Rendering generally consumes more CPU. The graphics card is not as important as the CPU. However, professional graphics cards and some A-cards can also play a role in acceleration; they also play a great role in 3D modeling, even more than the CPU. Important point.
The operating environment of this tutorial: Windows 7 system, Dell G3 computer.
Rendering is a very magical thing. For example, if it is an animated picture, if it is rendered, it will look the same as the real thing...
This is You can see the rendering effect of the cartoon clip. The second chapter of the picture is almost like a real shot. In the early years, we could only see the rendering effect in some larger movies. "In order to render "Avatar", Victoria Tower Digital uses a server farm covering an area of 10,000 square feet. There are 4,000 servers with a total of 35,000 processor cores. The average time for a single frame to be rendered is 2 hours. For a 160-minute video, the overall rendering time takes 2,880,000 hours, which is equivalent to It takes 328 years for a server to work!”
We generally think that the “awesome” effect often requires special effects artists to depict it frame by frame, and each frame is a picture. In a movie, there are at least 24 frames per second. Imagine, even if the special effects footage we see is only ten seconds, to the special effects artist, that is 240 pictures! However, making special effects is not the slowest, but rendering special effects is the slowest... Even if you use a high-performance computer, the time required to render one frame may still reach 48 hours! In addition, rendering can slow down your computer. If rendering is going on in the background, the special effects artist probably won't be able to use the computer to work... For these various reasons, plus uncontrollable factors such as computer crashes, special effects artists are often unable to work at the time specified by the producer due to rendering problems. Complete the work within... Moreover, the human consumption, material consumption, and electricity consumption required to maintain computer rendering are also a huge expense for the production company!
1. Does rendering consume the CPU or the graphics card?
In fact, both are used at the same time, but due to different accuracy and efficiency requirements, there is a preference.
CPU calculations are very accurate and can be used to calculate projects that require extremely high accuracy
If you describe CPU calculations, you can understand it as a PhD-level calculator.
The computing unit of the graphics card is relatively simple, and it is suitable for calculating relatively simple projects.
So graphics card calculation can be understood as a primary school student level calculator.
When the computer allocates tasks, it will throw simple calculations to the graphics card, and the CPU is responsible for complex calculations that the graphics card cannot bear.
Rendering generally consumes more CPU. The graphics card is not as important as the CPU. However, professional graphics cards and some A-cards can also play a role in acceleration and play a great role in 3D modeling, even more than the CPU. Another important point
For example, the graphics card may only be responsible for a few data operations of addition, subtraction, multiplication and division, and the accuracy is limited, and it can only calculate an integer.
But the CPU has to perform calculations using equations, arrays, integrals, etc., and it can be accurate to more than a dozen decimal places.
The game focuses on real-time restoration and plot experience. It does not have high requirements for color and shape, or it has low requirements for accuracy.
So at the beginning of the design of the game, many complex calculations were simplified or abandoned. The so-called 3D engine is this concept, which simplifies or decomposes many complex calculation methods, thereby enhancing the graphics card calculation.
The result of these simplifications is that it doesn’t matter if the RGB deviation is a few points, but there are slight deviations or weaknesses in reflection calculation, scattering, virtual focus, blur, etc. But these are secondary to the rhythm of the movement and the completeness of the plot.
For professional calculations with higher requirements, all the above items are related to the correctness of a certain calculation method. Even a few tenths of data discrepancies will cause major errors in other related calculations. All accumulated errors will make the final result difficult to predict and control.
So, even in professional calculations, those calculations that rely heavily on card verification, such as some CUDA-based 3D effect calculations, are mostly biased calculations. In truly commercial, professional-level film and television effects, they are only "reference answers" and often require more post-production adjustments and processing before they can be used. And only those that rely entirely on CPU calculations are more reliable results.
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