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    Home » Toolbox: Hardware & Software News for the Week of June 9, 2014

    Toolbox: Hardware & Software News for the Week of June 9, 2014

    By SHOOTThursday, June 12, 2014Updated:Tuesday, May 14, 2024No Comments3414 Views
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    Developments at Autodesk, Canon, Quantel, Vicon, LightWave

    --

    Autodesk Acquires Bitsquid
    SAN FRANCISCO–Autodesk, Inc. has acquired Stockholm-based Bitsquid AB, the creator of the Bitsquid game engine. The acquisition brings to Autodesk expertise in 3D game development and proven technology that will enable Autodesk to supercharge its portfolio of tools for game makers through the development of a new 3D game engine. Multiple game developers have used the modern and flexible Bitsquid engine to create 3D games for next-generation consoles and PCs, and Autodesk will continue to work with many of these companies to develop the new 3D game engine. Terms of the acquisition were not disclosed.

    “Bitsquid has been a key success factor for Fatshark, as we’ve been able to produce high quality games with short development times,” said Martin Wahlund, CEO, Fatshark. “We are excited to see how Bitsquid evolves now that it is part of Autodesk.”

    In addition to acquiring the Bitsquid game engine, the acquisition of the Bitsquid team and technology will enable Autodesk to create new tools that push the limits of real-time 3D visualization for architects and designers, many of whom face challenges placing design data into real world contexts. The new technology will also be incorporated into solutions for customers outside of the games industry, including architecture, manufacturing, construction, and film. Autodesk plans to create new types of design exploration tools that allow visualization and contextualization of designs using the same fluid control and immediate feedback that exist today in modern console and PC games.

    “Autodesk’s acquisition of Bitsquid will revolutionize real-time exploration of complex data. Imagine being able to walk through and explore any type of design, from buildings to cars, with the same freedom you experience in the open world of a next-generation console game. Game engine technologies will be an increasingly critical part of the workflow, not only for creating games, but also for designing buildings or solving complex urban infrastructure challenges,” said Chris Bradshaw, senior vice president, Autodesk Media & Entertainment. “The Bitsquid acquisition brings to Autodesk both the expertise and the technology that will enable us to deliver a groundbreaking new approach to 3D design animation tools, and we welcome the team and community to Autodesk.”

    Additional information on the new Autodesk 3D game engine, which will complement Autodesk’s industry leading games portfolio of middleware tools and 3D animation software including Autodesk Maya LT, Autodesk Maya and Autodesk 3ds Max, will be available later this year.

    Canon marks 25-year anniversary of flagship EOS-1 series
    MELVILLE, N.Y.–Canon U.S.A,’s parent company, Canon Inc., is commemorating the 25th anniversary of the EOS-1 series, the flagship model lineup of the Company’s EOS series of interchangeable-lens cameras that debuted in 1989.

    In 1987, Canon launched EOS, the world’s first autofocus (AF) single-lens reflex camera to feature a fully electronic mount system, using electrical signals to control such functions as autofocusing and aperture adjustment. Two years later, in 1989, the company introduced its top-of-the-line professional model EOS-1. Created to satisfy the advanced demands of professional photographers, the camera marked the inaugural model of Canon’s EOS-1 series. Based on the EOS concept of delivering automated performance to meet the user’s needs, the EOS-1 camera featured cutting-edge technologies, class-leading levels of performance, high durability, robustness and reliability.

    Canon has consistently launched SLR cameras designed to satisfy the demands of professionals in step with the changing times. First, in 1994, as a growing number of professional photographers were making use of the autofocusing capabilities offered by EOS cameras and EF lenses, Canon launched the EOS-1N camera which featured an increased number of focusing points and enhanced predictive focusing capabilities when tracking moving subjects. Then, in 2000, the Company introduced the EOS-1V camera, equipped with 45-point high-density area AF, which contributed to accurate and precise high-speed predictive AF up to nine frames-per-second.

    Upon entering the digital era, in 2001 Canon launched its first flagship-model, professional digital SLR camera the EOS-1D, followed in 2002 by the EOS-1Ds camera, equipped with a full-frame 35mm sensor. Since then, the Company has reinforced its product lineup through efforts targeting enhanced image quality, continuous shooting performance and rugged reliability even when shooting in adverse weather conditions such as rain or snow.

    In June 2012, Canon released the EOS-1D X, its latest flagship pro-model digital SLR camera, marking the EOS-1 camera series’ 13th* model since the launch of the original EOS-1 camera. The EOS-1D X Digital SLR camera has garnered strong acclaim from professionals working in a wide range of fields, from photojournalism and sports coverage to commercial and nature photography.

    LightWave 3D Group and Sketchfab team on a free plug-in
    BURBANK, Calif.–The LightWave 3D Group, a division of NewTek, Inc., has teamed up with Sketchfab Inc. to deliver a free plug-in for LightWave 3D software version 11.5 or higher that seamlessly exports 3D models from LightWave to Sketchfab, a popular online web platform that allows users to publish, share, embed, and view interactive 3D models in real time.

    With the LightWave 3D plug-in for Sketchfab, content creators such as artists, architects and designers, can upload 3D models directly from LightWave into Sketchfab for real-time display in the browser. Users can also add metadata, share models on the web. and easily remove models using the dashboard. The Sketchfab viewer can also be embedded and shared on any web page, similar to how a YouTube video is shared.

    “Our goal at Sketchfab is to be the easiest way for 3D creators to publish their work online,” said Alban Denoyel, CEO, Sketchfab. “One way to better achieve this is to integrate closely with the tools they use. We are happy to add LightWave to our list of exporters, making the workflow from the software to the web as seamless as possible.”

    “The new LightWave exporter plug-in for Sketchfab opens new doors for artists and designers who want to interactively publish and share their work online,” said Rob Powers, president, LightWave 3D Group. “It’s a flexible way for users to showcase their work and we’re excited to see how the LightWave 3D community takes advantage of the technology.”

    The Sketchfab plug-in for LightWave version 11.5 or higher supports Windows and Mac OS X operating systems. Download the LightWave plug-in for Sketchfab at www.lightwave3d.com/assets/plugins/entry/sketchfab/.

    Pablo Rio issues 8th new software release in just one year
    NEWBURY, UK–Quantel has released another major software upgrade for its Pablo Rio high quality color and finishing software and Pablo PA workflow assist software–the eighth in the space of just one year. The new release focuses on integration into all post pipelines, adding Apple ProRes 422 import and export, enhanced Avid conform and many more useful features and facilities. It also adds support for yet more file formats, including 4K XAVC export as well as support for the latest RED Cameras.

    Apple ProRes 422 support includes encoding to ProRes 4444, ProRes 422 (HQ), ProRes 422, ProRes 422 (LT) and ProRes 422 (Proxy).

    The new software also supports conform of Avid DVE metadata. This means that any DVE picture flips, flops, resizes, rotations etc made during Avid offline will now transfer directly into Pablo Rio and Pablo PA, freeing up valuable time in the online session to do more or to produce a more polished deliverable.

    The inclusion of the latest RED V5.0 SDK also enables support for DRAGONcolor and REDgamma4.

    The release includes many other new features which add capability, simplify operation and speed everyday tasks, including: Mocha Tracker DVE Homography–the ability to track an object and pin the tracking data onto a shape that is changing over time; Blur normalization–automatically taking account of image resolution when applying softness or blur; and single button access to the Multi-layer timeline from the Neo Nano color panel.

    V2.0 rev9 software for Pablo Rio and Pablo PA is available now.

    Phosphor Games uses Vicon motion capture system to create Nether demons
    CHICAGO–Vicon, the motion capture technology specialists for the entertainment, life sciences and engineering industries, has announced that Chicago-based games developer Phosphor Games used a Vicon motion capture system to create realistic character and creature animation for the new first-person shooter online game, Nether.

    Published by Nether Productions LLC, Nether is set in an unforgiving, post-apocalyptic urban environment–based loosely on Chicago–with danger waiting around every corner. Players are forced to make quick, life-saving decisions, and use skill and craft to obtain resources to survive in the sprawling, desolate city. They must choose whether to team up with others or go solo against the powerful, teleporting demon-like creatures known as the Nethers, other players, and unpredictable, treacherous world objectives.

    Phosphor Games used Vicon Bonita optical motion capture cameras and Blade real-time motion capture software to create the human characters and the Nethers. According to Phosphor Games’ director of animation Alan Cruz, the mocap process allowed them to experiment with and evolve the animation, humanizing or demonizing it, and adding their own creative style–producing a unique end result.

    “The Vicon system allows us to keep working at our craft,” explained Cruz. “The process is very quick. What used to take weeks now takes just two or three hours. It allows us to spend more time acting things out, as well as iterating and finessing the animation. We can get an animation into the game in less than ten minutes, which is huge. Clean up times are minimal, and data editing times are a fraction of what they used to be. We used to have a team of guys editing the data–now we just need one.”

    Vicon’s Bonita cameras deliver high-quality motion capture, enabling Phosphor Games to easily and precisely capture fast movements. The Bonita cameras are integrated with Vicon’s Blade software, which powers Phosphor Games’ efficient production pipeline.

    “The Vicon system gives Phosphor Games a very fast, precise motion capture solution, resulting in highly realistic character animation in Nether,” said Jeffrey Ovadya, sales director, Vicon. “The time and cost savings the Vicon system delivers has enabled the team to spend more time on the creative aspects and focus on creating a unique, immersive game.” 

    Nether is currently in beta on Steam Early Access.

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    Category:News
    Tags:AutodeskCanonLightWaveQuantelVicon



    Duane “Keffe D” Davis’ Murder Trial Heads To Closing In Tupac Shakur’s 1996 Killing

    Friday, August 28, 2026

    The murder trial of Duane "Keffe D" Davis in the 1996 killing of Tupac Shakur is headed to closing arguments after the defense rested Thursday following testimony from three former Las Vegas police officers.

    Jurors are scheduled to return Monday for closing arguments before beginning deliberations in the only prosecution brought in the killing of the hip-hop icon. The presentation of evidence ended after nine days of testimony.

    Davis, 63, did not take the stand.

    Shakur was riding in a BMW on Sept. 7, 1996, when a white Cadillac pulled up next to it at a red light near the Las Vegas Strip and gunfire erupted. Shakur was shot multiple times and died six days later. The driver of the BMW, Marion "Suge" Knight, survived.

    Years later, Davis would say he procured the gun and his nephew, who has since died, fired the shots. Prosecutors say Davis orchestrated the killing, and he faces life in prison if convicted of murder with a deadly weapon with the intent to promote, further or assist a criminal gang. He has pleaded not guilty.

    Defense attorney Michael Sanft has argued that Davis fabricated or embellished his accounts of the killing for money and notoriety and that investigators failed to independently corroborate his claims.

    Retired Las Vegas homicide detective Dan Long, the defense's final witness, testified that he tried unsuccessfully to verify several details Davis provided during a 2009 police interview.

    Davis told Long that his nephew, Orlando "Baby Lane" Anderson, had gone to a Las Vegas hospital after being beaten by Shakur and others in a casino brawl hours before the rapper was fatally shot. Long said he was unable to find hospital records confirming Anderson was treated there.

    Long also tried... Read More

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