Images Portfolio

martes 23 de octubre de 2007

Interview with Autodesk´s Radam Madan



I would like to share this interview with all of you. CGARENA had interviewed Raman Madan - Autodesk´s regional manager. (Southest Asia and India)

miércoles 17 de octubre de 2007

Autodesk 3DsMax 2008 Has been released!

Highlights
Achieve stunning results in less time with Autodesk® 3ds Max® software. 3ds Max 2008 dramatically improves your productivity by streamlining the process of working with complex scenes. This is achieved through significant performance improvements—in areas such as viewport interaction, interactive transform and material assignment—as well as through the addition of new, artist-friendly UI and scene management features. The release also marks the launch of Review, a toolset that delivers interactive previewing of shadows, the 3ds Max sun/sky system, and Architectural and Design material settings. In addition, 3ds Max 2008 delivers enhanced support for complex pipelines and workflows—a new, integrated MAXScript ProEditor makes extending and customizing 3ds Max easier than ever. Plus, enhanced DWG™ file-linking and data support strengthen interoperability with applications such as AutoCAD® 2008, AutoCAD® Architecture 2008, and Revit® Architecture 2008 software products. Finally, the release contains numerous Biped improvements, including new ways of layering character motion and exporting it to game engines, as well as tools that give animators new levels of flexibility with regards to their Biped rigs.
Key New Features and Enhancements
Accelerated Performance
The integration of new technology into the software’s Adaptive Degradation System improves interactive performance by automatically simplifying scene display to meet a user-defined target frame rate. You control how 3ds Max adjusts scene display—whether the smallest objects are hidden, or distant objects have less detail, etc.—and 3ds Max calculates how best to achieve it. When combined with the new Direct3D® mesh caching that groups objects by materials, the result is that tens of thousands of objects can be just as interactive as ten objects. In addition, loading, arrays, Autodesk® FBX® and OBJ export, and other areas of the software perform significantly faster.
Scene Explorer Scene Management
3ds Max 2008 delivers Scene Explorer, a robust new tool that provides you with a hierarchical view of scene data and fast scene analysis, along with editing tools that facilitate working with even the most complex, object-heavy scenes. Scene Explorer gives you the ability to sort, filter, and search a scene by any object type or property (including metadata), with stackable filtering, sorting, and searching criteria. This new tool also enables you to save and store multiple Explorer instances and to link, unlink, rename, hide, freeze, and delete objects, regardless of what objects are currently selected in the scene. You can also configure columns to display and edit any object property, and because this feature is scriptable and SDK extendable, you can use callbacks to add custom column definitions.
Review
This powerful new toolset gives you immediate feedback on various render settings, enabling you to iterate rapidly. This means you can now quickly hone in on your desired look without waiting for a software render—perfect for over-the-shoulder client/boss feedback sessions and other iterative workflows. Based on the latest game engine technology, Review delivers interactive viewport previews of shadows (including self-shadowing and up to 64 lights simultaneously), the 3ds Max sun/sky system, and mental ray® Architectural and Design material settings.
MAXScript ProEditor
3ds Max 2008 marks the debut of the new MAXScript ProEditor. This intuitive new interface for working with MAXScript includes multilevel undo functionality; fast, high-quality code colorization; rapid opening of large documents; line number display; regular expressions in search/replace; folding of sections of the script; support for user customization; and many other features.
Enhanced DWG Import
3ds Max 2008 delivers faster, more accurate importing of DWG™ files. Significantly improved memory management enables you to import large, complex scenes with multiple objects in considerably less time. Improved support for material assignment and naming, solid object import, and normals management facilitate working with software products such as Revit Architecture 2008. Plus, a new Select Similar feature identifies all objects in an imported DWG scene that contain characteristics similar to those of a selected object. This capability lets you select and edit multiple imported objects simultaneously—dramatically streamlining DWG-based workflows. Artist-Friendly Modeling Options
3ds Max 2008 gives you a more streamlined, artist-friendly modeling workflow through a collection of hands-on modeling options that let you focus more on the creative process. These options include selection previewing and the ability to have existing modeling hotkeys and pivots become temporary overrides.
Biped Enhancements
This latest release provides you with new levels of flexibility with regard to your Biped rigs. A new Xtras tool lets you create and animate extraneous Biped features anywhere on your rig (for example, wings or additional facial bones) and save them as BIP files. These files are supported in Mixer and Motion Flow, as well as in Layers, where new layering functionality enables BIP files to be saved as offsets from each layer to isolate character motion. As a result, each layer can be saved as its own asset for export into a game.
Expanded Platform Support
3ds Max 2008 is the first full release of the software officially compatible with Microsoft® Windows Vista™ 32-bit and 64-bit operating systems and the Microsoft DirectX® 10 platform.



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sábado 13 de octubre de 2007

Holofonia



El sonido holofónico, u holofonía es una técnica de espacialización sonora.

HISTORIA
El sonido holofónico fue desarrollado en 1980 por el argentino Hugo Zuccarelli, aplicando el concepto del holograma al sonido y conseguía perfeccionar aún más el sistema de grabación binaural.
En 1983, Umberto Gabrielle Maggi, junto a su hermano Maurizio, crearon el "holophone".
“Final Cut” de Pink Floyd fue el primer album comercial grabado con esta técnica gracias a la colaboración de Maurizio Maggi como ingeniero de sonido...
TECNICA
El efecto con cabezas de maniquí que tratan de simular las condiciones auditivas de una cabeza humana, usando para ello unos órganos auditivos artificiales, en los que se colocan los micrófonos, donde deberían estar los oídos. De esta forma el sonido se graba de una manera aproximada a como llegaría a los oídos de una persona.
Zuccarelli le agregó a su cabeza llamada Ringo una emisión de sonido interna de referencia, así los micrófonos graban la intereferencia creadas entre ambos sonidos (exterior y el propio), consiguiendo la tridimensionalidad del sonido.
La holofonía se diferencia de la técnica de Head-Related Transfer Function (HRTF), en que esta última trata de simular mediante el procesamiento de la señal lo que la holofonía registra de manera directa.
APLICACIONES
La razón principal por la que el sonido holofónico no ha tenido relevancia comercial es que el efecto sólo se puede apreciar usando auriculares. Hugo zuccarelli ha inventado los parlantes holofonicos, con los que ya no es necesario el uso de auricurales, lo que sucede es que sus dos parlantes no son convenientes a los comerciantes de sistemas 5.1.

lunes 8 de octubre de 2007

3D Computer Graphics

3D computer graphics (in contrast to 2D computer graphics) are graphics that utilize a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be for later display or for real-time viewing. Despite these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and primarily 3D may use 2D rendering techniques. 3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object (either inanimate or living). A model is not technically a graphic until it is visually displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations.
OVERVIEW
The process of creating 3D computer graphics can be sequentially divided into three basic phases: 3D modeling which describes the process of forming the shape of an object, layout and animation which describes the motion and placement of objects within a scene, and 3D rendering which produces an image of an object.
MODELING
The model describes the process of forming the shape of an object. The two most common sources of 3D models are those originated on the computer by an artist or engineer using some kind of 3D modeling tool, and those scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation.
LAYOUT AND ANIMATION
Before an object is rendered, it must be placed (layout/laid out) within a scene. This is what defines the spatial relationships between objects in a scene including location and size. Animation refers to the temporal description of an object, i.e., how it moves and deforms over time. Popular methods include keyframing, inverse kinematics, and motion capture, though many of these techniques are used in conjunction with each-other. As with modeling, physical simulation is another way of specifying motion.
RENDERING
Rendering converts a model into an image either by simulating light transport to get photorealistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). This step is usually performed using 3D computer graphics software or a 3D graphics API. The process of altering the scene into a suitable form for rendering also involves 3D projection which allows a three-dimensional image to be viewed in two dimensions.
DISTINCT FROM PHOTOREALISTIC 2D GRAPHICS
Not all computer graphics that appear 3D are based on a wireframe model. 2D computer graphics with 3D photorealistic effects are often achieved without wireframe modeling and are sometimes indistinguishable in the final form. Some graphic art software includes filters that can be applied to 2D vector graphics or 2D raster graphics on transparent layers. Visual artists may also copy or visualize 3D effects and manually render photorealistic effects without the use of filters.