Computer Graphics World
Edition 2 2018
Issue link:
https://digital.copcomm.com/i/997232
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Articles in this issue
Cover
Editor's Note Once a futuristic technology, virtual reality is becoming firmly rooted in the lives and culture of the early 21st century.
Spotl ightIkinema tech part of Nvidia Holodeck, Vicon's Shõgun 1.2,Nvidia deep learning advancements, Blackmagic Design's DaVinci Resolve 15, WorldViz's Vizible & VizBox, Eon's Vue R5 & PlantFactory 2016 R5, OptiTrack's Prime Color, Nvidia's Isaac SDK exp
Viewpoint Twenty Years of Magic
Special Section:Virtual Reality Exploring the various challenges involved pertaining to VR production.
Ready Set Go – A look inside the production of Ready Player One.
Source Data – The ongoing problem of CAD model data conversion.
In a Fortnite – Epic proves a real-time workflow with its Fortnite game trailer.
Game Plan – Tips for developing a VR game.
VFX and Television Studios are going big in terms of visual effects for the small screen.
Siren
Happy!
Dark
Black Lightning
The Tick
Iced Out No More The Ice Hockey Research Group uses motion capture tostudy the effects of hockey onthe body.
Journey to the Cloud FuseFX finds the cloud an ideal solution for its aggressive project schedule.
Ready to Go! The Third Floor helps visualize the action, characters, andrules of the road in Ready Player One.
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