Friday, April 18th, 2014

Featured Content

Graphic Effects on the Amiga

March 25, 2014, GPU Technology Conference, San Jose, CA—Aske Simon Christiansen from Blueberry and Loonies described some of the programming tricks used to create graphics effects on the Amiga console. In 1987, the Amiga 500 became the first gaming machine to offer graphics effects that were not based on pixel manipulation or sprites. These machines have a 7 MHz 68,000 processor and 512 K bytes... [Read more]

Imagination at EE Live!

April 1, 2014, San Jose, CA—Imagination Technologies once again attended a show and introduced a host of new and updated products. The focus at the EE Live! Conference and Expo was on embedded products, especially wearables and IoT. For this sector of the embedded space, the key issues are in battery life, size, and performance. A summary of the new releases includes the MIPS Warrior CPUs: a scalable... [Read more]

Open-Source Laptop and the Future of Embedded Systems

April 2, 2014, EE Live Conference, San Jose, CA—Andrew "Bunnie" Huang talked about the changes in the industry and the growing openness of consumer systems. Embedded systems are benefiting from the increasing commoditization of the underlying hardware. In the earlier days of consumer electronics, in the 1930's, products came with schematics, tuning specifications, and other documentation for the... [Read more]

AMD and Mentor Graphics Partner in Embedded

April 1, 2014, EE Live Conference, San Jose, CA—Kamal Khouri from AMD and Warren Kurisu from Mentor Graphics described their new partnership to supply Linux development tools for embedded systems for the various AMD processors. The intent of the partnership is to provide robust development tools, libraries, and workflows for more embedded processors. AMD decided to provide better hardware support... [Read more]

Light Field Displays

March 26, 2014, GPU Technology Conference, San Jose, CA—Douglas Lanmar and David Luebke from NVIDIA described their efforts in developing head-mounted displays that are more in line with size and weight as sunglasses. Ivan Sutherland's work back in 1968 resulted in head-mounted displays that were reasonably thin and aligned with the visual axis. Although of the rest of the equipment was relatively... [Read more]

Next Generation Indie Filmmaking

March 26, 2014, GPU Technology Conference, San Jose, CA—James Fox from DawnRunner described the changes in visual effects workflows, and the consequences and impacts of changing technologies. New technologies are enabling small, independent visual effects companies to challenge existing philosophies. Existing solutions to creating effects are very hard to scale. The complex tools and equipment interactions... [Read more]

Subdivision Surfaces

March 26, 2014, GPU Technology Conference, San Jose, CA—David Yu from Pixar talked about subdivision surfaces and their contributions to make the technologies available to all. The idea is to reduce the number of edges and vertices to a minimum at the entry stage, and refine and smooth the edges with other tools. Specifying the geometry of surfaces starts with a polygonal mesh in Maya. Subdividing... [Read more]

Digital Pyrotechnics at Industrial Light and Magic

March 26, 2014, GPU Technology Conference, San Jose, CA—Olivier Maury from Industrial Light and Magic described the use and modifications of their tools for generating pyrotechnics. Plume is a GPU-based tool that provides integrated fluid simulation and rendering. The tool transforms 6-7 k Plume effects for smoke, fire, dust, and other physical explosion effects. The improved performance allows... [Read more]

Brand and Design

March 26, 2014, GPU Technology Conference, San Jose, CA—David Hilton from MotorCity Engineering showed how brand and style affect design in an automotive environment. Although the reference point is automobiles, the concepts are applicable to other areas. A car designer has to combine materials, engineering, and appropriate art to design a car. The design results in a sculpture, and for many cars,... [Read more]

Project Lighthouse

March 25, 2014, GPU Technology Conference, San Jose, CA—Mike Romey from ZOIC Studios described their implementation of a virtual production pipeline. The ZEUS (Zoic environmental universal system) has many functions such as tracking monitors for the rigged cameras and other equipment, real-time render for actors on green screens, previsualization, markup, etc. for work on virtual sets. Lately, the... [Read more]