Geomerics Brings Enlighten to Open-World Gaming
Real-time global illumination technology now delivers large-scale dynamic lighting to open-world games.
Real-time global illumination technology now delivers large-scale dynamic lighting to open-world games.
Duncan Burbridge, executive producer at The Third Floor, discusses how previs helped director Joss Whedon realize his creative vision on Marvel's 'Avengers: Age of Ultron.'
SolidAnim's on-set virtual tracking and visualization system SolidTrack helps previsualize visual effects for director Alex Proyas’ fantasy film featuring ancient Egyptian deities.
Low latency, high precision motion capture system enables large scale, multi-player VR games with real-time rigid body tracking into Unreal Engine.
Toronto-based post house creates the ‘Olympus Has Fallen’ sequel’s high-action airborne sequences using Blackmagic Design’s Fusion Studio.
The Sequence Group harnesses Faceware to deliver the emotive performances for animated ‘Halo’ series, ‘The Fall of Reach.’
Look development supervisor Michelle Robinson, animation supervisor Kira Lehtomaki, technical director Heather Pritchett, and XGen leadership team member Ying Liu discuss the technology behind Walt Disney Animation Studios’ latest feature.
Director Mark Osborne confirms that France’s most expensive animated feature to date has been pulled from U.S. theaters one week ahead of its release.
Jon Peddie and Kathleen Maher discuss how computer graphics and VR technologies affect the entertainment industry.
Santa Monica and Melbourne-based VFX studio teams with John X Carey at Tool of North America to brings to life an immersive VR campaign by Wieden + Kennedy for the National Multiple Sclerosis Society.
Boutique effects house creates opening ‘Hive’ sequence and Cornhill chase sequence for Millennium Film’s crime/action-thriller.
Xsens GDC booth to feature full-body immersive VR Experience with The Virtual Dutch Men and presentations with Autodesk, Faceware, and Manus VR.
Cineversity releases CV-VR Cam plugin; new tutorials help streamline Cinema 4D workflow for Virtual Reality.
Overall VFX supervisor dishes on his stunning Academy Award win for best achievement in visual effects on Alex Garland’s sci-fi thriller.
Walt Disney Animation Studio's Hank Driskill, Adolph Lusinsky and Brent Burley discuss the impact their new rendering system, Hyperion, had on production of the animated feature 'Big Hero 6.'
MODO 10 Series is built on a next-generation 3D modeling, texturing and rendering platform that enables creatives to iterate freely in order to realize the full potential of their ideas.
Developers can create virtual production setups in Unreal Engine 4 without the use of third-party tools.
New trailer for the stop-motion/CG-animated hybrid feature showcases dramatic camera work, elaborate visuals and epic-scale storytelling.
Don Parker, senior director for Shotgun at Autodesk, discusses what the acquisition by Autodesk means for Shotgun and how Shotgun is solving operational problems within the production process.
Veteran animator and story artist discusses the challenges of helming DreamWorks Animation’s latest hit in the ‘Kung Fu Panda’ feature film franchise.
Terrance Masson, founder and CEO of Building Conversation, discusses the mobile, location-based augmented reality applications being developed at his company.
Visual effects studio behind Sony Picture Entertainment's photoreal film ‘The Walk’ leverages Avere FXT Edge filers to optimize production workflows.
Markerless 3D facial motion capture product line now available with new software and hardware rental pricing; upgrades include localization, new workflow features and new hardware options.
Rob Bredow, VFX supervisor and head of new media at Industrial Light & Magic / Lucasfilm, talks about the work his team is doing with virtual reality and what it means for the film industry.