4K Streamers UltraGrid HD 10Gb Switch

  34. 2 cities with very different configurations

  35. Configuring networks and equipment for this level of global service is currently non-trivialDozens of people reconfiguring switches on many private networksMany dedicated technical staff at each site to configure content, computers, AV infrastructure, and networkingSome of these people don’t get to sleep for a few weeks.

  36. High Resolution Cinema development with same asset pipeline as game environment. Mining virtual world for behavior data and use as cinema prototyping platform for rapid development of cinematics.

  37. Virtual World Generated Movie Trailer http://www.sheldon-brown.net/downloads/sc_trailer_stereo_720_12142007.wmv

  38. Future Cinema – • Milestones Year 1 and 2 • Utilize Virtual World as Cinematic Production Environment • Create “Virtual World Director” application • Explore hybrid schemes of network delivery methods utilizing global Lambda Grid. • Test implementations of “Machinima” computed and delivered across global Lambda Grid.

  39. Future Cinema – • Deliverables Year 1 and 2 • Create real time 3D 4K projection environment • Create 3D 4K movie production pipeline utilizing virtual world as production environment • Devise methodologies for rendering algorithms to automatically generate 3D 4K frames • Create database schemes that track changes in assets from virtual worlds to cinematic uses of same assets.

  40. sgbrown@ucsd.edu crca.ucsd.edu/sheldon

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