This week is a big one for Netflix, although bigger releases like The Defenders are still waiting for later in August. This week we’ll see season three of Voltron: Legendary Defender, as well as season two of Wet Hot American Summer. Syfy is back wit…
MSI knows that it cannot simply stand still and let the world go by, this is the surefire path to obsolescence. This is also the main reason as to why they have decided to give the MSI WS63 workstation an update, cramming into it the NVIDIA Quadro P4000 graphics chipset to deliver superior mobile performance, regardless of where you are at that point in time.
The updated MSI WS63 which is powered by the Quadro P4000 with Max-Q Design brings with it a slew of benefits. Sporting a smaller design, it also delivers improved graphics performance as well as boasts of an optimized air flow system, allowing MSI to redefine the term ‘portable workstation performance’.
Using NVIDIA’s Pascal architecture, the Quadro P4000 GPU is touted to be able to offer more than 40% the visualization performance and 1.7 times the computing performance compared to its predecessor. With the MSI WS63 boasting of the performance capability and memory capacity that large workstation models have, it is able to churn out photo-realistic renderings and a compelling VR experience without missing a beat, all arriving in a thin and light mobile workstation chassis.
Hardware specifications of the MSI WS63 include 8GB of GDDR5 memory in the Quadro P4000 GPU, 32GB of RAM, NVIDIA GPU Boost 3.0, five pipes for optimized thermal design, a 41-blade fan for the CPU, built-in biometrics and high-level security for enterprise-grade security, which have been certified by Windows Hello, a 15.6” display that arrives in either Full HD or 4K IPS options. In terms of storage, you can pick from either a 512MB SSD + 2TB HDD or a 256MB M.2 SATA + 1TB HDD, depending on your budget and needs, all powered by a 7th generation Intel Core i7 processor. The starting price stands at $3,099 apiece.
Press Release
[ MSI WS63 workstation updated with NVIDIA Quadro P4000 graphics copyright by Coolest Gadgets ]
At SIGGRAPH 2017 NVIDIA is demonstrating its Artificial-Intelligence assisted rendering ray-tracing tool called OptiX (5.0) which the company claims can give NVIDIA’s DGX workstation a rendering capability equivalent to 150 CPU-based servers. Optix 5.0 could boost the productivity of graphic designers who use Ray-Tracing, and eventually, this tech might even trickle down to more cost-effective GPUs and software solutions.
That is a bold claim indeed, but let’s step back and look at how AI-assisted ray-tracing works and why it would be so much faster. Typically, much time (and cost) spent producing ray-traced graphics goes into the creative process during which designers build models, materials, and scene. As time goes, they often have to ray-trace things out to see how it looks. This happens thousands of times, and the number of iterations often correlates with the quality of the final work.
Ray-tracing is a very compute-intensive rendering technique, and if you want to “preview” a scene without doing a complete render, the trade-off is normally to accept a higher level of noise (see above image, left side). The noise happens because not enough rays have been used to render the image so many pixels final lighting has not been calculated (yet). Sometimes, even a noisy image is “OK” from a preview perspective, but it is never ideal. Sometimes, you just need everything to look as close as final as possible.
With the help of AI, the rendering engine is capable of looking at noise patterns and estimate what the final image might look like. This not unlike rebuilding a very pixelated face in a low-resolution photo, based on having to look at a whole of faces. The computer is simply much more able to deal with having seen millions of noise patterns and estimating which one resembles the most the current one, and estimating what de-noising would look like.
Another way of thinking of it is to have the AI build a police-sketch of the final de-noised image, based on a rough description (noisy image). It remains an estimation, but if it is good enough, it can give an excellent feel for the real thing. That is what “previews” are about.
That AI denoising process is a lot faster than ray-tracing and provides remarkable results if the NVIDIA demos are a good reflection of the average use case. We will see how designers in the field judge it, but the idea and demos are quite impressive. I am not sure what things look like temporally (if you try creating animated scenes), but this is not meant as being a “final render” solution.
NVIDIA should not have any problems finding clients because previews are never fast enough, and this could potentially save a ton of money to design companies. There’s real value here. As designers can preview faster, they can try more things, and better tunes existing work within the same budget. Lowering the design budget and schedule length also becomes very possible.
NVIDIA AI-Assisted Ray-Tracing To Boost Creative Process , original content from Ubergizmo. Read our Copyrights and terms of use.
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