1st Edition of CAFÉ Coming to Montreal June 7-8
The 2-day inaugural event for VFX and animation professionals will feature panels, discussions and presentations of the latest technology; tickets are now on sale.
The 2-day inaugural event for VFX and animation professionals will feature panels, discussions and presentations of the latest technology; tickets are now on sale.
Harnessing enhanced virtual production workflows based on real-time rendering, the studio blends live-action and VFX in an epic battle set on the surface of a Google Pixel phone in a live actor’s living room.
Italy’s premiere event runs in-person October 16-21 in Torino, Italy with a complete program of talks, presentations, workshops, and masterclasses available to livestream worldwide; entries for the VIEW Award contest are being accepted now through September 15.
After 26 years, founding member Sir William Sargent is stepping down to focus on the Framestore Company 3 Group; Claire Price assumes role of CFO as of July 1.
FutureDude’s Jeffrey Morris has finally released his 30-minute short made with almost no money, a few actors, and a glass of water, fulfilling his long-time desire to tell a ‘deep sea’ story with compelling characters and hybrid filmmaking techniques that audiences relate to and enjoy.
Industry leaders join the software giant to provide insights on modern production challenges; sessions include ‘Emerging Trends in M&E: What Students Need to Know,’ ‘Bringing the Characters of ‘Magic: The Gathering’ to Life,’ and ‘Modeling Madness: Experimenting in 3ds Max.’
With the conference starting next Tuesday, a final selection of new program highlights includes a showcase of an LED Wall and Unreal Engine in a virtual production stage, ‘Real vs. Unreal’ real-time graphics panel, and The World to Come - A look ahead at Metaverse.’
The audit-compliant cloud-based rendering solution that promotes remote collaboration across 3D graphic production pipelines is now part of the Google Cloud ecosystem.
Leading visualization company stitches together carefully planned stunt action with digital takeovers to provide crucial previs for several key sequences on Daniel Espinosa’s Marvel horror thriller.
Presentations will showcase creative techniques and technologies including best practices, tips and tricks, and a look at the future of VFX; topics include grading and compositing with NukeX, workflows with Mari, and using Katana in feature animation.
VFX supervisor Brian Kubovcik discusses his team’s work creating the devastated urban landscape of various famed New York locations, such as Chinatown and The Manhattan Bridge, in the new HBO Max miniseries, based on Brian Wood’s Vertigo comic series.
VFX Supervisor Anders Langlands talks about the iconic visual effects studio’s work on the Warner Bros. blockbuster, from car chases and mysterious lens flares, to why making rain is harder than it looks.
VFX supervisors Sebastian von Overheidt and Benoit De Longlee delivered 739 shots, including a 90-second sequence of heroes Nathan Drake and Chloe Frazer falling from a C-17 cargo plane flying over the South China Sea, in Ruben Fleischer’s action-adventure adaptation of the Naughty Dog videogame franchise.
Global VFX studio adds previsualization services to its pre-production offerings following push into virtual production and launch of LED stages; ex-Framestore exec Alex Webster takes the reigns with veteran previs supervisor Matt Perrin heading the team.
This free presentation on April 14 will explore how the latest NVIDIA® RTX™ solutions, NVIDIA Omniverse Enterprise, NVIDIA Virtual GPU (vGPU), and GPU-accelerated software applications are transforming Media & Entertainment production.
TTF Anim, the company’s new game engine-based final animation toolset and in-house animation group, is fueling its goal to move from visualization to screen-ready animated content creation; new short, ‘Skytribe,’ demonstrates the range of styles and realism possible through new means of camera movement, facial modeling, and face/body animation.
Conference confirms more talks, presentations, and masterclasses including a look at rendering challenges behind ‘The Mitchells vs. the Machines,’ creation of Mixed Reality with Microsoft’s Darren Cosker, and Machine Learning with Foundry’s Mairéad Grogan; the event runs onsite May 3-5, online May 6 and on demand through May 31.
New toolset brings real-time capabilities to creators of cinema-quality, stylized animated content; developed on top of Unreal Engine, pipeline features custom-developed visualization tools that introduce game engine rendering to features of traditional animation.
NVIDIA’s Media and Entertainment GM, Richard Kerris, introduced a number of new releases, coming updates, and future plans for the growing ecosystem surrounding the company’s powerful new interactive, real-time 3D design collaboration platform.
Next gen technology accelerates GoBOXX SLM Laptop and APEXX Workstation performance; AI and ray-tracing enhancements optimize GPUs for media and entertainment as well as manufacturing and product design, architecture, engineering, and construction workflows.
Conference confirms presentations that include a behind-the-scenes look at Netflix’s anthology ‘The House,’ the blending of 2D and 3D in Marvel’s ‘What If...?’ and the future of NFTs; the event runs onsite May 3-5, online May 6 and on demand through May 31.
March 23 presentation, ‘New Approach to Fashion Design with Adobe Substance 3D and NVIDIA Omniverse,’ will showcase new tools that make it easier than ever to create and modify fabrics.
Annual computer graphics conference and exhibition comes to Daegu, South Korea, where it had been scheduled to run in 2020 before going virtual during the pandemic.
Creative studio specializing in end-to-end virtual production services offers insights into the process and opportunities behind the technology; first 2 episodes, ‘What Is Virtual Production? With Michael McKenna’ and ‘Target 3D The Home of Motion Capture with Allan Rankin’ are now streaming.
AWN’s Max Weinstein reflects on last week’s VES Awards ceremony, an evening filled with excitement that nevertheless marked another rough, taxing year for visual effects artists, the industry, and the world at large.