| Q&A |
Ludwig
von Reiche
Executive Vice President of mental images
feb. 2008 |
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"
[...] 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
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| 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. |
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| 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.
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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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