John McNeil: Cloud
Computing Democratizes Digital Animation
January 30, 2012
Pay-As-You-Go Datacenter Processing Power Creates Opportunity for
Smaller Business
While
cloud computing may be nothing more than pie in the sky to some, a
smaller creative agency in Berkeley, Calif., believes it is driving a
real renaissance in digital arts.
John McNeil Studio recently began using on-demand datacenter processing
power to help it make computer-generated animations. The agency
discovered that it could create high-quality animations in less time at
a reasonable price if it offloaded the rendering process to a cloud
computing service.
"I could never compete or be able to deliver something at the level of a
Pixar or a Disney, given what I have at my disposal inside the walls of
the studio," said John McNeil, the chief creative officer and founder of
the digital arts and communication company.
"But if I factor in the cloud, all of a sudden I can go there," he said.
"And then the limitations of whether or not I can deliver something
great will be on my own talent and the talent of the people that are
part of the studio."
"To make things move like paper, to model characters in 3-D that look
like they could've been made from paper and then have the whole thing
come together in a way that's natural and tells a story is a big
challenge," said Walton. "And it required lots of computer-crunching
power to render graphic images into motion."
The need for compute horsepower led Walton and co-director Brandon
Kuchta to try Amazon's EC2, or Elastic Compute Cloud. The Amazon service
allowed the McNeil team to access the processing power of hundreds of
computers to simultaneously render several phases of the animation
project and dial up or down the amount of processing power and storage
space used for each phase.
"Cloud
computing is the first truly democratic, accessible technology that
potentially gives everyone a supercomputer ... it's a game changer." --
John McNeil
"With Amazon, it's
pay as you go, so we can fire up 300 machines at once," said Kuchta. "If
we needed them just for a few hours, that's all we would pay for and
then we would spin them down until we needed them again."
In contrast, the upfront cost of
building an in-house render farm can seem astronomical. "With just eight
machines, you could be looking at $50,000," said Kuchta. With only four
big projects a year, he said that kind of investment might not be fully
utilized.
"The cloud helped us finish in a timely manner," said Walton. "We had
9,000 hours of rendering that had to take place. On one machine, that
takes a year and yet we had a week to do the rendering phase of this
particular project. If we were to try and render this project on our
internal render farm, we're talking more like 6 weeks to render
everything."
"We now realize that we have a big behemoth behind us that can render
just about anything we throw at it," said Walton. "We don't have to
lower quality or spend so much time fine tuning how long something is
going to render; we actually can just get it going and move on to the
next scene."
From Big to Tiny Screens and in Between
"We're seeing more and more artistic expressions that are borne out of
the technology," said McNeil. "There's a much closer relationship
between how you're creating the art at the onset and how it's going to
be deployed digitally as an interactive program."
Rebecca Lieb, a digital advertising and media analyst at Altimeter,
isn't seeing a rise in demand for high- production animations by
advertisers. "End users don't have the latest browser or hardware
required to play cutting-edge experiences," she said. But she says that
Immersive Lab's interactive retail billboard, Intel's Museum of Me and
even Burger King's Subservient Chicken are just a few examples of
companies creating engaging digital experiences, which are often
designed for TV or the Internet, and sometimes both.
Hype or Game Changer
According to the Cisco Cloud Index, there will be 12 times more cloud
computing traffic processed inside datacenters by 2015 compared with the
amount of traffic in 2010. Yet Jon Peddie, a technology analyst and
president of JPR research, doesn't see cloud services as a major
disruptor to the digital arts industry. Rather, he says it has more to
do with Moore's Law, which generally states that computing performance
continues to increase over time while the cost drops.
"Using servers on a demand basis is certainly more economical than
having your own rendering farm and the incumbent support and overhead
associated with it," Peddie said. "But there is no free lunch," he
warned. "All potentially faster and cheaper rendering does is move the
problem to another part of the pipeline."
Peddie
points to Blinn's Law, which states that as technology advances,
rendering time remains constant because rather than using improvements
in hardware to save time, artists tend to employ it to render more
complex graphics. The axiom is named for Jim Blinn, a computer scientist
who created animations for NASA's Voyager project and worked on the Carl
Sagan "Cosmos" documentaries.
"So the 'cloud' raises the quality level, and may reduce some of the
overhead and costs for smaller firms, but not much else changes."
McNeil says that the business model for his studio simply would not work
without affordable technologies like cloud clouding, and the common,
almost consumer-level software and hardware available today.
"This allows me to have designers working next to motion graphics
people, working next to people doing web development, working next to
people finishing video, working next to people editing video, working
next to people writing scripts," McNeil said. "And that creates a really
interesting opportunity for us."