You've heard the stories of humble startups who create a hit game that brings them fame and fortune. Although many of your students will sign on with larger companies when they graduate, some of them will go off and create amazing work on their own or with small teams. Learn how you can incorporate the entrepreneurial spirit and skills in your curriculum and help your students be prepared for whatever path they choose.
Tim Doolen is the Art Director at Muse Games. He studied film and visual effects at the School of Visual Arts in New York City and has since developed multiple projects at Muse Games, including Guns of Icarus Online.
Steve Vasko is the the Global Industry Manager for the Media & Entertainment products in Education at Autodesk, Inc. Steve has been working at Autodesk for over 9 years and has worked in the M&E industry for more than 16 years. He has presented to students and educators at multiple conferences including FMX, Games for Change, NAB and Siggraph.
How can Building Information Modeling (BIM) workflows reduce the disconnect between document production and design intent visualization? This discussion will focus on taking a Revit BIM model into visualization and the production effort required. We'll cover a variety of visual communication platforms, from still images to panoramic images to interactive, dynamic virtual reality (VR). This roundtable will cover methods of accurate BIM visualization as well as isolated visual efforts with respect to production time and quality.
Our company, ACCIONA, has been committed since its 1862 founding to pushing forward innovation in order to develop nontraditional ways to solve problems, and to always looking for new business and new initiatives. That is the main reason why, 3 years ago, ACCIONA's Innovation Division started to work in 2 different technologies: reality capture, looking to transform the real world into a digital world; and large-scale 3D printing, aimed at creating new 3D-printed elements from CAD digital files. Both technologies were especially interesting for preserving our cultural heritage. In order to probe both worlds-physical and digital are interconnected due to both technologies-in ACCIONA, we decided to start a pilot project that let us capture an existing structure (like a sculpture or a part of a building) using reality capture technology, and then 3D print a replica using concrete large-scale 3D-printing technology.
Today's 3D Building Information Modeling (BIM) and visualization software makes specifying a workstation a critical process. As you wrestle with the increasing demands of the Revit design platform and BIM-related applications such as 3ds Max software, Navisworks software, Rhino software, Lumion, Stingray gaming engine, and so on, you need to understand the art to make sound investments in computing hardware. This class will take a deep dive into today's advanced PC hardware so you can understand the important variables to consider when purchasing new workstations. 2017 was a watershed year for almost every aspect of computing hardware. Today's CPUs are more powerful and diverse than ever before. Advances in graphics must keep pace with the highly competitive PC gaming market, and are directly used by the Autodesk AEC portfolio. Properly optimizing your RAM subsystem is critical, and even mass storage has evolved past simply a fast solid state drive. We cover the latest hot peripherals to round out your system and review the latest buying guide.
In this session, IKEA will present the challenges of a retailer taking their first steps into virtual reality (VR), augmented reality (AR), and mixed reality (MR). We'll look at how high-quality, photographic, computer graphic renderings are created for IKEA's printed and online productions in large volumes, and comprise the base for the VR/AR/MR efforts. And we'll even learn how meatballs fit into the equation. Get to know what kinds of challenges the firm currently faces, and where it's going in the next 10-15 years. You'll get a close-up look at how IKEA is embracing the future of VR/AR/MR with open arms, with the creation of IKEA Digital Lab-a space to experiment, innovate, and build on these technologies.
Implementing new technologies in a business can prove to be difficult, specially if we don't have a clear idea of the benefits it can provide. This session will cover the why, where, and how to start empowering almost any AEC or product development with the latest real-time 3D visualization technologies. Today, game engines are faster and more powerful than ever, allowing architects, engineers and scientists to visualize, interact and review their projects like they were finished; featuring rich graphics, custom functionalities and real-world scale naturally perceived by using a VR headset. While all that may sound difficult, continuous advancements in 3D tools are making it possible for you to create real-time, VR-ready projects in less time - and in a cost-effective way.
3D technology has historically been reserved for large, exclusive, purpose-specific platforms. Users have been required to have advanced knowledge of laser scanning to operate high-tech scanners. As technology continues to evolve, laser scanning is just one piece that is moving to a smaller, inclusive, all-encompassing platform.<br/> <br/> In this presentation, Hexagon Geosystems CTO Burkhard Boeckem will take you through the journey of how this evolution led to the creation of the Leica BLK360, the world’s smallest and lightest imaging 3D laser scanner. Moving from the belief that AEC professionals couldn’t access the technology due to the high barriers of entry to democratising laser scanning for anyone with inspiration and desire to embrace new possibilities, the development of the BLK360 is opening opportunities previously thought unobtainable. Don’t miss this future-looking presentation and your chance to experience the latest in laser scanning technology.
Whether you're part of a distributed team or an individual, the cloud offers many benefits: Access to your apps and data from anywhere on any device, unlimited hardware scalability, the ability to collaborate with anyone and best of all pay only for what you use. Join us for this session to learn how Frame helps engineers and architects unlock the power of the cloud to boost collaboration and productivity for Revit, AutoCAD, Inventor and any other Windows application.
3ds Max 2018 software introduces the Arnold 5.0 rendering engine as one of the default rendering engines, replacing the mental ray engine that many Revit users are accustomed to using. This has ramifications for workflow, materials, and lighting when linking or importing Revit models into 3ds Max software. You might be tempted to stick to the ART renderer to avoid the change, however the Arnold renderer can provide stunning still images, as well as 360°, virtual-reality, stereo panorama images when configured properly. This class will provide you with the tips and tricks you'll need to successfully pair your Revit model with the new features of 3ds Max. Come get acquainted with Arnold!
Discover what we as a contractor had to do to make 4D accessible as a basis for further uses. By streamlining the workflow and introducing structured information requirements regarding Building Information Modeling (BIM) models and planning, 4D becomes a natural result of the process. Having a real-time, up-to-date 4D finally provides practical uses during the production phase. From being used merely for project presentations, it's now relevant to use 4D as a basis for site planning and logistics, on-site safety introductions and briefings, and as a visual aid during planning itself-providing possibilities for increased quality. We'll show our current workflow-which includes Primavera, Navisworks software, 3ds Max software-and the interfaces that we've created to streamline the process. In the end, we want you to be inspired by the possibilities and benefits of a streamlined 4D workflow.
Most people are now familiar with a concept of level of detail and levels of information. Data and geometry have their benefits but when combined they become even more powerful. Stick time (4D) into the mix and we're starting to get somewhere. Get the models to a ‘Fit for Construction’ and you’ve cracked it. The aim of the presentation is to follow the data and the geometry from the design phase right through to construction on-site. To demonstrate how structured data and geometry when properly verified can be leveraged by design, planning, and through to on-site construction to ensure the project is delivered successfully. Throughout the levels of detail what do the various parties need? What does a planner want a level 3 model for? How much use is a level 1 model to a QS? What is the minimum amount of data they need? We will go through their requirements for successful delivery and demonstrate how they are leveraging the data and geometry day to day on the Hinkley project.
Solomon Rogers will use REWIND:VR case studies to show the sort of work that is currently being commissioned and utilised—from architectural design and development to Rolls-Royce’s new Vision vehicles, BBC’s International Space Station Space Walk, and the launch of Nike’s new Soccer Team kit. You may remember the early, overhyped virtual-reality (VR) attempts of the mid 1990s that were expensive and unable to deliver a truly immersive experience—and in many cases, just left people feeling nauseous. This is the year where VR truly becomes a viable consumer product. So, what's changed in the past 20 years? Sol Rogers, CEO and founder of REWIND:VR, will look at the developments—from technology and platforms to smartphones and appetite for the medium. VR is no longer just a marketing gimmick. It's a serious industry predicted to have 170 million active users by 2018.
Watch, experience, and understand how it's possible to create realistic environments and architecture with millions of polygons that can run on a mobile device.<br/><br/>This class will offer a deep explanation of the real worlds we need to recreate, and how to decide between modeling techniques, lighting systems to advantage of the mobile devices capabilities.<br/><br/>The first part will unveil the power of the techniques, showing in real time how a mobile device can handle a huge street and a detailed store with millions of polygons.<br/><br/>The second part will start with a brief analysis about the sort of information we need to create a huge environment suitable to be transformed into virtual reality. Professional pictures, or mobile cameras? Photogrammetry? When and how? We'll cover all the details you need, and questions you have.<br/><br/>Finally, we'll look at the incredible tools in 3ds Max to handle all sorts of big data, and to optimize it for mobile and virtual reality.<br/><br/>You'll walk away with an actionable approach for current and future virtual reality systems.