Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Friday, June 12, 2009

Movie updates

We don't get to see many movies, so when we make it to the theater, it's a bigger deal than normally. So, in order of appearance...

Wolverine

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A buddy and I saw it on opening night at Alamo Drafthouse. Hugh Jackman IS Wolverine, but Liev Schrieber is the better actor, but both of these guys are good. Sabertooth is MUCH better and more accurate to the comics in this movie than the original X-Men. Daddy likes!

Star Trek

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I convinced our managers to take us to Alamo Drafthouse for our quarterly offsite to see Star Trek in opening week. I figured I would like it going in, and it didn't disappoint. Space being actually silent and ships not all aligned on z-axis made up for any questionable parts about drilling to a planet's actual core, and creating a black hole at said core rather than just near the planet. I heard a lot about the lens flares on the bridge, but I didn't notice them in a negative sense.

Angels & Demons

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My wife and I had a date and this time, she just wouldn't go for seeing Terminator: Salvation, so we saw Angels & Demons...at Alamo Drafthouse. Entertaining and interesting, and I thought I had it figured out but it got me.

Up

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We saw Up in 3D at a local theater, strangely not the Alamo. We all really enjoyed it. I saw some 3D movie content earlier, and this time the glasses were smaller and not obviously red-green like the Dolby ones. I'll have to do some research to find out the differences - this was our first 3D movie experience, and four adults, two eight-year-olds, and two four-year-olds managed to keep the glasses on, which I thought was quite a feat for the kids.

The 3D was really well done, and I had no eye problems/headaches wearing these glasses over my prescription glasses. A lot of the kids were trying to grab stuff coming out of the screen. They had bins to recycle the glasses upon exit, but we kept ours. Pics to follow.

Wednesday, October 29, 2008

Behind the scenes Autodesk meeting

So Autodesk buying Softimage is already old news. What everybody wants to know is how they came to that decision. My secret sources have delivered!

The subtitles are great, and I loved every joke. This video has seen its share of resubtitling, too. The scene is from the movie Downfall.

Friday, October 24, 2008

Autodesk acquires Softimage??????

I'm browsing around some random graphics sites, when I see a news item. It seems fake, but I follow it, look around, and it looks legit!

Autodesk Signs Agreement with Avid Technology to Acquire Softimage



Whoa! This may not be a big deal to you, but it is crazy in the 3D Graphics world.

In October 2005, Autodesk, home of AutoCAD and more important to this discussion, 3D Studio MAX (a 3D graphics package) acquired it's biggest competitor, Maya.

Now it looks like one more competitor is being pulled under the Autodesk umbrella - Softimage.

Who is left to compete against Autodesk products now? Newtek Lightwave? Luxology modo? Maxon Cinema 4D? Side Effects Houdini? Anybody?

I'll have to try and track down some people to talk to about this - it's crazy!

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Wednesday, September 03, 2008

SIGGRAPH miscellaneous

Here is a smattering of stuff I saw at SIGGRAPH that I thought was interesting, in no particular order.

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This is an "ultra-efficient" BRAMMO Motorsports Enertia Electric Motorcycle at the AMD / BOXX booth. It was a prize for the "Creativity for a Greener World" contest.

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This is just a badass motorcycle! Tim Cameron is an artist as well as motorcycle rider, and this is his V-Rex creation, which was spawned from his Dreambike. Here is more information about him.

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I started taking some pictures in the Art area before I was politely asked for my press pass. Whoops! I need to make cards for my blog! Pictures were for press only, but I got away with a nice shot of these mathematical sculptures from Bathsheba Sculpture. Very beautiful pieces!

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I didn't think I'd get one but I was able to stand in the longest line at SIGGRAPH to get a wind-up walking teapot from Pixar's booth. This is my first, and it is number 58, whatever that means. Well, I know what it means...but not what it MEANS. This year the teapot celebrates Renderman's 20th anniversary. Here is an article from 2006 describing the differences between teapots from the Pixar booth and the teapots for the user group. Apparently someone is selling their Renderman teapot on craigslist...for $75! Good luck with that!

Monday, August 25, 2008

Speedshape visit

On Friday we made our way out to the Venice Beach area and checked out Speedshape, a studio where my friend Robert works.

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We got to see some sweet demo reel action (the Norwegians were right - I really believed a plane could fly!) and a nice studio in what turned out to be the former Wachowski brothers studio.

If you want to see a car, real or virtual, these are the guys to call. Check out their reel!

Afterward we drove up the coast for a bit and then through Topanga Canyon to hang out at Rob's pad. Nice! And thanks to the fumes from the floor work I'm hearing colors I've never smelled before!

Thanks Rob!

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Sunday, August 17, 2008

Demoscene screening

From wikipedia, a demo is a non-interactive multimedia presentation made within the computer subculture known as the demoscene.

What I knew about the demoscene I found out in college, so it's been a while since I've even thought about it. I was used to very small, early 90's era graphical programming examples that were cool, but I never got into it. What I saw at the screening blew my mind!

So what's the big deal? The animations below aren't rendered with some sort of animation package - they are done in a miniscule amount of memory, usually 64k, and done in realtime. These guys really know their stuff.

Oh yeah. I had been away from demoscene for so long that I was totally unaware of the advances that have been made. Once the demos started playing, I was convinced that they were showing the incorrect footage. I mean, this couldn't be real-time, right? I actually got up out of my chair and talked to two people asking them if they were playing the correct footage. All they could tell me was that Demoscene was listed as starting at 4pm, and we were currently in the allotted time. They asked me what I thought should be playing, and I said I didn't know but I thought what was playing was too good!

I went back to my seat stunned, totally caught off-guard.

Five demos were shown:

Metamorphosis, by Andromeda Software Development

Beyond the Walls of Eryx, also by ASD

Debris, by Farbrausch & Nero

Route 1066, by UKscene Allstars

Lifeforce, also by ASD

SIGGRAPH, day 3

Today began with some Nvidia Tech Sessions, the first of which was Next-Generation Hardware Rendering of Displaced Subdivision Surfaces - An overview of the next-generation tessellation pipeline and its motivation. The focus is on one of the primary applications: rendering of displaced subdivision surfaces, which dramatically increases the realism of animated characters. The talk also shows how to adapt production pipelines to create compelling content that takes advantage of this innovative rendering model.

The second was Real-Time Rendering of Realistic Hair - Until recently, simulating and rendering realistic hair with tens of thousands of strands was prohibitively expensive for real-time use. This session reviews how to render realistic hair with high geometric complexity in real time on the GPU. Topics include efficient creation and rendering of large amounts of geometry for hair (essential for creating realistic hair, especially when the hair is moving), shading, self-shadowing, level of detail, and important performance optimizations. The talk also shows how next-generation hardware tessellation can make creating and rendering hair much more intuitive and efficient.

Both of these were good and showed off a lot of work Nvidia is doing promoting their development tools and especially hardware. They have everything corralled in one place at developer.nvidia.com, and I'm going to start messing around with shaders, so I just downloaded FX Composer to start experimenting.

I got to see a little bit of the ILM Production Session for Iron Man, mostly on how they made some of metal materials.

I had a small break so I went to the Nokia Theatre for some Computer Animation Festival Invited Screenings.

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The first screening was a lot of material from the Demoscene, uh, scene, and it's getting it's own post.

The second screening was the Studio Eye Candy, where they showed : Presto, from Pixar; Glago's Guest, by Disney; Indiana Jones and the Kingdom of the Crystal Skull, Iron Man and Spiderwick Chronicles by ILM; a liquid Bacardi spot and something else by Digital Domain; Live Free or Die Hard F35 sequence, by The Orphanage; I am Legend alternate ending, by Sony Pictures Imageworks; Scrat montage, by Blue Sky; and The Fourth Magi, by Lightstream Animation.

Tuesday, August 12, 2008

First Day of SIGGRAPH!

We finally get started! We were able to take the HOV lane in to the convention center, so we missed the traffic.

My first class is Massive Model Visualization Techniques. It has some good info, but a little dry at parts.

After a quick lunch we see Ed Catmull, president of Walt Disney Animation and Pixar, give the keynote.

Ed Catmull

His speech was entitled Managing the Creative Environment, and it had some details about the start of Pixar, ideas vs people, management style and more. It was really good!

Here is the room for the Ed Catmull speech earlier in the day:

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Closer to the start of the speech we noticed a line forming down the hallway and snaking back onto itself. It turns out that the auditorium fills up quickly and everyone gets turned away. We go to the first overflow room, but it looks like the video feed won't show him. We end up at the Geek Bar watching another remote feed projected on the wall.

There was also some odd robots at the new tech demo.

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After that I checked out the bookstore and caught the end of Advances in Real-Time Rendering in 3D Graphics and Games: Part 2 to see some details on how Blizzard rendered Starcraft 2. Looks nice!

The exhibition floor isn't open until Tuesday, so we take off and bolt to the Autodesk User's Group and Party.

Saturday, August 09, 2008

San Francisco and The Clone Wars, episode 2

After lunch we walked through a few rooms of exhibits of concept art, maquettes and video, much of which was marked No Photos Please. There were a few photo opportunities, though.






The facilities are in the Presidio, which is a park open to the public. I took a quick panoramic shot outside the building, and a few other shots.



San Francisco and The Clone Wars, episode 1

Boom! I'm in San Francisco, taxi to the Marina and wait for Dave to get out of work. We dumped my stuff, had a few beers and then Dave showed me "the REAL San Francisco" - we went to what may be the gayest dance club in the city. I mean, DAY-UMM! The good part was he and I got really good drink service at the bar.

Saturday we went to see the premiere of The Clone Wars. We were issued a movie ticket, a "Lunchbox" ticket and a badge.






We saw the show at the Metreon, and then cabbed over to Letterman Digital Arts Center in the Presidio for the rest of the events.



There were tables set up with stacks of metal lunchboxes, as well as drinks for the over-21 crowd.




Tell you more about this lunchbox? No problem. The sticker on the front denoted vegetarian or regular, with the regular containing chicken strips, corn on the cob, potato salad, cherry tomatoes with mozzarella in pesto, and chocolate cake...all of which were good.




Luckily I was able to score an additional lunchbox so I don't return home causing a battle royale with my two boys over one lunchbox!

I also managed to catch a glimpse of George Lucas mingling with some people. It's still pretty surreal to actually see someone in person that I have only seen on TV.

Friday, August 01, 2008

SIGGRAPH 2008...finally!

I'm going back to SIGGRAPH, after a loooooong absence of...six or seven years?



I have been out of the workstation and graphics markets for a while, and I'm starting to get involved once again. My main reasons for going are to take the classes and some work projects.

I've been tasked with generating usage models for various lines of businesses, basically figuring out how do users actually "use" our machines and develop some processes for either making the experience better, faster, both, etc. Almost like developing benchmarks based on actual customer usage. I'll be dabbling in everything from ultramobile to workstations.

I'm also working on a graphics benchmark that scales with graphics power, as some of our current benchmarks represent the 3D load with strictly cpu-based rendering, ie no benefit of mega-uber-graphics over integrated graphics.

This isn't just a work trip, though! I'm going early back to San Fran to meet with my friend Dave to catch some Star Wars action that I'm not sure I can mention yet (correct me if I'm wrong!), and then we'll be driving down to LA for SIGGRAPH.

This should be a great trip, great experience, and hopefully the return of my regular attendance to SIGGRAPH!

Monday, December 03, 2007

More 3d benchmark

I'm trying to revamp my 3d city for the benchmark. I came up with some back of the envelope (literally) sketches, and I'm getting closer to something I like, but I'm not there yet.



I'm torn between a center landmark with streets radiating out from it and the basic city block layout. I also plan to have some elevated roadways as well as some flying vehicles.

Thursday, November 15, 2007

New 3d benchmark work

There is an industry standard benchmark for measuring overall system performance that we (as well as everyone in the, uh, industry) use for our own benchmarking, competitive analysis, etc.

It's made up of multiple suites, and one of the suites is a 3D subsystem test, but it is 3D in name only. It loads a scene in a popular 3D application...and renders it to a file. Basically, it is a CPU stress test. Great for processor scaling...not so great for 3D graphics, as the benchmark result scales with processor frequency and cache and not with the graphics chipset.

I'm working on developing a new 3D suite, and one of the subtest will be a cityscape with airships, roads, etc. It's in its infancy, but here are some preliminary shots. No lighting, no textures, and these are only four city "tiles."



My plan is to duplicate these tiles with rotation and some tweaking, as well as add some larger buildings and skyscrapers to break up the skyline.

Here is a shot from within 3D Studio MAX. I'm using the built-in Polygon Counter and I've highlighted one of the original tiles. Each tile is 27080 polygons, with the set of four reaching 108320 polygons.



I'm not sure how close I'll get to this level of buildings, but I definitely want to make an effort on texturing so they'll hold up to observation while the scene is playing.

Friday, August 24, 2007

Model Fight: Maison de Roulement 005

I finally got around to messing with the rolling house for a few minutes today, but most of the stuff was housekeeping and minor updates.



I've come to the conclusion that this project is over in its current incarnation. Why? Multiple reasons (for multiple stories (oh, delicious puns)):

1. Scale: I started out eyeballing the scale of all the objects and not using anywhere close to accurate measurements. If I ever try to do something with another prop or model I would be asking for some work getting everything scaled correctly. I'd like to start over using actual scale.

2. Organization: Currently my model is made up of groups of components of components of groups...you get the picture. This isn't exactly SketchUp's fault, as the grouping/componentization can be very useful, but as I started grouping halfway into the project, I didn't plan very well, and SketchUp isn't letting me back out of my decisions gracefully.

3. Rendering: I happen to like the SketchUp output, but there are times when I want more, or at least different, styles. What I have to do is export from SketchUp and import into some rendering package, assign/modify any textures I need and render. If I were working in another package, I could save a few steps. Granted, for my model at this stage, it isn't unbearable.


I'm planning on starting from scratch in either Modo or 3D Studio MAX, both of which we have at work. I'm torn about which package to use, so I might experiment with both and post the results.

Friday, June 22, 2007

Model Fight: Maison de Roulement 004

Finally some more work on Maison de Roulement.

I added the walkway around the bottom of the building. There will also be some way to get down to the ground. Also some detail around the front doors and selected a wheel design. The axles are there, but no connecting bits or protection.




I like the way SketchUp lets you have components, and groups, but I've found myself getting into groups of groups of components, and multiple components rolling up into single components, and I haven't found an easy way to absorb parts of models into other components easily, like I'm used to in 3D Studio MAX. It's probably just my workflow.

Friday, May 04, 2007

Model Fight: Maison de Roulement 003

I've been fiddling with the wheel and tire design. I admit that having a traditional inflatable-style wheel borders on the ridiculous for holding up something this heavy, but in the Bizarro World, tire roll on building.



I Photoshopped two layered renderings to show the wireframe - with SketchUp's default rendering it's hard to see the curvature.

Thursday, May 03, 2007

Model Fight: Maison de Roulement 002

I'm working on a window treatment and some artsy effects around the edges.





I was going to put in a scale Letterman Digital Arts Center, but I can't find the model anywhere.

Tuesday, May 01, 2007

Model Fight: Maison de Roulement

I've been thinking about something for the past couple of days. I've had an image in my head about a huge apartment building that's wheeled and rolls around certain places.



I've also been thinking of some backstory to it as well as some ongoing stories about the adventures that some of the residents will have. Who knows, this might turn into a longer project? I just have to make sure I keep it different from the Crimson Permanent Assurance building in Monty Python's The Meaning of Life.

Thursday, April 26, 2007

Kickstarting Model Fight

I'm trying to get my creativity going again with the Model Fight. I got to a place where I felt like stopping on the factory, but I couldn't leave it alone in my head.

My first idea was to go as fast as I can, just to get some work on paper (pixels?). I even had a cool title - 24 Robots in 24 Hours. The gist was to work quickly going in with the expectation that I wouldn't have a finished project at the end, or even 24 finished projects! I would go for an hour, stop and move on to the next one. I got the idea for faster-paced work from places like National Novel Writing Month, the Three Day Novel Contest as well as other timed creative events.

At the end, I could revisit all 24 models and pick ones to develop further. This "rushed creativity" with ridiculous deadlines isn't new, and it's not the best way to work, but the goal is usually to spark something in your head or get you in a more creative spot.

I worked on my first model for about 20 minutes yesterday, and I didn't like where it was going. But it did give me an idea that I'd like to flesh out...or do I mean steel? Puns-a-flying! Maybe it's already a success?

Tuesday, March 06, 2007

Model Fight update 10...the end?

So our Model Fight kind of ran in to the weeds. I finished most of the exterior of the building I was going for, and here it is.


I'm going to give this project a rest and start another. It will have something to do with robots, of course.