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 Q&A Ludwig von Reiche
Executive Vice President of mental images
feb. 2008
 

" [...] The motivating factor behind the deal with NVIDIA is that the two companies are fairly aligned at this time. The combination of mental images and NVIDIA unite some of the greatest talents in the visual computing industry and this combination enables the development of tools and technologies to advance the state of visualization."


< mental mill user interface

   
Q1 Please give a brief presentation of mental mill.
A1

mental mill enables artists and other professionals to develop, test and maintain shaders and complex shader graphs for hardware and software rendering through an intuitive graphical user interface with real-time visual feedback - without the need for programming skills. Software companies can incorporate parts or all of mental mill in the form of software libraries into their own digital content creation and design products. Shaders are automatically generated in the MetaSL™ language and can be modified easily. mental images designed MetaSL to encompass the expressive power of all current and future shading languages and shading language standards. Complex cooperating shader graphs can be encapsulated into Phenomena™.
MetaSL shaders and Phenomena are valuable and future-proof assets. They do not need to be re-authored for different target platforms. The built-in proprietary mental mill compiler technology generates abstract syntax tree representations of shaders and Phenomena. These are then translated by back-end plug-in modules into various dedicated or general purpose target languages for compilation to one or more target platforms with the respective native compilers, including CPUs (C++), GPUs (Cg, GLSL, HLSL) and other current and future platforms, eliminating the need to re-engineer and debug shaders and Phenomena for each of them. Whenever possible, mental mill produces real-time interactive visual feedback using real-time compilation of the resulting code and its immediate execution on the target platform.
mental mill ships with support for Cg, HLSL, and GLSL, as well as C++ for mental ray and RealityServer. Back-end plug-ins for other targets such as special purpose processors and other software renderers can be developed by third parties using the mental mill API.

What is mental mill?
mental mill™ is an innovative new approach to shader creation which allows users to concentrate their efforts on realizing imagined images. It supports:
- Creation of shaders without programming
- Graphical shader debugging and optimization
- Repurposing and reuse of shaders
mental mill is a component software or application that is made to integrate or work with 3D software. At its core is the MetaSL® shader language – a simple yet, expressive language that is a superset of all shader languages. This enables shader creation via a graphical user interface with real-time feedback, and creates shaders, Metanodes™, and Phenomena™ that are platform/environment agnostic and are future-proof.
Artists and programmers who write shaders for video games, visual effects, feature animation, design visualization, etc., face many more challenges than the creative aspects of producing them. Shading languages tend to be technical, and the resulting shader code difficult to analyze. Moreover, shaders typically depend on a particular shading language and platform, which means that work cannot be used in
other contexts. These factors not only limit productivity, but also the settings in which the results can be used. mental mill is the solution to these problems.
The foundation of mental mill is the MetaSLTM shading language, a simple yet expressive language which acts as a hub of shader generation. The MetaSL compiler that is part of mental mill has a plug-in front-end for parsers of other languages and a plug-in back-end to support any target platform. The extensibility of the compiler means that shaders are protected against other languages becoming obsolete and also that shaders can be reused in a variety of settings.
mental mill not only allows users to write shaders which transfer easily, but also encourages the creation of compact components called MetanodesTM , which can be combined into shader networks and PhenomenaTM to create more complicated, visually interesting shaders. The mental mill Graphical User Interface (GUI) provides a visual representation of these shader networks for easy and intuitive manipulation. In fact, the GUI eliminates the need to work directly with code. Shader writers can use it to create, debug and optimize shaders.

   
Q2 Is mental mill aimed at developers or 3D artists?
A2

A key benefit of mental mill is that it puts more control in the hands of the artists/individuals of all skill levels – therefore it is squarely aimed at developers and 3D artists, as well as other creative individuals in need of shaders.
In the case of a non-technical artist or other game developers in non-engineering roles, mental mill empowers them to create hardware shaders via a graphical interface without coding expertise. The real time feedback lets them see an immediate cause and effect, so they can experiment and learn as they go.
For technical artists, mental mill enables them to create complex shader trees – MetaNodes™ and Phenomena™ - that can be passed along and adhered to less technical individual or teams of artists. They determine/limit the amount of control given to less technical creative staff.
One significant benefit for artists of all levels is that they no longer have to try to communicate their vision to a programmer to interpret, nor do they need to wait for the shaders to be created by coders – thus, avoiding bottlenecks, which benefits the entire development process.
For developers, as well as all users of mental mill, there are a number of benefits such as real-time, visual debugging of shaders. Since the resulting shaders are platform/environment agnostic, mental mill also negates the need to write or rewrite multiple shaders for each configuration. This makes the entire process more efficient.

   
Q3 Creating a pixel or vertex shader requires some mathematics knowledge. Do you think that artists are ready for this kind of work?
A3 One of the pain points in the development cycle is the bottleneck inherent by one or two shader programmers trying to keep up with what is usually an entire team of artists. And one of the frustrations for artists is trying to communicate their vision to a shader programmer who then has to interpret it and build shaders to achieve it. We believe that artists and other creative team members are both ready and willing to embrace something that would streamline this process.
   
Q4 Can mental mill be integrated in any real-time 3D pipeline (i.e. games or serious games)?
A4 mental mill is a shader writer software, versus a rendering software. It is platform and software agnostic, therefore it can be used in conjunction with mental ray or any other 3D rendering, DCC or CAD application.
Since mental mill creates shaders in several target languages – CgFX, HLSL, GLSL, C++ for mental ray® or RealityServer™; and the resulting shaders are platform independent and environment agnostic – whether that is Linux, XP, Vista; CPU or GPU environment – we believe it can be integrated into any type of development cycle or set up. Back-end plug-ins for other targets such as special purpose processors and other software renderers can be developed by third parties using the mental mill API.
   
Q5 Is mental mill free for 3D artists?
A5 We provide mental mill®: Artist Edition for free bundled with NVIDIA® FX Composer 2.0. This version of mental mill does not include MetaSL edited or debugging capabilities and exclusively exports to FX Composer 2.0.
In January we issued the mental mill® 1.0 Beta Release as a download on the mental images website. This full-featured edition of the software includes powerful shader editing tools such as MetaSL shader editing and an integrated graphical shader debugger. It includes a compiler that enables users to target shader generation for specific applications.
   
Q6 Does it make sense to integrate mental mill directly in DCC packages?
A6 A majority of mental images’ business is based on the OEM or partners model. We are always seeking ways to compliment our partners’ software and hardware and do not anticipate that to change. For example, our mental ray® technology and related products have long been integrated with the leading products of our partners such as Autodesk and Avid, as it enables optimization efficiencies and a more seamless or streamlined experience for the end users.
We have already been working with our partners and have developed mental mill® Integrator Edition, which is a component library for integration in to applications and shader pipelines.
   
Q7 The facts that NVIDIA acquired mental images and that mental mill features a render tree close to Softimage XSI's can be interpreted as a sign that real-time and pre-rendering are merging. What is your opinion about this?
A7 The consumer demand for richer, more photorealistic and interactive, immersive 3D experiences – whether those experiences are games, films, or web-based – have been driving innovation in visual computing at a rapid pace. That demand is no longer limited to high-end gamers and creative professionals, but is growing more mainstream with the adoption of visually rich or configurable ecommerce experiences, virtual and social networks, and immersive and digital media-centric operating systems. We expect this to fuel a great number of advancements in visual computing for the foreseeable future and see mental images’ technologies at the forefront of this trend.
The motivating factor behind the deal with NVIDIA is that the two companies are fairly aligned at this time. The combination of mental images and NVIDIA unite some of the greatest talents in the visual computing industry and this combination enables the development of tools and technologies to advance the state of visualization.
   
   
   
   
 
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