A Winning Combination for 3D Rendering: Autodesk, Intel
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VERNOR V. AUTODESK, INC
FOR PUBLICATION UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT TIMOTHY S. VERNOR, No. 09-35969 Plaintiff-Appellee, D.C. No. v. 2:07-cv-01189-RAJ AUTODESK, INC., OPINION Defendant-Appellant. Appeal from the United States District Court for the Western District of Washington Richard A. Jones, District Judge, Presiding Argued and Submitted June 7, 2010—Seattle, Washington Filed September 10, 2010 Before: William C. Canby, Jr., Consuelo M. Callahan and Sandra S. Ikuta, Circuit Judges. Opinion by Judge Callahan 13861 13864 VERNOR v. AUTODESK, INC. COUNSEL Jerome B. Falk (argued), Clara J. Shin, and Blake J. Lawit of Howard Rice Nemerovski Canady Falk & Rabkin P.C., and Michael A. Jacobs and George C. Harris of Morrison & Foer- ster LLP, for defendant-appellant Autodesk, Inc. Gregory A. Beck (argued) and Deepak Gupta of the Public Citizen Litigation Group, for plaintiff-appellee Timothy S. Vernor. Randi W. Singer, Mark J. Fiore, and Lisa R. Eskow of Weil, Gotshal & Manges LLP, for amicus curiae eBay Inc. Fred von Lohmann of the Electronic Frontier Foundation and Sherwin Siy and John Bergmayer of Public Knowledge, for amicus curiae American Library Association, Association of College and Research Libraries, Association of Research Libraries, Consumer Federation of America, Electronic Fron- tier Foundation, Public Knowledge, and U.S. PIRG. VERNOR v. AUTODESK, INC. 13865 Scott E. Bain, Keith Kupferschmid, and Mark Bohannon, for amicus curiae Software & Information Industry Association. Robert H. Rotstein, Patricia H. Benson, and J. Matthew Wil- liams of Mitchell Silberberg & Knupp LLP, for amicus curiae Motion Picture Association of America, Inc. OPINION CALLAHAN, Circuit Judge: Timothy Vernor purchased several used copies of Autodesk, Inc.’s AutoCAD Release 14 software (“Release 14”) from one of Autodesk’s direct customers, and he resold the Release 14 copies on eBay. -
Autodesk Entertainment Creation Suite
Autodesk Entertainment Creation Suite Top Reasons to Buy and Upgrade Access the power of the industry’s top 3D modeling and animation technology in one unbeatable software suite. Autodesk® Entertainment Creation Suite Options: Autodesk® Maya® Autodesk® 3ds Max® Entertainment Creation Suite 2010 includes: Entertainment Creation Suite 2010 includes: • Autodesk® Maya® 2010 software • Autodesk® 3ds Max® 2010 • Autodesk® MotionBuilder® 2010 software • Autodesk® MotionBuilder® 2010 software • Autodesk® Mudbox™ 2010 software • Autodesk® Mudbox™ 2010 software Comprehensive Creative Toolsets The Autodesk Entertainment Creation Suite offers an expansive range of artist-driven tools designed to handle tough production challenges. With a choice of either Autodesk Maya 2010 software or Autodesk 3ds Max 2010 software, you have access to award-winning, 3D software for modeling, animation, rendering, and effects. The Suite also includes Autodesk Mudbox 2010 software, allowing you to quickly and intuitively sculpt highly detailed models; and Autodesk MotionBuilder 2010 software, to quickly and efficiently create, manipulate and process massive amounts of animation data. The complementary toolsets of the Suite help you to achieve higher quality results more efficiently and more cost-effectively. Real-Time Performance with MotionBuilder The addition of MotionBuilder to a Maya or 3ds Max pipeline helps increase production efficiency, and produce higher quality results when developing projects requiring high-volume character animation. With its real-time 3D engine and dedicated toolsets for character rigging, nonlinear animation editing, motion-capture data manipulation, and interactive dynamics, MotionBuilder is an ideal, complementary toolset to Maya or 3ds Max, forming a unified Image courtesy of Wang Xiaoyu. end-to-end animation solution. Digital Sculpting and Texture Painting with Mudbox Designed by professional artists in the film, games and design industries, Mudbox software gives 3D modelers and texture artists the freedom to create without worrying about technical details. -
3D Graphics Fundamentals
11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year. -
Making a Game Character Move
Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future. -
Autodesk 3Ds Max 2021 Graphic Card Certification Chart for Microsoft Windows Operating System
Autodesk® 3ds Max® 2021 Graphics Hardware Certification Microsoft® Windows® Platform Last updated: April 28th 2021. Readme First Contents The information contained in the Readme First document applies to all hardware Certifications executed on the Autodesk® Media and Entertainment 2021 Readme First software product releases and should be acknowledged by all users prior to What’s New consulting the Certification charts. Important Notes Professional Graphics Cards What’s New You can now find all AMD™ certified and supported graphics cards with 3ds Max Professional Graphics Cards 2021. Caveats & Limitations Consumer Graphics Cards Consumer Graphics Cards Caveats & Limitations Operating System Dependent & Miscellaneous Issues Page | 1 Autodesk® 3ds Max® 2021 Graphics Hardware Certification – Microsoft Windows Important Notes The following describes important notes related to the graphics hardware certification for the for the Autodesk 3ds Max 2021 product release. ▪ Certification of graphics cards was done using Nitrous Direct3D® mode ▪ OpenGL® has not been Certified and therefore you may encounter issues that have not been listed in this document ▪ Nitrous Direct3D® 11 was used for Windows 10. Nitrous Direct3D 9 has not been tested ▪ Certification is being performed on both single and dual screen configurations at resolution of 1920x1200 (60Hz each). ▪ If you are experiencing additional display issues, not listed in this document, please search our Knowledge Base or contact customer support (http://www.autodesk.com/3dsmax-support). ▪ You can find certification results for prior releases of Autodesk 3ds Max product at the 3ds Max Certified Hardware link. ▪ To report problems directly to the Hardware Certification group, use the Report a Problem form. Disclaimer: • Not all Caveats in the tables below are driver problems. -
Portfolio Commentary
MUTUAL FUND JUNE 30 COMMENTARY 2021 Growth Fund Portfolio Review FUND FACTS • The fund posted positive returns of 10.37% vs. 11.93% for the Russell 1000® Growth The fund seeks to invest in companies with sustainable competitive advantages, Index, underperforming the benchmark by 1.56% net during the second quarter. Nvidia, long-term structural growth drivers, Alphabet and Facebook were the three largest contributors to fund performance. Deere, attractive cash flow returns on invested capital, and management teams Boeing and Walt Disney were the largest detractors to performance during the quarter. focused on creating long-term value for shareholders. The fund’s portfolio • Stock selection in the healthcare and information technology sectors as well as our manager also aims to invest in companies when they trade at a significant discount allocation to the communication services and energy sectors contributed positively to to the estimate of intrinsic value. relative return. Stock selection in the industrials, communication services, financials, consumer discretionary and consumer staples sectors as well as out allocation to the Strategy AUM1 $76.0 billion information technology and industrials sectors detracted from relative performance. Fund AUM $14.1 billion Share Class Y • The fund is an actively managed strategy with a long-term, private equity approach to Inception 5/16/1991 investing. Through our proprietary bottom-up research framework, we look to invest in Ticker LSGRX Benchmark Russell 1000® Growth those few high-quality businesses with sustainable competitive advantages and profitable CUSIP 543487110 growth when they trade at a significant discount to intrinsic value (our estimate of the true Portfolio worth of a business, which we define as the present value of all expected future net cash Aziz Hamzaogullari Manager flows to the company). -
2017-2018 Preliminary CAPE Industry Certification Funding List (March 3, 2017) - DRAFT
Attachment 1: 2017-2018 Preliminary CAPE Industry Certification Funding List (March 3, 2017) - DRAFT DOE Code Certification/Credential Title Issuing Organization/Provider ABAYC003 Marine Electrical Certification American Boat & Yacht Council ACSMD002 Certified Personal Trainer American College of Sports Medicine ADESK002 Autodesk Certified User - AutoCAD Autodesk ADESK008 Autodesk Certified User - Revit Architecture Autodesk ADESK011 Autodesk Certified User - Inventor Autodesk ADESK021 Autodesk Certified Professional - AutoCAD Autodesk ADESK023 Autodesk Certified Professional - AutoCAD Civil 3D Autodesk ADESK024 Autodesk Certified Professional - Inventor Autodesk ADESK025 Autodesk Certified Professional - Revit Architecture Autodesk ADESK029 Autodesk Certified Professional - 3ds Max Autodesk ADOBE002 Adobe Certified Expert (ACE) - After Effects Adobe Systems ADOBE003 Adobe Certified Expert (ACE) - Illustrator Adobe Systems ADOBE004 Adobe Certified Expert (ACE) - InDesign Adobe Systems ADOBE005 Adobe Certified Expert (ACE) - Photoshop Adobe Systems ADOBE007 Adobe Certified Expert (ACE) - Premiere Pro Adobe Systems ADOBE010 Adobe Certified Associate (ACA) - Dreamweaver Adobe Systems ADOBE011 Adobe Certified Associate (ACA) - Flash/Animate Adobe Systems ADOBE013 Adobe Certified Expert (ACE) - Acrobat Adobe Systems ADOBE018 Adobe Certified Associate (ACA) - Premiere Pro Adobe Systems ADOBE020 Adobe Certified Associate (ACA) - Illustrator Adobe Systems ADOBE021 Adobe Certified Associate (ACA) - InDesign Adobe Systems ADOBE022 Adobe Certified -
John Bachofer Graphic Designer
JOHN BACHOFER GRAPHIC DESIGNER Animation/Graphic Design/3D Modelling Marketing/Freelancer [email protected] | (760)-518-0145 http://johnkathrynjanewayba.wixsite.com/johnbachoferartist https://www.linkedin.com/in/johnny-bachofer-32888ab8/ Education Summary B.S. in Graphic Design with Meticulous and knowledgeable Graphic Design graduate known for skill in 3D modeling, rigging Emphasis on Animation and texturing. Deadline driven and results oriented artist who has exhibited exceptional talent in Grand Canyon University building highly detailed products yielding customer satisfaction. Graduated 2018 Key Skills include: graphic design, illustration, modeling/texturing, rigging and animation Software Work Experience Autodesk MAYA Source FilmMaker Real Art Daily Productions - Los Angeles, CA (Online) 11/2019 - Present Blender 3D Adobe Creative Lightwave 3D Suite: Character Animator DAZ Studio Photoshop • Mastered the use of Unreal Engine 4. Unreal Engine 4 Illustrator • Developed comprehensive 3D modelling and rigging skills. MakeHuman InDesign • Completed the company’s first animation of a quadruped character. Autodesk 3DS MAX After Effects • Met project milestones for writing, storyboard development and comencement of production. Unity Lightroom • Successful team member in a diverse and inclusive workplace. ZBrush Microsoft Office Sketchup Suite: Mogul Mommies Inc - New York, NY (Online) Feb 2017 - May 2018 AutoCAD Excel Game Development Artist Mixamo Fuse Word • Developed and released the “Toss That!” mobile app game. Poser Powerpoint -
A Procedural Interface Wrapper for Houdini Engine in Autodesk Maya
A PROCEDURAL INTERFACE WRAPPER FOR HOUDINI ENGINE IN AUTODESK MAYA A Thesis by BENJAMIN ROBERT HOUSE Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, André Thomas Committee Members, John Keyser Ergun Akleman Head of Department, Tim McLaughlin May 2019 Major Subject: Visualization Copyright 2019 Benjamin Robert House ABSTRACT Game development studios are facing an ever-growing pressure to deliver quality content in greater quantities, making the automation of as many tasks as possible an important aspect of modern video game development. This has led to the growing popularity of integrating procedural workflows such as those offered by SideFX Software’s Houdini FX into the already established de- velopment pipelines. However, the current limitations of the Houdini Engine plugin for Autodesk Maya often require developers to take extra steps when creating tools to speed up development using Houdini. This hinders the workflow for developers, who have to design their Houdini Digi- tal Asset (HDA) tools around the limitations of the Houdini Engine plugin. Furthermore, because of the implementation of the HDA’s parameter display in Maya’s Attribute Editor when using the Houdini Engine Plugin, artists can easily be overloaded with too much information which can in turn hinder the workflow of any artists who are using the HDA. The limitations of an HDA used in the Houdini Engine Plugin in Maya as a tool that is intended to improve workflow can actually frustrate and confuse the user, ultimately causing more harm than good. -
Mi Army Maya Download Crack
Mi Army Maya Download Crack Mi Army Maya Download Crack 1 / 2 Copy video URL Copy embed code Report issue · Powered by Streamable. Mi Army For Maya Download Crack ->>> http://urllie.com/wn9ff 42 views.. Miarmy 6.2 for Autodesk Maya | crowd-simulation plugin for Maya https://goo.gl/uWs11s More plugin .... Miarmy for maya. Bored of creating each separate models for warfield or fight. Now it's easy to create army. This plug-in is useful for creating armies reducing the .... 11.6MB Miarmy (named My Army) is a Maya plugin for crowd simulation AI behavioral animation creature physical .. KickassTorrents - Download torrent from .... free software downloadfree software download sitespc software free download full ... Miarmy (named “My Army”) is a Maya plugin for crowd simulation, AI, .... It's fast, fluid, intuitive, and designed to let you do what you want, the way you want. What you will get: Miarmy Express; Installation Guide; Free License .... Used to kill for MOD, MI ARMY, FBM, PB ADDICTS, ALL STAR KIDZ. Godonthefield is offline Miarmy pro maya 2011 torrent download, miarmy for maya .... Plugins Reviews and Download free for CG Softwares ... Basefount released Miarmy 7 with Maya 2019 Support. CGRecord ... Basefount released the new update of its crowd simulation tool for Autodesk Maya - Miarmy 7.. Plugins Reviews and Download free for CG Softwares ... [ #Autodesk #Maya #Basefount #Miarmy #Crowd #Simulation ]. Basefount has released Miarmy 6.5, the latest update to its crowd-simulation system for Maya with .... ... and Software Crack Full Version Title Download Android Games / PC Games and Software Crack Full Version: Miarmy 3.0 for Autodesk Maya Link Download. -
An Advanced Path Tracing Architecture for Movie Rendering
RenderMan: An Advanced Path Tracing Architecture for Movie Rendering PER CHRISTENSEN, JULIAN FONG, JONATHAN SHADE, WAYNE WOOTEN, BRENDEN SCHUBERT, ANDREW KENSLER, STEPHEN FRIEDMAN, CHARLIE KILPATRICK, CLIFF RAMSHAW, MARC BAN- NISTER, BRENTON RAYNER, JONATHAN BROUILLAT, and MAX LIANI, Pixar Animation Studios Fig. 1. Path-traced images rendered with RenderMan: Dory and Hank from Finding Dory (© 2016 Disney•Pixar). McQueen’s crash in Cars 3 (© 2017 Disney•Pixar). Shere Khan from Disney’s The Jungle Book (© 2016 Disney). A destroyer and the Death Star from Lucasfilm’s Rogue One: A Star Wars Story (© & ™ 2016 Lucasfilm Ltd. All rights reserved. Used under authorization.) Pixar’s RenderMan renderer is used to render all of Pixar’s films, and by many 1 INTRODUCTION film studios to render visual effects for live-action movies. RenderMan started Pixar’s movies and short films are all rendered with RenderMan. as a scanline renderer based on the Reyes algorithm, and was extended over The first computer-generated (CG) animated feature film, Toy Story, the years with ray tracing and several global illumination algorithms. was rendered with an early version of RenderMan in 1995. The most This paper describes the modern version of RenderMan, a new architec- ture for an extensible and programmable path tracer with many features recent Pixar movies – Finding Dory, Cars 3, and Coco – were rendered that are essential to handle the fiercely complex scenes in movie production. using RenderMan’s modern path tracing architecture. The two left Users can write their own materials using a bxdf interface, and their own images in Figure 1 show high-quality rendering of two challenging light transport algorithms using an integrator interface – or they can use the CG movie scenes with many bounces of specular reflections and materials and light transport algorithms provided with RenderMan. -
Sony Pictures Imageworks Arnold
Sony Pictures Imageworks Arnold CHRISTOPHER KULLA, Sony Pictures Imageworks ALEJANDRO CONTY, Sony Pictures Imageworks CLIFFORD STEIN, Sony Pictures Imageworks LARRY GRITZ, Sony Pictures Imageworks Fig. 1. Sony Imageworks has been using path tracing in production for over a decade: (a) Monster House (©2006 Columbia Pictures Industries, Inc. All rights reserved); (b) Men in Black III (©2012 Columbia Pictures Industries, Inc. All Rights Reserved.) (c) Smurfs: The Lost Village (©2017 Columbia Pictures Industries, Inc. and Sony Pictures Animation Inc. All rights reserved.) Sony Imageworks’ implementation of the Arnold renderer is a fork of the and robustness of path tracing indicated to the studio there was commercial product of the same name, which has evolved independently potential to revisit the basic architecture of a production renderer since around 2009. This paper focuses on the design choices that are unique which had not evolved much since the seminal Reyes paper [Cook to this version and have tailored the renderer to the specic requirements of et al. 1987]. lm rendering at our studio. We detail our approach to subdivision surface After an initial period of co-development with Solid Angle, we tessellation, hair rendering, sampling and variance reduction techniques, decided to pursue the evolution of the Arnold renderer indepen- as well as a description of our open source texturing and shading language components. We also discuss some ideas we once implemented but have dently from the commercially available product. This motivation since discarded to highlight the evolution of the software over the years. is twofold. The rst is simply pragmatic: software development in service of lm production must be responsive to tight deadlines CCS Concepts: • Computing methodologies → Ray tracing; (less the lm release date than internal deadlines determined by General Terms: Graphics, Systems, Rendering the production schedule).