Can't get enough of nude, 3D-modelled humans with the internal physics of bags of jelly interacting with physics simulations? We've got you covered with Albert Omoss's Plug Party 2K3. (via JWZ) Read the rest
Once you've got a human-shaped 3D model that you've imbued with a suitably squishy physics, what do you do? You could torture thousands of them in a virtual infernal device straight out of The Wasp Factory, but why bother when you can strip them naked and drop them in perfect columns? (via Kottke) Read the rest
A. Peer, M. Ihmsen, J. Cornelis and M. Teschner's SIGGRAPH paper "An Implicit Viscosity Formulation for SPH Fluids," explored techniques for simulating the physics of smoothed-particle hydrodynamics -- solids that melt and squoosh into liquids and slimes. As interesting as the paper is, the video is a showstopper -- never have simulated anthropomorphic armadillo action-figures been so meltfully delightful! Read the rest
This raw footage provides an inside look at the making of Mad Max: Fury Road. Read the rest
Pixar has released its Renderman imaging software to the public free to download. This version is identical to the software it uses on it's own films, which was invented in-house, and is used today by major film and video game studios for animation and visual effects. This free license is for non-commercial use only, which includes show reels and student films.
Free Non-Commercial RenderMan can be used for research, education, evaluation, plug-in development, and any personal projects that do not generate commercial profits. Free Non-Commercial RenderMan is also fully featured, without watermark, time limits, or other user limitations.
Pixar is also launching a Renderman Community Site to share knowledge and assets, showcase work, and support all the new users bound to take advantage of this unique opportunity.
It is a hermetically sealed fantasy, full of digitally created memories, counterfeit physics and controlled accidents. A place where reality fails because it's too perfect, and where spectacular CGI setpieces are replaced with more introverted and complex fantasies - fantasies of the digital-artist-as-god, lost in uncanny valley.
Farbeit from me to argue with the artist, but let's forget the Uncanny Valley. There's more to this than that. It's not about what the machine can't quite show. It's not even about what the machine sees; it's about what the machine makes you see. Read the rest
Primitive digital imagery has had something of a resurgence across the past decade or so, to the point where pastiches of 8-bit pixel graphics have found their way into mainstream productions such as Wreck-It Ralph. Perhaps it is time that the animators and digital artists of today rediscovered the lesser-known cousin of this aesthetic: the strange world of pseudo-CGI.Read the rest
The Association for Computing Machinery's annual SIGGRAPH conference is where you will find many of the most incredible, edgiest developments in computer graphics research. Above is the video trailer for this year's "Technical Papers" program. SIGGRAPH 2013 takes place July 21-25 in Anaheim, California. Read the rest