February 6th, 2023

Host: Carol Payne

Secretary: Carol Payne

Attendees:

  • Rémi Achard (TSC) - DNEG
  • Mark Boorer (TSC) - Industrial Light & Magic

  • Mei Chu (TSC) - Sony Pictures Imageworks

  • Sean Cooper (TSC ACES TAC Rep) - ARRI

  • Michael Dolan (TSC) - Epic Games

  • Patrick Hodoul (TSC) - Autodesk

  • John Mertic - Academy Software Foundation / Linux Foundation

  • Carol Payne (TSC Chair) - Netflix

  • Mark Titchener (TSC) - Foundry

  • Carl Rand (TSC) - Weta Digital

  • Doug Walker (TSC Chief Architect) - Autodesk

  • Kevin Wheatley (TSC) - Framestore

  • Thomas Mansencal - WetaFX
  • Zach Lewis - Method Studios
  • Eric Renaud-Houde - Epic Games

Apologies:

  • Mei Chu

OCIO TSC Meeting Notes

  • CI Build Matrix
    • Remi: there are some breaking changes in the spreadsheet. Please take a look if you get a chance
    • https://docs.google.com/spreadsheets/d/12fS8A3rcAHz5X05NVM11CeeD2N8EG6l1dRbuOqnHL7U/edit#gid=0
      • Red: delete
      • Green: add
      • Blue: in-line changes
    • Should work start on these changes before the 2023 docker is available?
    • Not planning on changing the nightly, changes to CI only
    • Michael: should we leave latest in the nightly though? To catch upcoming breakage quickly?
    • Kevin: floating versions should be for notification purposes, not for code quality release support purposes.
    • Remi: the nightly builds have been failing for months now, so it's hard to use/depend on
    • Remi: optional jobs in the CI would be more visible
    • Doug: hopefully we'll be able to get resources to fix at least the analysis nightly builds soon
    • Michael: we could split up the analysis workflows and be more intentional about what we want to get out of them.
    • We should update the yaml files with new workflows before we attempt to make the changes proposed by Remi. Michael: should be pretty simple, can take a look. 
  • Managing 3rd party security updates
    • Doug: Cedric is working on a PR for that as discussed in prior meetings - adding min/max/recommended
  • PR #1762
    • 1D/2D Texture LUT - PR to let users disable the 1D LUT simplification as 1D is not supported in Unreal and other apps
    • Default would stay the same, user/app would have to explicitly disallow to generate 2D only
    • Remi: not sure there is a way to implement this without breaking ABI
    • Mark: is there a huge performance hit to just remove the optimization to 1D lookup?
    • Eric: probably not, but it would be breaking still as the client would need to be updated - as the height of the lookup would remain "1"
    • API should have been based on the enum type and not the texture height
    • Michael: can we overload the function to pass an enum on a patch release? 
    • Does this need fixed in 2.2 or can it wait for 2.3? 
      • Eric: Epic prefers waiting for an official release, will mitigate on their side until that is available
    • Group: decision to do this "right" an add more of an enum to the methods which will break ABI & API so would target 2.3
  • GradingPrimaryTransform fixes
    • Remi: is anyone currently looking at a fix for this (clamping, saturation behavior differences)? If not, going to take a look
    • Doug - on the list but not in progress, reach out for help as needed
  • NaN/Inf handling: 
    • Doug: Cedric is looking at adding NEON support. Difficult to get the same behavior between the different cpu/gpu paths. Even can be different per graphic card. Right now, OCIO prioritizes efficiency and speed vs. 100% accuracy between paths. Wanted to check with the TSC - is the current approach satisfactory? Are the differences an issue? 
    • Michael: would prioritize parity over performance
    • Remi: could we do both? CMAKE or runtime? 
    • Carol: what is the performance difference? Can we decide on a threshold that is okay?
    • Doug: early days, no real benchmarking yet. But we're working on a PR and can discuss more as we go.
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