
Related links:
naritafamily.com

Nominations for the 2010 awards were announced on January 25, 2011.[4][5] The King's Speech received the most nominations with twelve. True Grit followed with ten and then The Social Network and Inception, with eight each. Toy Story 3, the highest grossing film of 2010, became the third animated film to be nominated for Best Picture; it was also nominated for four other awards including Best Animated Feature.
This is the opening:
Related links:www.youtube.com

Explode all objects using an unique vector so there are no overlapping objects and there is enough space between them.
* Produce the best quality, normal, Ambient Occlusion and other map types.
* Render using "Smart" , an algorithm that saves rendering time by processing less important objects more quickly.
* Render using the "Isolation" method.
* Batch render multiple files at once.
* Combine all rendered maps together in a single resulting map.
* Create a custom render presets for every need.
* Easy to use interface and "click-of-a-button" workflow.
* LiveLog - Instant visual feedback at every step.


Download here:
http://vertexbee.com/rttassist.htm
Installation:
Just drag the MZP file into the 3dsMax viewport. Click on 'Install' , оnce the installation has complete it will start right away.. Go to Customize - Customize User Interface. Under "RTTAssist" category you will find "RTTAssist".
Version Requirement:
tested on max2009, 2010 and 2011...max9 version is coming soon
Other Software Required:
dotNet 2.0 and up
Related links:
vertexbee.com

Except for the watermarked render output, all aspects of the trial version are identical to the full license, including its complete feature set, as well as the software's blazing rendering speed.

No Time Limitation on Free Trial Version
The trial version runs without time limitation. Watermarked renderings are unsuitable for commercial use, but once a customer has purchased a full license, saved files created in the trial version can be re-rendered to create clean output, so no work is lost.
Try it, You'll Like It!
Edwin Braun, cebas CEO and co-founder said: “Users unfamiliar with finalRender can finally try out our powerful software without cost or commitment, put its vast set of powerful features to the test, and benchmark it against other tools they may have used in the past."
CFO and co-founder Achim Smailus noted: “We are confident that the quality of finalRender will speak for itself and convince many new users of its power, reliability, and industry leading technology, once they become familiar with it.”
Get it here:
http://www.cebasstation.com/index.php?pid=online_shop
Related links:
cebas.com

Short glimps at how XBR Simulation could tap into the power of the Softimage ICE particle system with a single-step interoperability.
Check out the Sneak Peek video
Related links:
youtube.com

The promotional video game trailer may indeed be the most important aspect of a video game package. Created to link potential players to the overall story line, cinematics and features of a game, the trailer itself serves as the first impression. So, why shouldn't an animated trailer be completed in the same way the product is intended to be played?
Manchester-based animation and visual effects studio Mi took this exact approach while creating the fully CG trailer for Activision's NASCAR The Game 2011. Integrating Craft AnimationsTM' Craft Director StudioTM (CDS) toolset, Mi was able to animate over 40 NASCAR cars involved in the trailer using an Xbox controller. Based on cutting-edge research in autonomous control systems, CDS tools simulate the complex physical behavior of 3D vehicles and cameras in real-time. Their ability to be controlled by various input devices such as video game controllers, 3D mice and interactive pens, adds a high degree of control, while eliminating the time-consuming tasks of keyframing, scripting and rigging.
"Not only did CDS make animating as fun as actually playing the game, the tools themselves provide a very high level of control which adds even more realism and quality to our end product," says Mi Technical Director, Gareth Thatcher. "We were able to create shots from day one, immediately experiencing time and cost savings."
Combined with both Autodesk 3ds Max and Autodesk Maya, Mi utilized the CDS 4-Wheel Extended tool in Autonomous mode to simulate the dozens of race cars running in formation at approximately 190 mph over the one-mile Dover NASCAR track. For the hero cars, Thatcher's team layered keyframe animation using relocators, or proprietary custom rigs, in order to achieve precise control of the car's placement. "CDS allowed us to simulate every car as it rounded the track, and we were able to reuse that simulation in every shot, therefore, parameter changers were quick and painless," says Thatcher. "When compared with traditional animation processes, I estimate that CDS saved us around 60% of our animation overhead. CDS has proved to be a brilliant tool for us and we are already putting it to use on our new stereoscopic race car project.
About Craft Animations
Founded in 2006 and based in Gothenburg, Sweden, Craft AnimationsTM AB is a leading developer of a new era of professional real-time 3D animation technology, Craft Director StudioT (CDS). Based on cutting-edge research in autonomous control systems, CDS and its add-ons simulate the complex physical behavior of cameras and 3D vehicles such as helicopters, cars, airplanes, boats and motorcycles. Utilized by high-profile companies worldwide such as Disney, Pixar, NAMCO BANDAI, Lockheed Martin, Ford and Toyota; CDS streamlines production, enhances realism and increases creativity for users in the visual effects, game development, forensic reconstruction and architectural design industries.
For more information, please visit www.craftanimations.com.
About Mi
We are Mi. We produce outstanding imagery, animation and visual effects from our Manchester studio.
If you work with digital imagery you can now create anything you can imagine. The creative opportunities open to you are endless. We are an award winning animation and visual effects production studio. Our staff have been creating outstanding digital imagery for nearly 10 years. We are part of a new era of digital possibilities.
Our clients include Activision, BBC, Distiller Records, Eutechnyx, Land Securities, Marketing Manchester and many others.
We work with advertising agencies, games companies, production companies, record companies, property developers, architects and Tv companies.
We have the technology and expertise to achieve incredible results for you, and a clear staged working system - Mi Method - which simplifies what can be a complex process.
Related links:
raftanimations.com.

(Santa Clara, California--February 22, 2011) NVIDIA announced today a new line of Quadro® professional graphics solutions for mobile workstations. Designed for engineers, industrial designers, animators, and film & video editors that need to take their work with them, these new Quadro graphics processing units (GPUs) leverage the NVIDIA Fermi architecture, which combines fast visualization performance with high performance computing capabilities.
This massively parallel processing horsepower transforms laptop computers into mobile super computers.
Featuring twice the number of CUDA™ cores and twice the graphics memory over previous generations, these new Quadro GPUs also incorporate NVIDIA Optimus™ technology, maximizing battery life by automatically powering the GPU only when needed. Optimus also provides users with the ability to drive up to four displays at the same time.
Building on a decade of innovation and leadership in professional mobile graphics, the new Quadro line of mobile graphics solutions includes:
- Quadro 5010M (Ultra-High End):
384 CUDA cores; 4 GB GDDR5 memory; designed for new 17.3-inch mobile workstations - Quadro 4000M (High End):
336 CUDA cores; 2 GB GDDR5 memory; designed for new 17.3-inch mobile workstations - Quadro 3000M (High End):
240 CUDA cores; 2 GB GDDR5 memory; designed for new 17.3-inch mobile workstations - Quadro 2000M (Mid-Range):
192 CUDA cores; 2 GB DDR3 memory; designed for 15.6-inch mobile workstations - Quadro 1000M (Mid-Range):
96 CUDA cores; 2 GB DDR3 memory; designed for 15.6-inch mobile workstations
“Year after year, NVIDIA innovations demonstrate true technology leadership,” said Dr. Jon Peddie, president of Jon Peddie Research. “Optimus is perfect for anyone who needs high performance, long battery life, and additional displays. With this new Quadro mobile lineup based on the Fermi architecture, NVIDIA is poised to continue its dominance in mobile workstation graphics.”
The new standard for mobile workstation graphics excellence—the NVIDIA Quadro 5010M
The flagship Quadro 5010M features Error Correction Code (ECC) and fast, 64-bit double precision capabilities to ensure the greatest accuracy and fidelity of results. From medical imaging to structural analysis applications, data integrity and precision is assured, without sacrificing performance.
The Quadro 5010M features an unprecedented 4 GB of fast GDDR5 memory to enable interactivity on the largest projects. Shattering previous 3D graphics benchmarks, professionals on the go can achieve nearly a billion triangles per second with this ultra high-end Quadro mobile graphics solution.
NVIDIA Quadro technology creates mobile super computers
Similar to the NVIDIA Quadro 5000M, the groundbreaking NVIDIA Fermi-based mobile workstation graphics solution announced last year, and currently available in both the Dell Precision M6500 and HP EliteBook 8740w mobile workstations, additional features of these new NVIDIA Quadro mobile professional graphics solutions include:
- The NVIDIA CUDA parallel computing architecture – Quadro mobile GPUs deliver massive performance gains when running computationally intensive applications such as ray tracing, video processing and computational fluid dynamics.
- NVIDIA 3D Vision™ Pro – support for the highest quality, stereoscopic viewing experience is helping drive the development of 3D capable visualization applications from companies such as Autodesk, Dassault Systemes, Siemens and Agilent.
- NVIDIA Scalable Geometry Engine™ technology – dramatically improves performance across a broad range of CAD, DCC and scientific applications, enabling a user’s work to flow interactively with models and scenes that are an order of magnitude more complex than ever before.
- NVIDIA GPU Tessellation Engine technology – with support for OpenGL 4.1, Shader Model 5.0 and DirectX 11, tessellation automatically generates finely detailed geometry for cinematic quality environments and scenes without sacrificing performance.
- Application certification - support for the broadest spectrum of professional applications, including those utilizing OpenGL 4.1, Shader Model 5.0, and Microsoft DirectX 11, plus DirectCompute and OpenCL standards. Companies such as Adobe, Autodesk, and Dassault Systemes certify NVIDIA Quadro solutions for professionals whose livelihoods depend on maximum uptime with their applications.
Mobile workstation manufacturers have relied on NVIDIA GPUs for the past decade, and will integrate these Quadro solutions in their newest mobile workstations scheduled to be announced throughout 2011. For more information about NVIDIA and Quadro Mobile Graphics Solutions, please visit http://www.nvidia.com/quadromobile.
Related links:
nvidia.com

3ds Max VFX guru Allan McKay has announced new FumeFX Training DVD
Key Features
* Over 13 Hours and 70 Videos of Training Tutorial Videos covered across 2 DVD discs!
* Not only is every feature of Fume FX covered in depth, but each feature is explained and usually demonstrating different ways to use it in production, as well as a lot of additional ways you probably haven't really thought of using it, and tricks day to day used in production to wield the best results.
* Learn to optimize your fluid sims to increase simulation speeds, remove memory foot-print and also optimize the file size of your simulations to sometimes be as low as 1% of your original file size, saving disk space, lowering tension on the network and requiring far less memory to render! (that means you get to make bigger sims)
* Well over Seventy Tutorials!
* Master creating high resolution sims, going up as far as 1600x2500x1600 in spacing resolution in your dynamic grid!
* Create Large Scale Smoke and Fire simulations, including billowing oil burning smoke pillars, Volcanos and other cool effects! (Check out the trailer above to see some of these in action)
* PDF Print outs of various tips and tricks, simulation optimization booklets and other cool stuff!
* Techniques all developed from actual production shots and situations requiring finding resolution and new ways to create specific visual effects.
* Learn to create the exact same effects used in a lot of upcoming feature films from 2011, a majority of the exercises here are directly based on actual feature film productions.
* Gain a better understanding of what's going on 'under the hood' in Fume and other associated FX tools, so you can better use them for your FX purposes
Join the FREE Fume FX VIP Mailing List to be sent out more information on Fume FX 2 - Core Fundamentals! As well as receive SAMPLE LESSONS AND OTHER FREE EXCLUSIVE VIDEOS.
at:
fumefxtraining
Related links:
fumefxtraining.com

CGarchitect's president Jeff Motte caught up with Joe Kosinski for a phone interview about his directorial debut on TRON: Legacy
Let's check it out
http://bit.ly/eBpL6w
Related links:
cgarchitect.com

CORVALLIS, Ore. - Feb. 22, 2011 - As the role of motion capture in virtual production expands, OptiTrack™ continues to offer game developers and animation studios optical tracking technology that is priced to meet an independent budget, but powerful enough to drive AAA development. GDC 2011 marks the release of a new advancement in accessible motion capture: the OptiTrack V120:Duo and V120:Trio tracking systems.
Designed for desktop-friendly motion capture, the Duo and Trio offer the power of multi-camera, six degrees of freedom (DOF) object tracking in a single, plug-and-play package. Each tracking system is self-contained and factory calibrated for out-of-the-box tracking that is simple to use, but still offers the leading accuracy and flexibility of optical tracking technology.
"As game developers are increasingly under pressure to create compelling content within shorter development cycles, motion capture technology offers animators a tool for rapid, realistic content creation," said Jim Richardson, NaturalPoint® president and OptiTrack's lead engineer. "But only OptiTrack provides that production efficiency at a price that is accessible to studios of all sizes. And with our new tracking bars, we are offering users our most affordable and convenient motion capture system to date."
Additional Features:
- Free license of Tracking Tools™ motion tracking software (a savings of $799)
- Compatibility with OptiTrack's Insight VCS virtual camera plugins
- Simple I/O, with a single cable for power and data transmission
- Stream (VRPN, trackd, NatNet) or save (.C3D, .CSV) motion capture data
- External sync in/out via the included I/O-X sync box, for compatibility with shutter glasses and other hardware devices
- Support for OEM integration via the Tracking Tools API
Key Specifications:
| V120:Duo | V120:Trio | |
|---|---|---|
| Resolution | 640 x 480 x 2 | 640 x 480 x 3 |
| Frame Rate | 120 FPS | 120 FPS |
| Lens FOV | 56° | 56° |
| Interface | USB 2.0 | USB 2.0 |
Pricing and Availability:
Live, hands-on demonstrations of the V120:Trio as part of a virtual camera pipeline will be available at the OptiTrack GDC booth (#1132) from March 2-4, 2011 at the Moscone Center in San Francisco, Calif.


The V120:Duo and V120:Trio will ship in Q2 2011, and are priced at $1,499 and $1,999.
About OptiTrack
OptiTrack™ is the leading brand of affordable, high-performance motion capture technology. The OptiTrack product line includes motion capture software, high speed tracking cameras, the Insight VCS virtual camera system, and the GEARS golf performance measurement system. Used by facilities worldwide in a variety of markets ranging from film and games to sports training and biomechanics, OptiTrack customers include Under Armour, Halon Entertainment, Nvizage, Electronic Arts, Microsoft Game Studios, Method Studios, Lockheed Martin, NASA, John Deere and other top studios and developers around the world.
OptiTrack products are manufactured by NaturalPoint®, one of the foremost companies specializing in optical tracking technology. For more information, visit www.optitrack.com.
About NaturalPoint
Based in Corvallis, Ore., NaturalPoint® is the creator and manufacturer of the OptiTrack™, TrackIR™ and SmartNAV™ family of brands. NaturalPoint specializes in providing innovative control solutions through optical tracking technology, and has developed tracking systems for computers, video games, military simulators and unique display systems. For more information, visit www.naturalpoint.com.
NaturalPoint, TrackIR, OptiTrack and SmartNav are registered trademarks of NaturalPoint. All products or brand names mentioned are trademarks or registered trademarks of their respective holders.
Related links:
optitrack.com

Pavel Ushakov unveiled today CGAXIS Models Volume 9 Lighting Collection .
Contains 20 models of modern lightshades and lamps. Compatible with 3ds max 2008 or higher and many others.

FORMATS
*.max (Scanline)
*.max (MentalRay)
*.max (Vray)
*.c4d Cinema4D
*.c4d Cinema 4D VRay
*.fbx
*.obj
3ds max VRay also have light included.

PRICE: $99.00
SPECIAL BONUS
21st model for FREE

Download here:
http://bit.ly/fCfS0b
Related links:

The Center for Urban Pedagogy (CUP) announced that the Making Policy Public (MPP) call for designers is now open.
CUP is seeking designers, visual artists, and other creative workers to collaborate with an advocate or policy researcher on the next issues of Making Policy Public. We seek collaborators with an interest in research and public policy who will bring unique visual solutions to the design challenges presented by the topic. We encourage applications from people who can attend meetings in New York City, though the jury will consider applications from people living elsewhere. Applicants from any discipline, professional status, or age are eligible.
— Design collaborators will receive an honorarium of $1000.
— CUP will manage the production process and will provide design support, as needed.
— Design collaborators will receive full attribution, rights to reproduction, and publicity through CUP.
The deadline for applications is March 21, 2011.
Enter now!
http://bit.ly/heaPNW
Related links:
makingpolicypublic.net

Two two-hour sessions, hosted by FILMSYSTEMS’ David Catt, will provide an introduction to the DaVinci Resolve for Mac non-linear color correction system, showcase proper set up and integration tips, provide how-to’s and detail Resolve features and capabilities.
When: March 8, 2011 -- Sessions occur from 1:00 – 3:00 pm and 4:00 – 6:00 pm EST
Where: National Association of Broadcasters (NAB), 1771 N Street, Washington, DC
For more event information and to register for one of the workshops, please visit
http://dcfcpug0308.eventbrite.com/.
About Blackmagic Design
Blackmagic Design creates the world’s highest quality video editing products, color correctors, video converters, routers, waveform monitors and film restoration software for the feature film, post production and television broadcast industries. Blackmagic Design’s DeckLink capture cards launched a revolution in the television industry, while the company’s DaVinci Emmy™ award winning color correction products have dominated the television and film industry since 1984 and continue ground breaking innovations including stereoscopic 3D and 4K workflows. Founded by world leading post production editors and engineers, Blackmagic Design has offices in the USA, UK, Japan, Singapore, and Australia. For more information, please check http://www.blackmagic-design.com.
Related links:
blackmagic-design.com
>> Grow Rig System Beta
>> emFluid4 (version 4.0)

Eric Mootz has released a new versions of his emFlock - a basic flocking simulator plugin for Softimage
New features of emFlock2 include:
* Multithreaded neighboring and flocking.
* Set of compounds for speed and orientation control without flipping
* Set of compounds to make flocks fly along specific paths and morph into specific shapes
* Generation of flight paths using nearly any desired input (point clouds, polygon meshes, curves, etc.)
* New neighboring compound
* Point clouds that use emFlock2 and emFly can be cached and rendered just as any other point cloud
Walk Through the New Features
emFlock2 v.2.0 (alpha) - "Morphology"
Tutorial 01 - Flocking and Flying
1) how to create a "flock and fly" setup.
2) ultra quick look at the flocking compounds.
3) a quick look at a few of the new emFly compounds.
4) creating "Fly" paths using nulls, curves and meshes.
5) trigger flying, landing and take off.
Tutorial 02 - Advanced Flying
1) how to set up flying paths.
2) how to use available data to define the end orientations and colors for the flying.
3) how to use the particle state IDs along with the factory state compounds to switch from one flying setup to the next.
4) how to trigger flying / landing / take off.
5) how to use a volume to trigger take off.
Download emFlock 2.0
http://bit.ly/fDyhnG
Read also
>> emFlock v.1.1
>> Grow Rig System Beta
>> emFluid4 (version 4.0)
Related links:
mootzoid.com
>> IRay manager
>> Ani Baked for 3dsmax

Tired with rotating the vraylights after you created? This helpful script allows you easy to control the direction of vraylights on 3ds Max
see video:
Download it here:
http://bit.ly/gyVuyr
Read also:
>> Superflow Script
>> IRay manager
>> Ani Baked for 3dsmax
Related links:
scriptspot.com

The Gnomon Workshop released the first title from lead modeler, Alessandro Baldasseroni. Stylized Character Modeling for Production is packed full of information and amazing techniques from one of the top 3D modelers in the business. The workflow and techniques Alessandro employs in this DVD are forged through his years of experience. His analytic breakdown of form and shapes will provide solid insight into how he approaches the multiple facets, both creative and technical, of modeling a stylized character from a production concept.
About Alessandro Baldasseroni
Alessandro Baldasseroni is a self-taught 3D artist specialized in character modeling and texturing. He started his career working as a generalist with a leading game developer in Milan, while also continuing to develop his personal portfolio based on high resolution characters and 3D illustrations. The international recognition soon followed allowing him to be featured on several international magazines and artbooks including Digital Art Masters and Ballistic Publishing's Exposé and Elemental. After freelancing for major studios in the game industry such as Massiveblack, Flagship Studios and Blur, he moved to California to join Blur as lead character artist. His professional work can be seen on several game cinematics, commercials and features including Star Wars: The Old Republic, Warhammer Online, The Force Unleashed, NFL on FOX, Halowars, Mass Effect 2, The Simpsons ride at Universal Studios, Dante's Inferno and many more. Get the DVD here:
http://bit.ly/etKypc
Related links:
thegnomonworkshop.com

simple script.
Also read:
>>Videos demo MARI
Related links:
TheFoundryChannel

In December 2010 E-on software and Procedural Inc. together announced the release of CityEngine Vueand today Mark Caldwell has made a nice preview article about this environment software
Read article here
http://bit.ly/e7zHG1
Related links:
impworks.co.uk

Esteban Pacheco shows us steps by steps how to model and render the luxury car Aston Martin V8 Vantage
Tutorial here:
http://bit.ly/fZSfFR
Related links:
area.autodesk.com

The 3DS Max plugin is open source and available for free designed for creating deep ocean waves
Credits,
Drew Whitehouse, original code, Drew.Whitehouse@anu.edu.au
Christian Schnellhammer, the Maya port of Ocean.h base of the 3dsmax port, cs3d@gmx.de
Guillaume Plourde, 3dsmax port, gplourde@gmail.com
Download here:
http://bit.ly/hwCtHv
Related links:
odforce.net
stigatle.net

"Our team of 7 digital artists and animators, directed by CG Director Ian Jones, worked on the 3 minute trailer over 5 months. The trailer was the second part of our commission, following on from the first 50 second teaser trailer which was released in August."
Related links:
realtimeuk.com

Phill Mayer is a visual effects artist and college student currently attending the Savannah College of Art and Design (SCAD). Check out his effects reel for Winter 2011.
Software used: Houdini, Nuke, RealFlow, Maya, and Final Cut Pro.
Related links:
phillmayer.com

Also is prograamed over OpenGL and GLSL shaders, to allow a maxium performance on "low profile " devices like iPhone or iPods.
Kromath is capable to proccess chroma keys and make pre compositions over custom images, offering a framerate over 20fps, for the realtime proccesing.
When you are using Kromath you can directly touch over color areas (on live video) to sample and pic the key colors and instantly see the key results, no render, no further proccess, everything on realtime.
Also feeautres a quick shape tool to create basic garbage masking, and add it to render tree of the keyer pipeline.
More info here:
http://vfxwarrior.com/kromath/
Related links:
vfxwarrior.com

Use your iPhone to catch and play with characters from the new Honda Jazz: This Unpredictable Life TV ad
Get application here:
http://bit.ly/eOPHj9
Related links:
honda.co.uk
>>MARI 1.2 Released - more GPUS
>>Review Foundry’s Mari

Scott Metzger from Method Studios showing how MARI was used on the latest Lexus Commercial and Brandon Fayette & Jake Raymor from Bad Robot Productions will show us their hard surface and organic structure painting techniques live at Gnomon for the launch of MARI 1.1 on Windows on 1 December 2010.
Watch videos here
http://bit.ly/fOxM1h
Read Also:
>>The Foundry Mari texture painting contest
>>MARI 1.2 Released - more GPUS
>>Review Foundry’s Mari
>>Superb trailer for Assassin's Creed II

Ubisoft has released at E3 2010 a visually stuning trailer for their upcoming title "Assassin's Creed: Brotherhood". The movie was produced by Digic Pictures and They used Syflex pretty much everywhere where there’s any kind of simulation: clothes, hair, accessories on characters, stuff on horses, horses’ ponytail, etc.
SyFlex has interview with executive producer Alex Sandor Rabb about the production.
Check the interview here:
http://www.syflex.biz/gallery_digic2.html
Read also:
>>DIGIC Pictures 2010 - demo reel
>>Superb trailer for Assassin's Creed II
Related links:
syflex.biz

The free ZBrush Trial version includes all the features and functionality of a full version of ZBrush 4 with a 30 day usage over a 45 day period.
Download here
http://www.pixologic05.com/z4trial/
Related links:
pixologic.com

First Place, Bertrand Benoit.

Second Place, Newke.

Third Place, Nachex.

Congratulations to all three winners and all other participants and visitors of this challenge
Related links:
ronenbekerman.com

Right now we have no informations about it yet but please let take a look. It's really impressive
Related links:
Dbox.com

16th Conference on Animation, Effects, Games and Interactive Media FMX 2011 will be held on May 3-6 in Stuttgart, Germany again in the wonderful ambience of the Haus der Wirtschaft.
Check out the trailer
Created by the Institute of Animation students Falko Paeper, Roman Kaelin und Florian Wittmann
Related links:fmx.de

Neoscape digital artists and filmmakers collaborated with HOK designers and Cedars-Sinai Medical Center in Los Angeles to bring the vision of this project to life through the integration of compelling 3D animation, green screen cast, and a voiceover by Sidney Poitier. Not only does the film immerse the audience in the dramatic and efficient design of the new facility, but it also conveys the strong, positive impact that the Advanced Health and Sciences Pavilion brings to patient care and the community as a whole.
The movie just received the CASE Gold Award in the Video General Information category.
Related links:
neoscape.com

A special behind the scenes video from award winning visual effects studio The Mill, taking a look at their recent VFX work on The Chronicles of Narnia: The Voyage of the Dawn Treader film.
Related links:
themill.com

The Art of Video Games is the first exhibition to explore the forty-year evolution of video games as an artistic medium, with a focus on striking visual effects and the creative use of new technologies. The exhibition will feature some of the most influential artists and designers during five eras of game technology, from early developers such as David Crane and Warren Robinett to contemporary designers like Kellee Santiago and David Jaffe. It also will explore the many influences on game designers, and the pervasive presence video games have in the broader popular culture, with new relationships to video art, film and television, educational practices, and professional skill training. Chris Melissinos, founder of Past Pixels and collector of video games and gaming systems, is the curator of the exhibition.
New technologies have allowed designers to create increasingly interactive and sophisticated game environments while staying grounded in traditional game types. The exhibition will feature eighty games through still images and multimedia elements, and five playable games—Pac-Man, Super Mario Brothers, The Secret of Monkey Island, Myst, and World of Warcraft. In addition, the galleries will include video interviews with developers and artists, large prints of in-game screen shots, and historic game consoles. Visitors will be able to connect with the content of the show across generations, from those who remember the classics such as Pitfall! to those playing contemporary games like Flower.
From February 14 through April 7, 2011, the public is invited to help select games to be included in the exhibition. You can vote online for eighty games from a pool of 240 proposed choices in various categories, divided by era, game type, and platform
Schedule:
3rd floor North, American Art Museum
March 16, 2012 – September 30, 2012
Related links:
americanart.si.edu

Autodesk Product Manager - 3ds Max & 3ds Max Design Shane Griffith shares us a quick look at some of the many things they've been working on behind scenes
"The top priority of the Excalibur (XBR) initiative is to re-architect the viewport system and provide dramatic improvements in performance and visual quality. Some of the possible capabilities include support for unlimited lights, soft shadows, screen-space ambient occlusion, tone-mapping, and higher-quality transparency. You also might notice the progressive refinement of image quality without blocking changes to the scene. To achieve this we've been researching advanced scene management techniques, together with multithreaded viewport scene traversal and material evaluation, the anticipated result is a smoother, more responsive workflow."
Related links:
area.autodesk.com

Read the interview with Vitaly Bulgarov by Travis Bourbeau
http://bit.ly/f1eger
Related links:
thegnomonworkshop.com

Scanline VFX gives you a look at how some of the visual effects were created for director Clint Eastwood's HEREAFTER
see more ScanlineVFX works here:
http://www.scanlinevfx.com
Related links:
scanlinevfx.com















