Want. Sony showed off a new display device in the Emerging Technologies exhibit with can show 360 images in a cylindrical projection and allows for a “hand waving” interface to virtually spin the cylinder around. Expected to be on the market in 2 years.
No Comments »Some great sessions yesterday, including some research in preattentive vision memory and seeing some advances in medical dataset visualization. Two talks on bat physiology too. No time to write a full report, but here’s some links…
www.computer.org/portal/web/csdl/doi/10.1109/MCG.2006.44
And the quote of the day “The gain in the brain comes mainly from the stain.”
No Comments »If you close your eyes, it’s lovely here at LAX. Weather is simply perfect, maybe a slight chill in the shade. Should be a comfortable week, too bad we’ll be inside for much of it.
No Comments »Here’s a first attempt at delivering an extra shader to the Generic Shader. In this case it is a “lit sphere” shader. ZBrush users should be familiar with the idea, as Pixologic implemented it as “MatCap” shaders. A simple shaded sphere image is used to describe non-local shading over all the surfaces visible to the eye.
No Comments »Ben an I are heading out to SIGGRAPH later this week. I’m planning on blogging during the day this year instead of doing a nightly debrief. To add to the challenge, I’ll be doing it all from my Nexus One. This post was done on the phone, so it seems plausible. In fact, I may not pack my laptop at all, leaving more room for books in my luggage.
Drop us a line if you’d like to meet up, or if you want to suggest something not to be missed.
Or just keep an eye out for us. I’ll be the guy in the SIGGRAPH t-shirt with no laptop.
No Comments »Generic Shader 3D is a template for quick shader development and tweaking in Fusion. We created it to avoid having to generate a full Visual C++ project for every random shader idea that we dream up. The tool provides the user with a large number of Fusion inputs that are passed as Cg parameters: booleans, floats, colors, materials, gradients, lights, and a transformation matrix. The user can also switch between the numbered shaders by adjusting a slider, which is implemented as a literal parameter so that only the selected code branch is compiled.
Once a shader proves to be useful and the required inputs are more or less locked-down, we typically convert it into a full-fledged 3D Fusion tool (expect more of these posted soon, by the way).

We’re hiring!
We’ve replaced the menu link for Visualization Services with We're Hiring because, well, we’re pretty solidly booked. Maybe you could help with that?
We’re looking to immediately hire both permanent and contract developers to help us make everything from offline medical image processing and rendering tools to realtime interactive and simulation applications. We can’t go into all the details here, but if you would like to find out more, drop us a line.
No Comments »Fusion 6.1 adds a new mode for Displace3D, a worldspace displacement where the input RGB is converted to XYZ positions.
This makes it do to meshes what my previous setups did in particles.
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