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“The Forty Year Path to the 2016 Filmatic Festival”

Explore the evolution of computer graphics, digital cinema, virtual reality, and tele-collaboration that led to the Filmatic Festival.

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“The Forty Year Path to the 2016 Filmatic Festival”

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  1. “The Forty Year Path to the 2016 Filmatic Festival” Opening Talk Filmatic Festival Calit2’s Qualcomm Institute May 7, 2007 Dr. Larry Smarr Director, California Institute for Telecommunications and Information Technology; Harry E. Gruber Professor, Dept. of Computer Science and Engineering Jacobs School of Engineering, UCSD

  2. Four Themes Led to the Filmatic Festival: Teaming Artists and Scientists with Technologists Computer Graphics and Digital Cinema Virtual Reality Tele-Collaboration

  3. Calit2’s Computer Graphics and Virtual Reality Traces Its Roots Back 40 Years Artist and physicist Daniel Sandin (left) and computer scientist Tom DeFanti (right) founded the UIC Circle Graphics Habitat (later renamed the Electronic Visualization Laboratory) in 1973.

  4. One of the First Computer Animations Used in a Feature Film Was Created at the UIC Habitat Lucasfilm Created Industrial Light and Magic and Pixar Scene from Star Wars (1976) Lucasfilm Creating Death Star on PDP-11 in Habitat Larry Cuba used programming language written and developed by fellow computer scientist Thomas DeFanti as a basis for producing the 3-D computer graphics for Star Wars. http://chicagotonight.wttw.com/2013/05/23/star-wars-connection

  5. The National Center for Supercomputing Applications (NCSA) Was Founded in 1985 NCSA Integrated Scientific Visualization with Supercomputing Wilhelmson, Arrott, et al. Simulation and Visualization of a Severe Thunderstorm-Scale Tens of Kilometers Thunderstorm Video Debuted at SIGGRAPH 1989

  6. From Scientific Visualization of Supercomputing Science to Movie Special Effects 1991 NCSA 1987 Stefen Fangmeier   Computer GraphicsFrom NCSA to ILM 1993 2000 1996 http://access.ncsa.uiuc.edu/ http://movies.warnerbros.com/twister www.jurassicpark.com; www.jamescameron.org www.cinemenium.com/perfectstorm/

  7. A Simulation of Shared Physical/Virtual Collaboration: Using Analog Communications to Prototype the Digital Future • Televisualization: • Telepresence • Remote Interactive Visual Supercomputing • Multi-disciplinary Scientific Visualization “What we really have to do is eliminate distance between individuals who want to interact with other people and with other computers.”― Larry Smarr, Director, NCSA Boston Boston Illinois “We’re using satellite technology…to demo what It might be like to have high-speed fiber-optic links between advanced computers in two different geographic locations.” ― Al Gore, Senator Chair, US Senate Subcommittee on Science, Technology and Space Smarr, Haber, Cox SIGGRAPH 1989

  8. SIGGRAPH 1994Introducing the CAVE Virtual Reality Room “It’s the real start of humans being able to immerse themselves inside the brains of computers―seeing what the computers are seeing.” ― Larry Smarr, Director, National Center for Supercomputing Applications, UIUC “See things you’ve never seen before.” ― Tom DeFanti, Director, Electronic Visualization Laboratory, UIC “Virtual prototyping of new products, from small to large.” ― Rick Stevens, Director, Math and Computer Science Division, Argonne National Lab “Next year―SuperVROOM…Get rid of the Machine Farm and put gigabit networks in place to talk to computers at remote sites―a whole new level of interaction and communication.” ― Maxine Brown, Associate Director, Electronic Visualization Laboratory, UIC Post-Euclidean Walkabout George Francis, NCSA, UIUC www.math.uiuc.edu/~gfrancis/ General Motors Research www.evl.uic.edu/EVL/VROOM/HTML/OTHER/HomePage.html UIC Source: Maxine Brown

  9. Caterpillar / NCSA: Distributed Virtual Reality for Global-Scale Collaborative Prototyping Real Time Linked Virtual Reality and Audio-Video Between NCSA, Peoria, Houston, and Germany 1996 www.sv.vt.edu/future/vt-cave/apps/CatDistVR/DVR.html

  10. Alliance 1997: Collaborative Video Productionvia Tele-Immersion and Virtual Director Alliance Project Linking CAVE, ImmersaDesk, Power Wall, and Workstation Alliance Application Technologies Environmental Hydrology Team UIC Donna Cox, Robert Patterson, Stuart Levy, NCSA Virtual Director Team Glenn Wheless, Old Dominion Univ.

  11. 2005: Two New Calit2 Buildings Provide New Laboratories for “Living in the Future” • “Convergence” Laboratory Facilities • Nanotech, BioMEMS, Chips, Radio, Photonics • Virtual Reality, Digital Cinema, HDTV, Gaming • ~ 1000 Researchers in Two Buildings • Linked via Dedicated Optical Networks UC Irvine Preparing for a World in Which Distance is Eliminated… www.calit2.net $100M From State for New Facilities

  12. Calit2 Has Facilitated Deep Interactions With the Digital Arts and Humanities on Both Campuses “Researchers Look to Create a Synthesis of Art and Science for the 21st Century” By John Markoff NYTimes November 5, 2005 SPECFLIC 1.0 – A Speculative Distributed Social Cinema by Adrienne Jenik Calit2@UCI eMedia Studio: Interactive Telepresence Dance/Media Performances Ruth West, UCSD “Ecce Homology”

  13. Calit2@UCSD Designed Three ExperimentalNew Media Arts Spaces into Atkinson Hall New Media Arts Wing

  14. Calit2@UCSD Multipurpose Room—A “Black Box” Theatre Space • 100-seat Reconfigurable Space • Performances/Seminars

  15. Calit2 3D Immersive StarCAVE OptIPortal:Enables Exploration of Blended Reality 15 Meyer Sound Speakers + Subwoofer Connected at 50 Gb/s to UCSD Campus Switch 30 HD Projectors! Passive Polarization-- Optimized the Polarization Separation and Minimized Attenuation Source: Tom DeFanti, Greg Dawe, Calit2 Cluster with 30 Nvidia 5600 cards-60 GB Texture Memory

  16. Maxine Brown and Tom DeFanti, iGrid2005 Co-Chairs Larry Smarr and Ramesh Rao, Calit2 Hosts

  17. First Trans-Pacific Super High Definition Telepresence Meeting Using Digital Cinema 4K Streams Keio University President Anzai UCSD Chancellor Fox Streaming 4K with JPEG 2000 Compression ½ gigabit/sec 100 Times the Resolution of YouTube! Lays Technical Basis for Global Digital Cinema Sony NTT SGI Calit2@UCSD Auditorium

  18. First Tri-Continental Premier of a Streamed 4K Feature Film With Global HD Discussion August 2009 4K Film Director, Beto Souza Keio Univ., Japan Calit2@UCSD Source: Sheldon Brown, CRCA, Calit2 San Paulo, Brazil Auditorium 4K Transmission Over 10Gbps-- 4 HD Projections from One 4K Projector

  19. Tele-Collaboration for Audio Post-ProductionRealtime Picture & Sound Editing Synchronized Over IP Skywalker Sound@Marin Calit2@San Diego

  20. Crossing Boundaries 2012-Co-Taught Interdisciplinary Graduate Class Co-Taught by Alan Burrett, Robert Castro, Lisa Porter, Victoria Petrovich and Shahrokh Yadegari Performances in Calit2 VROOM Dec 2012 27 graduate students, (playwrights, designers, directors, actors, musicians, filmmakers, performance artists, stage managers, engineers, and theatre scholars) Source: Shahrokh Yadegari, Dept. of Theatre and Dance 2004 Calit2 Professor of Arts and Humanities

  21. Becoming Dragon-A Mixed Reality, Durational PerformanceCombining Virtual Reality, Motion Capture, Second Life 365 hours, from December 1-17th, 2008 Source: Micha Cárdenas, CRCA, Calit2

  22. Artist Dan Ambrosi Teams with Software Experts to Create Dreamscapes-Sees His Art For the 1st Time at QI April 2016

  23. The WAVE (2013) ~$400,00035 Megapixels/Eye $0.010/Pixel WAVE Cluster20x40Gbps WAVE VR Display 7 High by 5 Wide HD Panels 125,000 Cores (50 Nvidia 780s), 200TF

  24. Collaboration Between EVL’s CAVE2 andCalit2’s VROOM Over 10Gbps Optical Fiber Calit2 EVL Source: NTT Sponsored ON*VECTOR Workshop at Calit2 March 6, 2013

  25. Qualcomm Institute Has a Variety of Projects with HMD VR VR Rock Climbing • Drone Controlled by Head Motion with Oculus Rift • Video (mono) Streamed Live to HMD Oculus Rift for viewing MR and CT scans in 3D Using In-House Developed Direct Volume Rendering Algorithm, Optimized for VR Source: Jurgen Schulze, Calit2’s QI

  26. UC San Diego Undergraduate VR Laboratoryin Computer Science and Engineering Building • ~40 graphics Workstations with HMDs • Viewers for Smart Phones • Walk Around VR with HTC Vive • Two 80” 4k Displays • Group VR Viewing • Discussions, Tutoring • Ready by Fall Quarter 2016

  27. Why Would a Social Network CompanyBuy a Consumer Virtual Reality Company? "We're working on VR because I think it's the next major computing and communication platform after phones,“ -Mark Zuckerberg, Facebook CEO July 1, 2015

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