Pre-Establishing Tasks for the Co Competing AACENMPT
Notes:
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[AACENO-18] Frostbite Engine [Proprietary]
[10/10 Starts] Created: 15/Feb/15 Updated: 15/Nov/15 Due: 11/Feb/16
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|
Frostbite Engine |
Comments |
|
Comment
by [Administrator] [ 15/Feb/15 ] |
Frostbite is a game
engine developed by EA Digital Illusions CE. |
[AACENO-19] Snowdrop Engine [Proprietary]
[10/10 Starts] Created: 15/Feb/15 Updated: 15/Nov/15 Due: 11/Feb/16
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Snowdrop Engine |
Comments |
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Comment
by [Administrator] [ 15/Feb/15 ] |
Snowdrop Engine is
developed exclusively for the eighth generation of consoles. On June 5, 2014
Ubisoft revealed that The Division would be showcased at E3 2014 (Tom
Clancy's The Division is an upcoming open world third-person shooter
role-playing video game with survival elements developed by Ubisoft Massive,
Ubisoft Reflections and Ubisoft Red Storm under the Tom Clancy brand for
Microsoft Windows, PlayStation 4 and Xbox One). Its chief strength is
apparently its flexibility, as its dynamic, interconnected nature allows
developers to quickly create assets and see how they respond in real-time.
This means the game is always playable, allowing creators to get an idea very
swiftly about whether their most recent changes are going to work. Its tools
also support procedurally-generated environments. (source: [#http://ca.ign.com/articles/2014/03/19/ubisoft-shows-off-the-divisions-snowdrop-engine-in-new-trailer]) |
[AACENO-21] Ignite Engine [Proprietary] [10/10
Starts] Created: 15/Feb/15 Updated: 15/Nov/15 Due: 11/Feb/16
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Ignite Engine |
Comments |
|
Comment
by [Administrator] [ 15/Feb/15 ] |
The Ignite game engine
(styled as IGNITE) is a collection of video game technologies built by
Electronic Arts and designed to make video game sports "alive".[ Electronic Arts announced
several features within the engine. Its Human Intelligence framework lets
in-game players "think like real athletes", with the ability to
make snap judgments, prepare for impact, and perform as a team player [more
(useful) info: http://en.wikipedia.org/wiki/Ignite_(game_engine)] |
[AACENO-20] Fox Engine [Proprietary] [10/10
Starts] Created: 15/Feb/15 Updated: 15/Nov/15 Due: 11/Feb/16
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Fox Engine |
Comments |
|
Comment
by [Administrator] [ 15/Feb/15 ] |
The Fox Engine is a
proprietary cross-platform, cross-generational game engine built by Kojima
Productions for use in many Konami games. The engine's development began
after the completion of 2008's Metal Gear Solid 4, with the goal of making
the "best engine in the world."[2] The
first title to use the Fox Engine was Pro Evolution Soccer 2014. |
[AACENO-22] Id Tech Engine Created: 15/Feb/15 Updated:
15/Nov/15 Due: 11/Feb/16
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Id Tech Engine |
Comments |
|
Comment
by [Administrator] [ 15/Feb/15 ] |
id Tech 6 is an upcoming
OpenGL based game engine under preliminary development by id Software, which
will tentatively follow id Tech 5. Preliminary information
given by John Carmack about this engine, which is still in early phases of
development, tend to show that id Software is looking toward a direction
where ray tracing and classic raster graphics would be mixed. However, he
also explained during QuakeCon 08, the hardware that is capable of id Tech 6
did not yet exist. In July 2011, he
explained that id Software is beginning research for the development of id
Tech 6. It is unclear how
Carmack's resignation from id will affect development of the id Tech engine
henceforth. On July 19, 2014, in light of Crytek's recent financial
difficulties, it was announced that Tiago Sousa, head R&D graphics
engineer at Crytek was leaving to join the Doom and idTech 6 engine team. It would work by raycasting the geometry represented by *voxels *(instead of triangles) stored in an octree. John Carmack claims that this format will also be a more efficient way to store the 2D data as well as the 3D geometry data, because of not having packing and bordering issues. It will virtualize geometry like textures. |
[AACENO-5] Dynamics Simulations with Proxy
Objects Created: 05/Jul/14 Updated: 15/Nov/15 Due: 11/May/16
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|
http://blog.digitaltutors.com/speed-dynamics-simulations-proxy-objects/ |
[AACENO-28] Legal Docs - Biz - GER Created: 21/Feb/15 Updated:
15/Nov/15 Due: 11/Nov/16
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Legal Docs - Biz - GER |
[AACENO-27] Legal Docs - Biz - NL Created: 21/Feb/15 Updated:
15/Nov/15 Due: 11/Nov/16
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Legal Docs - Biz - NL |
[AACENO-29] Legal Docs - Biz - FR Created: 21/Feb/15 Updated:
15/Nov/15 Due: 11/Nov/16
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Legal Docs - Biz - FR |
[AACENO-30] Legal Docs - Biz - SWE Created: 21/Feb/15 Updated:
15/Nov/15 Due: 11/Nov/16
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Legal Docs - Biz - SWE |
[AACENO-31] Legal Docs - Biz - SWI Created: 21/Feb/15 Updated:
15/Nov/15 Due: 11/Nov/16
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Legal Docs - Biz - SWI |
[AACENO-32] Legal Docs - Biz - AT Created: 21/Feb/15 Updated:
15/Nov/15 Due: 11/Nov/16
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Legal Docs - Biz - AT |
[AACENO-2] List of Existing Software Created: 23/Mar/14 Updated:
15/Nov/15 Due: 11/Aug/17
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|
Final List: Draft for the List: Next Limit Technologies
RealFlow ·
o §
http://blog.digitaltutors.com/pixars-next-generation-renderman-now-commercial-use/ |
Comments |
|
Comment
by [Administrator] [ 29/May/14 ] |
A typical 3d pipeline
requires you to model an item. You can do this in the traditional way with
polygons (yep those things from math class you thought you would never see
again), you can sculpt a predefined shape like clay, or you can
mathematically create an object from basic math. The first two are more
common with 3d games or animation, while the last is more common with
designing products that will be built in the real world. Next, you traditionally
"unwrap" your 3d model onto a 2d plane, to make it easy to paint
textures onto the object. This allows you to use tradition tools such as
photoshop, illustrator, and other 2d painting applications to achieve the
look you are going for. This is currently the only reasonable option for most
3d games. Or you could use a relative newcomer, ptex, to skip the uv unwrap
step, and create a potentially higher quality asset. This is used to paint
directly on an object, and use 3d analogous paint programs. (Your render
engine must be able to use a ptex file, else you will eventually have to uv
unwrap anyway.) The next step depends on
your final target. For games, you will use whatever specialized tools your
game engine provides to export the asset, then use the asset in the engine.
The game usually worries about making the textures look the way you want them
to. For animation, stills, or movies, you are now going to choose a rendering
engine, to create your final concept, and prepare it to be used in another
compositing program, such as photoshop, nuke, or after effects. All of the programs you
mentioned fit in multiple categories. CREATE POLYGONS SCULPT Unwrap UVs PTex RENDER - This is special,
since it will depend on ehat you are trying to output. Now, some of the programs
make these tasks easier that others, and different people will give you
different opinions on the best workflow, but the truth is the workflow that
you use that works for you, and makes you productive is the right one. http://forum.cgpersia.com/f78/whats-difference-between-mari-modo-87836-print/ |
Comment
by [Administrator] [ 16/Jul/14 ] |
Autodesk Inventor ---.
Solidworks — Solid Edge |
Comment
by [Administrator] [ 13/Dec/14 ] |
http://blog.digitaltutors.com/volume-generator-plug-maya-releases-newest-version/ |
Comment
by [Administrator] [ 13/Dec/14 ] |
IMP: http://blog.digitaltutors.com/adobe-announces-new-portfolio-app-feature-creative-sdk-beta/ http://blog.digitaltutors.com/davinci-resolve-used-top-u-s-television-shows-fall/ |
Comment
by [Administrator] [ 13/Dec/14 ] |
http://blog.digitaltutors.com/maxon-next-limit-sponsoring-realflow-fluid-dynamics-contest/ |
Comment
by [Administrator] [ 13/Dec/14 ] |
http://blog.digitaltutors.com/colorway-now-available-plugin-cinema-4d/ |
Comment
by [Administrator] [ 17/Jan/15 ] |
Source: http://blog.digitaltutors.com/vfx-nominations-just-announced-ves-awards/ VFX
Nominations Just Announced for VES Awards The Visual Effects
Society (VES) announced its nominations for outstanding VFX work today. VES
is an international organization that recognizes excellence in VFX
contributions within a broad range of industries. The awards cover everything
from major feature films and games to student produced projects that
incorporate VFX. Below are a list of the
major feature and animated films that were nominated along with the video
games category. You can get the full list, along with the names of the actual
artists nominated, at NES’ website. The awards ceremony will be held February
4th. The nominees for the 13th
Annual VES Awards are as follows: Visual Effects Dawn of the Planet of the
Apes Supporting VFX Birdman or (The
Unexpected Virtue of Ignorance) Animated Character Dawn of the Planet of the
Apes; Caesar Created Environment Captain America: The
Winter Soldier; Triskelion Headquarters Virtual Cinematography Dawn of the Planet of the
Apes Effects Simulations Captain America: The
Winter Soldier; Helicarrier Broadside and Crash Compositing in a
Photoreal/Live Action Feature Dawn of the Planet of the
Apes Animated Features Animation Big Hero 6 Animated Character in an
Animated Feature Motion Picture Big Hero 6; Baymax Created Environment Big Hero 6; Into the
Portal Effects Simulations Big Hero 6 Video Games Real-Time Visuals in a
Video Game Alien: Isolation |
Comment
by [Administrator] [ 19/Mar/15 ] |
Autodesk Alias Design |
Comment
by [Administrator] [ 22/Mar/15 ] |
PFClean |
Comment
by [Administrator] [ 23/Mar/15 ] |
*Anime Studio Pro * |
Comment
by [Administrator] [ 04/Apr/15 ] |
Autodesk AutoCAD MAP 3D |
Comment
by [Administrator] [ 04/Apr/15 ] |
Autodesk Navisworks |
Comment
by [Administrator] [ 04/Apr/15 ] |
www.lightworkdesign.com |
Comment
by [Administrator] [ 10/Apr/15 ] |
Corel VideoStudio
Ultimate X8 combines the streamlined editing tools and creative power of the
Pro version with 10 premium special effects apps to help you make your most
ambitious projects a reality. New Audio Ducking automatically detects audio
and narration to keep foreground and background sound balanced. Helpful
features make it easier to manage clips, combine projects and re-use custom
filters and transitions. Get creative with new overlay objects, Video
Masking, Freeze Frame and bonus effects from NewBlue. With proven 64-bit
performance and support for multiple formats, including new XAVC S,
VideoStudio Ultimate X8 makes it fast and fun to create movies you’ll love to
share. |
Comment
by [Administrator] [ 11/Apr/15 ] |
Indigo Renderer is an
unbiased, physically based and photorealistic renderer which simulates the
physics of light to achieve near-perfect image realism. With an advanced
physical camera model, a super-realistic materials system and the ability to
simulate complex lighting situations through Metropolis Light Transport,
Indigo Renderer is capable of producing the highest levels of realism
demanded by architectural and product visualization. Realtime Scene Editing Indigo 3.0 introduces
realtime scene editing - now you can tweak your materials, and the results
will be displayed nearly instantly. You can tweak materials, camera position,
camera f-stop and focal length, all in realtime, with both a ray-traced and
OpenGL preview. Animation and Render
Queue Support Indigo now has built-in
animation and render queue support, thanks to the introduction of the Indigo
Queue (.igq) format. Faster, More Powerful Many changes resulting in
improved rendering performance and image quality have been made in the core.
Indigo 3.0 produces better images for the same number of samples per pixel as
2.x. Seamless Networking All the new Indigo 3.0
features work seamlessly with network rendering, which means you can harness
the full power of your network to accelerate realtime editing and final
rendering. Improved Bumpmapping Bump mapping is now more
accurate, especially with strong bump scaling and in regions of high
curvature. Even models with relatively few polygons benefit from the visual
quality added by bump maps. Improved Subdivision Subdivision and
displacement has been greatly improved, with much better UV mapping behaviour
and support for mixed triangle+quad meshes. This dramatically improves the
quality of subdivided meshes compared to first triangulating them and then
applying triangle-based subdivision. |
Comment
by [Administrator] [ 17/Apr/15 ] |
Autodesk Inc., a world
leader in 2D and 3D design and entertainment software for the media and
entertainment markets, announced the release of Robot Structural Analysis Pro
2016, it's a complements building information (BIM) with coordinated digital
analysis and design for structural engineers. |
Comment
by [Administrator] [ 17/Apr/15 ] |
Autodesk Inc., a world
leader in 2D and 3D design and entertainment software for the media and
entertainment markets, announced the release of Advance Products 2016. |
[AACENO-4] Check these courses Created: 16/May/14 Updated:
15/Nov/15 Due: 11/Aug/17
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Working with 3D in
Storyboard Pro http://www.digitaltutors.com/tutorial/1599-Working-with-3D-in-Storyboard-Pro .... |
[AACENO-1] List of Programming Languages Created: 23/Mar/14 Updated:
15/Nov/15 Due: 11/Nov/17
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Plan2015-2019-LastMove.xlsx
PlanSeptember2014-v3-LastGamble.xlsx
|
Description |
|
New List: Old List: |
[AACENO-3] List major competitors of Autodesk Created: 20/Apr/14 Updated:
15/Nov/15 Due: 11/Nov/17
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[FINAL
LIST] List
of major competitors of Autodesk: > Adobe Systems
Incorporated |
[AACENO-6] List major competitors of Adobe Created: 31/Jan/15 Updated:
15/Nov/15 Due: 11/Nov/17
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[FINAL
LIST] List
of major competitors of Adobe: > Quark Enterprise Solutions |
[AACENO-8] List major competitors of
"CE" of "AACEN" Created: 14/Feb/15 Updated: 15/Nov/15
Due: 11/Nov/17
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[FINAL
LIST] List
of major competitors of "CE" of "AACEN": > .... |
[AACENO-7] [IMP] COLLECTED INFO Created: 09/Feb/15 Updated:
15/Nov/15 Due: 11/Nov/17
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by [Administrator] [ 09/Feb/15 ] |
http://blog.digitaltutors.com/dreamworks-animation-wins-2-academy-awards-technical-achievement/ DreamWorks
Animation Wins 2 Academy Awards for Technical Achievement
DreamWorks Animation has won two Technical
Achievement Academy Awards for its Foliage System and OpenVDB, both used on the award winning How to Train Your
Dragon 2. The studio’s foliage system was first used for Shrek where artists
used the software to create more than 10,000 trees. The OpenVDB software is a
data structure management system that has helped make working with large
amounts of CG imagery more efficient.
GLENDALE, Calif., Feb. 9, 2015 — DreamWorks Animation has been awarded
two Technical Achievement Awards by the Academy of Motion Picture Arts and
Sciences for the development of two revolutionary tools used in feature
filmmaking: Foliage System and OpenVDB. Both of these tools were most
recently used in the making of How to Train Your Dragon 2, an Academy Award®
nominee for Best Animated Feature and winner of this year’s Golden Globe, six
Annie Awards from ASIFA-Hollywood and named Best Animated Feature by the
National Board of Review. In addition to these two awards, Hewlett-Packard
also received a Technical Achievement Award for its HP DreamColor LP2480zX
Professional Display monitor, created in collaboration with DreamWorks
Animation engineers.
“At
DreamWorks Animation, engineers, technicians and artists come together to
create new technology stimulated by the vision and imagination of filmmakers
such as writer/director Dean DeBlois (HTTYD2),” said Lincoln Wallen, Chief
Technology Officer. “I want to congratulate our engineers and artists, as
well as the DreamColor team at Hewlett-Packard, on their Technical
Achievement Awards that recognize outstanding innovation in the development
of tools and technology that enhance the industry’s creative storytelling
ability.”
The
Foliage System was first developed for 2001’s Shrek, where it was used to
create more than 10,000 trees, the largest deployment of digital vegetation
in any film at its time. Since then, DreamWorks Animation has continued to be
the industry leader in innovating new tools and techniques that provide the
greatest artistic flexibility in rendering foliage. DreamWorks Animation
effects artists Scott Peterson, Jeff Budsberg, and Jonathan Gibbs received
the award for the design and implementation of the Foliage System.
OpenVDB
is an open source data structure and set of tools that help manage the
storage of enormous amounts of information created by complex visual effects
such as water, dust, smoke and fire, found in both animated and live action
films. OpenVDB’s efficiency reduces digital storage requirements and the need
for long wait times when running simulations, which have resulted in it
becoming a standard in the animation and VFX industry. With adoption at
studios including Weta Digital, Disney Animation, and ILM, the tools were
used in the making of several of this year’s Academy Award® nominated films
for Best Visual Effects, including X-Men: Days of Future Past, Dawn of the
Planet of the Apes, and Guardians of the Galaxy. DreamWorks Animation
engineers Ken Museth, Peter Cucka, and Mihai Alden, received the award for
the creation of OpenVDB.
HP’s
DreamColor monitor was jointly developed with DreamWorks Animation to provide
the highest color quality level LCD monitors required for graphic intense
workflows, such as those for producing feature animation and visual effects.
Karl Rasche, a DreamWorks software engineer, was recognized by the Academy,
along with the other award winners from Hewlett-Packard, for the joint
development of the HP DreamColor LP2480zx Professional Display.
-Source: DreamWorks |
[AACENO-9] List major competitors of NewTek
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tbd |
Generated at Sun Nov 15 01:56:32 PST 2015 by [Administrator] using JIRA
7.0.0-OD-08-005#70107-sha1:5fb2f7e0c016d05ff672e1e32fcd963de6cf92ae.
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