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Saturday, February 13, 2010

come with me!

Hello Folks -

As I no longer work with BOXX Technologies, I will unfortunately no longer be updating this blog.

I can be reached at adam@adamglick.net or followed here:  www.adamglick.net/

Cheers and see you soon.

Adam

Thursday, September 3, 2009

Sony to begin selling 3DTVs by the end of next year

I just saw this and thought I'd share -

(more tasty original BOXXlabs stuff coming soon kids, i promise!)


from  http://www.ft.com/cms/s/0/093755da-9759-11de-83c5-00144feabdc0.html?nclick_check=1

Sony plans to put 3D televisions in homes by the end of next year


3D technology looks set to hit the home consumer market next year, with Sony today announcing plans to sell 3D televisions globally by the end of next year.

Sony's decision to throw its weight behind the technology will be an important boost for the 3D industry, which has so far focused mainly on cinemas. British Sky Broadcasting has said it would introduce a 3D satellite channel in the UK next year, but it had been unclear whether there would be equipment available with which to view it.

Due to speak today at the IFA technology trade show in Berlin, Sir Howard Stringer , Sony chief executive, will announce plans not only to sell 3D Bravia television sets, but to make Sony's Vaio laptop computers, PlayStation 3 games consoles and Blu-ray disc players compatible with the technology.
Mr Stringer is expected to tell the audience: "Today, 3D is clearly on its way to the mass market.
"As with high definition a few years back, there are a variety of issues yet to be addressed. But the 3D train is on the track, and we at Sony are ready to drive it home."

The consumer electronics industry has yet to agree on a single 3D standard, posing the risk of a format war akin to that between VHS and Betamax or Blu-ray and HD-DVD standards.
There are several types of 3D technology. Sony has opted for "active shutter" technology, using electronic glasses containing tiny shutters that open and close rapidly in synch with the television image to create a 3D impression.

Cinema 3D uses "polarisation" technology with simpler glasses. However, this only works when viewers are at a certain angle to the screen, making it less suited to home viewing.
Sony, which suffered heavy operating losses in the autumn, recently closed its last LCD television factory in North America to concentrate on higher-margin products.

Sony has given no indication of prices, but analysts expect early 3D TVs to cost several thousand pounds.

Friday, August 28, 2009

Lot's going on...but here's a tidbit on VRAY for Maya

Lot's going on...too much to mention here but I'll post an update soon.

In the mean time, there's a pretty juicy discussion going on here regarding the comparative strengths/weaknesses of the newly released VRAY for MAYA vs. mental ray (for Maya) for the broader 3D design markets.

My experiences over the past year or so messing around with the beta builds - and now the finished product have been very positive. There's a way to go before VRAY offers all the flexibility and conveniences found in some other "production renderers" but I don't think this is going to stand in the way of people and studios that want to start working with it today for selected projects and scenes! I'm officially a VRAY fan.

It's good eatin'...

Monday, August 17, 2009

new BOXXlabs video

Check out the new BOXXlabs video overview of the renderBOXX 10300.

This is the first installment in a series of short videos we will be putting online beginning in September.

The series will cover everything from data storage to choosing the right compnents for your next graphics workstation to recent (and upcoming) changes in some of the most widely used software applications.

http://www.boxxtech.com/products/RenderBOXX/10300_overview.asp

Wednesday, July 15, 2009

Ready or not- here comes the BOXXlabs SIGGRAPH 2009 preview





So, with SIGGRAPH '09 bearing down on us, I though I'd share my thoughts about some of the highlights we might expect to see this year - and a few of the key items on my "must do" list for the Big Show.


Smaller Show This Year (but that's not necessarily a bad thing)

In keeping with the recent trend of down-sized conventions, this year's SIGGRAPH will be smaller than recent years in both footprint and the number of people in attendance.

On the surface, this might seem like a drag. Fewer people, exhibitors and events would lead some to think that the "spectacle" that is SIGGRAPH may not have quite the euphoric, all-encompassing scale of years-past.

However, there are plenty of reasons that a smaller SIGGRAPH might still make for a fullfiling and valuable experience.

Still present will be the amazing computer animation festival, the fun competitions, the cool live music, -and of course, the parties. And there will still be plenty of cool technology. I promise.

And with less people in attendance, you'll likely have a better chance getting into the more popular conference sessions and discussions. This is a good thing, as SIGGRAPH is possibly the very best place to receive knowledge from recognized authorities and subject matter experts on a wide range of CG-specific topics. 

Incidentally, the number of listed informal "Birds of a Feather" meetings scheduled this year seems at least as diverse and numerous as last year. The BOF meetings are very intimate and provide rare opportunities to network with people in your specific line of work, and to glean little tidbits of info that can help you do your job even better than you already do it. This is networking on steroids.

While there are definitely fewer vendors with booths on the expo floor, I expect that virtually all of the companies developing and selling technology of any relevance or importance in our industry will still be there. If not with their own booth, they will be there "partnering" with other companies -sharing floorspace, and meeting in private with customers and business partners alike. If you need face time with somebody from a vendor that you do business with - or who's tools you use in your work, the chances are good that you'll be able to track down the appropriate person(s). Look for logos on shirts -or better yet, call to arrange a meeting with a company rep before you get out to New Orleans. These guys are typically very happy to talk about any specific "issues" you might be having with their product, and helpful in answering questions about the companies' newest stuff.

Attending SIGGRAPH provides stellar opportunities to experience emerging technologies and hear about academic/industrial research projects that will shape the future of the computer graphics world. With less people in attendance, those of us that do show up hopefully won't have to wait in line as long to watch demos, or to get "hands on" time with demo systems and technology prototypes. I personally love to see the new stuff up close -to me it's easily the most interesting and inspiring part of SIGGRAPH. Every year I make the Emerging Technologies showcase one of the primary digs on my SIGGRAPH treasure map -and this year is no exception.

For job-seekers, fewer people in attendance should mean an easier time putting your resume and/or demo reel in front of the right people. Fewer applicants may mean you'll have a better chance of "standing out from the crowd". I've not really spent much time there myself, but I do know people who have gotten jobs at the SIGGRAPH job fair in years past.

There's a certain satisfaction that comes from knowing that you managed to do/see or all of the things you were really interested in checking out. Unfortunately, this feat just isn't humanly possible for most of us when attending "monster" conventions like NAB*. So the idea that a smaller SIGGRAPH means we might get to "see" more stuff is perhaps another compelling reason to go even though it's smaller than years-past.
*NAB shows seem to be really down-sized lately as well, doesn't it?



HD is old news. 2K was so 2006... Get ready for 4K, 8K, 16K, and beyond!

Continuing advances in the performance of CPUs, storage technologies and software tool sets expose artists and facilities to recently unattainable (or unaffordable) capabilities for working on ultra-high-res projects. And the timing is just about perfect -as this coincides quite nicely with emerging advances in digital cinema cameras and display technologies that we'll (and you'll) be working with for upcoming projects.

With the proliferation of 2K and 4K camera systems (a particular color comes to mind), there's a ton of nicely shot, ultra-high-res content floating around. And while a (shrinking) majority of films for wide release are still shot on film, more and more VFX sequences (and even entire films) being made are leveraging a 4K "DI" (digital intermediate) process for production and post-production pipelines.

Expect to see loads of 4K eye-candy and worklflow demos everywhere you look.

There are rumors that some 8K (and possibly even a 16K) display devices will be up and running. Now I don't know about you, but I'm wondering where anybody gets 16K live action plates... In any case, the pixel wars continue to rage -and will be evident at this year's show.

I expect that we'll see many new software tools designed for "gigapixel" image manipulation and photo stitching as well.



3D/stereographic - it's here to stay.

Many of the same technological advances that are enabling the 4K+ boom, are providing the technological horsepower needed to produce 3D "stereographic" films and other types of material. No longer a gimmick, the demand for "3D" content seems to be catching up to recently refined technologies for producing, post-producing and displaying stereographic content.

After several years of widespread argument on the matter, many experts and industry analysts now agree that we are beginning to reach..ok, i'll say it - a "critical mass" -  in the intertia of a blossoming new industry for 3D/stereo content.

I expect to see a ton of both "active" and "passive" headware (glasses)-based 3D viewing technologies being incoporated into applications for nearly every vertical market and niche.

*(Passive display technologies that don't require some type of headware or glasses have proved elusive, and there are currently no feasible 3D glass-free viewing technologies being commercialized that I know of. I doubt we'll see any companies advancing this technology in any meaninful ways at the show)

I also expect to substantial showings from companies demonstrating new realtime, interactive 3D implementations for gaming, industrial/product design, and "location-based" entertainment such as Disney rides and other large semi-permanent installations.



Augmented Reality

A relatively new type of hybrid technology that's likely going to make some noise at this year's SIGGRAPH is something called "augmented reality".

As defined by wikipedia, augmented reality (AR) is "a field of computer research which deals with the combination of real-world and computer-generated data (virtual reality), where computer graphics objects are blended into real footage in real time. The term is believed to have been coined in 1990 by Thomas Caudell, an employee of Boeing at the time[1]."

(the WIKI author figured out how to say it much more elegantly that I have been able to...)

Research has been going on in this area for quite some time, and an AR-enabled smartphone app was recently released for consumers. This new hybrid application of real and virtual imagery is exposing completely new mechanisms of human-computer interaction for everything from industrial design, to architectural visualization, to home entertainment. And very likely, everything in between.

Keep an eye out for "AR" on both the expo floor as well as the emerging technologies area.




Realtime/interactive Raytracing

For those of you who have been paying attention, the development of "RTRT" (realtime raytracing) has recently seen a ton of acvtivity.

After laboured and slow advances for nearly a decade, hardware-based 3D raytracing is finally reaching a certain point of maturity.

I count over a dozen "interactive raytracing" or "realtime raytracing" products now on the market or in development. Not all these tools are designed for the same purposes, but all have one thing in common - optimized processing that uses accurate lighting models to produce a quick, 'photoreal" image.

Some of these new engines use "brute-force" floating-point processing of CPUs. Others are using GPUs to do the math required. And still others are using hybrid approaches that combine both types of processing to provide more flexibility in using lights, shaders and implementing effects such as motion blur and depth of focus.

I expect that attendees of this year's SIGGRAPH will probably see all sorts of nifty interactive raytracing technologies that are fundamentally changing the way 3D work gets rendered.




New Orleans- The Perfect Venue?

In 2000, SIGGRAPH attendance was about 26,000. There were about 300 companies exhibiting their goods.

According to my sources, this year's attendance is expected to be about the same -and the number of exhibitors slightly less.

One of my most memorable SIGGRAPH experiences was in New Orleans in 2000.
The exquisite melange of people, technology, art, food, music and culture -mixed with a healthy splash of rum, made for a unique and memorable experience. My recollection of the 2000 event, although blurry (for multiple reasons), is that the city provided a perfect backdrop for the size and scope of activities and people that come to SIGGRAPH.

My expectation is that this year will be no different in those regards.

The global CG community is as culturally diverse as the technology and creativity born from it. What better venue for SIGGRAPH than New Orleans -a city that celebrates human diversity and creativity like no other place on earth.

See you in New Orleans!

Monday, May 4, 2009

Into the looking Glass

I spend a considerable amount of time every week wondering what the future has in store for us in regard to technology in general - and 3D design and animation in specific.

Where are the tools, technologies and methodologies for 3D art creation headed?

Well, I think things over the next 10 years will evolve much as they have in the past 10 years or so...

This is to say, we will have mostly evolutionary advancements mixed the an occasional revolutionary advancement or two.

I'm no soothsayer, but here are my best guesses as to where things are headed:


1. practical & effective "interactive" hardware based raytracing is being perfected for commercial use as we speak. This is no longer a toy or some fringe technology. Several companies are about to release "game changing" hybrid 3D rendering technologies that will fundamentally change the way 3D art gets made. Expect more of the same from other vendors and broad support for hardware based rendering from the ISVs such as Autodesk.

2. advances in software development approaches will make better use of multicore CPU's. More features ands tools will be better "threaded" for overall better performance on modern multi-core computers.

3. (partly because of #1 & #2 above) New pipelines, methodologies and workflows for desktop "multitasking" and content creation will continue to increase the efficiency of the individual artist. THESE NEW, YET-UNKNOWN WORKFLOWS (and resulting efficiencies) WILL BE THE FACE OF EMERGING TECHNOLOGY in this space. This is always the case with technology, I suspect.

4. "Smart" modeling and animation algorithms in 3D packages will speed modeling and animation tasks. Libraries and databases detailing the concepts and design of construction and assembly of thousands of types of objects and motions will allow your software to take informed "guesses" as to the effect that the artists is trying to achieve - and will assist the artist in preparing and finishing surfaces and perhaps motion paths/cycles, etc. This could be an online "pay service" integrated into your application and connected to the database(s) via the web.

5. Stereoscopic displays in the home (and at the theatre) will be common place in 5 years. Production & post production pipelines are beginning to adapt to this reality. This certainly includes 3D production pipelines. The first generation of tools and methodologies are in place. The will see more elegant approaches being developed and put into use.

6. New human-computer interfaces such as haptic, gestural/optical eye & hand tracking, voice recognition and command, and others will continue to evolve. We will likely see some of these evolve to the point that they will be adopted into graphics, 3D and VFX design tools. If not for "finishing work", at least for ideation, conceptualization and review.

7. The "bar" for what people come to expect in "photoreal" 3D content will continue to be raised as more and more accurate lighting models/approaches are enabled and refined. The line between reality and make-believe will continue to blur. This will be more evident in the area of creating synthetic human and animal characters that are indistinguishable from the real thing -the "holy grail" of 3D VFX.

7. Finally, In general, I believe that the training and tools required to produce top quality 3D imagery and animation will continue to become more and more accessible by those with a desire to succeed in this industry.

Tuesday, April 14, 2009

Intel address SSD fragmentation bogey with new firmware




Not too long ago, Intel released a new family of SSD (solid state drive) technology that shattered existing performance levels posted by the other SSD manufacturers.

Shortly after Intel began began shipping the X-25 SSD, a few PC enthusiast websites undertook a detailed and lengthy look at a wide range of performance characteristics and benchmark scores for this new drive.

They found a bug.

The bug they found would cause one of these Intel SSDs to begin to exhibit slower performance after a bit of normal use due to "fragmentation" of the billions of "addresses" within the data structure the hard drives use to store user data.

While not a fatal flaw, the issue can reduce the performance of one of these new drives dramatically over a fairly short period of use -requiring the periodic "reformatting" of the device to restore the rated performance.

This little snafu has likely slowed the adoption of these comparatively expensive storage devices by early adopter PC hardware enthusiasts and specialty PC manufacturers.

Intel denied it at first, but have now reported being able to "replicate" the issue in their testing labs. And at the same time, they have announced a "fix".

There is a new firmware revision for the intel X-25M that can be freely downloaded and implemented to restore normal, amazing, phenomenal, mind-blowing, (ok enough drooling?) operation of these ground-breaking new drives.

**If you own a n Intel X-18M or X-25M and are dying to make use of this wonderous new fix, be prepared to back up your data first!

Here's the link to the download the firmware: http://support.intel.com/support/ssdc/index_update.htm

Here's an in-depth article on this new development written by the original guys(s) that discovered the flaw: http://pcper.com/article.php?aid=691&type=expert&pid=1

Monday, March 30, 2009

New Advances for Stereographic "3D" Digital Cinema

Monsters vs. Aliens is a hit! $60 Million in the first weekend...

I can't wait to take my girl to see it later this week -and my expectations are pretty darn high.

I've been closely following the development and adoption of 3D filmmaking technologies for the past couple of years.

The newly refined 3D tools, technologies and methodologies available to filmakers allows for a much richer, more elegant 3D movie viewing experience compared to that of even a year or two ago -let alone those dating from the 50's that required wearing those red/blue ("anaglyphic") monstrosities on your face.

There's been a ton of activity on Hollywood around the idea of making movies in 3D. Many of the big blockbuster films shot in the past couple of years were produced with 3D viewing in mind.

In fact, 100% of the films made by Disney and Pixar in the past 18 months have been shot and produced in "3D". However, with only a few hundred theatres nationwide having been upgraded with the new 3D projection technologies, most of these films have been distributed and viewed by audiences in the standard "2D" format.

The problem has been cost.

It can cost between $150,000 to $300,000 to update a single movie theatre screen with the new technologies required to give viewers a quality 3D experience. Most or all of this cost falls on the owner of the theatre - and to them, recovering the cost of this significant cash outlay is a risky proposition.

Will enough people come to see 3D movies?
Will they pay $5 to $8 more for each ticket just to view the film in 3D?
Is this just a "fad" that will pass before the cost has been recovered?

Luckily, the signs are beginning to point to a big fat "YES!!"

Just today, AMC Theatres announced a deal with Sony that will put super high-resolution digital projection systems into all of their 4600 screens across the country. (here's the link - http://www.variety.com/article/VR1118001829.html?categoryid=13&cs=1)

This doesn't mean that all of them will be "3D-capable" but the implication is that a great many of them will be. After all, a majority portion of the cost involved in upgrading a theatre to 3D projection capabilities is the digital projector itself.

I'm adding up the most current data and trends and I'm seeing, finally, a newly energized inertia of both the industry and the movie-going public towards an embrace of 3D film.


Here's some additional tasty reading on the topic:

http://www.digitalcinemareport.com/node/797

http://www.lvrj.com/opinion/42072917.html

http://pro.sony.com/bbsc/ssr/mkt-digitalcinema/?XID=O:4Kon3D08_030109_digcinreport_homepage_3_d145x600swf:3d

http://www.reald.com/

http://www.foxbusiness.com/story/markets/industries/entertainment/dolby-digital-cinema-d-digital-cinema-systems-selected-china-film-group/

http://www.foxbusiness.com/story/markets/industries/entertainment/amc-entertainmentr-reald-announce-d-partnership/

Monday, March 23, 2009

The Story on Storage - SSD vs. hard disc drives

Let's jump straight into this -

A "hard drive" is a data storage device inside of a computer on which the operating system, applications, user files and other data is stored.

ok. good so far?

SSD stands for "Solid State Drive". It's just a hard drive. -A hard drive with no moving parts.

ok. still with me? good.

All previous hard drives over the past 30 or 40 (or so) years have relied on tiny moving parts inside the device. The moving parts include electric motors, spinning magnetic discs (also called platters or spindles) and little moving armatures that are suspended over the spinning discs to read/write the bits of data.

One could compare the mechanics of these devices to that of old record players (for those of us who can remember what a record player is...) ;)




Ok. So who cares if a hard drive has moving parts or not?

Well, we all should.

The fact is that electronic devices with no moving parts (aka Solid State devices) are more reliable, smaller and often much better performing than the mechanical devices they replace.

The same is (mostly) true about these new SSDs -and the "olde stlye" spinning hard drives that account for the vast majority of hard drives in computers today.


So what do we need to know about SSD's?

Here are a few facts you should know about SSD's right off the bat:

1) SSD's use RAM (Random Access Memory) chips to store data - very much like thumb drives -only faster.

2) SSD's use a standard "SATA" drive connection to connect to the host computer and can be used with any modern workstation or laptop system.

3) Per Megabyte of storage, SSDs can be anywhere from 3X to 15X more expensive than standard drives. However, SSD prices are dropping very quickly while capacity for storage space is rapidly growing.

4) Not all SSD's are created the same. There are available at different price and performance levels. While the high-end SSDs perform better than virtually all other hard drives, lower-end SSD's can give less than stellar performance, depending on the specific computing task.

ok.

So what are the benefits of SSD technology for digital artists?

I'll remind the reader that we are very early in the development and adoption of SSD technology in the computer industry. The relatively high cost and low storage capacity for well-performing SSDs can limit their feasibility and/or desirability for certain specific applications and useage models.

However, here are the types of uses I think SSDs are really good for today - assuming budget is not a concern...

1. Primary/System (OS) Drives for any workstation. A computer that uses high-end SSDs for the operating system and prograns will boot faster, open/close applications faster and give al overall boost in "seat-of-the-pants" feeling of system speed than one using older standard hard drives.

2. User Data/Project storage/"Scratch Discs" - depending on your storage space requirements, using SSDs (either single SSDs or grouped together in a "stripe set" or RAID configuration) can dramatically decrese the time it takes to open/save very large project files or projects.
Additionally, for video editing or VFX work, an SSD-based drive array (two or more SSDs working together as one) can provide the same performance as 3X the number of standard hard drives.

OK.

;)

While there are some great reasons why SSD's may be of use for you, we need to take a look at some of the limitations that may (and for many of you probably should) keep you away from the m for the time being. Here are the caveats:

***CAVEATS***

1) Storage Capacity.
Do keep in mind that the storage capacity for most SSDs (and for all of the really well-performing ones) is much smaller than standard spinning disc-based drives. If you have multiple Terabytes of data that needs to be online at any one time, SSDs are almost certainly NOT going to be cost-effective. Capacity of SSDs today ranges from 32GB to 250GB.

2) Performance.
As I alluded to earlier on the post, SSDs are available in several price/performance categories. According to our own internal lab studies, as well as unbiased reporting from respected sources such as Anandtech.com and TomsHardware.com, the less expensive SSDs currently on the market can provide mixed performance depending on the computing task.

I try to stay brand-agnostic whenever possible but here I do need to make some distinctions that require me to call out some brands and product lines:

The Intel "X25" series SSD drives clearly outperform all other offerings for accross-the-board performance. The outperform all other spinning discs on the market in virtually every type of capability and useage model.

The next "step down" in terms of price and performance are the "Vertex" SSD drives from OCZ Technology. They seem to be less expensive than the Intel X25E, with slightly faster speeds for sutsained sequential reads and writes. Unfortunately, these drives perform quite poorly for other types of genreral storage tasks that involve "random" reads and writes.

What does this mean? Well, It means that these SSDs may make great drives as a "video storage array" for working with large, sequential images such as DPX , TIFF or PNG. But they would almost certianly SLOW DOWN your system if used as a the "primary drive" for your operating system or applications.

At the bottom of the SSD category in terms of price (and not surprisingly, performance) are pretty much any other devices being sold as SSDs by a wide range of vendors. These entry level SSD drives are widely understood to be lacking in mot of the performance areas that matter to digital artist -and my advice is to stay well-clear of any of these.

So to recap this information for our readers: SSDs are cool. SSD's can be put to great use today if their strengths can complement your needs. However, a broader look at these new devices informs most of us can probably do without them for now.

However, looking forward, SSD's are almost certainly the "wave of the future" and are poised to become the de-facto standard technology for hard drives in the years to come.

Monday, March 16, 2009

what happens now that the megapixel wars are over?

I just read an interesting article on NewScientist.com that takes a look at the future of digital imaging now that the battle for more megapixels in cameras is essentially over...

Besides camera manufacturers now giving much more attention to low-light performance and image color accuracy, there are some interesting software image processing techniques (some of which have been around for a few years in the high-end VFX industry) that are making their way into the consumer market.

check it out over at: http://www.newscientist.com/article/dn16770-innovation-what-next-after-the-megapixel-wars.html?DCMP=OTC-rss&nsref=online-news