NVIDIA 2015 GTC 將在3月17日展開

一年一度的Nvidia GPU Technology Conference(GTC) 2015將3月17日在加州的San Jose展開,這次的GTC 2015將會以廣播與娛樂面的應用為主,在電影製作,廣播,視訊部分發表突破的GPU技術。今年主要的講者有Pixar的Dirk Van Gelder,的Kevin Margo, MPC Film的Damien Fagnou, Chaos Group的Vlado Koylazov, OTOY Inc的Jules Urbach與Shadertoy.com的創造者Iñigo Quilez與Pol Jeremias。

特別的部分是Pixar將會由Pixar Animation Studio GPU team technical lead 的 Jeremy Cowles展示新的Realtime算圖引擎”Hydra”,用於電影裡的Asset製作流程。Fabric Software的共同創辦人兼首席軟體架構者Peter Zion,將展示Fabric Engine Data-Flow Graph (DFG),提供強大的可視覺化的Node-based Programming介面,可用於CUDA GPU上的程式化。Rhythm & Hues Studios的首席繪圖研究Joe Mancewicz,將展示該公司強大的Deformer “Delta Mush”,用來做為平滑化Polygon Deformation但是不會失去細節的技術。

“Rhythm & Hues Studios Delta Mush”

[fvplayer src=”http://www.fxguide.com/wp-content/uploads//2014/08/deltaMush.mp4″ width=”850″ height=”480″ splash=”http://www.fxguide.com/wp-content/uploads//2014/08/deltaMush.jpg?62f061″]

這些是比較有興趣的內容

  • S5327 – Hydra: Pixar’s Real-Time Render Engine for Feature Film Assets and Workflows
  • S5645 – Easy Photorealism with NVIDIA Iray
  • S5622 – Dekko: A Framework for Real-Time Preview for VFX (MPC)
  • S5553 – The Fabric Engine DFG: GPU Visual Programming for Visual Effects
  • S5439 – Animating Singing Volcanoes: Real-Time Shading in Presto for Pixar’s Short Film “Lava”
  • S5246 – Innovations in OptiX
  • S5641 – Delta Mush: Smoothing Deformations While Preserving Detail for VFX and Game Characters
  • S5618 – GPU Computing: A VFX Plug-In Developer’s Perspective(GenArts Inc)
  • S5667 – A GPU-Accelerated Bundle Adjustment Solver (Double Negative VFX ))

詳細發表內容連結

indigo

電腦動畫工作者,在業界打混十餘年,喜好SGI骨董電腦,分享新技術,動畫流程開發。

Comments are closed.