Production in the Cloud Growing, But Still Poses Challenges

Western Digital global director of M&E marketing Erik Weaver introduced production in the cloud by relaying his experiences producing “Wonder Buffalo” at USC’s Entertainment Technology Center. The production included volumetric capture and photogrammetry in a VR pipeline in a cloud-based workflow, including the C4 identification system to track assets. During a panel this week at NAB 2019, Equinix, Google and Wasabi execs described their cloud-based solutions, and a client from Technicolor described the pitfalls of a cloud service. Continue reading Production in the Cloud Growing, But Still Poses Challenges

Varjo Debuts High-Res VR Headset for Enterprise Use Cases

Varjo introduced its VR-1 virtual reality headset priced at $5,995. The company claims the device is “the world’s only professional VR headset with human-eye resolution,” indicating that it is targeting its professional beta customers, including Airbus, Audi, architecture firm Foster + Partners, and others. Enterprise users of VR are using it for training and simulation, and need the headset to work with their design or rendering software, be it Autodesk VRed, Unreal, Lockheed Martin’s Prepar3D, or others. Continue reading Varjo Debuts High-Res VR Headset for Enterprise Use Cases

HPA Tech Retreat: Drones, Photogrammetry as Useful Tools

Singularity Imaging founder/chief executive Eric Pohl discussed how drones and photogrammetry methods can be used to extract 3D information and create large point-cloud scenes. Uses include previsualization for production, content for set extensions, VR/AR and gaming applications. Pohl noted that, at last year’s HPA Tech Retreat, a presentation showed how the Unity game engine could be used to map and plan a production. “Mapping and remote sensing are quite mature, but drones bring something new to it,” he noted. Continue reading HPA Tech Retreat: Drones, Photogrammetry as Useful Tools

Kremer Art Collection Exhibits via VR Museum and Mobile App

The Netherlands-based Kremer Collection is home to a collection of 17th Century Dutch and Flemish art, including Rembrandts. After two decades of loaning out its collection to galleries around the world, the Collection just opened a virtual museum. Using photogrammetry, more than 70 paintings were recreated as immersive VR images. The museum visitor, wearing an HTC Vive VR headset, enters a virtual gallery with a blue sky (common in Old Dutch paintings) and walkways that “float” in space. Continue reading Kremer Art Collection Exhibits via VR Museum and Mobile App

Smithsonian Art Museum, Intel Partner on Three VR Exhibits

The Smithsonian American Art Museum has partnered with Intel to create a room-scale VR demo of the art in one wing, for the enjoyment of far-flung art lovers. To produce the immersive experience, the two partners relied on studios including V.A.L.I.S., Framestore, xRez and 8i. The demonstration consists of three interactive experiences, and is a good case study on how museums can utilize virtual reality to extend their relationship with the public. Other museums, such as the British Museum, have also experimented with VR. Continue reading Smithsonian Art Museum, Intel Partner on Three VR Exhibits