NVIDIA Sorbetto Brings a Fully Interactive Lighting Tool to the Film Industry
Gelato™ 2.0 Rendering Software with Sorbetto Lighting Technology Allows Artists to Create High-Quality Imagery in a Fraction of the Time
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FOR IMMEDIATE RELEASE:
SANTA CLARA, CA—JULY 28, 2005—NVIDIA Corporation (Nasdaq: NVDA), a worldwide leader in graphics and digital media processors, today announced three new additions to the Company’s suite of professional software products for the film industry.
"We are seeing orders of magnitude speedup in relighting with Sorbetto compared to the alternative of launching full renders for each iterative change," said Larry Gritz, chief architect of the NVIDIA Gelato renderer. "This translates to final render quality imagery in several seconds rather than several minutes, at full film quality, complete with antialiasing, motion blur, and all the usual rendering effects. This is unprecedented in the film industry."
Along with these new products, NVIDIA is introducing a new pricing structure designed to make these tools more accessible to both large and small studios. Gelato with a choice of the Mango plug-in for Alias Maya or Amaretto plug-in for 3ds Max is now priced at only $1500, which includes the first year of maintenance and support. When using these plug-ins, users have access to all the features found in Gelato. Amaretto is currently in beta testing with availability planned for this fall.
“NVIDIA has done a great job of understanding the needs of film studios,” said Mark Wiebe, director of research and development at Frantic Films. “Sorbetto is a perfect example of a powerful tool which can truly revolutionize the way lighting is done. By speeding up the lighting process, thus accelerating the creative process, these new products will help change the way studios like ours make movies.”
NVIDIA will be demonstrating Gelato 2.0 and Sorbetto at SIGGRAPH 2005 (Booth #1714) as part of a digital production pipeline that provides a snapshot of how NVIDIA professional products help address the various workflow issues that customers have to deal with.
About the products
Sorbetto lighting technology allows you to add, delete, or move lights (including recomputation of shadows), or modify any light parameter, and see the changes interactively. At all times you are viewing final pixels, including full antialiasing, motion blur, and transparency. This saves artists time and allows them to adjust lighting in a scene to get the exact look they are trying to create. For Maya users, Sorbetto features are exposed directly in our Mango plugin for Maya. For developers, all relighting features are exposed through extensions to the Gelato APIs.
Amaretto allows 3ds Max users to select Gelato to render existing scenes, and access Gelato's extensive feature set including fast sub-pixel displacement, analytical sub-division surfaces and shader programming language to enhance the quality of their artistic output.
NVIDIA digital film products are available from authorized resellers by region, and evaluation copies of the software are available. For more information, please visit http://film.nvidia.com.
Certain statements in this press release including, but not limited to, date of availability of new products, and the benefits, features, capabilities and performance of our products and technologies, are forward-looking statements that are subject to risks and uncertainties that could cause results to be materially different than expectations. Such risks and uncertainties include, but are not limited to, delays in ramping new products into production, software bugs, acceptance of new technologies and products, the impact of competitive products and pricing alternatives, changes in industry standards and interfaces, changes in performance demands by the industry, delays in availability of our products, our dependence on third-party developers, publishers and resellers and other risks detailed from time to time in the NVIDIA reports filed with the Securities and Exchange Commission including its Form 10-Q for the quarter ended May 1, 2005. These forward-looking statements speak only as of the date hereof. NVIDIA disclaims any obligation to update these forward-looking statements.
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