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Unity3D is finally going public
Read more: Unity3D is finally going publicwww.pcgamesinsider.biz/news/71461/unity-is-finally-going-public/
techcrunch.com/2020/08/24/unitys-ipo-numbers-look-pretty-unreal/
Between calendar 2018 and 2019, Unity’s revenue rose by 42 per cent year-on-year to $541.8m. Meanwhile, the firm’s revenue for the six months ending June 30th, 2020 was $351.3m, an increase of 39 per cent. The company has clocked up net losses of $163.2m for the year ending December 31st 2019 and $54.1m for the six months concluding June 30th, 2020.
Unity reckons the market it addresses around the world is worth around $29bn, across both video games and other creative industries it works in.
Unlike Epic Games, Unity has long worked with the major platforms and gaming companies to get their engine in front of as many developers and gamers as possible. In fact, the company estimates that 53% of the top 1,000 mobile games on the Apple App Store and Google Play Store and over 50% of mobile, personal computer and console games were made with Unity.
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Quantum Experiment Shows How Time Does not Exist Until we experience it
Read more: Quantum Experiment Shows How Time Does not Exist Until we experience it“I regard consciousness as fundamental. I regard matter as derivative from consciousness. We cannot get behind consciousness. Everything that we talk about, everything that we regard as existing, postulating consciousness.” – Max Planck, theoretical physicist who originated quantum theory, which won him the Nobel Prize in Physics in 1918
http://www.collective-evolution.com/2015/07/20/quantum-experiment-shows-how-time-doesnt-exist-as-we-think-it-does-mind-altering/
The “delayed-choice” experiment, or “quantum eraser,” and it can be considered a modified version of the double slit experiment.
“according to the quantum mechanic laws that govern subatomic affairs, of a particle like an electron to exist in a murky state of possibility — to be anywhere, everywhere or nowhere at all — until clicked into substantiality by a laboratory detector or an eyeball.”
“reality does not exist unless we are looking at it.” It suggests that we are living in a holographic-type of universe.
“If we attempt to attribute an objective meaning to the quantum state of a single system, curious paradoxes appear: quantum effects mimic not only instantaneous action-at-a-distance, but also, as seen here, influence of future actions on past events, even after these events have been irrevocably recorded.” – Asher Peres, pioneer in quantum information theory
He asks us to imagine a star emitting a photon billions of years ago, heading in the direction of planet Earth. In between, there is a galaxy. As a result of what’s known as “gravitational lensing,” the light will have to bend around the galaxy in order to reach Earth, so it has to take one of two paths, go left or go right. Billions of years later, if one decides to set up an apparatus to “catch” the photon, the resulting pattern would be (as explained above in the double slit experiment) an interference pattern. This demonstrates that the photon took one way, and it took the other way.
One could also choose to “peek” at the incoming photon, setting up a telescope on each side of the galaxy to determine which side the photon took to reach Earth. The very act of measuring or “watching” which way the photon comes in means it can only come in from one side. The pattern will no longer be an interference pattern representing multiple possiblities, but a single clump pattern showing “one” way.
What does this mean? It means how we choose to measure “now” affects what direction the photon took billions of years ago. Our choice in the present moment affected what had already happened in the past…. This makes absolutely no sense, which is a common phenomenon when it comes to quantum physics. Regardless of our ability make sense of it, it’s real. This experiment also suggests that quantum entanglement (which has also been verified, read more about that here) exists regardless of time. Meaning two bits of matter can actually be entangled, again, in time. -
why you cannot generate a stereoscopic image from just two 360 captures
elevr.com/elevrant-panoramic-twist/
Today we discuss panoramic 3d video capture and how understanding its geometry leads to some new potential focus techniques.
With ordinary 2-camera stereoscopy, like you see at a 3d movie, each camera captures its own partial panorama of video, so the two partial circles of video are part of two side-by-side panoramas, each centering on a different point (where the cameras are).
This is great if you want to stare straight ahead from a fixed position. The eyes can measure the depth of any object in the middle of this Venn diagram of overlap. I think of the line of sight as being vectors shooting out of your eyeballs, and when those vectors hit an object from different angles, you get 3d information. When something’s closer, the vectors hit at a wider angle, and when an object is really far away, the vectors approach being parallel.
But even if both these cameras captured spherically, you’d have problems once you turn your head. Your ability to measure depth lessens and lessens, with generally smaller vector angles, until when you’re staring directly to the right they overlap entirely, zero angle no matter how close or far something is. And when you turn to face behind you, the panoramas are backwards, in a way that makes it impossible to focus your eyes on anything.
So a setup with two separate 360 panoramas captured an eye-width apart is no good for actual panoramas.
But you can stitch together a panorama using pairs of cameras an eye-width apart, where the center of the panorama is not on any one camera but at the center of a ball of cameras. Depending on the field of view that gets captured and how it’s stitched together, a four-cameras-per-eye setup might produce something with more or less twist, and more or less twist-reduction between cameras. Ideally, you’d have a many camera setup that lets you get a fully symmetric twist around each panorama. Or, for a circle of lots of cameras facing directly outward, you could crop the footage for each camera: stitch together the right parts of each camera’s capture for the left eye, and the left parts of each camera’s capture for the right eye.
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8 Tips for Scaling Rendering to the Cloud
Read more: 8 Tips for Scaling Rendering to the Cloudhttp://www.awn.com/animationworld/8-tips-scaling-rendering-cloud
1.Understand data traffic patterns on your network
2.Watch the volume of requests to your render farm manager 3.Don’t burden your file server 4.Don’t underestimate license management during rendering 5.Match your hardware to the type of render job 6.Cache or sync data to reduce traffic at scale 7.Your Supervisor needs horsepower!
8.Keep a watchful eye on your spending
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StudioBinder.com – What is an Entertainment Lawyer
Read more: StudioBinder.com – What is an Entertainment Lawyerwww.studiobinder.com/blog/what-is-an-entertainment-lawyer-definition/
Areas Entertainment Lawyers Can Help With
– Navigating contracts
– Protecting Intellectual Property (IP)
– Connecting clients to other industry professionals (lawyers, managers, agents)
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