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Tuesday, June 30, 2009

Up Weekday Box Office (6/29/09-7/2/09)

This is likely going to be the last in the series of "Up Weekday Box Office" (not to be confused with Box Office Buzz) for the movie’s run.

Notice I said likely… I could change my mind because the way Up is doing on weekends and weekdays is phenomenal! Let’s examine: Two week ago on Monday Up made $3.6 million, the next Monday it dropped just over -20% to $2.7 million and this Monday is the same case! Those minimal drops are remarkable, demonstrating "legs" that haven’t been this "long" since Finding Nemo! That’s saying a lot considering Pixar is known for long runs at the box office.

So while I decide if this feature will stay afloat for another week or not, why don’t we check out how Pete Docter’s latest film is doing, updated daily:

Monday: $2,160,831

Cumulative: $252,395,385

Notes and Predictions: As Up keeps climbing the ladder of success, more and more records are being broken. For example, Up is now #45 in the top grossers of all time, it should land at #40 by next week. This means it’ll likely pass Monsters, Inc. by Wednesday and The Incredibles by Friday making it the 2nd highest grossing Pixar movie ever! Again, we’ll see how the other upcoming sequels affect Up which is still the #1 movie of 2009. Transformers has been making big bucks but hasn’t really broken into Up’s revenue, so all we can do is wait and support the film…

International: Let’s not forget about the worldwide market! I’m betting Up could be like Ratatouille, having double the domestic take internationally! But for now it’s not the biggest worldwide campaign because it’s opening slowly in major territories. Cumulative foreign box office is at $35,364,786 with worldwide totals at a strong $287,760,171!

11 top 3D companies and artists to follow on Twitter

Well, we set out to find a collection useful Twitter contacts for those 3D graphics fanatics who crave the latest news, in bite-sized portions throughout the day. To be fair, a great number of 3D artists are too busy making great 3D art or animation to use Twitter, but the following will get you started. Follow some of their followers too, to expand your network...

DisneyPixar
Keep up to date with this driving force both in full CG short films, as well as features. When they win yet another award, their Twitter followers are the first to find out. Nearly 12,000 followers here.

Sample tweet: “Wall-E makes a music video for URock2 on Disney.com! Check out his moves and then make your own! http://bit.ly/bgSBV

DreamWorks Animation
Keep up to date with this driving force both in full CG short films, as well as features. When they win yet another award, their Twitter followers are the first to find out. Nearly 12,000 followers here.

Sample tweet: “Ooze got all the cool Monsters vs Aliens toys?! http://tinyurl.com/o4w6j3

Double Negative
Look for dneg on Twitter to find out about what major pictures the London visual effects house is working on. Plenty of links to stories and articles on how they work their 3D and compositing magic.

Sample tweet: “Oscar nominee Paul Franklin from dNeg talks to the BBC about The Dark Knight http://news.bbc.co.uk/1/hi/...

Autodesk Gallery
A place pointing you to some great work done by users of Autodesk products such as 3DS Max and Maya. Tweetpics galore, as well as other weird stuff.

Sample tweet: “Biomimicry board meeting at SF Gallery today. Check out how we're supporting the world’s 1st biomimicry design portal! http://bit.ly/1Rfo6T

UbiSoft
The French games company is busy making, among other things, the game version of James Cameron’s Avatar. Catch some links to typically French titbits, as well as games and FX technology demos.

Sample tweet: “Ever seen a bunch of Rabbids travelling and taking pictures of themselves? http://cli.gs/JH9GPv

Meats Meier
The LA-based 3D artist and animator, who specialises in music videos, is on Twitter and shares snippets of the projects he’s working on.

Sample tweet: “My computers are busy up-rezzing my animation clips for this summer's TOOL concert tour.”

Prime Focus
The effects company serving the film, music and advertising industries has studios in both the UK and India. Tweets come from both locations, updating followers on projects.

Sample tweet: “Rubberduckzilla, a water hating, city destroying giant rubber duck has been unleashed upon us. Graded PFL vu www.primefocuslondon.com

Maxon
Yes, the purveyors of that fine modelling, rendering and animation program Cinema 4D are on Twitter too. They tweet about upgrades to their products, as well as FX projects that have used their software.

Sample tweet: “Monkeyhead (presented at our NAB2009 booth) finished a cool short entitled "Monkey Island" - all in CINEMA 4D! http://is.gd/1eEz2

SIGGRAPH
Of course, it makes complete sense to follow the world’s most important event for 3D artists on Twitter. You can find out about speakers and Electronic Theatre entrants, show announcements, and new technical papers. Hurray!

Sample tweet: “#siggraph #nola is in 59 days. will u be prepared to network your senses? check out the advanced program pdf http://tinyurl.com/s09AdvProg

Gnomon School
And if you’re going to follow SIGGRAPH it makes just as much sense to always be updated on new deals from this 3D training centre, whether you want to take a course or buy their DVDs.

Sample tweet: “#One hour until the Pixologic Action Heroes show opens at Gnomon Gallery. Woo hoo! http://www.gnomongallery.com/”

ATI Graphics
Being a follower of a graphics card company could actually be seriously demoralising. You’ll find out just how quickly your brand new FireGL card went out of date. Games news and driver updates too.

Sample tweet: “Why does DX 11 matter? Check out AMD's newly released whitepaper: http://links.amd.com/DX11AM...”

Asylum spends a Night at the Museum

Asylum shows the journey of a Hershey's Kiss through the factory before animating in an additional advertising segment for recent film Night at the Museum 2

Project
Night at the Museum
Studio
Asylum

Creating a 15-second spot when there’s a story to tell proved tricky for Asylum, particularly when the client, Hershey’s, added to the original concept. The treatment originally showed the journey of a Hershey’s Kiss through the factory, before a segment advertising Night at the Museum 2 was added based on the same models created by Rhythm and Hues for the feature film.

“I think matching the look of Rhythm and Hue‘s renders was probably the most challenging technical aspect,” says animation director Piotr Karwas. “They shared all their assets with us but our pipelines differ so much it was like starting from scratch.”

To achieve the match, the team created a set of RenderMan shaders to mimic the look of the characters before blending the aesthetics of both the film and the Hershey’s factory. The final image was put together by Inferno, while Maya was used for modelling, rigging and animation.

Visit the Asylum website
View "History"

Reminder : Autodesk 3D Technology Road show 2009 : London : This Thursday!!Reminder : Autodesk 3D Technology Road show 2009 : London : This Thursday!!

Autodesk in collaboration with BlueGFX are holding a 3D Technology road show in London this Thursday. See the following website for more details and to register:

http://www.bluegfx.com/roadshow.php

Event Agenda can be downloaded here:

http://www.bluegfx.com/3dtech_agenda.pdf

Silo Development update

Nevercenter Development Update

Hey guys,

Hmm, looks like some communication from me is in order again, sorry if some of you have felt we've been out of touch by delegating our communication duties to David. I think probably the main point I should make to those of you who are interested is that Silo is very much alive, though our communication and development patterns are different than they were a few years ago, and we should probably realign expectations for forum users now that our patterns are decidedly different.

In the past we've aimed for continual Silo development dialog with users, which had its benefits and drawbacks to us as developers, and sometimes we've been good at keeping that up and sometimes we've been bad at it. It can be a lot of work to pacify the vocal minority of Silo users who get worked up about certain things and start worrying that the company doesn't value its users or is dying (neither is true, we love all our users and the company is doing great :]). There have also been both benefits and drawbacks to having everyone know what was coming in the next update to Silo. Now instead of saying "ok, we're going to be really good at posting development updates every week", we'll say instead that sometimes we probably will and sometimes we probably won't.

As a company, Nevercenter continues to grow and develop into the boutique software company we dreamed of from the beginning - a place where we can follow our many interests and allow all of our projects to cross-pollinate and make each other stronger. (For example, we're developing a game engine which relates heavily to Silo and has helped us understand what some of you game artists have been saying all along :]). As we embrace this approach, it means that we no longer devote all our time and energy to the development of Silo -- and we feel like Silo has reached a point of maturity where it doesn't need that. We still have a plan for Silo, and it is still under active development, but you'll probably see that development happen in shorter bursts at key times.

So if you enjoy using Silo, use it and discuss techniques and make suggestions to us and we'll be watching and contributing where we can. There will likely be times when we're very actively involved and releasing quick updates, and times when we're not. Promised updates will come out. Sometimes we'll be letting on what we're working on and sometimes we won't until we're ready to release it. We do read your suggestions and comments, especially the bug reports.

As for me, I'm quite literally off to go do some modeling with Silo, I hope you'll do the same!

__________________
Download Silo | Buy Silo


http://silo3d.com/forum/showthread....0539#post110539

Esperient Creator reverts to Right Hemisphere

Per the following post on the Esperient site, Esperient Corporation has ceased operations. Their product, Esperient Creator will revert back to former owner Right Hemisphere.

Very sad turn of events because the team of owner-developers had made huge strides in improving the functionality of the product.

http://esperient.com/userforum/showthread.php?t=789

3DAllusions competition - Charette #15

3DAllusions would like to invite everyone to participate in our newest architectural visualization competition, held on www.3DAllusions.com.
Our new challenge (Charette #15) is to texture and render Casa Quinta by architect Marcio Kogan and his Studio MK27 from Sao Paulo, Brazil.
We have got some nice prizes lined up.



www.3DAllusions.com

So warm up your rendering engines and let us start!

Mafia II :: Game Production Focus

The visual idea of the 'Mafia II' game is realism. Since the story direction of 'Mafia II' features a very serious tone, the visuals need to also take on a serious tone; people, environments, cars and the whole overall feel needs to accurately portray the same feel of the 1950s in America. Realistic CG in games are taking the same visual steps as realism of VFX in film. Click the image. Read the feature. Make up your own mind.

Woody's News Round-Up (6/29/09)

Welcome to another edition of Woody’s News Round-Up, stories we want to pass along that didn’t quite make it to an individual post:

Ed Catmull to be Honored by VES: The Visual Effects Society announced today that they will be presenting the George M?liès Award to Pixar President and co-founder Ed Catmull! The prize’s description defines Catmull very well since he pretty much "pioneered… the art and/or science of the [CGI] visual effects industry." He will be accepting the honor during the VES Awards on February 28th, 2010.
[Source: THR | via: The Pixar Touch Blog]

Up in FoxTrot: The popular Sunday comic strip, FoxTrot by Bill Amend, featured a certain Pixar movie that’s been making waves at the box-office. When one of the kids watches Up in theatres, he’s inspired. But what exactly does he do with that inspiration? Click here to see a large version of the hilarious strip.
[Thanks, Hannahmation from the Pixar Planet Forums]

Toy Story 3 Grows Up: The word "mature" brings up different thoughts in different people; some think of it as inappropriate for younger audiences, others as smarter and wiser, and some think of it as a term for violent content. Whatever your perception of the word, this is what BURN•E director and acclaimed animator Angus MacLane had to say to Cinematical about Toy Story 3: "…each of the films represents where the filmmakers were at the time… we’re approaching [TS3] 10 years later… we’ve grown up with these toys, and we have a reverence for them, but we also have different things as a priority." Working off of those quotes, Total Film has also explored some odd possibilities for this "grown-up" plot, I’m sure it’s a joke, of course.

Notice Something?: Look at the title of this article, doesn’t that date look familiar? Well, it should because it’s the second anniversary of Ratatouille! Go make yourself something nice to eat in honor of Chef Remy! Notice something else, it’s the one month anniversary of Up. With reviews and revenue like that, Pixar must be celebrating BIG!

nShatter releases RUINS


RUINS is a real-time shatter plug-in for Autodesk's Maya.

Generally speaking solid shatter is difficult/lengthy process to solve in Maya. Apparently RUINS is production-proven software and offers shattering and breaking of your models in instantly.

Costs:
$66.00-$99.00

Info:
http://www.nshatter.com/

Shatter tutorial:
http://www.nshatter.com/ruins%201.0.html

Ballistic Wallpapers - Get yours now!



Hey everyone,

We have just released FREE Ballistic Wallpapers over on the Ballistic Publishing site.

Beginning with Philip Straub’s Utherworlds fantasy graphic novel, we’ve collected the most memorable work from our books including our d’artiste Master Artists to create a series of freely-downloadable wallpapers.

Ranging in sizes from iPhone to HD resolution, you can download your favorite artists’ work to use as your desktop wallpaper and be inspired by the amazing art featured in Ballistic Publishing’s award-winning books.

Head over now and check out the first six wallpapers that we have made available and keep coming back as we’ll be adding new artwork regularly

Ballistic Wallpapers

Macs in 3D – the myths debunked


We talk to a range of studios that have already made the leap from Windows about the benefits and practicalities of building and running a Mac-based production pipeline.

Apple has rarely, if ever, had it so good. Since co-founder Steve Jobs returned in 1997, the company has made waves in the music and mobile phone markets, while releasing a series of elegant workstations and laptops that many believe are the best available blend of style, user-friendliness and power. But it’s been a different story in the 3D industry, where Apple has traditionally been given short thrift by artists who deem its hardware too pricey, too slow and too rigidly specced.

That perception has been slowly changing, however, not least since the launch in 2006 of a range of Intel-based Macs and Boot Camp, the system that enables the Windows operating system to be installed alongside the native Mac OS X.

One of the biggest factors governing the Mac’s acceptance in the 3D industry is inertia. With the strong historical ties to Windows in some areas of the industry, it takes compelling arguments to trigger a sea change. Nowhere is this more applicable than in the architectural and visualisation sectors, where Windows-only programs like 3ds Max and AutoCAD have been the tools of choice. Now, though, some are starting to take advantage of the ability to run Windows software on Mac hardware, while others are embracing dual-platform software such as form.Z and Cinema 4D. “We chose Cinema 4D rather than 3ds Max because we came from the point of view of architects bolting our 3D output to an existing service, rather than from a visualisation standpoint,” says Pete Coombes, director at Polished Designs, part of Assael Architecture. “I think there’s a lot of inertia and ignorance, with people believing that they need a PC and 3ds Max to do good 3D work.”

Less surprising than the strides being made in visualisation is the support for the Mac by graphics and branding companies: the Mac has been the darling of the print design industry since its launch in 1984. “Desktop publishing essentially came about with the invention of the Mac and PostScript,” says Chris Morris, CGI director at Giannini Creative Imaging. “It wasn’t until later that Windows introduced a graphical user interface. By that time, the Mac was well established.”

With infrastructure and knowledge based around the Mac, design houses have understandably proven far more likely to stick with the platform as the work has evolved to embrace 3D rendering for print, motion graphics and the web. Now early adopters of Mac-based 3D solutions, such as Giannini Creative, are reaping the benefits. “We did take a performance hit by staying with the Mac when we first started doing 3D,” says Morris. “But since Apple switched over to Intel, everything has worked like a dream.”

“We were already using the Mac for 2D, and then the Intel Mac made any regrets about using it for 3D disappear,” agrees Jeffrey Kovel, founder of Skylab Design Group, another studio that has embraced the dual-OS opportunities afforded by Boot Camp. “We now run form.Z, Rhino and SketchUp on the Mac OS, and run 3ds Max and V-Ray on Windows.”

The situation is more complex in the animation and visual effects fields, where studios tend to rely on 3D apps and plugins that aren’t available for Mac OS X (such as XSI, Houdini and 3ds Max). Yet even here, the Mac is finding customers.

Pixar famously began switching changing over to Mac workstations in 2003, launching its lauded RenderMan for the Mac shortly after. More recently, Tippett Studio has taken the plunge, primarily for performance and reliability. “Though we still use custom Linux-based hardware for the majority of our render farm needs, we migrated a year ago,” says Brennan Doyle, Tippett’s head of creative operations.

There are now 175 Mac Pros on the floor at Tippett, with most running Maya and RenderMan through Linux. “We have proprietary plugins and tools that keep us tied to a Linux platform, but given time, it’s quite feasible we will have artists using primarily Mac OS X,” says Doyle. “Many of us have been die-hard Mac evangelists for years, so it’s exciting to see Apple come full circle. The tool that used to be the best available for individual artists to get their work done is now also the tool that large groups of people can look to as a scalable solution.”

It’s easier, of course, for small studios to change midstream. That was certainly the case for Luma Pictures, which has since grown to become one of the VFX industry’s most vocal supporters of the Mac. “Luma made the switch from a primarily Windows-based facility to a Mac OS X facility just after the first Underworld in 2003,” says Chris Sage, vice president of operations at the studio. “We were still a young company, with a minimal pipeline and a relatively small render farm.”

Sage says the switch was actually partly driven by the decision to adopt Shake as Luma’s primary compositing tool. “PC and Linux nodes were quite pricey; and since Maya, our primary choice for 3D, was already available on the Mac, it seemed like the most practical choice.”

The changeover had a huge impact on the studio, says Sage, proving crucial to developing the pipeline for much larger-scale productions. “To build Luma into a top-notch company, we needed to focus on developing tools and methods that would allow the artist to focus on their creative responsibilities. We quickly discovered that the Unix-based Mac OS X was perfect for this. We had all of the ability to script and write tools at the OS level, as was available in the more difficult flavours of Linux, along with easy-to-use tools such as AppleScript.”

HARDWARE COSTS
For studios weighing up the relative merits of Windows and Mac-based solutions, the two key considerations are inevitably performance and cost. One person who believes the Mac wins hands-down is Andrew Bishop, director of London studio Darkside Animation. “We’d been PC-based for almost 15 years before changing over to Intel Macs,” he says. “It felt like a huge gamble, but we’ve never looked back. They’re the best computers we’ve ever bought. Thanks to Boot Camp, you’re effectively getting two machines for the price of one.”

While the Mac Pro clearly represents great value, Apple’s Xserve rackmount systems have been deemed less than cost-effective to date. (Whether studios find that January’s new Xserve models rectify this remains to be seen.) The solution for many smaller studios has been to use workstations instead. “We did a lot of price shopping, and found that the best bang for buck when it came to rendering was simply to use stripped-down eight-core Mac Pros,” says Chris Morris.

“The Intel Mac Pro is first and foremost a workstation, but if these computers double-duty as render nodes, it becomes cost-effective,” says Tolga Yildiz, senior designer at New York design studio Trollbäck + Company. “If you use a render farm solution that charges licences per computer instead of per CPU, you can even call the eight-core Mac cheap.”

Beyond initial hardware investment, maintenance costs and stability issues must also be factored in. The fact that Apple controls every aspect of hardware production clearly contrasts with the multi-manufacturer, multi-configuration world of the PC. “The most expensive thing in this business is time, so for us the most important thing is stability,” says Rene Mastrup, founder of Denmark’s Sunday Animation Studio. “Wasting hours dealing with hardware and software problems is what costs money, but we’ve had no problems at all with these machines.”

“The problem child in terms of stability used to be Maya,” adds Yildiz. “But since the switch to Intel processors, our 3D artists cannot cite a difference in Maya’s performance and stability between the two platforms.”

“Macs can be set up and in use in less than 15 minutes, and then require little maintenance throughout their service,” adds Sage. “There are support issues that arise from time to time, but notably less so than their Windows/Linux counterparts, which allows us to spend more of our resources on the work.”

A hardware and potential OS changeover might be expected to incur training costs or cause problems when recruiting, but none of the studios interviewed for this article believed it to be an issue. “There was a good deal of initial resistance to the choice by some of the artists, due largely to their comfort with the Windows environment, but once people realised that the applications they were using were using were pretty much the same, they acclimatised quickly,” says Sage.

The Mac OS shouldn’t even be a stumbling block for technical directors and other coders, he explains. “The perception that the Mac is a strange OS that nobody understands is a bit of a mystery: at its core, Mac OS X is Unix-based. And almost every 3D/2D program has its own internal scripting language, such as Maya’s MEL.”

ROOM FOR IMPROVEMENT
Apple’s complete control over its hardware does pose some problems, not least due to its stance on graphics cards. Because Apple has always enjoyed greatest success with 2D design and compositing professionals, there’s been a tendency for Macs to lag behind when it comes to 3D work.

“The one Achilles heel with the Mac lies with the graphics cards,” says Bishop. “The 3D drivers simply aren’t as good as for Windows, and then there’s the fact that Mac Pro users have had to choose from just three cards.”

The newly launched Mac Pros do at least provide support for more up-to-date technology from ATI and Nvidia, although there are still limited configurations to choose from. Frustratingly, there’s no backwards compatibility, so owners of the first generation of Mac Pros need to buy new workstations to gain access to the newer cards. While PC owners are able to continually upgrade their machines as more powerful graphics technology become available, Apple users will doubtless find their GPU choices locked down with these new machines, too.

There’s also a price to be paid for the fact Mac OS X still has less than 10 per cent market share. Alongside the absence of XSI, 3ds Max, Houdini and several specialist tools, plugin developers also tend to initially focus on the larger user base. “In terms of plugins and applications, Windows does get the new ones first,” says Yildiz. “But if there’s a plugin that we cannot live without, there’s always the option to have Mac OS X and Windows on the same machine.”

Not everybody agrees that the Boot Camp option is the most efficient solution for accessing Windows-only applications and plugins, but it does at least offer a safety net for future-proofing. And as the Mac continues to make inroads, so developer support is improving. “The initial stages of our switch were somewhat hindered by lack of plugins, but as our range of needs expanded, so has the availability of the tools for the Mac platform,” says Sage. “Developers such as Autodesk, Pixologic, The Pixel Farm, Next Limit, mental images and The Foundry increasingly seem to be releasing Mac software alongside or close to other OS versions.”

For 3D companies at the larger end of the scale, the time and money required to switch over the Mac is likely to be prohibitive, although again the Boot Camp option can ease the passage by removing the need for an immediate OS change.

“Most of the larger studios have a great deal of time and effort invested in proprietary tools that are sometimes intimately tied to operating systems. Switching hardware is therefore frequently an easier thing to do than switching operating systems,” says Brennan Doyle. “When more of the primary off-the-shelf tools switch from Linux or Windows over to Mac OS X, you’ll find more studios switching over too.”

Things could change more rapidly at smaller companies, though, where hardware and pipeline configurations tend to be more fluid, and changes are more cost-effective. “For a company of up to 20 people, I’d say switching would give a huge advantage,” says Mastrup.

And for those starting from scratch, the reasons for opting to build a studio around Mac rather than PC hardware are clearly more compelling than ever. “For studios making an initial investment, I’d recommend a Mac and Boot Camp setup every time,” says Bishop. “It would be a huge mistake if people didn’t start taking the Mac very seriously. What I think people don’t realise is that they’re now the best-value PCs you can buy, too.”

Buck makes history for Mountain Dew

Buck creates background and objects in 3D to complement the 2D design of Mountain Dew's "History" spot

Project
History
Studio
Buck

Buck took charge of the 3D work on Mountain Dew’s latest spot. Despite being based on 2D designs, Buck had to animate all background objects in 3D to allow smooth and speedy evolution as required by the fluid script. “Each object had its own unique rig and custom animation based on its shape,” says creative director Orion Tait.

Buck used a combination of Illustrator, Photoshop, Maya and After Effects to ensure the entire look of the spot was consistent with the original hand-drawn style. “While the 3D process was expensive and time-consuming, the end result allowed flexibility for placement, timing and other attributes, making it essential to the creation of the piece,” adds Tait.

Visit Buck's website
View project


PhotoRadar announced


Future, the special-interest media group, has announced the launch of PhotoRadar – its latest Radar Network and biggest UK online launch of 2009.

With a market of over 27m digital camera users in the UK, Future is aiming to establish PhotoRadar as the world’s leading online community for digital photographers of all abilities, offering inspiration, instruction, news, reviews, video content and community features.

The launch of PhotoRadar continues Future’s strategy of building its core portfolios across multiple platforms – in print, online and face-to-face. The company already reaches almost 300,000 photography enthusiasts a month through its magazines, digitally, and through its annual Photographer of the Year contest. PhotoRadar joins Future’s stable of international online Networks; BikeRadar, GamesRadar, MusicRadar and TechRadar. Together, these Networks now reach over 25 million unique users a month.

PhotoRadar will have its own dedicated editorial team, led by Rachael D’Cruze, delivering up-to-the minute news, first-look previews and reviews across the whole sector – from compacts and essential camera kit, through to top-end digital SLRS. It will also aggregate existing editorial and video content from Future’s multi-award-winning print titles Digital Camera and PhotoPlus. The latter being the UK’s fastest growing photography magazine.

Offering enthusiasts a rich media experience, PhotoRadar will be packed with video tutorials and user generated content, allowing photographers to upload their own images for peer review, and letting them rate others’ photographs. Pro-level photographers will regularly offer advice, while in-depth starter guides will reveal the best ways for beginners to improve their camera and photo-editing skills.

Robert Price, Chief Executive of Future UK said:

“The launch of PhotoRadar is another key milestone in Future’s digital strategy. Our other Radar sites have been hugely successful, building reach and engagement with our enthusiast audiences. With our strong print, digital and events pedigree in photography, PhotoRadar is a natural extension for us. We have bold plans to make PhotoRadar the world’s biggest and best site for digital photographers.”

Matt Pierce, Group Publisher of Future’s digital creative portfolio, added :

“We were amazed to discover that there weren’t any photography websites managing to serve the needs of all photography enthusiasts. We’ve therefore built PhotoRadar with clear aims: to be the definitive online destination for exciting and fresh photography technique, inspirational imagery, reviews, daily news and photo uploads. We’ve also taken our heritage in quality production values to deliver a site that really looks the part – something we believe will be appreciated by photographers of every ability.”

The beta version of Future’s PhotoRadar goes live late next month at www.photoradar.com – with the full site scheduled to launch in August.

Peter Pan CGI, UK

ust finished working on a somewhat unusual project in London, a new theatre production of Peter Pan in the middle of Kensington gardens. So why is this on cgtalk I hear you yell, because the entire interior of the tent also doubles up as a gigantic 360 degree projection screen



We used 10 gigantic video projectors to fill the inside of the circular tent so that the audience which sits around the central stage has an all-encompassing background view behind the actors. Backdrops range from gently swaying trees which inconspicuously sit behind the cast, all the way up to a 5 minute flight over london which the cast interact with as they fly to Neverland.



Video is projected onto the inside of the tent at an epic 10,000 pixels wide, so it should all look pretty detailed no matter where you look. The whole thing was done in cinema 4D 11, photoshop and after effects. Most of the artists never met each other from the start of the project to the end, we all worked remotely at opposite ends of the world; Australia, England, New York, Netherlands... We love teh internets.



A fuller writeup should be coming in 3d World at some point so keep an eye out. The show runs in central London until August where it will either move to a more sheltered venue in the UK or move over to north America for a tour there.

Big thanks to Bill Dudley, Tim Clapham, Michael Vance and Janine Pauke
Photographs by Simon Annand
http://www.visitlondon.com/peterpan/




New NVIDIA GPU-Accelerated Plug-Ins For Adobe Creative Suite 4 Users

Professional videographers face continuous pressure to deliver high quality work under tight deadlines. To ease that burden and enable greater levels of creativity, NVIDIA today announced the availability of GPU-accelerated plug-in solutions for Adobe Creative Suite 4 (CS4) users, optimized to run on a wide range of NVIDIA® Quadro® graphics solutions.

NVIDIA is offering exclusive discounts of up to 50 percent on plug-ins from Elemental Technologies, Boris FX, Red Giant Software and proDAD when purchased at NVIDIA.com.

Among the plug-ins being offered is the NVIDIA CUDA™ architecture-based Elemental Accelerator 2.0 for Windows from Elemental Technologies (MSRP $499 discounted to $249). By leveraging the CUDA parallel computing architecture, this new plug-in offloads H.264 video encoding to the Quadro GPU, enabling Adobe Premiere Pro CS4 users to experience a performance increase of up to 11X when compared to CPU-only video encoders. Now available on a range of Quadro GPUs, Elemental Accelerator 2.0 supports the creation of Blu-ray DVDs and web content using Flash. In addition, NVIDIA and Elemental Technologies are bringing accelerated H.264 video encoding capabilities to Mac Pro users for the first time with the new Elemental Accelerator 1.2 for Mac OS X running on the Quadro FX 4800 for Mac.

“The enhanced performance of Elemental Accelerator 2.0, combined with an expanded line-up of Quadro GPUs, delivers exceptional value and increased productivity to a wide range of video professionals,” said Sam Blackman, CEO of Elemental Technologies. “The Quadro GPU’s CUDA architecture has enabled the Elemental Accelerator to offer faster than real-time H.264 encoding speed for Blu-ray and web production, while delivering exceptional image quality with H.264/MPEG-4 AVC files.”

In addition, customers using NVIDIA’s latest Quadro GPUs are eligible for exclusive discounts on plug-in solutions from Red Giant Software, Boris FX and proDAD. Available on the NVIDIA web site, these plug-ins allow users to further harness the power of the Quadro GPU to experience dramatic time savings over conventional CPU-only solutions when creating compelling 3D visual and lighting effects.

“The ability to develop real-time motion graphics and effortlessly perform color correction are very important developments for Adobe CS4 users,” said Sean Safreed, product director of Red Giant Software. “The work we have done with NVIDIA on our GPU-accelerated plug-ins enables a creative professional to tap into the power of the Quadro GPU in their system, and freely experiment with a wide range of visual effects and color control, thereby enhancing the creativity of their final production.”

The full line of Quadro GPUs are optimized to enable GPU-acceleration across the entire family of Adobe CS4 applications including: Adobe Premiere Pro, After Effects, Flash and Photoshop. From importing files and editing multi-video streams, to previewing video content, video professionals can now optimize their work-flow and enhance the creative process.
“Quadro GPUs offer the best performance for Adobe CS4 professionals,” said Jeff Brown, general manager, Professional Solutions Business Unit at NVIDIA. “Offering GPU-accelerated plug-ins to Adobe videographers and enabling them to choose the Quadro FX solution that best fits their budget illustrates our commitment to delivering performance and value to the Adobe user community.”

Pricing and Availability
Quadro GPU-accelerated plug-ins from Elemental Technologies, Red Giant Software, Boris FX and proDAD are available for purchase today at http://www.nvidia.com/object/builtf...os_plugins.html. Exclusive discount pricing is available for users of qualifying NVIDIA products including Quadro FX 1800, Quadro FX 3800, Quadro FX 4800, Quadro FX 5800, Quadro FX 2700M and Quadro FX 3700M. NVIDIA Quadro FX products are available through workstation OEMs, as well as through NVIDIA Channel partners PNY Technologies (US and EMEA), Leadtek (APAC) and Elsa (Japan). The Quadro FX 4800 for Mac is available through Apple.com, select Apple resellers and workstation integrators. For additional information on NVIDIA Quadro including pricing and availability, visit: http://www.nvidia.com/page/workstation.html.

About NVIDIA
NVIDIA (Nasdaq: NVDA) is the world leader in visual computing technologies and the inventor of the GPU, a high-performance processor which generates breathtaking, interactive graphics on workstations, personal computers, game consoles and mobile devices. NVIDIA serves the entertainment and consumer market with its GeForce® graphics products, the professional design and visualization market with its Quadro® graphics products and the high-performance computing market with its Tesla™ computing solutions products. NVIDIA is headquartered in Santa Clara, Calif. and has offices throughout Asia, Europe and the Americas. For more information, visit http://www.nvidia.com/page/home.html.

Certain statements in this press release including, but not limited to, statements as to: the benefits, features, impact, and capabilities of NVIDIA Quadro professional solutions are forward-looking statements that are subject to risks and uncertainties that could cause results to be materially different than expectations. Important factors that could cause actual results to differ materially include: development of more efficient or faster technology; design, manufacturing or software defects; the impact of technological development and competition; changes in consumer preferences and demands; customer adoption of different standards or our competitor's products; changes in industry standards and interfaces; unexpected loss of performance of our products or technologies when integrated into systems as well as other factors detailed from time to time in the reports NVIDIA files with the Securities and Exchange Commission including its Form 10-Q for the fiscal period ended April 26, 2009. Copies of reports filed with the SEC are posted on our website and are available from NVIDIA without charge. These forward-looking statements are not guarantees of future performance and speak only as of the date hereof, and, except as required by law, NVIDIA disclaims any obligation to update these forward-looking statements to reflect future events or circumstances.

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© 2009 NVIDIA Corporation. All rights reserved. NVIDIA, the NVIDIA logo, Quadro, GeForce, Tesla, and CUDA are trademarks and/or registered trademarks of NVIDIA Corporation in the U.S. and other countries. Other company and product names may be trademarks of the respective companies with which they are associated. Features, pricing, availability, and specifications are subject to change without notice.

Note to editors: If you are interested in viewing additional information on NVIDIA, please visit the NVIDIA Press Room at http://www.nvidia.com/page/press_room.html.


For further information, contact:
Danny Shapiro
NVIDIA Corporation
(408) 562-7187
dashapiro@nvidia.com

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