Visualizing the Future

Total Page:16

File Type:pdf, Size:1020Kb

Visualizing the Future Visualizing the Future Demand for 3D Graphics and Real-time 3D Across the Economy May 2019 © Burning Glass Technologies 2019 © Burning Glass Technologies 2019 2 2 Burning Glass Technologies / Epic Games Table of Contents Table of Contents 1. Executive Summary pg 4 2. Introduction pg 10 3. Methodology pg 14 4. Findings pg 18 5. Implications pg 32 6. Appendix: List of Skills pg 36 7. Acknowledgements pg 40 © Burning Glass Technologies 2019 3 2 Burning Glass Technologies / Epic Games Visualizing the Future 1. Executive Summary Advanced 3D technology has demonstrated the potential of the virtual world—real-time 3D is expanding the horizon. Labor market demand for workers proficient in these fields is robust and growing. 4 © Burning Glass Technologies 2019 Burning Glass Technologies / Epic Games Executive Summary Advanced 3D technology has demonstrated graphic technologies fell short of delivering the potential of the virtual world. 3D graphics experiences that allow for exploration have become essential to understanding and interaction, but the growing field of designs and concepts in industries as diverse “real-time 3D” enables these possibilities. as architecture, manufacturing, health care, Real-time 3D skills and technologies have and film. Due to the constraints of prior risen in importance as companies seek to technology, much of this visualization has achieve immersive experiences. Real-time 3D historically been focused on static images extends the horizon of 3D graphics to or limited animations. In the last few years, realize the full potential of the virtual world, however, the explosion of virtual reality to bridge the gap between being on the technology has shifted the paradigm from outside looking in and being on the inside observation to experience. Earlier 3D looking around. 3D Graphics Skills Real-time 3D Skills Over Over 315,000 30,000 Labor Market Demand job postings between October job postings between October 2017 and October 2018 2017 and October 2018 42% 601% faster than the market overall faster than the market overall Demand Growth Average starting salary of Average starting salary of Salary Premium $73,513 $86,533 34% above average 57% above the average advertised salary advertised salary and 18% above the average advertised salary for jobs requesting 3D graphics skills in general © Burning Glass Technologies 2019 5 Burning Glass Technologies / Epic Games Visualizing the Future To be considered real-time, the interaction the economy, it will be necessary to prepare between a user and a virtual scene must a workforce able to leverage these skills. register faster than a blink of an eye. Epic Games partnered with Burning Glass This feat is achieved through real-time Technologies to quantify demand for these rendering. Actions animated at this rate are skills and to investigate factors impacting the indistinguishable from the same actions use and adoption of 3D graphics and real- taking place in real life. Many real-time 3D time 3D skills in the workforce. The analysis applications are already familiar: pilots yielded the following key conclusions: training on flight simulators, video games, virtual reality headsets, or actors in motion • Demand for 3D graphics is robust, capture suits using their performance to drive and demand for real-time 3D skills is animated characters in a live environment. growing quickly. Between October 2017 and October 2018, more than 315,000 Labor market demand for 3D graphics skills job postings requested 3D graphics skills. is spreading across the broader economy. The demand for 3D graphics skills during Real-time 3D is a subset of 3D graphics this time was over 55,000 openings with particularly explosive demand growth. greater than the demand for data 3D graphics and real-time 3D skills are science-related skills. Demand for 3D emerging as a force for innovation in fields graphics skills has grown 42% faster than like engineering, IT, and design. Increasing the market overall. Demand for real-time demand for these skills in business fields 3D skills, which are at the technological such as sales and marketing demonstrates frontier of 3D graphics, has grown 601% the desire to commercialize the associated faster than the market overall and now products. As consumer appetite for accounts for 10% of all openings calling immersive experiences increases, demand for for 3D graphics, up from 4% in 2013. In real-time 3D will continue to spread across total there were 31,339 openings calling the workforce, creating hybrid roles that mix for real-time 3D skills between October skills usually found in distinct occupations. 2017 and October 2018. As real-time and 3D graphics skills become • Real-time 3D is creating “hybrid jobs.” more integral to many occupations across Previous Burning Glass research has 1 “The Hybrid Job Economy: How New Skills are Rewriting the DNA of the Job Market” (Burning Glass Technologies, 2019) www.burning-glass.com/wp-content/uploads/hybrid_jobs_2019_final.pdf 6 © Burning Glass Technologies 2019 Burning Glass Technologies / Epic Games Executive Summary found that many of the fastest-growing 1 in 5 job openings in engineering requests jobs in the economy are hybrids, merging at least one CAD skill. CAD technology is skill sets that aren’t usually found beginning to employ real-time 3D as well, together.1 Hybridization occurs when a with over 2,000 job postings requesting skill previously found in one group of proficiency with at least one real-time occupations spreads to a different set of CAD technique or technology. occupations. Real-time 3D is an engine for such hybridization. In addition to expected • 3D graphics skills have different occupations such as video game artists use cases in different career fields. and programmers, occupations with the In engineering, 3D graphics skills are greatest demand for real-time 3D include important for industrial and boutique software developers and mobile app manufacturing. In information technology developers, highlighting the diversity of and design and media, 3D graphics and use cases for these skills. Further, demand real-time 3D are used to create immersive for these skills is present in business fields experiences. In these career areas, such as sales, marketing, and business animation skills, proficiency with game management, demonstrating the push to engines, and manipulation of virtual commercialize the associated products reality are in high demand. and underscoring the need for workers in these fields to gain familiarity with real- • Real-time 3D skills are undersupplied, time 3D. As demand for real-time 3D skills and that is unlikely to change any time spreads across the workforce, workers soon. Real-time 3D is associated with in hybridizing occupations will be asked a large salary premium: 57% above the to mix skills in new combinations. These average advertised salary and 18% above hybrid roles may not align with traditional the average advertised salary for jobs training programs, making it harder to requesting 3D graphics skills in general. prepare workers for these jobs. In the career fields where these skills are in highest demand, filling a position can • Proficiency with 3D graphics is a often take over 40 days. Real-time 3D foundational skill for engineers. skills are also among the fastest-growing Engineering accounts for 48% of the in the market, which carries the risk of demand for 3D graphics, and 96% of these exacerbating the gap between supply job openings request CAD skills. Currently and demand. © Burning Glass Technologies 2019 7 Burning Glass Technologies / Epic Games Visualizing the Future • Mastering 3D graphics or real-time 3D premium of 24% over other entry-level skills can lead to strong entry-level jobs—and mastering real-time 3D can opportunities and provide a boost lead to a salary premium of 45% above to early-career professionals. Nearly other entry-level jobs. Becoming proficient a quarter (23%) of job openings for 3D with these skills can also benefit early- graphics skills and a fifth (19%) of job career professionals who are already in openings calling for real-time 3D skills are the workforce. Most job openings calling entry-level positions. The vast majority for 3D graphics skills require 3-5 years of of job openings require a bachelor’s level experience. On average, these postings education (77% for 3D graphics and 81% advertise a salary 13% higher than other for real-time 3D). For students or new job postings requiring similar levels of entrants to the job market, mastering experience—and 38% higher for jobs 3D graphics skills can lead to a salary requesting real-time 3D skills. 8 © Burning Glass Technologies 2019 Burning Glass Technologies / Epic Games Executive Summary © Burning Glass Technologies 2019 9 Burning Glass Technologies / Epic Games Visualizing the Future 2. Introduction The difference between the real world and the virtual world is narrowing. As the generation brought up with video games, smartphones, and the internet enters the workforce and as companies explore the opportunities unlocked by advanced visual technology, the growing importance of the virtual world is also reflected in the labor market. 10 © Burning Glass Technologies 2019 Burning Glass Technologies / Epic Games Introduction The initial capabilities of time, the interaction between 3D graphics hinted at a user and a virtual scene Demand for real-time the possibilities of the 3D skills, which are at the must register much virtual world. Being able technological frontier of 3D faster than the blink graphics, has grown to visualize 3D data of an eye—films are brought architectural 601% shot at 24 frames per blueprints to life and faster than the second, but real-time 3D market overall brought previously technologies aim for 90 impossible scenes to the frames per second. Slower silver screen. It aided prosthetists than this rate, a user will judge the in rebuilding the human experience as non-interactive.
Recommended publications
  • 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.
    [Show full text]
  • Decide What Language Is Right for You || Autodesk Motionbuilder
    Decide what language is right for you in Autodesk MotionBuilder Kristine Middlemiss, Developer Consultant Autodesk Developer Network Decide what language is right for you || Autodesk MotionBuilder Contents 1.0 Introduction to Autodesk MotionBuilder ................................................................................ 3 1.1 Why use Programming in Autodesk MotionBuilder ................................................................ 3 1.2 Python Introduction ................................................................................................................ 3 What is Python all about? ............................................................................................................ 3 Advantages .................................................................................................................................. 4 Disadvantages ............................................................................................................................. 4 1.3 What distinguishes Python from the OpenReality SDK?......................................................... 5 Advantages of OpenReality ......................................................................................................... 5 Advantages of Python ................................................................................................................. 5 1.4 How do they both fit in Autodesk MotionBuilder ................................................................... 6 2 | P a g e Decide what language is right for
    [Show full text]
  • Moving from Unity to Godot an In-Depth Handbook to Godot for Unity Users
    Moving from Unity to Godot An In-Depth Handbook to Godot for Unity Users Alan Thorn Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users Alan Thorn High Wycombe, UK ISBN-13 (pbk): 978-1-4842-5907-8 ISBN-13 (electronic): 978-1-4842-5908-5 https://doi.org/10.1007/978-1-4842-5908-5 Copyright © 2020 by Alan Thorn This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made.
    [Show full text]
  • 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.
    [Show full text]
  • Games: Gdevelop, End of the Sun, Untrusted, Ravenfield and More
    Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: GDevelop, End of the Sun, Untrusted, Ravenfield and More Games: GDevelop, End of the Sun, Untrusted, Ravenfield and More By Roy Schestowitz Created 08/06/2020 - 2:10pm Submitted by Roy Schestowitz on Monday 8th of June 2020 02:10:48 PM Filed under Gaming [1] FOSS game engine GDevelop gets a sweet new dark theme [2] GDevelop is a wonderful free and open source game engine, one that's cross-platform and it continues to get more powerful. It also has theme support with a new dark theme landing that looks great. The new dark theme "Nord" is based on the the palette from nordtheme.com, and it fits in very nicely with the GDevelop editor UI. In fact, it actually looks a little like the Godot Engine theme. Dark themes can at times be a little too dark, light themes blinding and this new Nord theme seems to have a nice contrast to it, makes tinkering with it feel better along with the recent UI adjustments the GDevelop team did to reduce useless padding everywhere. First-person slavic fantasy adventure The End of the Sun is fully funded[3] The End of the Sun, a slavic first-person fantasy adventure has managed to run a successful Kickstarter campaign. Against their initial $12,000 goal, 741 backers pledged $18,001 to help make it. What is it? A strange sounding tale that's what, interesting though. Set in the world of Slavic rites, beliefs, legends, and their everyday life.
    [Show full text]
  • Microsoft Azure in Autonomous Driving Microsoft’S Approach to Automotive
    Microsoft Azure in Autonomous Driving Microsoft’s approach to automotive We complement OEMs and suppliers – not compete We ensure your data is always under your control We guarantee that the brand and customer experience belongs to you OEM System Engineering Process Engineering Development Product Validation Manufacturing & Service Feasibility Operations Regional Changes Retirement/ Study/concept and Architecture (s) and Upgrades replacement Exploration Maintenance System Validation Plan Lifecycle Processes Concepts of System Operations Validation System Verification Plan (System Acceptance) System System Verification & Requirements Deployment Subsystem Verification Plan (Subsystem Acceptance) High-Level Subsystem Design Verification Unit/Device Test Plan Unit/Device Detailed Design Testing Document/Approval Software/Hardware Development Field Installation Implementation Development Processes Time Line Process, Sensor/ Algorithm Train Control Logic Software Sample, Reduce Testing (Open Loop) Validation in the loop Generate Test Vehicle Ingest/ Store Integrate Build Code F(x) Replay Tag Performance Simulate Hardware Simulation in the loop Render/Convert Test-Drive DATA INGEST & CURATE TEST | TRAIN | SIMULATE BUILD | VALIDATE • Cloud and Analytics partner for • Open source AD Platform • OpenADx ACM, an autonomous and smart • 200+ Member Consortium • Interoperable Eclipse Framework mobility test facility • Microsoft is the cloud provider for • Leveraged by all OEMs, tier ones and Project Apollo worldwide with the technology start ups exception of China • Engaged with ACM to influence standards Industry Academia Government LG’s autonomous vehicle program had unique requirements, including portability, security, and fast turnaround time; Data Box Disk was the perfect solution. “We needed a way to transfer massive amounts of data for our autonomous vehicle projects, based all around the world. The solution needed to be portable, simple to use, cost-effective and, of course, very secure.
    [Show full text]
  • Effects of Digital Regulations on International Business Strategy
    Effects of Digital Regulations on International Business Strategy A multi-case study by Laurin Fahrnberger Willian Trindade Leite May 2021 Bachelor’s Programme in International Business Supervisor: Sotaro Shibayama Abstract Digital technologies have brought new challenges to society, such as data privacy abuses, attacks on democracy, and even military-grade technologies being accessed by civilians. Europe has taken the leadership by regulating different aspects of the digital economy; however, these regulations may create distortions that will harm European businesses. This study tries to draw a picture of the different types of regulations introduced in the digital economy and the potential effects on how international firms strategize. To aid in this analysis, eight cases, comprising seven companies and one trade association, bring a first-person insight into how digital regulations work today and how much it has affected their strategy. The studied companies are international and primarily European, but the digital technologies they use in their business models vary greatly. The existing theory tries to explain the general effects of regulation on aspects of strategy but seldomly takes a broader approach. This dissertation studies the broader impacts of regulations on international business strategy, mostly in what concerns how the products are developed and adapted to each market or whether digital companies are more likely to pursue arbitrage. The analysis of each case is made using Ghemawat’s (2007) model for international business strategy and Rugman and Verbeke’s (1998 and 1998b) models for the effect of environmental regulations on business strategy. In most cases, one particular trend indicates that digital companies that find regulations complementary to their business strategies tend to follow an AA strategy comprising aggregation and adaptation.
    [Show full text]
  • Avatare in Katastrophensimulationen
    Andreas Siemon Avatare in Katastrophensimulationen Entwicklung eines Katastrophen-Trainings-Systems ISBN 978-3-86219-610-4 Siemon Andreas zur Darstellung von Beteiligten in Großschadenslagen Avatare in Katastrophensimulationen in Katastrophensimulationen Avatare Andreas Siemon Avatare in Katastrophensimulationen Entwicklung eines Katastrophen-Trainings-Systems zur Darstellung von Beteiligten in Großschadenslagen kassel university press Die vorliegende Arbeit wurde vom Fachbereich Elektrotechnik / Informatik der Universität Kassel als Dissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) angenommen. Erster Gutachter: Prof. Dr.-Ing. D. Wloka Zweiter Gutachter: Prof. Dr. A. Zündorf Tag der mündlichen Prüfung 27. März 2013 Bibliografische Information der Deutschen Nationalbibliothek Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.dnb.de abrufbar Zugl.: Kassel, Univ., Diss. 2013 ISBN 978-3-86219-610-4 (print) ISBN 978-3-86219-611-1 (e-book) URN: http://nbn-resolving.de/urn:nbn:de:0002-36118 © 2013, kassel university press GmbH, Kassel www.uni-kassel.de/upress Druck und Verarbeitung: Print Management Logistics Solutions, Kassel Printed in Germany Danksagung Die vorliegende Dissertation entstand im Zeitraum von Oktober 2008 bis November 2012 am Fachgebiet Technische Informatik der Universit¨at Kassel. Sie w¨are nicht ohne die Unterstutzung,¨ den Rat und die Geduld zahlreicher Personen m¨oglich gewesen, bei denen ich mich im nachfolgenden herzlich bedanken m¨ochte. Mein besonderer Dank gilt meinem Betreuer, Herrn Prof. Dr.-Ing. Dieter Wloka, fur¨ die interessante Aufgabenstellung verbunden mit der M¨oglichkeit, die vorliegende Arbeit an seinem Fachgebiet anfertigen zu durfen.¨ Weiterhin bedanke ich mich fur¨ die ausgezeichnete Betreuung, die st¨andige Diskussionsbereitschaft sowie die wertvollen Anregungen und Hinweise.
    [Show full text]
  • Games: Godot Engine, Defold, and Many Titles
    Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: Godot Engine, Defold, and Many Titles Games: Godot Engine, Defold, and Many Titles By Roy Schestowitz Created 12/02/2021 - 10:31pm Submitted by Roy Schestowitz on Friday 12th of February 2021 10:31:26 PM Filed under Gaming [1] Godot Engine - Release candidate: Godot 3.2.4 RC 2 [2] Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the first Release Candidate two weeks ago. So it's now time for a RC 2 build to give it another round of testing before the stable release! And rejoice macOS users, this release is the first to have the Godot editor binary signed and notarized. Thanks to Prehensile Tales for signing it on behalf of the Godot contributors. (Note: Only the "standard" build is signed for now.) Godot GDScript REPL [3] When experimenting with Godot and its GDScript language, I realized that I missed a good old REPL (Read-Eval-Print Loop) to familiarize myself with the language and API. Defold game engine planning Linux improvements through 2021 [4] Defold, a free game engine with the source code available under a reasonable open license has released a roadmap for 2021 and it's sounding pretty good. While not actually open source, the licensing terms are still quite friendly and still far better than some other much more closed licensing like with Unity, Unreal and Game Maker but not as open as something like Godot. Defold is progressing on though and their roadmap for 2021 mentions their plan to continue to improve their Linux support.
    [Show full text]
  • Powering a New Era of Collaboration and Simulation in Media And
    Image Courtesy of ILM SOLUTION SHOWCASE NVIDIA Omniverse™ is a groundbreaking POWERING A NEW ERA OF virtual platform built for collaboration and real-time photorealistic simulation. COLLABORATION AND SIMULATION Studios can now maximize productivity, IN MEDIA AND ENTERTAINMENT enhance communication, and boost creativity while collaborating on the same 3D scenes from anywhere. NVIDIA continues to advance state-of-the-art graphics hardware, and Omniverse showcases what is possible with real-time ray tracing. The potential to improve the creative process through all stages of VFX Built For and animation pipelines will be transformative. > Concept Artists — Francois Chardavoine, VP of Technology, Lucasfilm & Industrial Light & Magic > Modelers > Animators > Texture Artists Challenges in the Media and Entertainment Industry > Lighting or Look Development Artists The Film, Television, and Broadcast industries are undergoing rapid change as new production pipelines are emerging to address the growing demand for high-quality > VFX Artists content in a globally distributed workforce. Additionally, new streaming services are > Motion Designers creating the need for constant releases and refreshes to satisfy a growing subscriber base. > Rendering Specialists NVIDIA Omniverse gives creative teams the ability to create, iterate, and collaborate on Platform Features assets using a variety of creative applications to deliver real-time results. Artists can focus on maximum iterations with no opportunity cost or the need to wait for long render > Compatible with top industry design times to achieve high-quality results. and visualization software > Scalable, works on all NVIDIA RTX™ M&E Use Cases for Omniverse solutions, from the laptop to the data center > Initial Concept Design - Artists can quickly develop and refine conceptual ideas to bring the Director’s vision to life.
    [Show full text]
  • Surrealist Aesthetics
    SURREALIST AESTHETICS Using Surrealist Aesthetics to Explore a Personal Visual Narrative about Air Pollution Peggy Li Auckland University of Technology Master of Design 2020 A thesis submitted to Auckland University of Technology in partial fulfilment of the requirements for the degree of Master of Design, Digital Design P a g e | 1 Abstract “Using Surrealist Aesthetics to Explore a Personal Visual Narrative about Air Pollution”, is a practice-based research project focusing on the production of a poetic short film that incorporates surrealist aesthetics with motion capture and digital simulation effects. The project explores surrealist aesthetics using visual effects combined with motion capture techniques to portray the creator’s personal experiences of air pollution within a poetic short film form. This research explicitly portrays this narrative through the filter of the filmmaker’s personal experience, deploying an autoethnographic methodological approach in the process of its creation. The primary thematic contexts situated within this research are surrealist aesthetics, personal experiences and air pollution. The approach adopted for this research was inspired by the author’s personal experiences of feeling trapped in an air-polluted environment, and converting these unpleasant memories using a range of materials, memories, imagination, and the subconscious mind to portray the negative effects of air pollution. The overall aim of this process was to express my experiences poetically using a surrealist aesthetic, applied through
    [Show full text]
  • Autodesk Whitepaper
    Autodesk® MotionBuilder® 2012 Frequently Asked Questions Autodesk® MotionBuilder® 2012 software is a leading real-time animation software: an ideal tool for high-volume game animation pipelines, director-driven virtual cinematography and real time character simulations. Contents 1. General Product Information ....................................................................................... 3 1.1 Who uses MotionBuilder? ................................................................................... 3 1.2 What are the key strengths of MotionBuilder? .................................................... 3 1.3 What are the key new features in MotionBuilder 2012? ..................................... 3 1.4 When will MotionBuilder 2012 be available? ...................................................... 4 1.5 Will there be a trial version of MotionBuilder 2012 available? ............................ 4 2. Technology ................................................................................................................... 5 2.1 What operating systems will MotionBuilder 2012 support? ................................ 5 3. Installation, Configuration, and Licensing ................................................................. 5 3.1 Will MotionBuilder 2012 be available with hardware dongle support? ................ 5 3.2 How does Online License Transfer work? .......................................................... 5 4. Compatibility and Interoperability .............................................................................
    [Show full text]