Adam Glick
Well-known member
- Joined
- Jan 3, 2008
- Messages
- 284
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- Location
- Austin, TX
- Website
- www.boxxtech.com
Everybody's points are well-taken. These approaches would make a ton of sense. The benefits of Red Rocket-enabled software tools with some of these technological underpinnings clearly will be of great benefit for many needs and workflows.
Be that as it may (and back to my original point a few posts up), I still have not heard anybody explain how Red Rocket could do much to speed up transcode times for HD or 2K deliverables much more than can already be done currently.
I am also a little curious that we've heard nothing about how a Red Rocket-enabled would approach the specifics of color correction and image scaling, etc. Practically ALL of the software apps for editorial, VFX and DI workflows now utililize "pixel shaders" or other methods which make calls to the system's GPU for handling color correction, etc. I guess I am having a problem conceptualizing how to to keep data moving freely assuming software venodrs are unwilling to change how they are handling this part of the image processing.
Imagine a round trip that the data might need to make: from host system-->to Red Rocket-->back to host system-->to GPU-->back to system-->back to Red Rocket for SDI encoding, metadata insersion, etc.
Am I way off base here?
**edit** - in fact, how would the system keep track of R3D metadata at all in this scenario???
**edit #2** - ah right - I guess the SDK would handle this of course. duh.
(note to self - no more posting to the board after multiple beers)
Be that as it may (and back to my original point a few posts up), I still have not heard anybody explain how Red Rocket could do much to speed up transcode times for HD or 2K deliverables much more than can already be done currently.
I am also a little curious that we've heard nothing about how a Red Rocket-enabled would approach the specifics of color correction and image scaling, etc. Practically ALL of the software apps for editorial, VFX and DI workflows now utililize "pixel shaders" or other methods which make calls to the system's GPU for handling color correction, etc. I guess I am having a problem conceptualizing how to to keep data moving freely assuming software venodrs are unwilling to change how they are handling this part of the image processing.
Imagine a round trip that the data might need to make: from host system-->to Red Rocket-->back to host system-->to GPU-->back to system-->back to Red Rocket for SDI encoding, metadata insersion, etc.
Am I way off base here?
**edit** - in fact, how would the system keep track of R3D metadata at all in this scenario???
**edit #2** - ah right - I guess the SDK would handle this of course. duh.
(note to self - no more posting to the board after multiple beers)