Vizin-Lsinc Joint PR-Package.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

Vizin-Lsinc Joint PR-Package.Pdf INSTITUTE FOR THE VISUALIZATION OF HISTORY 151 Bridges Road • Williamstown MA 01267-2232 USA v/f: 413-458-1788 • email: [email protected] • http://www.vizin.org "When people don't know history, they have a poor sense of their country and community, and most of all, the relative importance of [current] events" ("History Tells us to be Afraid,” by Mark Lane, article circulated by Cox Newspapers May 2002). About the Institute EXPERTISE The INSTITUTE builds and expands upon the pioneering work of Learning Sites, Inc., in the field of virtual heritage. Learning Sites® is a recognized leader in designing and building innovative products using archaeological and other historical material. The INSTITUTE’s staff brings a wide range of expertise and many years experience to each project. LEARNING SITES was an "official collaborator" for the first Festival on Virtual Archaeology, organized by the Computer Applications in Archaeology Society of Spain and the Centre de Cultura Contemporania de Barcelona, in preparation for the Computer Applications in Archaeology World Conference, 1998. One of LEARNING SITES’ educational packages was voted one of the top 10 VRML-based virtual worlds on the Internet by Silicon Graphics Incorporated, and Simon & Schuster selected one of LEARNING SITES’ virtual worlds as the only virtual world to appear on its premier online educational Web site. LEARNING SITES re-creations have appeared on television, in movies, and in online and paper publications around the world. VIZIN is a registered trademark of the Institute for the Visualization of History, Inc. The Institute’s Professional Expertise Includes: archaeology (diverse styles, periods, and cultures). architectural history (broad range of styles, periods, and construction techniques). art history (wide range of periods, techniques, and genres). thesaurus construction and information technology (vocabulary standards, search and retrieval methodology). K-12 instructional package design and development. Editorial and publishing. The Institute’s Technical Expertise Includes: Virtual reality programming, using Virtual Reality Markup Language (VRML) and high-end packages (such as Sense8's WorldToolKit). Our head VR programmer has been designing educational virtual worlds since 1982. 3D modeling, using computer-aided design packages (such as AutoCAD and DataCAD) and graphics packages (such as 3DStudioMax, TrueSpace, Poser, and PhotoModeler). We create detailed and highly accurate computer models of architecture, artifacts, and people. High-resolution renderings, using graphic design and rendering packages (such as 3DStudioMax and Adobe Photoshop). We render photorealistic images and accurately textured virtual worlds. Animation. We can generate real-time virtual worlds, Windows-based (.avi) video files, and true video output. Interactive programming for various virtual reality hardware systems--those using keyboards, spaceballs, remote tracking devices, sensors, or head-mounted displays, each of which offers a different degree of immersion and interaction. Document and image maintenance services, including in-house document conversions from raster to vector in preparation for computer modeling, scanning of images or documents, and performing image correction, enhancement, and special effects. Web design, HyperText Markup Language (HTML), C++, Flash, Java, and JavaScript programming. Photography. We can provide high-resolution professional digital images for all situations from still-lifes, to living history scenes, to QTVR panoramas. File output for most media, including CD, laser disk, video cassette, and various types of diskettes. We can import and export any of the common electronic file formats and can transmit files over the Internet or via ftp. Full range of hardware systems experience, with computer platforms ranging from desktop PCs to Intergraphs and high-end SGI workstations. VIZIN is a registered trademark of the Institute for the Visualization of History, Inc. PROJECTS AND CLIENTELLE Recent Projects History of Jerusalem, Israel Kyrenia shipwreck, Cyprus Battle Monument at Actium, Greece Tantura shipwrecks, Israel Old Sturbridge Village, Sturbridge (USA) Citadel of Mycenae, Greece Mashkan-Shapir, Iraq Recent Clients University of South Florida Jewish Family and Life Old Sturbridge Village Texas A&M University The Dalton School Dickinson College Learning Sites, Inc. (with whom we have partnered to extend their premier library of digital worlds for use by a wider educational audience) SELECTED WRITINGS ABOUT VIRTUAL HERITAGE FEATURING THE WORK OF LEARNING SITES OR THE INSTITUTE Davis, Ben, 1997. "The Future of the Past," Scientific American, August. (also-- http://www.sciam.com/0897issue/0897review1.html). Littman, Marlyn Kemper, 1996. "Enhancing Instruction through Virtual Reality," Technology and Education: catalyst for educational change, v.1, pp. 31-33, papers from the 13th International conference on Technology and Education, ICTE: Grand Prairie, Texas. May, John, 1997. "The Future of History: virtual archaeology," The Daily Telegraph of London, October 14, pp.8-9. Roehl, Bernie, 1997. "Virtual Archaeology: bringing new life to ancient worlds," Innovation3 v.40, pp.28-35. Sanders, Donald H., 2002, "Virtual Archaeology and Museums: where are the exhibits?” in Niccolucci, Franco, ed. Virtual Archaeology; proceedings of the VAST Euroconference, Arezzo, 24-25 November, 2000, ArcheoPress, Oxford (British Archaeological Reports, International Series #1075). VIZIN is a registered trademark of the Institute for the Visualization of History, Inc. -----. 2001, "Persuade or Perish: moving virtual heritage beyond pretty pictures of the past," pp.236- 245 in Hal Thwaites and Lon Addison, eds., Enhanced Realities: augmented and unplugged -- Proceedings of the Seventh International Conference on Virtual Systems and Multimedia, 25-27 October, 2001, IEEE Computer Society: Los Alamitos, California. -----. 2000, "CAD, Virtual Reality, and Cultural Heritage Preservation," TIES Magazine, Jan/Feb., pp.6- 10. -----. 2000, with Juan Barcelo and Maurizio Forte, Virtual Reality in Archaeology, British Archaeological Reports # International Series #843, Archaeopress: Oxford. -----. 1999, “Virtual Worlds for Archaeological Research and Education,” in L. Dingwall, S. Exon, V. Gaffney, S. Laflin, and M. van Leusen, Archaeology in the Age of the Internet - CAA97; Computer Applications and Quantitative Methods in Archaeology 25th Anniversary Conference. University of Birmingham. April 1997, British Archaeological Reports #S750, Archaeopress: Oxford. -----. 1997. "Archaeological Virtual Worlds for Public Education," Computers in the Social Sciences Journal, vol. 5 #3. (also--http://cssjournal.com/sanders.html) Sanders, Donald H. & Eben Gay, 1997. "Exploring the Past" HyperNexus v.7 #3, pp.29-31. ----- 1997. "Virtual Reality and the Internet in the Service of Education: the premise and the promise," EduPort Newsletter, v.2, #1. (also--http://ianrwww.unl.edu/eduport/EDU97FEB.HTM) ----- 1996. "VRML-Based Public Education: an example and a vision," VRML Site Magazine (online at http://www.vrmlsite.com/dec96/spot2.html). Youngblut, Christine, 1998. Educational Uses of Virtual Reality Technology. Institute for Defense Analysis: Alexandria, VA (IDA Document D-2128). (also-- http://www.hitl.washington.edu/scivw/youngblut-edvr/D2128.pdf) PROFILES OF PRINCIPALS Donald Sanders, President, the Institute for the Visualization of History, Inc. and Learning Sites, Inc. Donald Sanders is president of Learning Sites, Inc., the longest-running company devoted to virtual heritage, and one who pioneered the technology for archaeology in 1994. He is trained and educated as an archaeologist, architectural historian, and architect (holding an MA and PhD from Columbia University, Department of Art History and Archaeology; and a BArch from Case Western Reserve University, School of Architecture). His special interest is the application of nontraditional methods (including advanced computer graphics, virtual reality, and behavioral science techniques) to the study and presentation of architecture of the past, pushing the boundaries of conventional archaeological interpretation with the goal of understanding the behavior of ancient peoples. Widely published, Sanders has written on such topics as the historiography of the study of architecture by historians and archaeologists; alternative approaches (including those from semiotics, environment- behavior studies, ethnoarchaeology, and human geography) to the study of architecture in archaeological contexts; and the use of computer-aided techniques for the collection, analysis, and dissemination of information about ancient architecture for research and education. VIZIN is a registered trademark of the Institute for the Visualization of History, Inc. Sanders has been invited as featured keynote speaker at numerous international conferences, including, most recently: EU-sponsored events in Greece, the Virtual Systems and MultiMedia conference in Japan, and virtual archaeology conferences in Italy. Eben Gay, Chief Programmer, Learning Sites, Inc.; President, ERG Engineering Eben Gay has been building virtual worlds since 1982 and is experienced in virtual world construction, user interface design, object-oriented software design, real-time optimization, hardware interfacing, and project management. He has built worlds for museum exhibitions, classrooms, and tradeshow displays across the United States, from the Computer Museum in Boston to TEPIA
Recommended publications
  • Unit 31: Computer Animation
    Unit 31: Computer Animation Unit code: D/601/7658 QCF Level 3: BTEC National Credit value: 10 Guided learning hours: 60 Aim and purpose The aim of this unit is to ensure learners understand types of animation and their uses and develop the knowledge and skills required to use software techniques to design and implement different types of animation. Unit introduction Computer animation is the art of creating moving images through the use of computers. It brings together computer graphics and animation techniques. Animation does not require computers, however the increasing ability of computers to create and manipulate sets of images has allowed basic animation to reach new levels of sophistication and realism. To create the illusion of movement, a sequence of images is displayed over time and the human eye perceives this sequence as continual movement. The technique is at the heart of all existing technologies such as television and motion pictures. It is increasingly created by means of 3D computer graphics, although 2D computer graphics are still widely used for low bandwidth and faster real-time needs. Only 2D graphics are required in this unit. Animation has become a prominent feature of the worldwide web and is used to create interest and attract attention. In this area, however, there are other factors that need to be taken into account when designing and building applications, such as the nature of the display device and the bandwidth of the connection. As with all computer applications learners must first identify the need, specific requirements and constraints before building the solution. Learners will start by looking at different types of animation and their uses and formats.
    [Show full text]
  • Comparative Analysis of Human Modeling Tools Emilie Poirson, Mathieu Delangle
    Comparative analysis of human modeling tools Emilie Poirson, Mathieu Delangle To cite this version: Emilie Poirson, Mathieu Delangle. Comparative analysis of human modeling tools. International Digital Human Modeling Symposium, Jun 2013, Ann Arbor, United States. hal-01240890 HAL Id: hal-01240890 https://hal.archives-ouvertes.fr/hal-01240890 Submitted on 24 Dec 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Comparative analysis of human modeling tools Emilie Poirson & Matthieu Delangle LUNAM, IRCCYN, Ecole Centrale de Nantes, France April 25, 2013 Abstract sometimes a multitude of functions that are not suitable for his application case. Digital Human Modeling tools simulate a task performed by a human in a virtual environment and provide useful The first step of our study consisted in listing all indicators for ergonomic, universal design and represen- the comparable software and to select the comparison tation of product in situation. The latest developments criteria. Then a list of indicators is proposed, in three in this field are in terms of appearance, behaviour and major categories: degree of realism, functions and movement. With the considerable increase of power com- environment. Based on software use, literature searches puters,some of these programs incorporate a number of [7] and technical reports ([8], [9], [10], for example), the key details that make the result closer and closer to a real table of indicator is filled and coded from text to a quinary situation.
    [Show full text]
  • Poseray Handbuch 3.10.3
    Das PoseRay Handbuch 3.10.3 Zusammengestellt von Steely. Angelehnt an die PoseRay Hilfedatei. PoseRay Handbuch V 3.10.3 Seite 1 Yo! Hör genau zu: Dies ist das deutsche Handbuch zu PoseRay, basierend auf dem Helpfile zum Programm. Es ist keine wörtliche Übersetzung, und FlyerX trifft keine Schuld an diesem Dokument (wenn man davon absieht, daß er PoseRay geschrieben hat). Dies ist ein Handbuch, kein Tutorial. Es erklärt nicht, wie man mit Poser tolle Frauen oder mit POV- Ray tolle Bilder macht. Es ist nur eine freie Übersetzung der poseray.html, die PoseRay beiliegt. Ich will mich bemühen, dieses Dokument aktuell zu halten, und es immer dann überarbeiten und erweitern, wenn FlyerX sichtbar etwas am Programm verändert. Das ist zumindest der Plan. Damit keine Verwirrung aufkommt, folgt das Handbuch in seinen Versionsnummern dem Programm. Die jeweils neueste Version findest Du auf meiner Homepage: www.blackdepth.de. Sei dankbar, daß Schwedenmann und Tom33 von www.POVray-forum.de meinen Prolltext auf Fehler gecheckt haben, sonst wäre das Handbuch noch grausiger. POV-Ray, Poser, DAZ, und viele andere Programm- und Firmennamen in diesem Handbuch sind geschützte Warenzeichen oder zumindest wie solche zu behandeln. Daß kein TM dahinter steht, bedeutet nicht, daß der Begriff frei ist. Unser Markenrecht ist krank, bevor Du also mit den Namen und Begriffen dieses Handbuchs rumalberst, mach dich schlau, ob da einer die Kralle drauf hat. Noch was: dieses Handbuch habe ich geschrieben, es ist mein Werk und ich kann damit machen, was ich will. Deshalb bestimme ich, daß es nicht geschützt ist. Es gibt schon genug Copyright- und IPR- Idioten; ich muß nicht jeden Blödsinn nachmachen.
    [Show full text]
  • Jack's Poser Pro Manual Last Update: 2021 09 17
    Jack's Poser Pro Manual Last Update: 2021 09 17 Note 1: This Manual has been prepared for my own use. If you find it useful, great. However, don't be surprised (or angry with me) if I have failed to update something that has changed from one version of Poser to the next and which I haven't discovered yet. Or if I have failed to understand and so incorrectly describe something. If I discover (or have pointed out to me) that something in this Manual doesn't work as I described, I'll see about updating my text. Note 2: I installed Poser 12 on 30 November 2020. I have no idea if anything in this Manual has changed in Poser 12. I will make necessary changes as I find them. I began using Poser Pro 2012 on about 2013 01 07. This file was started soon after doing a bit of experimenting and finding that I had no tutorial. So here are the results from experimenting, reading Poser Pro 2012 Reference Manual, Poser Pro 2014 Reference Manual, Poser Pro 11 Reference Manual, Smith Micro Tech Support, and internet research. I also have Practical Poser 8. The Official Guide, by Richard Schrand, even though Poser 8 would seem to be several iterations behind Poser Pro 2014, and even farther behind Poser Pro 11 which I started using in December 2015, or Poser 12 as noted above. Most of the information in this Manual is based on my experiences with Poser Pro 2012 and 2014, and probably still holds true for Poser Pro 11 or Poser 12 versions.
    [Show full text]
  • 3D World - the Magazine for 3D Artists
    3D World - The Magazine For 3D Artists http://www.3dworldmag.com/page/3dworld?entry=3d_world_115_now_on SEARCH « Autodesk release Softimag... | Weblog | E-on call for showreel su... » CALENDAR « March 2009 » Monday March 02, 2009 Sun Mon Tue W ed Thu Fri Sat 1 2 3 4 5 6 7 - In Category - 3D World 115 now on sale in the UK 8 9 10 11 12 13 14 Search 15 16 17 18 19 20 21 In our latest issue: complete character workshop, pitch your 3D 22 23 24 25 26 27 28 project, comping tips and particle tricks, plus models and assets 29 30 31 CATEGORIES worth $326 on the CD Today LATEST ISSUE Click the thumbnail to order your copy online IN THE MAGAZINE Character workshop Master key sculpting and texturing techniques to recreate our cover star Modelling: follow videos of the full workflow to build every detail of your figure Texturing: apply a blend of painted textures and carefully chosen NEWS FEEDS shaders The perfect composite LINKS Whether you‘re adding digital creatures to footage or just trying to match two images, compositing is a vital part of VFX work. Brush up your skills with 20 expert tips Particle tricks Master dissolve effects in Blender with Andy Goralczyk Signed on the spot! Experts from across the 3D industry reveal the tricks of the trade that can make all the difference when pitching a project to an agency, potential backer, broadcaster or movie studio The making of Coraline For the animated version of Neil Gaiman‘s Gothic novella Coraline, Laika used CG and digital printing to create 15,000 separate face 1 of 3 4/12/2009 12:37 AM 3D
    [Show full text]
  • Aplikasi Untuk Desain Grafis Yang Gratis
    Aplikasi Untuk Desain Grafis Yang Gratis Faisal Aditya [email protected] Abstrak Bagi animator maupun yang suka bergelut di bidang desain grafis software berbasis 3D adalah fondasi utama dalam merancang sebuah desain sehingga menghasilkan nilai seni yang tinggi dan kepuasan tersendiri. Namun software yang digunakan terbilang cukup berat dari segi biaya maupun kapasitasnya. Disini saya akan memaparkan aplikasi yang gratis agar tidak memakan biaya bagi anda dan juga bisa untuk belajar. Kata Kunci : aplikasi, desain grafis,free, komputer Pendahuluan Desain grafis adalah bagian penting dari sebuah lapangan pekerjaan yang sifatnya seni modern. Contohnya dalam perfilman, jika tidak ada software desain grafis maka pencitraan karya yang dibuat kurang menarik bahkan tidak menarik untuk dinikmati penikmat film karena sentuhan akan modernisasi kurang memukau dan juga sebagai alasan memadukan unsur fisik (nyata) dan rekayasa. Maka haruslah ada software/aplikasi yang mendukung. Lisensi Dokumen: Copyright © 2008-2014 ilmuti.org Seluruh dokumen di ilmuti.org dapat digunakan, dimodifikasi dan disebarkan secara bebas untuk tujuan bukan komersial (nonprofit), dengan syarat tidak menghapus atau merubah atribut penulis dan pernyataan copyright yang disertakan dalam setiap dokumen. Tidak diperbolehkan melakukan penulisan ulang, kecuali mendapatkan ijin terlebih dahulu dari ilmuti.org Pembahasan Komputer grafis Tiga dimensi (3D) saat secara luas digunakan hampir dapat dilihat di mana saja, baik film, desain produk , iklan, dll. Meskipun begitu tidak berarti grafis Tiga dimensi (3D) mudah dibuat. Untuk membuat grafis Tiga dimensi, maka harus dibuat dalam alat authoring 3D yang biasanya memerlukan biaya yang cukup besar untuk pengguna yang bukan profesional dibidang ini. Sebuah model 3D biasanya dibuat menggunakan alat pemodelan 3d. Oleh karena itu, saya pikir mungkin menarik untuk membahas ketersediaan sumber alat pemodelan 3D yang gratisan.
    [Show full text]
  • C4D Tools Brochure
    Greenbriar Studio Cinema 4D Tools Rigged Character Import and Product Development Tools for Cinema 4D Cinema 4D Plugins CR2 Loader 1.1 GMI Import / Export Export Morphs Tag Morph / Morph Mixer and Animation Loader Greenbriar Morph to Object Object to Greenbriar Morph Conformer For more information on Greenbriar Studio’s line of 3D tools Contact: Greenbriar Studio 4771 Cool Springs Rd Winston, GA 30187 USA 770 949 2014 www.GreenbriarStudio.com/3D [email protected] 1 Greenbriar Studio Cinema 4D Tools Contents Tools Overview and Summary ................................................................................ 3 Install and Use - License Key - Step by Step ........................................................ 4 First Run with CR2 Loader ...................................................................................... 5 CR2 Loader Reference............................................................................................... 7 What the CR2 Loader Plugin does NOT do........................................................ 11 GMI Import / Export for Cinema 4D.................................................................... 12 Tag Morphs and Animation Loader System....................................................... 14 Tag Morph to Objects Utilities.............................................................................. 18 Export Morphs to Poser .......................................................................................... 19 Conformer ................................................................................................................
    [Show full text]
  • Download Poser Pro 11 Full Version Free Micro Poser Pro 11.1.1.35540 Crack Is Here ! | Lifetime
    download poser pro 11 full version free Micro Poser Pro 11.1.1.35540 Crack is Here ! | LifeTime. Poser Pro 11 Crack is the complete solution for creating art and animation with 3D characters. It includes over thousands of human and animal figures and other 3D elements. It will render the scenes into photorealistic images and videos for printing, web, and film projects. It let you design, pose, and animate human figures in 3D very quickly and easily. The unique interface unlocks the secrets of working with the human form. The program includes everything you need to dress figures, style hair, and point and click to add accessories from the content library. You can create anything from photorealistic content to cartoon image and learning illustrations to modern art. You can also make figures to run, dance, or walk for creating animations for short videos or film. Smith Micro Poser Pro 11.1.1.35540 is the most efficient way for content creation professionals and production teams for adding pre-rigged, fully-textured, and posable and animation-ready 3D characters in any project. The license makes working with the human form easily accessible with the intuitive and user-friendly interface. Human and animal models are included to start designing and posing immediately. You can create various ethnic varieties, pose body parts, and click-and-drag to sculpt faces. You can have full and finer control over the full body parts, full body morphs, facial expression morphs and bone rigging. All the features and models are provided in a natural 3D environment for realistic depth, lightings, and shadows using the keygen.
    [Show full text]
  • Deree College Syllabus For: Itc 3129 3D Modeling Methodologies 2/1/2
    DEREE COLLEGE SYLLABUS FOR: ITC 3129 3D MODELING METHODOLOGIES 2/1/2 (Updated Spring 2016 ) UK LEVEL 5 UK CREDITS: 10 PREREQUISITES: ITC1070 LE Information Technology Fundamentals –or- CS1070 Introduction to Information Systems CATALOG 3D object manipulation. Modelling methodologies. Lighting and DESCRIPTION: rendering effects. Camera manipulation. Textures creation and use. Dynamic animation. Characters creation and manipulation. RATIONALE: The course is intended for students of the Digital Media Technologies of the IT major. It aims to provide in-depth experience of 3D modelling practices and applications. Object manipulation, lighting and rendering techniques, and specialized components, such as characters, are addressed at various levels. LEARNING OUTCOMES: As a result of taking this course, the student should be able to: 1. Demonstrate knowledge of object manipulation 2. Analyse modelling techniques. 3. Construct 3D models with animation capabilities and use them to compose 3D scenes. METHOD OF TEACHING AND In congruence with the teaching and learning strategy of the LEARNING: college, the following tools are used: Classroom lectures, class discussions. Laboratory sessions, involving training and practice in the creation of 3D scenes. Office hours: Students are encouraged to make full use of the office hours of their instructor, where they can ask questions and go over lecture material. Use of the Blackboard Learning platform, where instructors post lecture notes, assignment instructions, timely announcements, as well as additional resources. ASSESSMENT: Summative: Midterm Examination: combination of short essay 40% questions and case problems Project: Model creation/ development of a 3D 60% scene/animation Formative: In-class, 1-hour, “diagnostic” test: short essays 0 Coursework: practical exercises / creation of 3D 0 scenes/ case problems The formative assessments aim to shape teaching along the semester and prepare students for the summative assessments.
    [Show full text]
  • Scientific & Technical Visualization I
    SCIENTIFIC & TECHNICAL VISUALIZATION I (Canady Version) Summer 2005 Scientific & Technical Visualization I http://www.intelegia.com/en/files/2013/05/datavisualisation.jpg 1 SCIENTIFIC & TECHNICAL VISUALIZATION I (Canady Version) Summer 2005 This is an amended version of the NC Department of Education’s curriculum for Scientific Visualization I course number 7061. The changes were made by Tonja Canady for Atkins High School students. Any photographs or graphics taken from the Internet have a hyperlink to the webpage or website from where they were copied. In addition, some information from the original document has to corrected or reworded in this version. Furthermore, activities and answer keys have been removed; teachers should use the original document to access student activities and answer keys. It is my belief that this version is more technologically current, links to 3ds Max tutorials, and is more student oriented than teacher oriented. Should you find mistakes, please notify Ms. Canady at [email protected] indicating the page number and paragraph number along with the correction. The information will be updated as quickly as possible. 2 SCIENTIFIC & TECHNICAL VISUALIZATION I (Canady Version) Summer 2005 Table of Contents Unit 1: Leadership Development and Orientation .................................................................... 8 Objective: 1.01 Identify basic business meeting procedures. .................................................... 9 Objective: 1.02 Establish personal and organizational goals. .................................................
    [Show full text]
  • Poser Pro 2014 Quickly & Easily Design with 3D Figures!
    Poser Pro 2014 Quickly & Easily Design with 3D Figures! Poser Pro 2014 is the fully featured choice for creating new poser content and adding 3D characters to Max, Maya, Lightwave and C4D projects. Poser Pro 2014 provides the fastest way for professionals to create content and render 3D character images and animations from Poser scenes. COLLADA support enables Poser content integration with game engines and other 2D/3D tools. Fully 64-bit native and optimised for multi-core systems, Poser Pro 2014 saves time by efficiently using system memory and processing resources. This is the ideal 3D program for the professional artist and 3D production teams. RRP: £299.99 Product Code: AVQ-SPP14-DVD Barcode: 5 016488 126854 Poser Pro 2014 Uses:- • Supports pro-production workflow – ideal for motion graphics on TV • Medical/forensic reconstruction – crime scene animation • Architectural design – 3D building animation/concept design work • Computer game character design/ flash design for online games • Car/engineering concept construction • Can be used as a standalone or plug-in to other pro graphics packages Poser Pro 2014 Exclusive New Features:- New Fitting Room Interactively fit clothing and props to any Poser figure and create conforming clothing using five intelligent modes that automatically loosen, tighten, smooth and preserve soft and rigid features. Paint maps on the mesh to control the exact areas that you want to modify. Use pre-fit tools to direct the mesh around the goal figure’s shape. With a single button generate a new conforming item using the goal figure’s rig, complete with full morph transfer. New Powerful Parameter Controls Hidden parameters can be displayed so they can be modified automatically, allowing Poser content developers greater power.
    [Show full text]
  • An Overview of 3D Data Content, File Formats and Viewers
    Technical Report: isda08-002 Image Spatial Data Analysis Group National Center for Supercomputing Applications 1205 W Clark, Urbana, IL 61801 An Overview of 3D Data Content, File Formats and Viewers Kenton McHenry and Peter Bajcsy National Center for Supercomputing Applications University of Illinois at Urbana-Champaign, Urbana, IL {mchenry,pbajcsy}@ncsa.uiuc.edu October 31, 2008 Abstract This report presents an overview of 3D data content, 3D file formats and 3D viewers. It attempts to enumerate the past and current file formats used for storing 3D data and several software packages for viewing 3D data. The report also provides more specific details on a subset of file formats, as well as several pointers to existing 3D data sets. This overview serves as a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D data files. 1 Introduction 3D data represents information in several applications, such as medicine, structural engineering, the automobile industry, and architecture, the military, cultural heritage, and so on [6]. There is a gamut of problems related to 3D data acquisition, representation, storage, retrieval, comparison and rendering due to the lack of standard definitions of 3D data content, data structures in memory and file formats on disk, as well as rendering implementations. We performed an overview of 3D data content, file formats and viewers in order to build a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D files.
    [Show full text]