RSSMix.com Mix ID 7913024 RSSMix http://www.rssmix.com/ This feed was created by mixing existing feeds from various sources. en-gb http://blogs.nvidia.com/?p=31197 <![CDATA[What’s Cooking in Pro Graphics: How Real-Time Ray Tracing Can Avert a Real-Life “Death Ray”]]> You know something’s awry when your building starts melting nearby cars. London’s year-old 20 Fenchurch Street tower is a stunner. But the same curved glass that gives the 37-story tower the nickname “The Walkie Talkie,” also has a knack for concentrating sunlight. The result: a hot spot that melted part of a nearby Jaguar XJ… Read More

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You know something’s awry when your building starts melting nearby cars.

London’s year-old 20 Fenchurch Street tower is a stunner. But the same curved glass that gives the 37-story tower the nickname “The Walkie Talkie,” also has a knack for concentrating sunlight.

The result: a hot spot that melted part of a nearby Jaguar XJ and cooked shampoo in a local barber shop. It’s even been used to fry eggs.

Such “death rays” are a growing problem, thanks to a new generation of glass-sheathed buildings with radical computer-designed curves. Those curves reflect — and concentrate — light in ways that have been hard for designers and engineers to predict. Until now.

Our demo at NVIDIA’s annual GPU Technology Conference, in Silicon Valley, taps into the power of GPUs to show how London’s fifth-tallest building came to be called the “Fryscraper.”

Ray Tracing
A new generation of glass-sheathed buildings with radical computer-designed curves have created some unexpected challenges.

And Iray We Go

Rendering — the process of turning a digital model into an image on a screen — isn’t new, of course. Nor is ray tracing, which tracks the way beams of light interact with objects in their environment. What’s new is how our Iray ray-tracing technology takes advantage of GPUs to render detailed models in real time (see “NVIDIA Brings Interactive, Physically-Based Rendering to the Mainstream”).

The result is revolutionary: Rather than relying on technology that takes hours to create a single, static image — a snapshot — designers, using Iray, can view rich digital images as they work. And they can see how light interacts with their design over long stretches of time — as the sun moves across the sky at different times of the day and year — rather than just a moment or two.

NVIDIA is putting these tools within reach of every designer with plug-ins that will build this capability into the most popular design tools. It’s a move that’s sure to save time. And, potentially, trouble.

Avoiding a Deadlier Death Ray

In fact, we found the Walkie Talkie’s solar glare could’ve been worse. Alter the building’s curves, just a nudge or two, and it could  create a beam hot enough to melt lead.

Such powerful simulations build on technology we first demonstrated at last year’s GTC. We showed, together with Honda, the first interactive visualization of an entire car.

Our demo didn’t just spin around a digital prototype. We showed how you could section the vehicle and peel off layers to view the innards of the car, right down to the Accord’s electrical wires and seat springs.

Technology like this promises to solve a huge number of common design problems. And some that aren’t so common.

Challenges of Modeling Light

Ray Tracing
Our Iray technology can model light in ways that just weren’t practical before.

Take 20 Fenchurch – its glass curves create a spot where the temperature can rise to almost 200 degrees Fahrenheit. Or the Vdara Hotel, just off the Las Vegas Strip — its concave glass facade creates temperatures by the pool hot enough to melt plastic. Or L.A.’s extravagant Walt Disney Concert Hall — it heated up nearby condos, driving residents to draw their shades and run air conditioners.

None of this is the work of mad scientists or Bond villains. The structures were created by architects and engineers who lack the tools to predict how their designs will interact with the world around them.

In the past, modeling reflected light has been a time-consuming procedure. It’s usually reserved for presentations of near-final designs. And designers build those presentations around specific lighting conditions. They’re snapshots, not simulations.

Introducing Quadro M6000 Graphics Cards

Our new Iray 2015 rendering technology changes that. When paired with our new Quadro M6000 graphics card — the world’s most powerful GPU — Iray 2015 models the way light bounces around a scene as design teams tweak their models.

And rather than having to wait hours to create photorealistic images that are ready to put in front of a customer, designers can just add more GPUs to create higher-resolution models in an instant.

With eight Quadro M6000 GPUs in our just upgraded Quadro Visual Computing Appliance (VCA), the level of interactive photorealism is stunning.

Put our VCA in a data center, and design teams can call on its rendering power when and where it’s needed. Every NVIDIA Iray product will include the ability to stream rendering from machines running our Iray Server software.

Same Tools, New Rules

All this technology works with the tools designers already use. We’re making Iray accessible to millions of users with add-ins for popular 3D creation applications, including Autodesk’s 3ds Max, Maya and Revit, McNeel Rhinoceros and Maxon Cinema 4D.

With this new generation of prototyping tools, designers and engineers no longer have to build detailed physical models. Or create movies of rendered objects. Instead, designers can see their work in real time.

That can save months. Or years. And even save a few Jaguars from the next “fryscraper.”

The post What’s Cooking in Pro Graphics: How Real-Time Ray Tracing Can Avert a Real-Life “Death Ray” appeared first on The Official NVIDIA Blog.

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Greg Estes Thu, 19 Mar 2015 14:00:37 +0000
http://blogs.nvidia.com/?p=31192 <![CDATA[NVIDIA Brings Interactive, Physically Based Rendering to the Mainstream]]> Is it real or is it rendered? We’ve been teasing our social media followers for months now by posting stunning images and asking them if they can tell the difference between our computer-generated images and real ones. Thousands have weighed in. And it’s fiendishly difficult. But for designers who build the products we use every… Read More

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Is it real or is it rendered? We’ve been teasing our social media followers for months now by posting stunning images and asking them if they can tell the difference between our computer-generated images and real ones.

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Real or rendered? If you’ve been following NVIDIA on social media, you know just how tough it can be to tell work created with our technology from the real thing.

Thousands have weighed in. And it’s fiendishly difficult.

But for designers who build the products we use every day — from the cars we drive to the buildings we live in — it’s more than just pretty pictures. It’s critical that what they see digitally accurately shows what their design is like in reality. Light, materials and form, all coming together in the intended way.

But to visualize designs properly requires significant technology to calculate exactly how materials interact with light. For instance, whether glare occurs on a car’s windshield if the dashboard is made of a certain material and not a slightly different one. To render those designs properly requires physically based rendering, and to make it interactive requires very fast GPUs.

Now, we’re announcing a multi-product roadmap to bring this capability to millions of designers. It has three main pieces:

  • Iray 2015 — the latest version of our GPU-accelerated rendering software, with new features to support exchanging materials across design applications, scalability outside of a workstation and much faster rendering speed.
  • Quadro M6000 — our most powerful professional GPU, featuring our Maxwell architecture and 12GB of graphics memory to support complex designs.
  • Quadro Visual Computing Appliance — upgraded with eight M6000-class GPUs, this scalable appliance achieves unprecedented speed and visual fidelity, and is specifically tuned to accelerate our Iray software.

All these products will work together to give designers in a vast array of industries power that was — until now — available to just a handful.

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A conference room rendered in Iray.

Bringing Interactive, Scalable, Physically Based Rendering to Millions

Throughout 2015, NVIDIA is bringing Iray to several more 3D creation applications, including Autodesk’s 3ds MaxMaya, Revit and McNeel Rhinoceros. DAZ 3D has also made Iray available to its customers. This means millions of designers will now have access to Iray’s capabilities, including Iray material definition language (MDL), which allows physically based materials to be interchangeable across apps, so designers can switch from one tool to another and get consistent results.

Iray 2015 is supporting the latest measurement format from X-Rite, while MDL is being supported by a growing number of companies that allow designers to create physically based materials, including Allegorithmic and Old Castle.

Learn more here.

The post NVIDIA Brings Interactive, Physically Based Rendering to the Mainstream appeared first on The Official NVIDIA Blog.

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Greg Estes Thu, 19 Mar 2015 14:00:33 +0000
http://blogs.nvidia.com/?p=30936 <![CDATA[GTC’s Got Game: Learn How NBA, NHL Arenas Use Floors as Giant Displays]]> Don’t blink. Whether a fast break in basketball or a 100 mph slap shot in hockey, indoor sports are all about speed. Fans know not to take their eyes off the action or they could miss something amazing. That’s why pro sports teams are installing a new generation of NVIDIA GPU-powered projection systems. They put… Read More

The post GTC’s Got Game: Learn How NBA, NHL Arenas Use Floors as Giant Displays appeared first on The Official NVIDIA Blog.

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Don’t blink. Whether a fast break in basketball or a 100 mph slap shot in hockey, indoor sports are all about speed.

Fans know not to take their eyes off the action or they could miss something amazing.

That’s why pro sports teams are installing a new generation of NVIDIA GPU-powered projection systems. They put stunning 3D images right onto the field of play.

At our GPU Technology Conference this March, you can attend nearly a dozen sessions covering all aspects of large-scale displays. Register for the conference now to secure your spot.

Bell Centre Montreal
All rise for the national anthem, at Montreal’s Bell Centre.

Immersive, Full-Court Projections

Whether in an arena or on a stage, lifelike digital projections are becoming a staple of live sporting events. Many of these systems rely on coolux Media Systems’ Pandora’s Box, which handles 3D projection mapping, real-time compositing and tracking, blending and warping.

Live crowds will be viewing these systems, so they have to be reliable. That’s why coolux relies on NVIDIA GPUs to handle real-time video manipulation.

Quince Imaging—known for tackling challenging image-projection projects—began working with the Cleveland Cavaliers last year. The goal: create an immersive, full-court projection as part of the team’s jersey retirement ceremony for two-time All-Star center Zydrunas Ilgauskas.

Zydrunas Ilgauskas jersey retirement ceremony
Cleveland Cavaliers go big to retire jersey of big man Zydrunas Ilgauskas.

The event was a hit, getting more than 2 million views online. Now cutting-edge on-court visuals will be part of all Cavs home games. The Sacramento Kings, Philadelphia 76ers and other teams are following suit.

Basketball fans love it. Ice hockey fans are getting a taste of the technology as well.

Montreal’s Bell Centre turned the ice that’s home to the NHL’s Montreal Canadiens into the world’s coolest high-definition display.

For the hockey season, the Bell Centre called on local technology developer IMMERSIVE Design Studios to create something that would make jaws drop.

Working with audio-video systems integrator Solotech, IMMERSIVE created a cutting-edge system. Called CANVAS, it uses NVIDIA GPUs to project 6K video right onto the ice.

Thanks to IMMERSIVE, the Bell Centre’s stunning hockey pre-game show was the first to be televised live.

Bell Centre Montreal
Larger than life, at Bell Centre in Montreal.

And the folks who run the arena haven’t stopped there. They’re planning to expand from pre-game shows into feature-length projections.

These large-format, high-resolution displays aren’t just for sporting events. You’ll find them everywhere from corporate conference rooms to supercomputing facilities.

To learn more, attend GTC this March. Among the sessions on large-scale displays will be talks focused on learning how NVIDIA Quadro pro graphics cards make it easier to install giant displays.

IMMERSIVE will be at GTC. As will experts from organizations like Boeing, Oak Ridge National Laboratory, Brown University and, of course, NVIDIA. Our Senior Solutions Architect Doug Trail will be giving a tutorial on how to “See the Big Picture.”

For more, check out the Large Scale & Multi-Display Visualization track on the GTC website. And register to attend today.

The post GTC’s Got Game: Learn How NBA, NHL Arenas Use Floors as Giant Displays appeared first on The Official NVIDIA Blog.

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Greg Estes Fri, 27 Feb 2015 02:49:52 +0000
http://blogs.nvidia.com/?p=29740 <![CDATA[Dell, Fujitsu, HP, Lenovo Ship Workstations with Next-Gen Quadro GPUs]]> Announced just a few weeks ago, our next-gen Quadro GPUs are now available in the latest professional workstations from Dell, Fujitsu, HP and Lenovo, the world’s largest workstation suppliers. It’s rare that both we and our partners come out with new products at more or less the same time. So, it’s worth checking the huge… Read More

The post Dell, Fujitsu, HP, Lenovo Ship Workstations with Next-Gen Quadro GPUs appeared first on The Official NVIDIA Blog.

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Announced just a few weeks ago, our next-gen Quadro GPUs are now available in the latest professional workstations from Dell, Fujitsu, HP and Lenovo, the world’s largest workstation suppliers.

It’s rare that both we and our partners come out with new products at more or less the same time. So, it’s worth checking the huge performance increases they can deliver.

We’ve been talking to our customers in industries like manufacturing design, media & entertainment, oil & gas and medical imaging to understand how their users interact, create and collaborate. Consistently, we hear that their data sets are getting larger and more complex and they need to be able to connect to cloud-based resources and mobile devices.

So we ensured our new GPUs – the Quadro K5200, K4200, K2200, K620 and K420, along with our legacy K6000 – interact with and view data up to twice as large as previous generations, and act as the center of visual computing workflows.

The new Quadro-powered workstations from Dell, Fujitsu, HP and Lenovo push the limits of what is possible, so users can produce their most creative and inspired work.

These powerful new systems – described further on our Quadro page – include:

Each is built using enterprise-grade components and tested and tuned with NVIDIA Quadro graphics to run the most demanding professional applications.

This post is updated from the original to reflect the availability of next-gen Quadro GPUs from an additional vendor. 

The post Dell, Fujitsu, HP, Lenovo Ship Workstations with Next-Gen Quadro GPUs appeared first on The Official NVIDIA Blog.

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Sandeep Gupte Mon, 06 Oct 2014 21:16:02 +0100
http://blogs.nvidia.com/?p=29676 <![CDATA[How NVIDIA Quadro Powered Gone Girl’s Pioneering 6K Video]]> Readers fell in love with the twists in Gillian Flynn’s best-selling novel Gone Girl. David Fincher’s film version, opening this weekend, could be just as popular. To bring to life this complex tale of a marriage gone terribly wrong, Fincher built an innovative production pipeline powered by NVIDIA’s next-gen Quadro GPUs. Gone Girl is the… Read More

The post How NVIDIA Quadro Powered Gone Girl’s Pioneering 6K Video appeared first on The Official NVIDIA Blog.

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Readers fell in love with the twists in Gillian Flynn’s best-selling novel Gone Girl. David Fincher’s film version, opening this weekend, could be just as popular.

GGPosterTo bring to life this complex tale of a marriage gone terribly wrong, Fincher built an innovative production pipeline powered by NVIDIA’s next-gen Quadro GPUs.

Gone Girl is the first movie shot entirely in 6K – giving it the most advanced technical workflow of any feature to date.

It’s also the first fully edited in Adobe Premiere Pro CC, which extended the filmmakers’ flexibility throughout the post-production process.

The filmmakers used NVIDIA’s Quadro K5200 GPUs for all stages of production. This enabled fast conversion between formats – from 6K acquisition to 2.5K for the creative edit – for a streamlined review process for Gone Girl’s shoot, editorial and visual effects (VFX) teams on custom-designed HP Z820 workstations.

Quadro enabled 25x faster transcoding than the CPU of 6K to digital picture exchange (DPX), a common film industry format. This was a huge time-saving benefit that accelerated the project workflow for delivery to VFX, allowing for more iterations.

It also delivered near-zero latency during playback and real-time repositioning and stabilization. This gave the filmmakers room for more experimentation when composing final shots.

Gone Girl NVIDIA Workflow

The film, captured on a RED Dragon camera by DP Jeff Cronenweth, also benefitted from Quadro’s GPU debayering support in Premiere Pro CC. This eliminated the need for extra RED ROCKET hardware.

It also helped the post-production team distribute footage across many VFX workstations rather than one central system. 

To learn more, read our case study.

 

The post How NVIDIA Quadro Powered Gone Girl’s Pioneering 6K Video appeared first on The Official NVIDIA Blog.

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Greg Estes Fri, 03 Oct 2014 14:30:54 +0100
http://blogs.nvidia.com/?p=29600 <![CDATA[How Automakers Borrow Ideas from Moviemakers to Build Safer Cars]]> Automakers have long used GPUs to build better-looking cars. Now, Honda’s using them to create safer ones. It’s an important problem. Over 30,000 people die each year in U.S. car crashes. 1.2 million die worldwide. That’s why Honda R&D Americas has started using NVIDIA Quadro GPUs in a new way. They’re creating computer-generated footage of simulated… Read More

The post How Automakers Borrow Ideas from Moviemakers to Build Safer Cars appeared first on The Official NVIDIA Blog.

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Automakers have long used GPUs to build better-looking cars. Now, Honda’s using them to create safer ones.

It’s an important problem. Over 30,000 people die each year in U.S. car crashes. 1.2 million die worldwide.

That’s why Honda R&D Americas has started using NVIDIA Quadro GPUs in a new way. They’re creating computer-generated footage of simulated car crashes, giving engineers deeper insights into structural behavior.

realimpacta

To do that, they’re harnessing the same technology used to render computer-generated movie effects.

Of course, it’s not news that carmakers use NVIDIA GPUs just about everywhere.

Designers use Quadro-powered workstations to create and visualize cars. GPUs speed up the 3D computer-aided design (CAD) tools used to design automotive assemblies. And GPUs power infotainment and driver assistance systems.

What’s surprising is how automakers are taking ideas from moviemakers to help build safer cars.

Working with 3DXCITE and LS-DYNA, Honda is using our GPUs to integrate visualization with their crash-simulation software. These photo-realistic videos help designers see and understand energy dissipation behavior sooner.

realimpactb

That’s because as a vehicle reacts to a collision, a wave of energy flows through the vehicle. These deformation patterns are like ripples on water. They’re far easier to visualize with realistic lighting. And if engineers can see them, they know where to focus their efforts with more traditional tools.

See this in action in the video below.

And learn more here.

So, next time you stop to appreciate the curves on the latest cars, know that NVIDIA GPUs are helping to make them not just prettier but safer.

The post How Automakers Borrow Ideas from Moviemakers to Build Safer Cars appeared first on The Official NVIDIA Blog.

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Adam Scraba Fri, 26 Sep 2014 21:00:43 +0100
http://blogs.nvidia.com/?p=29413 <![CDATA[Next-Gen Quadro on Display at IBC 2014, at the Heart of Modern Media & Entertainment Workflows]]> Our new line-up of Quadro GPUs – the K5200, K4200, K2200 and K620 – will be on display in Europe for the first time at the IBC conference in Amsterdam, Sept. 12-16. And they’re arriving just in time. That’s because media professionals are working with a new generation of cameras. Offering higher resolution and more… Read More

The post Next-Gen Quadro on Display at IBC 2014, at the Heart of Modern Media & Entertainment Workflows appeared first on The Official NVIDIA Blog.

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Our new line-up of Quadro GPUs – the K5200, K4200, K2200 and K620 – will be on display in Europe for the first time at the IBC conference in Amsterdam, Sept. 12-16. And they’re arriving just in time.

That’s because media professionals are working with a new generation of cameras. Offering higher resolution and more flexibility, this new gear is amazing stuff.

But with better resolution comes the need for more processing power. To work with raw camera footage and retain the highest quality throughout the workflow, it’s necessary to process, or debayer, the files. That already requires a lot of horsepower. Upping the resolution from HD to 4K or even 6K makes the challenge even greater.

Increasing the pixels more than 9x over HD demands all the horsepower and memory you can get. While that used to require specialized hardware, today you can add a new NVIDIA Quadro K5200 and you’re ready to go.

5 NVIDIA VCAs used to render a raytraced image of NVIDIA Shield using Autodesk Maya and Iray for Maya in mere seconds.
5 NVIDIA VCAs used to render a raytraced image of NVIDIA Shield using Autodesk Maya and Iray for Maya in mere seconds.

With up to twice the application performance and data-handling capacity, and larger GPU memory, the next-gen Quadro series is at the center of modern workflows.

At IBC, we’ll be showing off a host of cutting-edge workflow technologies including:

  • GPU final-frame rendering with Chaos Group’s V-Ray RT 3.0 and the CG animated short film CONSTRUCT, leveraging the power of NVIDIA GPUs.
  • A prototype of Dolby Laboratories’ Enhanced Dynamic Range display. It supports 20x the brightness of standard displays. This demo features The Foundry’s NUKE STUDIO for creating startling high-range content.
  • A unique virtual camera demonstration of a filmmaker, tablet in hand, walking through a live-action set. The NVIDIA Tegra K1-powered tablet moves through Autodesk Maya scenes rendered by Chaos V-Ray RT.
  • [0x1]’s Iray for Maya harnessing the power of a local workstation and remote NVIDIA Visual Computing Appliance (VCA) to demo performance that scales linearly across appliances.
  • NVIDIA GRID vGPU technology with Adobe Creative Cloud and Autodesk 3D applications. See how you can offload graphics processing from the CPU to the GPU in virtualized environments.

At IBC, we’ll also be featuring the new HP Z840 Workstation series with the Quadro K5200 and the ultra-high-performance CADnetwork Workstation W60 using four Quadro K6000 GPUs.

IBC attendees will also be among the first to see a game-changer for the industry – the newly shipping NVIDIA VCA. It’s a scalable, network-attached GPU rendering appliance. It gets its exceptional performance from eight high-end NVIDIA GPUs. Supporting NVIDIA Iray natively, NVIDIA VCA also enables Autodesk 3ds Max through Chaos Group’s V-Ray RT.

Learn more about the tools and techniques to work smarter and faster from pre-production through post. Visit us at IBC at booth #7.J39.

The post Next-Gen Quadro on Display at IBC 2014, at the Heart of Modern Media & Entertainment Workflows appeared first on The Official NVIDIA Blog.

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Jens Neuschäfer Sat, 13 Sep 2014 19:00:47 +0100
http://blogs.nvidia.com/?p=29243 <![CDATA[How India’s Digital Magic Transformed Ambition Into Achievement With Quadro GPUs]]> Scooby Doo. The Smurfs. SpongeBob SquarePants. Every generation has its favorite iconic cartoon. We may one day get to interact with them, too, if Digital Magic keeps up its pace. Digital Magic, of Chennai, India, is the inventor of ToonPet, a real-time 3D cartoon animation system that uses NVIDIA Quadro K5000 GPUs to create amazingly… Read More

The post How India’s Digital Magic Transformed Ambition Into Achievement With Quadro GPUs appeared first on The Official NVIDIA Blog.

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Scooby Doo. The Smurfs. SpongeBob SquarePants. Every generation has its favorite iconic cartoon. We may one day get to interact with them, too, if Digital Magic keeps up its pace.

Digital Magic, of Chennai, India, is the inventor of ToonPet, a real-time 3D cartoon animation system that uses NVIDIA Quadro K5000 GPUs to create amazingly realistic, interactive characters.

BITGEN, a virtual host created by Digital Magic
BITGEN, a virtual host created by Digital Magic

At a recent industry conference in Bangalore, Digital Magic set up a wall-sized screen that lit up with a well-known mythical figure when people would approach. The figure invited guests onto a stage and then proceeded to greet them personally and engage in light conversation. The figure was so realistic and the interaction so fluid, that many wondered if it was really in the hall with them.

The ToonPet “virtual host” was convincing due to its highly refined texture, lighting, particle reflections and body movements — the wheelhouse of visual computing. The project was born from an effort to make visual production tools easy for artists to use, not exclusive to the tech-savvy. And to wring out the many inefficiencies from the typical 3D animation production pipeline.

ToonPet (which stands for “carToon pupPet”) incorporates motion capture, real-time lip syncing and facial expressions, and high-quality renders fed directly to a telecast in HD quality — in normal or 3D stereoscopic mode.

Enabling the virtual host to understand what people are saying, and replying accordingly, adds another fascinating dimension of realism to the display — and further ups the computing power requirements.

From animation and post-production to visual effects, ToonPet provides artists with real-time feedback so they can be productive in the moment, instead of sitting around waiting for images to render. Add 10 layers of color correction tools applied with heavy blur — and without the Quadro K5000, it’s almost impossible to expect playback at 24 frames per second without a dropped frame.

ToonPet also allows playback of completed scenes in real time, which is critical for budget productions, where the idea of “time is money” has never been truer.

NVIDIA Quadro allowed Digital Magic to meet the scale and complexity of their ambitions, which is to push the boundaries of the possible. Saturday mornings may never be the same.

The post How India’s Digital Magic Transformed Ambition Into Achievement With Quadro GPUs appeared first on The Official NVIDIA Blog.

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Siva Sankaran L Mon, 25 Aug 2014 20:32:47 +0100
http://blogs.nvidia.com/?p=28608 <![CDATA[Bring Your Ray Bans: Dolby Demos Latest Display Technology at SIGGRAPH]]> With the help of NVIDIA engineers, Dolby has put Epic’s “Elemental,” Unreal Engine 4 demo on its new “extended dynamic range,” or EDR, display. The result is stunning.

The post Bring Your Ray Bans: Dolby Demos Latest Display Technology at SIGGRAPH appeared first on The Official NVIDIA Blog.

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Go ahead. Take a picture. It won’t do any good. That’s why Dolby is putting its latest technology on display at NVIDIA’s booth at the SIGGRAPH graphics conference this week.

With the help of NVIDIA engineers, Dolby has put Epic’s “Elemental,” Unreal Engine 4 demo on its new “extended dynamic range,” or EDR, display. The result is stunning.

Flashes of sunlight are almost wince-inducing. Glowing red magma seems to burn into your retinas. And shapes hidden by dark shadows are brought out as dark details contrast with darker ones.

“It’s hypnotic,” said Braden Evans, CTO at startup Lucidscape Technologies, as he listened to Dolby’s Bill Hofmann walk a crowd through the technical details. “You could get really addicted to this – I may have a problem.”

Dolby's Bill Hofmann explains EDR at this week's SIGGRAPH conference.
Dolby’s Bill Hofmann explains EDR at this week’s SIGGRAPH conference.

It’s a level of realism that can’t be captured by an ordinary camera. But put side-by-side with a conventional high-definition monitor, and Dolby’s proof-of-concept display is like looking through a window into a virtual world.

The story behind the demo: Dolby wants to do for movies and TV what it has long done with audio – create experiences that are more visceral and truer to life.

Compared to conventional displays, EDR comes closer to the broad range of brightness and color that the human eye can see. Our eyes have a visual range of 20,000 nits, or 200 times that of most high-definition television sets.

To create images that extend across a bigger chunk of that range, Dolby is doing more than just licensing its technology to companies making high-end televisions and displays.

Dolby has built a GPU-accelerated video and visual effects pipeline that can encode up to 10,000 nits. When applied to a videogame demo like “Elemental,” the result is stunning.

So if you’re at SIGGRAPH this week leave your camera behind and step into our booth. And bring some shades.

Broadcast live streaming video on Ustream

The post Bring Your Ray Bans: Dolby Demos Latest Display Technology at SIGGRAPH appeared first on The Official NVIDIA Blog.

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Brian Caulfield Thu, 14 Aug 2014 17:02:05 +0100
http://blogs.nvidia.com/?p=28597 <![CDATA[Watch This: Virtual Reality, Without the Glasses]]> Exquisite craftsmanship. Insanely small tolerances. Beautiful materials. Whoever says art is dead has never worn a luxury watch. The challenge: showing all these details to potential buyers from the inside out. The answer: a virtual reality experience that lets users play with a watch – inside and out – as if they were holding it… Read More

The post Watch This: Virtual Reality, Without the Glasses appeared first on The Official NVIDIA Blog.

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Exquisite craftsmanship. Insanely small tolerances. Beautiful materials. Whoever says art is dead has never worn a luxury watch. The challenge: showing all these details to potential buyers from the inside out.

The answer: a virtual reality experience that lets users play with a watch – inside and out – as if they were holding it in their hands.

real-time-display-insideThat’s what you’ll find on display at NVIDIA’s booth at the SIGGRAPH graphics conference in Vancouver this week.

Step into NVIDIA’s booth and you can see a luxury watch from the inside out, changing the viewing angle or zooming in and out on individual detail for a better look.

Created by NVIDIA, FashionLab by Dassault Systèmes, watch designer François Quentin, and ALIOSCOPY, the glasses-free 3D visualization specialist, the demo is the latest example of the power of Dassault Systèmes’ CATIA 3D modeler and rendering engine. And it runs on NVIDIA GPUs.

Here’s how it works: five NVIDIA Quadro K6000 GPUs render different viewpoints. Each viewpoint is captured and blended on a sixth Quadro K6000 to render in real time the 3D ALIOSCOPY composited image. Finally, a dedicated iOS app allows interaction with the 3D model as well as realistic animations.

Look for more like this soon. Some features of this demo will be integrated into commercial versions of the next releases of Dassault’s CATIA software. The result: companies can tell a deeper story about not just what their products look like, but how they work.

The post Watch This: Virtual Reality, Without the Glasses appeared first on The Official NVIDIA Blog.

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Brian Caulfield Thu, 14 Aug 2014 09:34:13 +0100