- Murgen — open source open hardware ultrasound.
- Udacity Deep Learning MOOC — platform is Google’s TensorFlow.
- CorpDev Translation — “We’ll continue to follow your progress.” Translation: We’ll reach back out when we see you haven’t raised more money and you are probably more desperate because of your shorter runway.
- 8i Take Immersive Tech to Sundance — 8i’s technology lets filmmakers capture entire performances with off-the-shelf cameras and then place them in pre-existing environments, creating a fully navigable 3-D VR movie that’s far more immersive than the 360-degree videos most have seen.
An overview of the 3D animation process using Blender.
Creating 3D animations is like writing software. Both processes require
knowing certain industry terms. Some animation terms are:
- Setting up the scene with cameras, lights, and other effects
Let’s define each of these, and then we’ll dig into some code with Blender’s API.
Modeling is the process of creating 3D models. One way is to represent the 3D model as points in 3D space. Each point, or vertex, has 3 coordinates: an X, an Y, and a Z coordinate, to define its location in 3D space. A pair of vertices can be connected by an edge, and edges bound polygons called faces. These faces define the surface of the model. Modeling is all about creating these sets of vertices, edges, and faces.
To create a model, we usually start with a primitive shape (like a sphere or a cube) and reshape it into what we’d like. Individual vertices, edges, and faces can be repositioned. New vertices, edges, and faces can be added to the basic model through simple operations. Two common ones are extrusion and subdivision.
A chat with Tony Parisi on where we are with VR, where we need to go, and why we're going to get there this time.
Consumer virtual reality (VR) is in the midst of a dizzying and exhilarating upswing. A new breed of systems, pioneered by Oculus and centered on head-worn displays with breakthrough quality, are minting believers — whether investors, developers, journalists, or early-adopting consumers. Major new hardware announcements and releases are occurring on a regular basis, game studios and production houses big and small are tossing their hats into the ring, and ambitious startups are getting funded to stake out many different application domains. Is it a boom, a bubble, or the birth of a new computing platform?
Underneath this fundamental quandary, there are many basic questions that remain unresolved: Which hardware and software platforms will dominate? What input and touch feedback technologies will prove themselves? What are the design and artistic principles in this medium? What role will standards play, who will develop them, and when? The list goes on.
For many of these questions, we’ll need to wait a bit longer for answers to emerge; like smartphones in 2007, we can only speculate about, say, the user interface conventions that will emerge as designers grapple with this new paradigm. But on other issues, there is some wisdom to be gleaned. After all, VR has been around for a long time, and there are some poor souls who have been working in the mines all along. Read more…