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Light Probe Image Gallery Updated 10/9/04 SIGGRAPH 2001 Course Paul Debevec and Dan Lemmon taught a half-day course on Image-Based Lighting at SIGGRAPH 2001. The web page (with the final notes) for the course is here. The course covered both the theory and practice of using light probe images to illuminate computer-generated objects. Introduction A light probe image is an omnidirectional, high dynamic range image that records the incident illumination conditions at a particular point in space. RADIANCE Image Format and Viewing on Unix Light Probe images are measurements of light in the real world, and thus are high dyanmic range. Viewing and Editing HDR Images The images may also be viewed using USC ICT's program HDR Shop. Raw Floating-Point Image Data The raw floating-point format images are 4-byte single precision, big-endian, with interleaved color planes. Making Your Own Light Probes Light Probe Images Note that each light probe image represents a full 360 × 360 degrees, or 4pi steradians. Note on downloading:

i live in science land Kokua and Imprudence Blog Miney's Musings Second Life: New World Notes Philip Rosedale on the Future of VR & Virtual Worlds Philip Rosedale* recently gave a keynote speech in Second Life for an education conference and Daniel Voyager has a rough transcript here. There's a lot about the future of VR, virtual worlds, his new VR/VW startup High Fidelity and its relation to his last startup, Linden Lab. This point on latency is fascinating: How much latency can there be in face to face talking? Which is why, as he told me recently, Philip Rosedale's next VR-based virtual world is aiming for 100 millisecond latency. Continue reading "Philip Rosedale on the Future of VR & Virtual Worlds" Posted at 03:52 PM | Permalink | Comments (2) | Bookmark Here's the SL Game of Thrones Cosplay You Were Expecting You knew it was coming and so here it is: Game of Thrones cosplay in Second Life. Me, I'm holding out on reading or watching Game of Thrones until George R.R. Continue reading "Here's the SL Game of Thrones Cosplay You Were Expecting" (Hat tip: Chandra Masala)

Creating Rope And Tubing In Maya - 3dtutorialzone.com This tutorial will teach you two techniques for creating ropes, tubing, etc. with UVs. Set-up Download this curve.mb file. Methods There are two methods to make a tube or curve-like shape, but both of them involve starting with a NURBs curve in along the path of the tube you want to create. Once you've created your NURBs curve, you will wrap your geometry around in one way or another. Polygon Extrude Assuming that you're making a round object (pipe, hose, rope, tube, etc.), you'll want to start with a polygonal cylinder, then extrude one of the cylinder's end faces. Step one - Open the curve.mb scene file you downloaded. Step two - Go to create>polygonal primatives>cylinder... Step three - Set the axis divisions to 30; this will ensure that the cylinder is smooth enough. Step four - Right click and go to face mode and select all the faces except one of the end faces; it doesn't matter which end. Step five - Now go to object mode and select the model and go to modify>center pivot. Tapering

Metaverse Traveller The Tundra Project When the realXtend project started in the fall of 2007, two different technologies were chosen as the starting point for development; the OpenSimulator server (based on reverse-engineered Second Life servers) and the open source Second Life viewer. The platforms were chosen as the best available candidates considering the rapid prototyping necessitated by the project’s six-month schedule. Even in hindsight the choices were good, despite the negative issues encountered further along the development. The prototype produced during the first stage of the project proved successful technology wise and it gained a fair amount of positive publicity. Early 2009 saw the emergence of the Naali project. To make server development easier, the realXtend server side enhancements were modified into a module called “ModreX” and a suitable module interface was created to OpenSim. The Tundra Server Interoperability between different worlds is an important question.

Randy Hayes of Baltimore GiveCamp for the December 6th NonProfit Commons Meeting | Saving the (virtual) world Friday, December 6th, TechSoup's NonProfit Commons in Second Life meeting will feature Randy Hayes, who is the president of Baltimore GiveCamp and the CMAP (Central Maryland Association of .NET Professionals) group that produces GiveCamp. From inception to the production of three GiveCamp events, Randy has been a cornerstone to the technology contribution in the Maryland Area Nonprofit Community. Baltimore GiveCamp has provided over 60 nonprofit organizations with over $1 million worth of technical services and support through its GiveCamp weekend events each year. The GiveCamp is a weekend-long technology development marathon; over 200 technical volunteer developers and engineers come together to help nonprofit organizations realize their dreams by providing much needed development efforts. Join us in Second Life! Nonprofit Commons Weekly Meeting Friday, December 6th, 8:30 AM PDT / SLT Plush Nonprofit Commons Amphitheater

Not Possible IRL openfootage HyperGrid, OpenSim, & 3D Web | HyperGrid Teleport Networks Grid Builders Top 100 Animation Sites You Need To Know Did you know.... In 2013 every movie nominated for an Oscar Award in the Best Visual Effects category had graduates from The Digital Animation & Visual Effects School (DAVE School at Universal Studios Orlando) in the credits. This year (2014), four of the five nominated films - The Hobbit: The Desolation of Smaug, Iron Man 3, The Lone Ranger, and Star Trek Into Darkness- included DAVE School graduates. Those 4 films alone employed nearly 70 DAVE School graduates last year. I’ve been professionally writing about the game, film, and tech industries for six years online. If there’s one thing I’m an expert at, it’s the Internet. I chose to use Alexa’s global Web traffic rankings as a guideline for the list’s structure, but I bumped some sites up or down depending on how often they update and how influential they are specifically towards animators and not just all digital artists in general. 100. 99. 98. 97. 96. 95. 94. 93. 92. cgHub. 91.

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