Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

14 September 2009

MakeHuman Makes Open Source More Human

One of the canards about open source is that it only produces hardcore hacker programs - dev tools, infrastructural stuff etc. - that have little to offer the general, non-technical, *normal* user. While that may have been true ten years ago, things have moved on.

For example, here's MakeHuman, an amazing program that lets you create photorealistic 3D humanoid characters:

MakeHuman is an open source (so it's completely free), innovative and professional software for the modelling of 3-Dimensional humanoid characters. Features that make this software unique include a new, highly intuitive GUI and a high quality mesh, optimized to work in subdivision surface mode (for example, Zbrush). Using MakeHuman, a photorealistic character can be modeled in less than 2 minutes; MakeHuman is released under an Open Source Licence (GPL3.0) , and is available for Windows, Mac OS X and Linux.

The MakeHuman 0.9.1 Release Candidate was published in December 2007, prompting considerable community feedback.

Development effort is currently focused on the 1.0 Release, based on a new GUI and a 4th generation mesh. This release also incorporates considerable changes to the code base which now uses a small, efficient core application written in C, with most of the user functionality being implemented in Python. Because Python is an interpreted scripting language, this means that a wide range of scripts, plugins and utilities can be added without needing to rebuild the application.

Even the alpha version is incredibly impressive - real drag and drop 3D humanoid manipulation (*very* eerie), with a simple-to-use interface. If you think that free software is only about important but boring stuff, try out MakeHuman, and be amazed.

Follow me @glynmoody on Twitter or identi.ca.

30 May 2008

Blender's Big Buck Bunny

Is out:

As a follow-up to the successful project Orange’s “Elephants Dream”, the Blender Foundation initiated another open movie project. Again a small team (7) of the best 3D artists and developers in the Blender community have been invited to come together to work in Amsterdam from October 2007 until April 2008 on completing a short 3D animation movie. The team members will get a great studio facility and housing in Amsterdam, all travel costs reimbursed, and a fee sufficient to cover all expenses during the period.

The creative concept of “Peach” was completely different as for “Orange”. This time it is “funny and furry”!

The Blender Foundation and Blender community have been the main financiers for Peach. As for the previous open movie, a pre-sale campaign to purchase the DVD set in advance will be organized.

Additional support from sponsors and subsidy funds has been realized as well.

Peach also was the first Open Project hosted by the new Blender Institute in Amsterdam. This will make the project more independent, without much involvement of production partners, and also will ensure continuity.

27 December 2007

A Three-Dimensional Approach to Content Sales

One of the recurrent themes on this blog is the transition from a world of analogue content to one that is purely digital - and hence trivially copiable. The refusal of the media producers to recognise this shift is at the root of most of the problems they face in terms of declining sales and increasing unauthorised copying. Another recurrent idea has been the solution to this problem: to give away the digital but make money from the analogue.

Here's someone else with a nice observation that meshes with this perfectly:

Last Friday I was at a movie preview for a concert movie called U23D, which, as you will correctly surmise, was a U2 concert filmed in digital 3D.

A few weeks ago I saw the new film Beowulf, also in 3D.

As I look out the office window to the AMC Loews on 84th St, I see that the marquee is already pitching Hannah Montana 3d, not due out until February.

And outside that same theater is a 3d movie poster for the upcoming Speed Racer movie.

Suddenly everything is floating in space, after decades of flatness. What gives?

The answer?

Could it have something to do with the fact that a 3d movie cannot be pirated?

According to IMDB, the LA premier of Beowulf was on November 3, 2007 and the film was officially released in the US on November 16. On the other hand, according to vcdquality (a news site that announces the “releases” of films into various darknets) it was already available for file sharing by November 15.

Isn’t it just possible that the studios were thinking: Hey guys, I know you could just download this fantasy flick and see it on your widescreen monitor. But unless you give us $11 and sit in a dark theater with the polarized glasses, you won’t be seeing the half-naked Angelina Jolie literally popping off the screen!

12 June 2007

Going on a Blender

Blender has always been one of my favourite open source projects, not least for the inspirational way money was raised by the common folk to make proprietary code open. Similarly, the open film "Elephant's Dream" was a good example of innovative thinking.

Now they're at it again:

As a follow-up to the successful project Orange's "Elephants Dream", the Blender Foundation will initiate another open movie project. Again a couple of the best 3D artists and developers in the Blender community will be invited to come together to work in Amsterdam on completing a short 3D animation movie.

...

As a second open project, the Blender Foundation and Crystal Space community are going to cooperate on organizing an Open Game. This will become possible thanks to the support by the NLGD Conference, the "Nederlandse Game Dagen", the annual conference for the Netherlands game industry.

This project will have as a main target to validate open source for creating professional quality 3d games, with Blender being used as creation and protyping tool and Crystal Space as engine and delivery platform.

All important stuff, because it's taking open source into new areas.

25 April 2007

Quakr, the New Quake?

Well, no, not really: actually, it's much more impressive:

Quakr is a project to build a 3-dimensional world from user contributed photos.

16 April 2007

Fotowoooooooosh

I. Am. Gobsmacked. (Via Techcrunch.)

27 February 2007

3D Viewer for Second Life

Sounds cool:

The University of Michigan 3D Lab has brought Second Life one step closer to real life by developing stereoscopic support for the Second Life viewer. This recent addition allows visitors wearing special glasses to see the objects of Second Life pop out of the screen similar to watching a 3D movie. Using the recently released source code by Linden Labs, Gabriel Cirio and Eric Maslowski have developed a stereoscopic version of the Second Life viewer that works with a large-screen stereo projection system. This lowcost system uses passive stereo based on polarizing filters and was built from off-theshelf components.

Further proof, if any were needed, of why opening up the code is good for everyone.

13 February 2007

Why Virtual Worlds Will Explode (Metaphorically)

This is spot-on:

The kids who have pushed MySpace to the limit are looking for the next cool place to hang out on the Internet, and they’re finding it in easy-entry 3D virtual worlds like Tyra’s. I haven’t been in yet since I just got home and wanted to get the news up, but Glitchy tells me the place is packed. Why? Because it does the one thing Web pages can’t: It provides “presence,” the ability to interact in three dimensions with the people around you. (The ability to change your outfit on the fly ain’t bad, either.) It’s a richer mode of communication than chat, email or IM, and the generation that already takes those mediums for granted want more. 3D worlds give them that. It’s not a quirk of technology, it’s a cultural shift in the way we interact and communicate with each other.

18 January 2007

Live a Little: Try Knoppix

How can anyone resist this sort of thing? Go on, live a little: you know it makes sense.

17 January 2007

O, to be in Hamburg...

...now that Google Earth is there.

Even though I've been writing about the coming convergence of online games, virtual worlds, and 3D systems like Google Earth, for a while, I'm still amazed at how quickly it's happening. Here's the latest milestone:

Hamburg wird als erste Stadt weltweit als 3D-Modell in das Programm integriert - inklusive der Häuserfassaden.

(Hamburg has become the first city in the world to be integrated into the 3D-program [Google Earth] - complete with building facades.)

...

Franz Steidler, Chef der Cybercity AG, die von Paris und Florenz bereits auf eigene Kosten 3D-Modelle erstellt hat, träumt bereits von ganz anderen Anwendungen: Man solle auch in Häuser hineingehen können, etwa in Geschäfte, um virtuell einzukaufen. "Da ist vieles denkbar."

(Franz Steidler, the head of Cybercity AG, which has already made 3D models of Paris and Florence at its own expense, already dreams of other applications. People will be able to go into buildings, for example shops, in order to make virtual purchases. "All kinds of things are imaginable there.")

Buying virtual goods in virtual shops: now where have I heard that before? (Via Ogle Earth.)

Open Aladdin4D

I've written before about the example of Blender, and how it was freed from its proprietary shackles. Now it seems that another modelling program, Aladdin 4D, may also receive its manumission:

What is Aladdin 4D? It's a powerful, but extremely easy-to-use, 3D modeling, rendering and animation package that includes the 3D tools that you'd expect as well as many unique features like relative time-based animation, an amazingly powerful particle system, and one of the fastest rendering systems on the desktop.

Nova originally purchased Aladdin 4D in the mid-1990s from Adspec, Inc. and then heavily upgraded and modernized to make it even more powerful and easy to use. Aladdin 4D has many advanced tools for professional 3D animation, yet its interface was designed to be easy for anyone to use. The source code for Aladdin 4D was designed to be as portable as possible. Adspec, under contract, once ported Aladdin 4D to the Transputer board and also did a special Intel processor rendering engine. Aladdin 4D has already had it's rendering engine test-compiled (a quick hack job) under Linux, MacOS X and other platforms in the past. The source code is highly standard C source code.

This would be great news. Great, because it reinforces this as a model for expanding open source; great because competition is good; and great because with the rise of virtual worlds (especially open ones), 3D modelling packages are going to become as common as HTML editors.

12 January 2007

From Mixed Doubles to Mixed Reality

As a Brit, my childhood summers always had the Wimbledon tennis championship as a kind of vague backdrop; this seems to have inoculated me against too much enthusiasm for the game these days. So news that IBM has created a recreation of the Australian Open would normally leave me breathing in more air than usual.

This aspect of it, on the other hand, sounds seriously cool:

data is pulled directly from IBM tracking technology used to collect data on live Grand Slam tennis matches. This data is applied in near real-time to a virtual tennis ball and two participating avatars in a 3D reconstruction of the Melbourne Tennis Centre. Those watching the match are able to view the proceedings from the bleachers and also from the eyes of the players.

I also like Tony Walsh's description of this situation as "Mixed Reality".

08 January 2007

Of Sears and Seers

People often ask: "but what's Second Life for?" Maybe this is the answer:

IBM, which recently set up a business group to explore possibilities in virtual worlds — and earmarked millions of dollars for the effort — is now bringing mega-retailer Sears to the virtual world of Second Life in a project to be announced today, 8 January, at the Consumer Electronics Show in Las Vegas.

...

each of the floors will present different possibilities for taking advantage of a 3D online world like Second Life for showing off Sears products and giving consumers more functionality than they could get from a flat Web page.

...

The plan is to allow a customer to import their own kitchen design to the virtual space, fit it out with Sears products, and be able to move around in it as they would a real kitchen in order to get a feel for how the products would work in their kitchen at home.

Visionary stuff indeed.

Google Earth Meets Second Life

Apparently, Google Earth now has a layer that includes user-generated buildings:

What you get is the best of 3D Warehouse's textured buildings uploaded by users, downloaded by default as you zoom in.

But the really interesting bit is as follows:

As speculated on Ogle Earth before, and now confirmed, Google is harnessing the creativity of its users to populate its Earth with 3D textured buildings, whereas Microsoft Virtual Earth is engaging in "central planning", with a concerted effort to map 3D textures onto models using technology from its recent acquisitions. Which is quicker and/or better will become apparent over time.

But what happens when a user deletes a contributed building from 3D Warehouse? I went looking for the answer in the terms of service, and the answer is quite clear (I think): Although you own your content, uploading it to 3D Warehouse gives Google a "perpetual license" to reproduce both the content and derivative works of the content, even if you later remove it from your account.

Which, of course, is precisely the approach that Second Life takes.

29 December 2006

Those who Cannot Remember the Past...

...are condemned to release again it ten years later.

I was interest to read that Sun has launched its Looking Glass interface. Not just because it's yet another 3D-ish approach, with some interesting applications coming through. But also because Sun seems to be blithely unaware of the history of the Looking Glass moniker. As I wrote in Rebel Code:

Caldera was set up in October 1994, and released betas of its first product, the Caldera Network Desktop (CND) in 1995. The final version came out in February 1996, and offered a novel graphical desktop rather like Windows 95. This "Looking Glass" desktop, as it was called, was proprietary, as were several other applications that Caldera bundled with the package."

Caldera, of course, eventually metamorphosed (hello, Kafka) into SCO....

Let's Go 3D

As perceptive readers of this blog may have noticed, there's been an increasing number of stories about the rise of 3D technologies in computing, particularly in terms of the interface we use. Well, here's another one - a short but well-written piece about the different strategies of Google and Microsoft in this sphere from my favourite news magazine, Der Spiegel. (Via Ogle Earth.)

21 December 2006

Heading Towards 3D

Once this kind of thing becomes commonplace, there's no stopping the 3D wave. (Via TechCrunch.)

19 December 2006

Behold: Ajax3D the Great

Something that seems to have everything going for it: Ajax3D. Yup: Ajax meets 3D - or X3D, to be more precise. Here's what a rather useful white paper on the subject by Tony Parisi, one of the pioneers of the by-now antediluvian VRML standard has to say:

Ajax3D combines the power of X3D, the standard for real-time 3D on the web, with the ease of use and ubiquity of Ajax. Ajax3D employs the X3D Scene Access Interface (SAI)—the X3D equivalent of the DOM— to control 3D worlds via Javascript. With the simple addition of an X3D plugin to today’s web browsers, we can bring the awesome power of video game technology to the everyday web experience.

The initial development has begun. Media Machines has created the first showcase applications and tutorials, and has launched a web site, www.ajax3d.org, as an open industry forum to explore technologies, techniques and best practices. This white paper describes the key technical concepts behind Ajax3D and, via examples, introduces the beginning of a formal programming framework for general use.

(Via Enterprise Open Source Magazine.)

07 December 2006

The Open Source Brain

At first sight, there's something appropriate about Paul Allen paying for the Allen Brain Atlas:

an interactive, genome-wide image database of gene expression in the mouse brain. A combination of RNA in situ hybridization data, detailed Reference Atlases and informatics analysis tools are integrated to provide a searchable digital atlas of gene expression. Together, these resources present a comprehensive online platform for exploration of the brain at the cellular and molecular level.

After all, he did work on an "electronic brain" as they were mockingly called back in those dim, dark days of early computing. And it comes as no surprise that the freely-available and rather impressive 3D Brain Explorer - think Google Earth for the mouse brain - is only available for Windows XP and the Macintosh.

But dig a little deeper, and you find something rather telling about the real "brain" behind this brain:

Processing the amount of data produced during the Atlas project (approximately 1 terabyte/day) requires a fully automated data processing and analysis pipeline. A goal of informatics is to provide the infrastructure that will allow scaling of an increase in image data and complexity of image processing. The IDP was designed to be modularized and scalable to support a library of informatics algorithms and to function so that additional incorporation of informatics modules does not interrupt production systems. The system must also have the flexibility to accommodate defining multiple workflows using some or all algorithms and is iterative in its processing of gene image series. Parts of the process are computationally intensive, such as image quality assurance/quality control (QA/QC) and preprocessing, registration, and signal quantification. These tasks are scheduled and run in parallel on the server cluster.

Right. And just as a matter of interest, what might that cluster be running?

The cluster consists of a total of 148 CPUs, 32 HP BL35p blades with dual AMD 2.4Ghz, 4GB RAM and 21 IBM HS20 blades with dual Intel 2.8Ghz Hyperthreaded, 4GB RAM, all running Fedora Linux.

Obviously someone used their brain.

05 April 2006

Blender - Star of the First Open Source Film

Blender is one of the jewels in the open source crown. As its home page puts it:

Blender is the open source software for 3D modeling, animation, rendering, post-production, interactive creation and playback. Available for all major operating systems under the GNU General Public License.

It's a great example of how sophisticated free software can be - if you haven't tried it, I urge you to do so. It's also an uplifing story of how going open source can really give wings to a project.

Now Blender is entering an exciting new phase. A few days ago, the premiere of Elephant's Dream, the first animated film made using Blender, took place.

What's remarkable is not just that this was made entirely with open source software, but also that the film and all the Blender files are being released under a Creative Commons licence - making it perhaps the first open source film.

Given that most commercial animation films are already produced on massive GNU/Linux server farms, it seems likely that some companies, at least, will be tempted to dive even deeper into free software and shift from expensive proprietary systems to Blender. Whether using all this zero-cost, luvvy-duvvy GPL'd software makes them any more sympathetic to people sharing their films for free remains to be seen....