AMPAS, Linux Foundation Team Up for Open Source Software

The Academy of Motion Picture Arts and Sciences and The Linux Foundation announced this morning the launch of the Academy Software Foundation (ASWF) to create an environment for developers to contribute to open source software for the motion picture and related media industries. Industry partners funding and participating in ASWF include Animal Logic, Autodesk, Blue Sky Studios, Cisco, DNEG, DreamWorks, Epic Games, Google Cloud, Intel, Walt Disney Studios, Weta Digital, with Foundry and SideFX. Continue reading AMPAS, Linux Foundation Team Up for Open Source Software

Linux to Go: Nvidia GRID Delivers Virtualization, Performance

Linux production environments can now leverage Nvidia’s recently introduced GRID technology to power VMware’s Horizon 6 for Linux and provide visual effects and animation artists anywhere, on any device, with virtual Linux workstations running their familiar high-end applications. Nvidia’s VP of Enterprise Marketing Greg Estes showed a virtual workstation running simulations in Maya on the SIGGRAPH floor in Los Angeles with the application, processors and Nvidia’s GRID and CUDA technologies installed in a data center hundreds of miles away in Northern California. Continue reading Linux to Go: Nvidia GRID Delivers Virtualization, Performance

SIGGRAPH 2015: More on VR and 360 Degrees of Experience

Last week we reported that beneath the aura of excitement generated this year at SIGGRAPH 2015 by the prevalence of virtual reality, a number of compelling panels examined the nuts and bolts of creating VR experiences, including managing workflow and assets. Part 2 of our report on SIGGRAPH VR panels continues with coverage of the VR Village sessions Creating on the Edge and Convergences in Film and Games Technologies, featuring perspectives from professionals in production, post production, visual effects, gaming and journalism. Continue reading SIGGRAPH 2015: More on VR and 360 Degrees of Experience

SIGGRAPH 2015: Talking About VR, 360 Degrees of Experience

Beneath the aura of excitement generated this year at SIGGRAPH 2015 by the prevalence of virtual reality, a number of panels drilled into the nuts and bolts of creating VR experiences, including managing the workflow and assets. From a Birds of a Feather interest group discussion to panels of senior artists from the major studios and visual effects companies, almost everyone agreed that VR represents creativity on the edge. SIGGRAPH offered a 360 degree look at the issues and lessons learned thus far. Continue reading SIGGRAPH 2015: Talking About VR, 360 Degrees of Experience

MIT Media Lab Director Ito Explores Transformative Research

Joichi “Joi” Ito, director of the MIT Media Lab, explored how radical new approaches to science and technology can transform society in his SIGGRAPH 2015 keynote presentation. Ito’s remarks addressed what he and his colleagues at the Media Lab view as a fundamental shift in the way we need to work, collaborate, think, imagine and create. He calls it the “Creativity Compass” and unites science, art, design and engineering. Several of the Media Lab’s futuristic projects were also featured. Continue reading MIT Media Lab Director Ito Explores Transformative Research

SIGGRAPH 2015: The Road to Producing Virtual Reality Content

At SIGGRAPH 2015, the computer graphics convention held this year in Los Angeles, virtual reality executives encouraged the Hollywood production community to begin to develop more content. Oculus Story Studio, the content creation division of Oculus, which makes the Rift virtual reality headset, recently debuted its second short VR film, “Henry.” Creating content for virtual reality comes with a variety of technical challenges, say the experts, but virtual reality won’t take hold until compelling content is available. Continue reading SIGGRAPH 2015: The Road to Producing Virtual Reality Content

SIGGRAPH 2015: Google Cloud Announces Cloud-Native Rendering

Google Cloud Platform announced the public beta of Zync, its cloud-native rendering solution. Google acquiredZync last August to incorporate specialized computing capabilities for visual effects production in the cloud.  According to Google’s representative, “As part of Zync, artists will get access to 1,600 dedicated Compute Engine cores to power your V-Ray, Arnold and Nuke-based renders. Integration of the upcoming release of the popular Renderman software with Zync by Google Cloud Platform was also announced. Continue reading SIGGRAPH 2015: Google Cloud Announces Cloud-Native Rendering

SIGGRAPH 2015: XRoad of Discovery; Emerging Tech Conference Opens in LA

SIGGRAPH 2015, the interdisciplinary conference on the latest computer graphics and interactive techniques, is underway at the LA Convention Center and runs through August 13. SIGGRAPHis unique as a trade event because it showcases both the state of the art in professional production as well as being one of the best places in the world to see and experience emerging technologies, talent and academic research. The conference theme, “XRoads of Discovery,” and the selection of Joichi Ito, director of the MIT Media Lab as the conference keynote speaker, underscore the future look. Continue reading SIGGRAPH 2015: XRoad of Discovery; Emerging Tech Conference Opens in LA

Software Allows Photographers to Manipulate Objects in 3D

Researchers at Carnegie Mellon University have developed a new photo-editing tool that lets users turn and flip objects as if they were in 3D. Photo editors have only been able to manipulate objects in 2D by resizing them or changing their location within the photo. This new software uses a publicly available database of models to recreate objects, even the sides that were not captured by the camera. Researchers found that this software could be used for animations as well. Continue reading Software Allows Photographers to Manipulate Objects in 3D

SIGGRAPH: Haptic Interfaces to Pull and Push Wearable Users

Two “force display” devices will make their debut at the SIGGRAPH technology conference in Vancouver next month. These devices, the Traxion and the Buru-Navi3, generate vibrations that offer wearers the illusion of being pulled or pushed in a specific direction. The Buru-Navi3 uses a 40 hertz electromagnetic actuator already found in smartphones. This technology could eventually be used in navigation applications in wearables so that the user will literally be pulled in the right direction. Continue reading SIGGRAPH: Haptic Interfaces to Pull and Push Wearable Users

New Animation Technology to Save Production Time and Cost

A team from Disney Research Zürich led by Wojciech Jarosz has developed a new rendering technique that is expected to save animators significant time in the editing process of feature films. The new computational algorithm, which is being presented at this week’s ACM SIGGRAPH Asia conference in Hong Kong, can reduce rendering times for scenes that are affected by light — like those with water and smoke — by a factor of up to 1,000. Continue reading New Animation Technology to Save Production Time and Cost

SIGGRAPH: Disney Uses 3D Printing to Create Expressive Eyes

Disney Research is using 3D printing to create components to build expressive eyes for robots. However, rather than mimic human eyes, which can appear strange to some, the robot eyes have a cartoonish look. The technology may have future applications for interactive toys, video game characters and possibly even human prosthetic eyes. The research team demonstrated the technology at the ACM SIGGRAPH Conference in Anaheim last week. Continue reading SIGGRAPH: Disney Uses 3D Printing to Create Expressive Eyes

SIGGRAPH: Nvidia Demonstrates Next-Gen Mobile Processor

Nvidia offered a sneak peek at its next-generation mobile processor, Project Logan, during the SIGRRAPH Conference in Anaheim this week. Logan is based on Nvidia’s advanced Kepler graphics architecture used for desktop and laptop chips. Nvidia plans to launch Logan next year, and combine its mobile phone and desktop 3D graphics architectures. This will enable new mobile applications such as augmented reality, computer vision and speech recognition. Continue reading SIGGRAPH: Nvidia Demonstrates Next-Gen Mobile Processor

SIGGRAPH: Canon Previews Handheld Mixed Reality Technology

Canon has been demonstrating a handheld version of its MREAL Mixed Reality technology at SIGGRAPH this week. According to Canon, the technology merges virtual objects with the real world, at full scale in three dimensions. The company launched its MREAL Mixed Reality headset earlier this year. The handheld version functions similarly to the headset, by enabling the use of markers or sensors to render images in real space. Continue reading SIGGRAPH: Canon Previews Handheld Mixed Reality Technology

SIGGRAPH: Disney Creates Air-Based Touch Feedback System

Disney Research has created a haptic, or touch feedback, system that uses bursts of air. The AIREAL system simulates touch, or tactile sensation, in three-dimensional empty space. The haptic feedback can be applied to countless applications and situations, and may offer new ways for users to interact with their devices. The concept is to make touchless experiences, such as motion and gesture control, a physical interaction. This will ultimately give the user a more natural, touch-like perception. Continue reading SIGGRAPH: Disney Creates Air-Based Touch Feedback System

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