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Nvidia Titan demo

Demonstrating the power of the titan gtx graphicscard
"Digital Ira" is their latest "Comprehensive Performance Capture Technology", and represents their efforts to make performance capture more practical; more elegant:

1. ICT capture up to 30 high resolution "emotional" faces from their actor ( "Ira" ) that include happy, sad, angry, blink etc.
   Misc Fact 1: The "Light Stage" cycles through "Structured Light" patterns and pictures are taken by commercially available cameras to generate the mesh, bump, and color data.
   Misc Fact 2: Each "face" includes the underlying geometry, the diffuse color, the specular color, the diffuse bump map for describing the way large wrinkles roll across the skin, a specular bumpmap for the fine scales and creases of the skin, and a displacement that can be used to add detail to the character's surface.
   Misc Fact 3: This data is captured at 0.1 mm accuracy

2. The actor's performances are captured and recorded to video.  No makeup and no markers are necessary.
  Misc Fact 4: The video is recorded by commercially available cameras in common 1080p capture mode.

3. ICT runs the performance video through a compression engine that can describe any face the actor makes as a blended mosaic of those "emotional" faces.
  Misc Fact 5:  They figure out how the head bone and jaw bone move for gross movement.  The "emotional" faces are only necessary to drive facial expressions and not those skeletal movements.

ABOUT THE REALTIME DEMO
1. This demo is brought to life by a collection of methodologies we collectively call "FaceWorks".

2. Mesh deformation is accomplished with skinning and by blending between facial targets given to us from ICT.

3. Diffuse color, specular color, diffuse bump, specular bump, and displacement all 4096x4096 textures of 30 facial targets.

4. Originally the texture data was several gigs, but is reduced to 300 megs by use of texture compression and through tile-based texture optimizations whereby redundant tiles are discarded.

5. Character is dynamically tessellated with smoothing and displacement driven by HDR displacement maps.

6. Skin includes HDR subsurface scattering and transmission.  Is computed in texture space to eliminate issues at silhoutte and with a backface optimization to eliminate unnecessay work.  Transmission most visible in lighting environment 3, where light can be seen through the ear lobe but blocked by the veins in the ear.

7. Eyes include subsurface scattering and a raytraced iris / pupil shader

8. Full scene HDR depth-of-field with bokeh and dynamic tone-mapping

9.  The average pixel on the screen is the result of about 8000 instructions
 a. This equates to approximately 40,000 FLOPs per pixel
 b. At full HD resolution that is 82 billion FLOPs per frame
 c. At 60 fps that is 4.9 trillion FLOPs per second
 d. Those are shader instructions and do not include the 161 filtered texture fetches / pixel

NVIDIA FaceWorks

Recommended System:
-------------------

NVIDIA GeForce GTX Titan GPU
2.5 GHz Dual core CPU
4 GB System memory
2 GB Hard drive space
Microsoft Windows Vista, Windows 7, or Windows 8

Whats new MAYA 2015

Maya 2015 delivers on so many levels. From the small changes that make your everyday workflow smoother, to the new and exciting tools that will introduce you to a new way of working. Maya 2015 helps make dealing with complexity, simple. 




Bifrost Procedural Effects Platform
XGen Arbitrary Primitive Generator technology and updates to the Bullet Physics plug-in, Maya 2015 is making a big splash in the world of VFX. 


The Maya effect

 

Creating hard-surface with simply switching between 1-3 on the keyboard is really powerful and a lot of fun!


Maya 2015 
Promises fluids like never before
 Fluid simulation is an increasingly popular tool in computer graphics for generating realistic animations of water, smoke, explosions, and related phenomena. Given some input configuration of fluid and scene geometry, a fluid simulator evolves the motion of the fluid forward in time, making use of the (possibly heavily simplified) Navier-Stokes equations which describe the physics of fluids. In computer graphics, such simulations range in complexity from extremely time-consuming high quality animations for film & visual effects, to simple real-time particle systems used in modern games.

Before other software packages did not really try to attempt to solve massive fluids simulations, RealFlow from Nextlimit technologies was the undisputed king, however, we now see a tendency where other 3d modelling/rendering software tries to deal with an increasing demand for particle solvers. Lastes was Houdini which made a quantum leap in solving - though still a very demanding task, and here comes Maya with optimized equations and new solvers. We are excited.  


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3ds Max 2015


3ds Max 2015 delivers powerful new tools that provide you with an intuitive WYSIWYG experience in the viewport, smarter modeling tools that help speed up the creation process, and Python scripting to make 3ds Max your own. 

Quad Chamfer
Modelers can use the new Chamfer modifier to create quadrilateral-based
chamfered or beveled edges between two surfaces. This can help eliminate
pinching, and produces better results when used in conjunction with the
TurboSmooth modifier. Quad-based chamfering is also newly available in the
Editable Poly object.
 
Point Cloud
The Point Cloud feature lets you create precise, three-dimensional models
from real-world references by importing large datasets captured from reality
as point clouds. 3D modelers can view point clouds in true color in the
viewports, interactively adjust the extent of the cloud displayed, and create
new geometry in context by snapping to point-cloud vertices.

New FXShader

New Iray features, render to elements and enhanced speeds. 






Houdini 12.5 
offers a wealth of new and enhanced features including Cloud FX , Ocean FX, OpenVDB volume sculpting tools and an optimized lighting and rendering pipeline with built-in support for delayed-load Alembic primitives.


Performance
Houdini 12 has been re-architectured to be faster and more memory efficient. From a new geometry engine, to targeted optimizations to dynamics and rendering, to viewport enhancements, artists will be able to accomplish more and iterate faster with Houdini 12.5

Built on a powerful new geometry engine, Houdini includes targeted optimizations to dynamics and rendering and a reworked OpenGL 3 viewport. Houdini also includes Bullet solver integration, Pyro FX 2, faster more accurate FLIP fluids, production-ready cloth, an Alembic exporter and more.


Rendering
Houdini’s Mantra renderer, recently recognized with a Scientific and Technical Achievement award from the Academy of Motion Picture Arts & Sciences, now brings physically-based rendering to volumes such as smoke and fire. Mantra also includes a 300 times speed improvement when instancing to points.




ZBrush 4R4


ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive work-flows.

QRemesher Automatic quad-based retopology for full or partial models, including Curve Guide and density control features.

Topology Brush to create simple or complex base meshes on the fly. It may also be used for manual retopology.

Curve Snap Surface creates ruled surfaces for quick wall-type shapes. Thickness is based on your curve strokes.

Replace part of your mesh by inserting another object or surface. Among other things, this makes it possible to create more complex base meshes without the need for 3rd party software.

Enhancements to the existing Mesh Insert Brushes and introduction of: IMM Insert Multi Mesh brushes. The latter brush type makes building libraries of replacement parts within a single brush possible. These brushes may be selected as replacement parts or for insertion via Dynamesh.

New Curve engine with more control and features including curve extension, cutting and deformation. Curves may be used by the Mesh Insert features to replicate a shape. They are also used by Topology brushes, Tubes brushes or with any of your custom brushes.

New Tri IMM Tri Part Multi Mesh option for the Mesh Insert brushes. This is used to create chain-type objects that replicate a segment any number of times between separate start and end cap elements. Create zippers, bracelets, chains, straps and more.

DynaMesh can now be used to combine SubTools. A new PolyGroup option has been added to designate SubTools for subtraction based Boolean-type operations when merging via DynaMesh.

Transpose now shows world axis orientation switches, an easier way to align the Transpose line with your object’s surface normal, as well as new Shrink and Inflate operations.

The new Forward and Backward Movies options use the saved Undo History to replay your entire sculpting session.

This may be recorded as a movie, and a number of settings are available to make the playback more watchable.

Floor Grid with Reference Images: Load images onto the working plane grids to help create a model based on blueprints or other references.


FiberMesh

Merging different SubTools which are FiberMesh aware preserves the designation if they have the same number of vertices per fiber.
The Group Visible function is now FiberMesh aware and uses the Coverage value to regroup the fibers.

The Split Hidden and Group Split functions are now fiber aware.
The Inflate deformer now has a reduced effect when used on a FiberMesh.

Nvidia´s Geforce 680 GTX

What is the Geforce GTX 680 all about?

In short; Nvidias been very busy - recreating and inventing new technologies for this staggering 1536 CUDA cores graphics card. 

 
New Kepler GPU Architecture
Starting from scratch; a brand new architecture designed for maximum performance in the very latest DirectX 11 games.

The new multiprocessor is twice as efficient pr watt as the prior generation and the draws triangles twice as fast.

NVIDIA GPU Boost
This feature intelligently monitors GPU workload and dynamically increases the clock speed, resulting in highest framerate possible.

NVIDIA Adaptive Vertical Sync
Adaptive V-Sync is simply a much smarter way to render frames. At high frame rates, V-sync is enabled to eliminate tearing, at low frame rates, it's disabled to minimize stuttering.
 
NVIDIA Surround with Up To Four Monitors
Entering 5760 x 1080 gaming! Yes its true, this expanded field-of-view emerges you fully and engages your peripheral vision.


Two New Anti-aliasing Modes: FXAA and TXAA
Anti-aliasing smoothes out jagged edges. FXAA is a new anti-aliasing technology that produces more smooth lines with less performance impact. And with Kepler based GPUs, you'll be able to enable FXAA in hundreds of game titles through the NVIDIA Control Panel.

The second mode, TXAA, is an in-game option that combines MSAA, temporal filtering, and post processing for even higher visual fidelity. 

NVIDIA PhysX® Technology
Full support for NVIDIA PhysX technology, enabling a totally new class of physical gaming interaction for a more dynamic and realistic experience with GeForce.

And of course SLI three way is naturally also available for the 600 generantion cards.

How does it compare to previously cards?


























Please leave a comment or any thoughts on the matter.


Sculptris manifest on YouTube

As soon as Sculptris was available for download from Pixologic  artists around the world starting to dive into the realm of intuitive sculpting.

3d dragon model in Sculptris
3d dragon in Sculptris



This model was created with the classic D&D dragons in mind.

It was created by 3d-animator.dk and are visible on their youtube channel as well.







Here we have a close up from a front view perspective.

The model are still under construction but it is clear the direction this Sculptris model is taking.







Sculptris - sculpting software sets new standards

Enter a World of Digital Art Without Barriers.
Welcome to Sculptris.





Sculptris is an elegant, powerful and yet easy to use 3D sculpting software, allowing the artist in you to simply focus on creating amazing 3D artwork. Gone are the technical and often tedious constraints typically associated with digital art.





If you're new to the world of digital sculpting, Sculptris is the ideal ground on which to get started. If on the other hand you're experienced in CG, what you will find in Sculptris is a blazingly fast way to realize your concepts.

It's intuitive, fun and user friendly, so you can focus as an artist on pure creativity.

Next Limit is pushing new boundaries

A closer look at RealFlow 2012

On top of huge improvements of the Hybrido technology from Realflow 5 the new release has some staggering features and updates:
  • Dripping water, automatic foam generation, faster simulations and lower memory use
  • New emitters: Wet, Waterline, Splash&Foam, Wet&Foam
  • Faster input/output operations
  • Distance and velocity fields and velocity and vorticity maps can now be exported
  • Greater controllability of fluid surface – new method of combining particles and fluid fields.
  • Better control of the strength of interaction between objects and fluids
  • Secondary splashes 
RealFlow 2012 now provides a built-in, easy-to-use tool to create fractured objects directly within your project.
 
 
 
 
 The Retimer Tool in RealFlow 2012 works on any of the RealFlow 2012 elements and opens up a world of possibilities: Bullet time effects, reversed simulations, slow motion effects

We ask where is CUDA™ support?
 
 
 
 
 
 
 
 
 
RealFlow 2012 is a must have for fluid and dynamics simulation and the only thing we are waiting for is CUDA support that would allow the GPU to help calculate and simulate the scene and particle interacting.
 
 
 
 
 
 
  
 
 
 
 
 
 
 
 
 
 
 
 
NVIDIA:
CUDA™ is NVIDIA's parallel computing architecture. It enables dramatic increases in computing performance by harnessing the power of the GPU.
With millions of CUDA-enabled GPUs sold to date, software developers, scientists and researchers are finding broad-ranging uses for CUDA, including image and video processing, computational biology and chemistry, fluid dynamics simulation, CT image reconstruction, seismic analysis, ray tracing, and much more.
 
 
 



 

iray - Physically Correct GPU Rendering Technology

iray is an intuitive to operate, interactive, consistent, high-performance global illumination rendering technology that generates photorealistic imagery by simulating the physical behavior of light.
CUDA support
Unlike current ray-tracing renderers, iray does not depend on complex renderer specific shaders and settings to approximate global illumination. iray achieves its high level of performance by taking full advantage of the CUDA programming model, allowing interactive previewing on both single and multiple NVIDIA GPU platforms.


RealFlow 5
RealFlow 5 byder på mange spændenede features. HYBRIDO er nok den mest opsigtsvækkende.
Video se her: Foam og splash


RealFlow
bruger banebrydende partikel baserede teknikker til at simulere væsker, vandoverflader, stive legemer, bløde organer, fibre og masker for Visual Effects industrier.








RealFlow
Renderkit

En ny tilføjelse til RealFlow teknologi er den RealFlow Renderkit. Den RealFlow RenderKit (RFRK) er et sæt værktøjer, der er designet til at lette den komplekse opgave for præstationen RealFlow væsker. RFRK giver dig mulighed for at generere processuelle geometri gøre tid, og også gøre enkelte væske partikler. Som en følge heraf vil RFRK dramatisk forenkle og fremskynde RealFlow arbejdsprocessen.

Vue 9 - Digital nature

Vue 9 indeholder en række store forbedringer, såsom dynamisk lysstyring, avanceret sten/klippe oprettelse, strømlinet terræn redigering og økosystem 4, sammen med signifikante forbedringer i den samlede ydeevne og meget mere præcis kunstnerisk kontrol.

In Short

  • EcoSystem 4
  • HyperBlob Technology
  • Rocky Mountains Fractal
  • Terrain Retopology
  • Improved Terrain Editor
  • Relighting
  • Inverse Kinematics
  • Custom Interfaces
  • New Interface Design
  • Auto Saving and Scene Snapshots
  • Interactive Network Rendering
  • Native Cocoa
  • HDR Multi-Pass Rendering
  • Real-World Units
  • Catmull-Clark Subdivision
  • Improved Texture Management
  • Water demo of tessellation

    NVidia - Water Demo DX11 Tessellation

    wiki
    :
    A tessellation or tiling of the plane is a collection of plane figures that fills the plane with no overlaps and no gaps. One may also speak of tessellations of parts of the plane or of other surfaces. Generalizations to higher dimensions are also possible. Tessellations frequently appeared in the art of M. C. Escher. Tessellations are seen throughout art history, from ancient architecture to modern art.



    Another tessellation from the Unigine_Heaven_DX11_Tessellation


    New DirectX 11 Technology
















    Nvidia
    :
    In the DirectX 11 hair demonstration, long flowing hair is realistically simulated, generated and rendered on our next-generation GeForce GTX 480 using its unique parallel tessellation engines.

    By moving the model and applying a simulated breeze, the hair billows and cascades naturally with accurate physical properties.

    News from Industrial Light & Magic

    Industrial Light & Magic (ILM), produced 850 of the approx. 1.000 shots in the most recent “Star Trek” film and created visual effects for six of the previous 10 editions in the series. The work required extensive demolition of planets, the creation of the Starship Enterprise and other spacecraft and creatures, as well as extensive digital matte paintings.

    "This project marked our most ambitious effort on a "Star Trek" film to date. We tapped the iconic references from the series and previous films and really took them to the next level driven by J.J. Abrams’ creative vision," said Michael DiComo, ILM Digital Production Supervisor.

    NVIDIA GPUs Power Visual Effects Nominees


    NVIDIA GPUs Power All 2010 Best Visual Effects Academy Award Nominees.




    The nominated films — “Avatar”, “District 9” and “Star Trek” — all delivered unprecedented levels of sophistication and realism to the screen in the form of computer-generated fantasy and science-fiction worlds.

    Vue - Digital Nature








    Vue ejes af E-on software. Vue serien er primært et 3d landskabsprogram. Vue bliver brugt indenfor de største film og spil produktioner. Udover at være et landskabsprogram, fungerer det også som et animations og arkitekt program.

    E-on Software Nyhedsbrev- October 12, 2009

    Vue 8 lanceres;:
    • CG Professionals
    • 3D Artists
    • 3D Entusiaster


    Nye feautures:

    3D Terrain Sculpting.
    Giver dig mulighed for frit at forme terræn funktioner såsom udhæng og huler direkte ind Vue standard og proceduremæssige terræn.

    Lokaliseret Infinite og proceduremæssige Terrain Sculpting.

    Ny Directional Deplacement Engine til teksturer til at skabe mere detaljerede og livagtige
    overflade funktioner med stærkt øget ydeevne.

    Spectral 3, atmosfærisk teknologi, der markant forbedrer kvaliteten og realisme af skyer, volumelight og skygger.

    Support til Maya 2010, Cinema4D R11.5, Softimage 2010 og V-Ray for Maya.

    Og meget mere. Her et billede fra Vue8


    Vue8
    More information
    http://www.e-onsoftware.com/

    Softimage XSI




    Softimage XSI
    Er et computerprogram til at lave 3D med. Programmet er udviklet af firmaet Softimage, der har hovedsæde i Montreal, Canada. Softimage er et datterselskab af Avid, en medievirksomhed, der beskæftiger sig med udvikling og salg, af redigeringsudstyr til film, tv og reklamebranchen. Softimage XSI er blevet opkøbt af Autodeks og bliver fremover udgivet og udviklet af dem.

    RealFlow wins Oscar


    RealFlow


    Next Limit Technologies wins Technical Achievement Award with RealFlow, for the simulation of realistic liquids.


    Go to their website for more information

    RealFlow

    Autodesk 3ds Max

    Autodesk

    Autodesk 3ds Max - News 2010

    Create stunning 3D models in less time with Autodesk® 3ds Max® 2010 software. This full-featured 3D modelling, animation, and rendering solution is used to produce top-selling games and award-winning film and video content.

    http://www.autodesk.co.uk
    http://usa.autodesk.com/

    3d Visualisering med Houdini


    www.sidefx.com/

    News. 2010

    Houdini er et 3d animations værktøj fra Side Effects.

    Houdini introducerer nye muligheder for dynamiske simuleringer med bla. deres FX pyro solver.

    Nogle af de mange film Houdini er blevet brugt i;

    G.I JOE: The Rise Of Cobra
    Terminator Salvation
    Harry Potter and the half blood prince
    The Increibly Hulk

    www.sidefx.com/

    Welcome

    We deal with everything in 3D.

    A given software's functions and its strengthens and weaknesses. Techniques; modelling (character, etc.), scene setup, texturing, lightning, dynamics (fluids, etc.), rendering and composition.
    Plugins and what opportunities
    they offer.