![]() ![]() Then once these steps are done, the result is shipped back to the CPU. Since all the points are computed independently, this is the perfect scenario for a GPU with tons of little cores, it can fly. Once that is done, the data is shipped off to the GPU, and the steps starting at the deformation are done there. With the OpenCL code path, the parts of the chain up to the deformation step are all done the ‘old’ way, same old same old. ![]() Each one needs positioning, blending, making sure the skins don’t crack, and all sorts of minutia that can ruin even a basic movement. The idea is to take a complex high poly count model, 1-3 million polygons is typical now, and run it through a complex series of deformations and animation steps. That said, the idea is pretty simple, Maya is a character modeling and animation program, and there are many parts to it. The obvious culprit, the new software, didn’t actually seem to be the problem, Windows just didn’t like life, so no live demo. The PC that the demo was set up on had Windows throw a proverbial hissy fit, enough to warrant a reinstall. While we would normally say something like “well, it is a pre-alpha demo of a technological testbed”, this time there was a clear cause, Windows. Normally we would put in lots of pictures or videos, but the demo gods colluded to make sure that didn’t happen. At GDC, there was a joint Autodesk/AMD tech demo aimed at speeding up Maya, and it looks to have worked. ![]() A lot of people have been wondering if OpenCL has uses in real software, and Autodesk’s Maya is about to answer that question. ![]()
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