This version requires OpenGL ES 2.0, so it doesn't work on the 2G or 3G versions of the device. Epic has also said to expect to see UE3 running on "another mobile platform entirely" as early as the CES in January, with further announcements coming throughout 2010.
Friday, 25 December 2009
This version requires OpenGL ES 2.0, so it doesn't work on the 2G or 3G versions of the device. Epic has also said to expect to see UE3 running on "another mobile platform entirely" as early as the CES in January, with further announcements coming throughout 2010.
Thursday, 24 December 2009
Sunday, 20 December 2009
Don Bluth's game is also one of the most famous games featuring cartoonish, hand-drawn graphics too... If you're interested in downloading it you can check it out at the link below.
The article features quotes along the way from people such as Tim Sweeney from Epic Games, Rich Hackett from Blitz, Bryan Marshall from Codemasters, OGRE's Steve Streeting and finally UCL's Andrew Hudson-Smith. Titled The Hidden Story of the 3D Engine, you can find the full article here.
For example, the CityEngine app now allos for global texture mapping and advanced roof types while CityScape tackles automated and advanced city traffic. Both of them also support GIS data as well (from the free repository of OpenStreetMap) so the possibilities of creating real-world locations other than fictitious ones is also there.
Check them out at http://www.procedural.com/cityengine and http://pixelactive3d.com.
Friday, 18 December 2009
There is a version available for researchers which includes a high resolution, neuro-signal acquisition and processing wireless neuroheadset and also a proprietary software toolkit that exposes APIs and detection libraries such as the Affectiv Suite, the Cognitive Suite and the Expressiv Suite. These allow for monitoring emotional states, conscious thoughts and intent and also facial expressions.
I am very much looking forward to using this for research, particularly into the non-photorealistic rendering realm as it could well form the next logical step to some of the research work carried out for my PhD. The cost alone makes it incredibly appealing, will post a follow-up when I receive the hardware and test it.
The portable games market has a new competitor, the open-source Pandora. This device, developed by a company called OpenPandora, is a unique blend of a UMPC and a handheld game console. In processing terms the Pandora outperforms both the DS and PSP and boasts an impressive feature list.
Powered by an ARM 600Mhz CPU and Linux OS the device also houses a 4.3” 800x480 LCD screen, 802.11b/g wi-fi, Blutooth, high-speed USB, TV out, dual analogue controls and a full QWERTY keyboard. There have been some delays with it but it finally starts shipping in Jan 2010. It will be interesting to see whether it can compete with the Sony and Nintendo devices which are already established as it can certainly rival them in terms of computational power.
Unity Technologies, one of the most up and coming game engine companies, has today announced the official opening of its UK studio. It's the third office for the firm behind the increasingly popular multi-platform game development tools for PC, Mac, Wii, PS3, Xbox 360 and iPhone. The other two are in Denmark (where the company originates from) and the States.
Unity UK is based in Crawley and headed by former EA/Criterion man Graham Dunnett. The company is also said to be hiring at the moment. It's very encouraging to see one of the most promising firms in the field opening an office domestically, so best of luck to them!
Wednesday, 16 December 2009
The group now wants commentary from web developers and other experts who might be involved with WebGL so it can be finalized. Exciting news that bodes well for the future, I expect we'll see some interesting developments going live next year.
Monday, 14 December 2009
Sunday, 13 December 2009
A piece of news interesting to those into terrain modelling and editing, e-on Software has recently announced a free edition of its flagship terrain editor. Vue 8 PLE (Personal Learning Edition) is to offer the same toolset with the commercial version (which includes support for 3ds Max, Maya, Cinema 4D, LightWave 3D and Softimage).
The PLE is free download with no expiry date although all renders will have a logo watermark (and any scene files you create aren't compatible with the paid versions of Vue). Well worth checking out if you are interested in the creation of 3D natural environments.
Friday, 11 December 2009
The level of geometrical complexity is certainly very high and it would be interesting to see a model like this on a navigational application one day for usability testing purposes. Take a look at http://www.skapeworld.com/ for more info.
Thursday, 26 November 2009
The Paris 3D Beta navigation system is of considerable interest (particularly for researchers like me) as it opts out of a perspective, bird's eye view for a pedestrian one. In the future Mappy and Visioglobe plan to add more functionalities using real-time proximity information like, for example, traffic or weather information and landmarks history.
You'll have to install a plugin to see this but it is well worth checking out at http://paris3d.mappy.com/
The list of games includes Asteroids and Lunar Lander, Yars' Revenge, Adventure, Crystal Castles and Battlezone all classic titles that defined era (and isn't Battlezone the first 3D game ever?). More titles are probably to follow. This is well worth checking out for anybody with interest in retro-gaming since the detail in which these old games have been recreated is beautiful, from the wood veneer to the font used in the games . The player can even plug his/her Atari Joystick into the computer via a USB adaption.
Tuesday, 17 November 2009
It remains unknown how well OnLive performs on wireless cellphones, in fact the jury is still out on the performance of the ‘native’ edition of OnLive for TVs, PCs and Macs. OnLive is set for release in the US before the end of the year.
Sunday, 15 November 2009
This article takes a close look at the Larrabee New Instructions to one of the major problem areas - rasterization - with the view of taking advantage of the strengths of Larrabee's CPU-based architecture. According to Mike, it is important to state that performance with the Larrabee New Instructions will vary greatly from one application to the next - there's not much to be done with purely scalar code - but diving into Larrabee rasterization in detail gives you a good sense of what it's like to apply the Larrabee New Instructions to at least one sort of non-obvious application.
The article goes in great depth for this and is an excellent read (and perhaps one the first few detailed prefaces of the extinction of graphics cards). Read it here.
Saturday, 14 November 2009
The software can then tidy up the final reconstruction by taking out the invalid tetrahedra to obtain the surface mesh based on a probabilistic carving algorithm and the object texture is applied to the 3D mesh in order to obtain a realistic effect See the vid above, the work has been presented at several conferences (including ISMAR 2009 where it won an award) and is cutting edge in this particular field.
Friday, 13 November 2009
Thursday, 12 November 2009
Tuesday, 10 November 2009
Urban PAD includes four content editors and a city generation engine. The tool is aimed at offering editable procedural city creation through automatic content placement, real-time manual editing, and contextual adaptation. The video above is a great showcase for the application. I was lucky enough to have some people from Gamr7 demonstrate the application to me a few days ago and I was very impressed.
You can check out the trial version (or purchase the full product) at the official site of the company which can be found at http://www.gamr7.com.
Monday, 9 November 2009
The publication is designed to cover a set of easy to follow examples, which culminate in the production of a First Person 3D game, complete with an interactive island environment. By introducing common concepts of game and 3D production, you'll explore Unity to make a character interact with the game world and build puzzles for the player to solve, in order to complete the game.
At the end of the book, you will have a fully working 3D game and all the skills required to extend the game further, giving your end-user, the player, the best experience possible. Well worth investigating!
The book can be purchased from here.
Sunday, 8 November 2009
The redesign also removes roadside barriers and much of the pavement clutter. This boosts available space for pedestrians by around two-thirds, as well as – the designers hope – encouraging all road users towards a more thoughtful, responsible attitude. A team from Atkins, the engineering and design group which managed the project, used software of the type which created vast battle scenes in the Lord of the Rings films to create 3D animations showing how the throngs might interact. This appeared to prove that an X-shaped junction allowed the crowds, which can peak at around 40,000 people an hour, to cross far more efficiently.
This is a great example of how urban modelling can be used for city planning. See the vid and also read the full Guardian story here.
Saturday, 7 November 2009
According to the company, Unreal development technology is already in use at over 100 schools where game development-related courses are taught, and other universities, like the Art Institutes, DeVry University and the University of Pennsylvania, among others, plan to incorporate the tech into their curricula.
Wednesday, 4 November 2009
Developer Unity Technologies is keeping the full-fledged Unity Pro license priced at $1500. Alongside the new pricing shift, Unity is moving from version 2.5 to version 2.6, adding new graphics and pipeline capabilities. Unity CEO David Helgason stipulates that the company has Xbox 360 support in the works as well.
Features new to Unity 2.6 include full integration with Visual Studio and support for external revision control solutions like Subversion and Perforce. Both these inclusions Unity says are aimed at allowing the engine to better slot into existing large-scale developers' production pipelines. Also new to 2.6 are graphics and performance capabilities like post-processing-compatible anti-aliasing, screen space ambient occlusion, and background fully-threaded asset streaming.
Check all of this out at http://www.unity.com/
Monday, 19 October 2009
Attempts of capturing that have been plagued with deficincies and currently policy seems to now be to completely open this process up to the world and the end users. To facilitate that Google has recently announced the launch of Google Building Maker, a fun and simple tool for creating buildings for Google Earth.
Building Maker is cross between Google Maps and a gigantic bin of building blocks. Basically, you pick a building and construct a model of it using aerial photos and simple 3D shapes – both of which Google provides. When you're done the model is examined. If it looks right, and if a better model doesn't already exist, it is added it to the 3D Buildings layer in Google Earth. You can make a whole building in a few minutes.
For now, you can choose to make buildings in any of about 50 cities. Building Maker is an online tool, and it runs entirely in your web browser (Google Chrome, Firefox, Safari, Internet Explorer etc.). Models you create with Building Maker "live" in the Google 3D Warehouse (a giant, online repository of 3D models). You can use Google Sketchup to edit or otherwise modify anything you make with Building Maker.
A cool initiative by Google and based on admirable business model. Check out the vid above to see how Building Maker works.
This is probably one of the greatest single challenges facing educational game design, how can the practical matters of education intersect the enveloping fantasy we expect from games?
You can read the rest of this excellent article which offers a lot of insight into current and future serious games development at http://gamecareerguide.com/features/791/educational_.php
Friday, 16 October 2009
"What we wanted to do is build a system where we could give [drivers] those visual cues before they got into the car," says Billy Chen, a researcher in the MSN Advanced Engineering group. Ideally, he says, the driver would feel as if they've driven the route before, even if they've never been on those streets.
Videomap still provides written directions and a map with a highlighted route. But unlike existing software, such as Google Maps or MapQuest, the system also allows users to watch a video of their drive. The video slows down to highlight turns or speeds up to minimize the total length of the clip. Memorable landmarks are also highlighted, though at present the researchers have to select them from the video manually. "As we pass a landmark, the field of view will expand to encompass that landmark and create a landmark thumbnail [image]," Chen says. The video freezes on this image for a few seconds to imprint it in the driver's memory, so that they will recognize it during the drive.
An incredibly interesting idea that would be great to see on a pedestrian navigation system as well as vehicular one although I am not convinced on whether the scale of capturing the locations can be easily achieved nor that video can be the way to stimulate memory. It would still would be great to see this implemented however!
Lead researcher in the project is Dr Cathy Craig said: “Immersing players in an interactive virtual reality provides an exciting new way of exploring and understanding human behaviour. “The advantages of this technology are that unlike playing a video game on a normal desktop computer, the rugby player or athlete is totally immersed in a realistic simulated environment. By presenting stereoscopic images in a head mounted display and tracking head movements, the user’s viewpoint is automatically updated giving a 360 degree virtual experience. This means that the user becomes totally absorbed in their virtual environment encouraging them to interact as they would in the real world.”
The players are fitted with a ‘backpack’ of sensors and don a helmet-like visor known as a head mounted display through which a series of 360 degree virtual scenarios are displayed. For the researchers this type of research provides valuable insight into expertise and how visual information is used in the decision making process.
Anyone wishing to view players using the equipment can log onto http://www.qub.ac.uk/virtualreality/projects/ulsterrugbyvideo.aspx
Saturday, 10 October 2009
You can watch this now on the BBC iPlayer, a captivating watch for anyone interested in historical computing and worth alone for the scene where Clive Sinclair, frustrated by the strong focus of the public on games for the Spectrum starts railing against the classic Jet Set Willy title!
Often in productions a 3D model that only looks or feels like a real city is needed. These so-called 'atmospherically-correct' city models only mimic the architectural style of the building shapes and facades - but a building does not correspond exactly to a real-world opponent. A problem frequently encountered in such productions is the following: An 'atmospherically-correct' city is needed, but you do not have access to the corresponding building shapes/geometries nor do you want to buy the (expensive) building footprints.
This example showcases a solution for this problem using the great CityEngine application (and will work with both the free trial and full version). Here, a low-polygon version of Venice was created in the following steps:
- Take street data from OpenStreetMap.org and a satellite picture.
- Generate blocks from the street data and use the "subdivide lots tool" to automatically subdivide the blocks into lots which have roughly the same size as on the satellite picture.
- Write simple rules which generate the shapes and texture the facades with (rectified and cropped) photos of a few buildings common in such a city. Furthermore, the roofs and streets can be brushed up with the satellite picture (by using the second texture layer).
- Control the generation process (either manually or with attribute layers) to fine-tune e.g. landuse (open spaces or green spaces) to insert trees or landmarks at the right places.
It is worth mentioning that in this example, it was possible to exploit the data from OpenStreetMap very well, e.g. it was possible to automatically create the waterways .The picture below shows the satellite picture on the left, the OpenStreetMap data in the center and the generated city on the right.
For more information on the CityEngine application, which I have featured many times in this blog and is truly a great piece of software visit http://www.procedural.com.
Game Director Sefton Hill made the directive right at the beginning of the 'Batman: Arkham Asylum' project that every aspect of the project - from the game design through to the art had to be true to the Batman Universe and to Batman's own personality characteristics. "We based all our decisions around this simple principle," says Hill. "This made life a lot easier for us as it gave us a touchstone that would let us know if we were ever going off track, all we had to ask was, 'What would Batman do?' This resulted in the final product being true to the Batman brand, and produced a rich authentic experience for both the Batman disciple and those new to the caped crusader."
The article takes us through both the Batman and also main villain character model creation with some very interesting insights and illustrations and is well worth reading for any aspiring character modeller/texture artist/animator.
Wednesday, 7 October 2009
Saturday, 3 October 2009
With it, you can automatically create entire, three-dimensional modern cities in a matter of seconds by adjusting various parameters, such as city size and complexity, rather than creating each building, each street, and each texture manually. The master concepts in SCE are randomness and therefore uniqueness: each generated city, each building, and each street is random and unique, making your city look real. Besides, you can greatly alter the look of a city simply by changing the input parameters.
SCE is lean (only 263kb), fast, and generates very complex-looking cities with minimal memory footprint, so even modest computers can run it. More robust configurations can generate cities that spread to the horizon. Since it is run from within Blender, making cities with SCE doesn't have to end at the generator's limits. You can always tune a generated city while enjoying the editing power and comfort of Blender.
Finally, SCE is completely free of charge, and its source code is in the public domain, download it from http://arnaud.ile.nc/sce/index.php
A fantastic addition to an already great script, check it out at http://www.tysonibele.com/
Wednesday, 23 September 2009
While I usually (and I suspect most people too) find efforts of turning classic 2D game environments in 3D incredibly twee, this one is surprisingly good, to the extent of utilizing the artistic strengths of the original environments but in a modern, state-of-the-art real-time graphics setting. Check it out in the video above. Before you get too excited however this is not the beginning of a remake of MI2 with the CryEngine, just a showcase of the latter's potential combined with the great art ideas of the LucasArts game...
Saturday, 19 September 2009
A new company called OTOY uses the same sort of server-side rendering system as OnLive, but through a web browser on a cellphone. To demonstrate this, they’ve released a video showing an Xbox 360 controller being used to control a first person shooter game on a Samsung Omnia. It certainly looks impressive on the vid above although I'd like to see it first hand too in order to establish how good the quality is. Still, the idea is certainly sound (remote rendering can be the only way to get quality graphics on a mobile device with modern technology) and very innovative.
I recently visited, along with some Bournemouth University colleagues, IBM Hursley. Amongst other work that was presented to us there was also some excursion into the world of the educational/serious games. This comes in the form of the Academic Edition of INNOV8 2.0, the IBM Business Process Management (BPM) simulation game, giving both IT and business players an excellent introduction to BPM, from learning the anatomy of a model, to how one might optimize the model and make a company more profitable.
The game features a fictional call center agency, After Inc, who has a process model that is functioning sub-optimally. As the protagonist Logan, you must discover the current model, find out why it is under-performing and then optimize it to meet the demands of the market.
The game is available for free to all academics as part of the IBM Academic Initiative and can be downloaded from http://www-01.ibm.com/software/solutions/soa/innov8/full.html.
Wednesday, 16 September 2009
Microsoft has confirmed that its new Zune HD handheld will feature gaming functionality. The company said in a press release that the new iPhone-styled touch-screen media player, will support “fun 3D games” such as Project Gotham Racing: Ferrari Edition, Vans Sk8: Pool Service and Audiosurf Tilt.
Games can be added to Zune HD via Zune Marketplace over the Wi-Fi connection or when connected to Zune PC software. At the moment available in the US only, the 16GB Zune HD retails for $219.99 and the 32GB version for $289.99. The device features a built-in HD radio receiver, HD video output capabilities, an OLED touch screen and an internet browser. Microsoft also said that it will support applications like a calculator, an MSN Weather app, Twitter and Facebook.
It was only matter of time till Microsoft wanted a bite at the cherry in the mobile market but also in the mobile game market where they could potentially have a considerable advantage over even Apple. It remains to be seen how the Zune will fare as both a mobile device but also a portable games console.
Friday, 11 September 2009
The grand Gothic cathedral - the Church of Our Lady in front of Tyn – dominates the square ensemble. Construction of the cathedral began in the XIV century, and was completed as late as the XVI century. A monument to Jan Hus, who was the leader of Czech Reformation, also stands on the square.
By downloading the Vizerra application at the link below it is possible to explore a very good 3D model of Old Town Square in Prague.
Saturday, 5 September 2009
Traditionally, academic institutions have relied on tools such as blackboard outlines, physical demonstrations and videos to facilitate learning. However, through computers and projectors, 3-D technology allows users to see a person, place or thing as it would appear in real life. This opens the door to a virtual world of possibilities in the classroom, where students can learn about science anatomy, geography, architecture and astronomy by interacting with the content rather than reading about it in a textbook.
KCTCS, which includes 16 colleges across 65 campuses, created the KCTCS Interactive Digital Center which currently has completed the creation of five interactive digital learning modules in the areas of energy, health care and manufacturing. The IDC has also delivered training across the country to other colleges and businesses on how to use the 3-D software in addition to creating customized solutions for industry clients.
Although KCTCS leadership had been looking to integrate the 3-D technologies into the classroom for the past seven years, the push really came in the wake of the coal mining tragedies in 2006. That's when KCTCS launched its first virtual project for the Kentucky Coal Academy to show advantages of simulation-based training.
Such innovative units of instruction can be viewed on a laptop, while others use 3-D stereographic projection technology, which allows learning objects to pop out in the middle of the room. For some projects, students enter a space called a "CAVE," which has screens on the walls that project a real environment of the respective field such as a hospital room, for instance.
Sunday, 30 August 2009
From the start, however, the sameness that a fixed pipeline imposed on game engines and their output was apparent. In the early days you could usually tell what GPU a PC game was running on simply by the graphical effects, irrespective of the title or developer.
Change began five years ago with the move from fixed-function GPUs to a new generation that enabled semi-programmability through shaders. Game developers embraced the relative freedom and now they want more.
A fantastic article on the future of real-time graphics techniques, with a number of mini interviews with experts of the field, can be found on the online version of the excellent Edge magazine and is well worth a read for anybody wanting to investigate the upcoming trends in real-time game visuals.
Saturday, 29 August 2009
Students at a Baltimore County High School this fall will explore the area surrounding Mount St. Helens in a vehicle that can morph from an aircraft to a car to a boat to learn about how the environment has changed since the volcano’s 1980 eruption.
This will all be done without ever leaving their Chesapeake High School classroom as they will be using a three-dimensional Virtual Learning Environment developed by the Johns Hopkins University Applied Physics Laboratory (APL) with the University’s Center for Technology Education.
A coalition that also included Lockheed Martin, Northrop Grumman, and the University of Baltimore is deploying the environment, which was modeled after a state-of-the-art, 3D visualization facility at APL that was used for projects by the Department of Defense and NASA.The Virtual Learning Environment includes 10 high-definition, 72-inch TV monitors, arranged in two five-screen semicircles that allow students to interact with what they see on screen using a custom-designed digital switch and touch-panel controller. In an adjoining lab, 30 workstations, each outfitted with three interconnected monitors, will display the same environments, allowing lessons to be translated and understood on a team or a student basis.
Thursday, 27 August 2009
Denmark's game engine group Unity has launched an iPhone edition of its development platform, packaged with many updates and improvements. Unity offers a range of development platforms for mobile devices, as well as browsers and the Wii.
The company calls its newest engine “Unity iPhone 1.5”, and promises that the platform will run up to three times faster than the prior model. The new 1.5 version provides full support for native Objective C and C++ code, with Unity claiming this will open “full access” to the newest series of iPhones.
Unity iPhone 1.5 will support 8-texture shading on the very latest edition of the iPhone but also provide developers with the chance to implement many of the features found on all iPhones, from video-playback to on-screen keyboard support but also, perhaps most interesting of all, access to the smartphone’s GPS and navigational tools. (Location-based games anyone?)
Finally, the engine allows for a faster combining of multiple animations, while animation skinning can be as much as 400 per cent faster. The platform introduces automatic batching for small dynamic objects and static geometry, which could reduce the draw call counts and thus boost performance levels in complex scenes. No wonder the Unity hype keeps gathering momentum, some of these updates are liberating in many ways and should keep indie developers and students very busy.
During the Brighton-based Develop 2009 conference earlier this week, Edge Online magazine editor Alex Wiltshire chaired a panel discussion on the close relationship between architecture and videogames, and here is a recording of the full session for to download (which is also extremely interesting IMO).
The panel included Viktor Antonov, the art director behind Half-Life 2 and Arkane's The Crossing, as well as a creative director and writer for animated feature films, Lionhead's Rob Watkins, who has worked with architect Foster And Partners and was artist on Fable and Fable II and Rory Olcayto, now features editor at The Architects Journal and once lead artist at developer Inner Workings in the late 90s.
Monday, 24 August 2009
Saturday, 22 August 2009
While frame coherence is (expectedly for such a rapidly paced animation) not as good on the NPR timelapse, this is a good example of how alternative rendering can achieve better urban visualizations in terms of detail distinction and depth perception. The timelapse is of London, captured from a Camden building roof.
The project is called Game-iT, I will be posting more information about it at a later stage but essentially, proposes new methods based on Kolb's learning circle, ICT and new Web 2.0 tools in order to enable game-based learning. The project begins in October and runs for two years. Quite excited about this one, I will be posting many more updates about this once it is underway!
Tuesday, 18 August 2009
Yerli suggested that Crytek is estimating 2012 to 2013 for the next generation of home console hardware. But thanks to the success of the relatively horsepower-light Wii, "there's a big debate about whether there will be a next generation at all", he admitted. H also e suggested most games use artistic styles, physics and AI to differentiate themselves, at least up to 2012 when the next generations may arrive.
He then focused on the actual technical innovations that he feels will make a difference in graphics. For example, tech like point-based rendering is potentially faster than triangle-based rendering at certain higher qualities, and works well with levels of detail. On the other hand point-based rendering might define a certain super-high polygon look for game, Yerli said. However: "There's a lot of games today in the Top 10 which don't need that", he conceded, and content creation tools are almost exclusively based around triangles right now.
He also noted ray-tracing as a possible rendering method to move towards, and particularly recommended rasterization and sparse voxel octrees for rendering. Such principles will form "the core" of future technology for Crytek's next engine, Yerli said, and the goal is to "render the entire world" with the voxel data structure.
Concluding, Yerli suggested that, after 2013, there are opportunities with new APIs and hardware platforms to "mix and match" between multiple rendering models, with "a Renaissance of graphics programming", and visual fidelity on a par with movies such as Shrek and Ice Age rendered in real time.
Sunday, 16 August 2009
These include Radiant City (from comic Mr X), Metropolis (from Superman), Gotham City (from Batman), New York (from Daredevil) and others. It is extremely thought-provoking to see how cartoon illustrators have decided to depict urban spaces (and more importantly why) in all of these specific cases.
The article can be found at http://www.architectsjournal.co.uk/the-critics/top-10-comic-book-cities/5204772.article
Monday, 10 August 2009
Following on from the first iPhone virtual city post below, the excellent Digital Urban blog brought to my attention the Mobile 3D City website...
After almost twenty man-years of R&D over a four year period, here it is, the first embodiment in a collection that will rapidly expand as each new opus is added, all according to the company themselves. What is Mobile 3D City? It is a collection of tourism guides developed specifically for mobile terminals (currently iPhone), in truly photo-realist 3D format, which is interactive and includes numerous points of interest. Paris is the first example of their work, showcased in the video below.
Mobile 3D City is also an international trademark deposed by the Newscape Technology company. This is a consortium that brings together in addition to that of Newscape Technology, the expertise of Computamaps, international market leaders in 3D high-definition photo-realist mapping, Cityzeum, a dedicated tourism company and finally Navidis, specializing in the implementation of geo-localized content.
Friday, 7 August 2009
The application is currently under development for iPhone, Google Android, Windows Mobile and Symbian S60 platforms. Check the website out at http://www.metaio.com/
UpNext NYC is the first interactive 3D map on the iPhone that gives you the ability to explore Manhattan (or any city really). With UpNext you can fly and zoom through the city fluidly, in its full 3D glory, without network hiccups or download times.
Along the way you'll be shown restaurants, nightlife, shops, and all the places that are local favorites or highly rated. Tap a building to see all the businesses inside, or tap a subway station to see all the trains passing through. Search for bars, hair salons, sushi, or any of our other 50+ categories and you'll get all the results in your area.
Now if only the map was in an non-photorealistic style. :)
Thursday, 6 August 2009
Mark Richards, a principal research engineer and adjunct professor in the School of Electrical and Computer Engineering, is collaborating with Campbell and graduate student Andrew Kerr to rewrite common signal processing commands to run on a GPU. This work is supported by the U.S. Defense Advanced Research Projects Agency and the U.S. Air Force Research Laboratory.
The researchers are currently writing the functions in Nvidia's CUDATM language, but the underlying principles can be applied to GPUs developed by other companies, according to Campbell. With GPU VSIPL, engineers can use high-level functions in their C programs to perform linear algebra and signal processing operations, and recompile with GPU VSIPL to take advantage of the speed of the GPU. Studies have shown that VSIPL functions operate between 20 and 350 times faster on a GPU than a central processing unit, depending on the function and size of the data set.
The research team is also assessing the advantages of GPUs by running a library of benchmarks for quantitatively comparing high-performance, embedded computing systems. The benchmarks address important operations across a broad range of U.S. Department of Defense signal and image processing applications.
For the future, the researchers plan to continue expanding the GPU VSIPL, develop additional defense-related GPU function libraries and design programming tools to utilize other efficient processors, such as the cell broadband engine processor at the heart of the PlayStation 3 video game console.