Wednesday, May 22nd, 2013

March 19, 2013, GPU Technology Conference, San Jose, CA— Jules Urbach from OTOY and LightStage described some tools that can be used for both cinema and game asset creation. The converging workflows and cloud-based rendering solutions enable designers to take advantage of the increased performance available in the latest hardware. Cloud services are changing the [...]

March 19, 2013, GPU Technology Conference, San Jose, CA—Mathew Gueller from Harley-Davidson described the changes in their workflows and the resulting improvements in turn around time for new motorcycles. The new modeling and visualization tools enable better designs. Harley started making motorcycles 110 years ago and had a design flow that started with drawings, progressed [...]

 August 7, 2012, Siggraph, Los Angeles—We talked with Zoran Veselic from Christie about their HoloStation. The system is intended for scientific visualization and simulation where interactive immersion is needed. This is a four projector personal-sized CAVE (Computer Assisted Virtual Environment) for users who need a smaller environment than the traditional caves, which are the size [...]

 September 22, 2011, 3-D User Experience Technical Summit, Hollywood–Philip Corriveau from Intel and the Chair of the 3D@Home ST5 human factors committee provided updates on 3D@Home activities. To put the activities into perspective, he showed the organization\’s structure and inter-relationship between the various steering teams. They have noted that the user experience is impacted by [...]

 September 22, 2011, 3-D User Experience Technical Summit, Hollywood–Andy Ellis from Florida State University detailed the differences between 2-D and 3-D gaming. Their findings show physically measurable differences in game types. In general, the gaming industry is moving towards more 3-D content. Their measurements show greater presence and enjoyment for the 3-D versions of the [...]

 September 22, 2011, 3-D User Experience Technical Summit, Hollywood–Ihor Petelycky from SpecialView described eye tracking technologies to improve single-user 3-D autostereoscopic displays. He reviewed the operation and characteristics of these display types and looked at two implementations. Displays and software for 3-D viewing are improving at a high rate. To meet the new requirements, manufacturers [...]

 September 22, 2011, 3-D User Experience Technical Summit, Hollywood–Koichi Imai and Kiyoto Kanda described the efforts in Japan to produce and distribute safety guidelines for 3-D safety. The expansion of devices and content is the driver for safety standards. For the past 11 years, they have been developing guidelines addressing 3-D safety issues. The guidelines [...]

 September 22, 2011, 3-D User Experience Technical Summit, Hollywood–Min-Cheol Whang from Sang-Myung University in Korea talked about the latest research on 3-D factors and how they affect people. One of the current challenges is to figure out how to measure the various factors of feature fatigue or image safety, photo sensitivity, and visually induced motion [...]

 September 20, 2011, CICC, San Jose, CA—A panel moderated by Rao Tummala from Georgia Tech considered the issue of MCMs (multi-chip-modules) possibly delaying 3-D IC developments. Heterogeneous integration techniques of multiple ICs like SIP, wire-bonded stacked die, and silicon carriers offer an alternative to 3-D ICs with TSVs. Tummala noted that MCM technology is over [...]

 August 16, 2011, emerging display technologies conference, San Jose, CA—a group of people led by Paul Gagnon from DisplaySearch evaluated the status of various 3-D display technologies. Roy Taylor from MasterImage3D noted that 3-D first appeared in theaters and is now moving to mobile platforms. The first 3-d display was on a Hitachi Woo phone, [...]