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Vancouver Animators Win Overtime Pay
drive.google.com/file/d/1adi2nB7oMhpxAF1nh74lcT2VrfrVY3qu/view
In response to the complaint, Cinesite had originally claimed that employees were not entitled to the overtime pay specified in the province’s Employment Standards Act, because animation artists were high-technology professionals developing information systems.
The Employment Standard Branch’s investigating officer, however, ruled that the exclusion did not apply to studio workers whose primary job was using commercially available software to create visual effects.
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Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline
https://jo.dreggn.org/home/2018_manuka.pdf
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/
The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.
This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.
Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.
Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.
Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.
Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.
For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.
As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster
In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.
We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.
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Roper Technologies to Acquire Foundry in $544M Deal
www.awn.com/news/roper-technologies-acquire-foundry-544m-deal
The management team, led by CEO Craig Rodgerson, will continue to lead the business from its London headquarters. Foundry’s name and brands are not expected to change as a result of the transaction.
Roper anticipates funding the transaction using its revolving credit facility and cash on hand. During the first 12 months of ownership, Roper expects Foundry to deliver approximately US$75 million of revenue. Roper expects the acquisition to be immediately cash accretive. Foundry has a strong history of growth in revenue, EBITDA, and cash flow, which Roper expects to continue.
The transaction is expected to close in April 2019, subject to regulatory approval and customary closing conditions.
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China wants soft power. But censorship is stifling its film industry
edition.cnn.com/2019/03/21/asia/china-cultural-soft-power-intl/index.html
In 2014, President Xi Jinping called for a stronger national effort to boost China’s global popularity in proportion to its economic rise. “We should increase China’s soft power, give a good Chinese narrative and better communicate China’s message to the world,” he said. But nnless the Communist Party relaxes its censorship of domestic films, experts say Beijing’s dreams of wielding Chinese soft power globally through its film industry could stall.
The US film industry is quite successful in China — likely to become the world’s largest cinema market in coming years, according to industry insiders — even though regulators only allow a limited number of foreign films to be screened each year.
China has not enjoyed the same success in Western markets. Italian film director Gianluigi Perrone says that is because while Hollywood films often also carry a patriotic message, it is done with greater subtlety.
“The ‘soft power’ in US films has been very subliminal and subtle since the post-WW2 era,” says Perrone, who has experienced censorship in China. “The messages in Chinese films have to be so explicit that it’s too direct for Western audiences. It overcomes the entertaining part.”
Consequently, some independent filmmakers who want to create more nuanced films are bypassing the domestic market.
Even huge popularity is no longer enough to save a director or a seemingly anodyne piece of entertainment from the censor’s gaze. -
Watch Google’s Stadia Event In 5 Minutes
EDIT 20220929: Google to close Stadia cloud service and refund gamers
https://www.bbc.com/news/technology-47634263
If it does indeed go for a subscription model, Google has some important decisions to make about how will dish money out to publishers.
On YouTube, one of the stats that determines how much ad revenue creators get is “minutes watched”. In gaming, “minutes played” could lead to some developers introducing gameplay mechanics that are counter-intuitive to a good time, but vital if they are to gain income.
Or, developers might have to make up the loss of funds by encouraging players to pay for additional items to progress more quickly, in a far more aggressive manner than console gamers are used to today.
The ad-laden, endorphin-pumping, lootbox-peddling mobile gaming industry might be considered the canary in a very miserable coal-mine, here. Paying for a games console, and its games, may not be such a bad thing after all.
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How to paint a boardgame miniatures
Steps:
- soap wash cleaning
- primer
- base-coat layer (black/white)
- detailing
- washing aka shade (could be done after highlighting)
- highlights aka dry brushing (could be done after washing)
- varnish (gloss/satin/matte)
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Google Spotlight Stories Shuts Down
www.cartoonbrew.com/vr/breaking-google-spotlight-stories-shuts-down-171383.html
It marks the end of an era when tech companies invested heavily in vr animation content with open-ended non-monetary goals to develop the technology. Facebook, too, launched a similar initiative — Oculus Story Studio — which it shuttered in May 2017.
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How the 5G network is going to change the world and A.I.
www.techradar.com/au/news/what-is-5g-everything-you-need-to-know
edition.cnn.com/2019/02/28/tech/5g-benefits-mobile-world-congress/index.html
5G networks are the next generation of mobile internet connectivity, offering faster speeds and more reliable connections on smartphones and other devices than ever before.
Combining cutting-edge network technology and the very latest research, 5G should offer connections that are multitudes faster than current connections, with average download speeds of around 1GBps expected to soon be the norm.
Industry players claim 5G can be 100 times faster than 4G and that a huge number of devices will be able to connect to the network simultaneously.
This will enable self-driving vehicles to talk to each other in real time: they’ll know when another car is changing lanes or braking and can adjust to manage traffic accordingly.
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AFL-CIO America Biggest Labor Federation Asks Game Developers to Unionize
www.polygon.com/2019/1/16/18178332/game-developer-union-crunch
variety.com/2019/gaming/news/liz-schuler-game-developers-unionize-1203141471/
AFL-CIO secretary-treasurer Liz Shuler took to Kotaku with a post that asks workers in the games industry to fight for adequate pay, sensible work hours, and against toxic work conditions.
“We’ve heard the painful stories of those willing to come forward, including one developer who visited the emergency room three times before taking off from work,” writes Shuler. “Developers at Rockstar Games recently shared stories of crunch time that lasted for months and even years in order to satisfy outrageous demands from management, delivering a game that banked their bosses $725 million in its first three days.”
“Growing by double digits, U.S. video game sales reached $43 billion in 2018, about 3.6 times greater than the film industry’s record-breaking box office,” she writes.
“While you’re fighting through exhaustion and putting your soul into a game, Bobby Kotick and Andrew Wilson are toasting to ‘their’ success,” she says.
“They get rich. They get notoriety. They get to be crowned visionaries and regarded as pioneers. What do you get? Outrageous hours and inadequate paychecks. Stressful, toxic work conditions that push you to your physical and mental limits. The fear that asking for better means risking your dream job.”
Some of the biggest players in game development and publishing have fostered hostile and unforgiving environments where our favorite games are made.
Co-founder and vice president of Rockstar Games Dan Houser seemingly bragged that staff were pulling 100-hour weeks to get the much-anticipated “Red Dead Redemption 2” ready for its launch last year.
Similarly, companies like Telltale have laid off the majority of their staff with little to no notice or severance. Many developers took to Twitter afterwards to air their grievances and express their hopes for change under the hashtag #AsAGamesWorker.
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domeble – Hi-Resolution CGI Backplates and 360° HDRI
When collecting hdri make sure the data supports basic metadata, such as:
- Iso
- Aperture
- Exposure time or shutter time
- Color temperature
- Color space Exposure value (what the sensor receives of the sun intensity in lux)
- 7+ brackets (with 5 or 6 being the perceived balanced exposure)
In image processing, computer graphics, and photography, high dynamic range imaging (HDRI or just HDR) is a set of techniques that allow a greater dynamic range of luminances (a Photometry measure of the luminous intensity per unit area of light travelling in a given direction. It describes the amount of light that passes through or is emitted from a particular area, and falls within a given solid angle) between the lightest and darkest areas of an image than standard digital imaging techniques or photographic methods. This wider dynamic range allows HDR images to represent more accurately the wide range of intensity levels found in real scenes ranging from direct sunlight to faint starlight and to the deepest shadows.
The two main sources of HDR imagery are computer renderings and merging of multiple photographs, which in turn are known as low dynamic range (LDR) or standard dynamic range (SDR) images. Tone Mapping (Look-up) techniques, which reduce overall contrast to facilitate display of HDR images on devices with lower dynamic range, can be applied to produce images with preserved or exaggerated local contrast for artistic effect. Photography
In photography, dynamic range is measured in Exposure Values (in photography, exposure value denotes all combinations of camera shutter speed and relative aperture that give the same exposure. The concept was developed in Germany in the 1950s) differences or stops, between the brightest and darkest parts of the image that show detail. An increase of one EV or one stop is a doubling of the amount of light.
The human response to brightness is well approximated by a Steven’s power law, which over a reasonable range is close to logarithmic, as described by the Weber�Fechner law, which is one reason that logarithmic measures of light intensity are often used as well.
HDR is short for High Dynamic Range. It’s a term used to describe an image which contains a greater exposure range than the “black” to “white” that 8 or 16-bit integer formats (JPEG, TIFF, PNG) can describe. Whereas these Low Dynamic Range images (LDR) can hold perhaps 8 to 10 f-stops of image information, HDR images can describe beyond 30 stops and stored in 32 bit images.
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