The course will take designers through the process of importing many forms of 3D data (IGEs, STEP, scan data, CATIA). Then we'll look in depth at optimizing large 3D models to enable efficient virtual reality (VR) experiences. First we'll explore VRED functionality for both file optimization and VR execution. Next, we'll take that same data into Maya software and prepare it for use in the Stingray gaming engine. That preparation will include using Mudbox software to create textures. Finally, we'll show the Stingray workflows to create a VR experience.
visualization designers interested in creating VR experiences using VRED, MAYA and Stingray
At General Motors, Barry began designing body sheet metal components. That experience allowed him to work with exterior surface data from GM’s Styling group and eventually worked in the Cadillac styling department. During that time, he also realized the technical complexities of exterior and interior surface development. He had the opportunity to learn many software tools for analyzing and creating surface models. During that time he became aware that he had a passion for developing software tools that aided in class-A surface development. He moved from GM to AliasWavefront. From Alias, he moved to Ford Motor Co. and developed training materials and mentored AutoStudio™ users in the creation of production and conceptual surface models. The last 18 months at Ford,he spent working on the Ford GT production car in the Living Legends studio. Since then he has worked at Nissan Design America as a digital designer creating concept cars (Nissan Azeal) and many production vehicles.
3D car modeling is quite a complex process and difficult to learn. This class will be a great opportunity for you to study the theory of 3D car modeling technique from Giichi Endo, a real car designer from Nichinan Corporation. Through this class, you'll be able to see and learn secret sculpt modeling techniques that Giichi has developed throughout his carrier. Giichi is a former Nissan car design director and his sculpt modeling technique is quite superb. He has more than 4 years of experience in sculpt modeling, plus more than 20 years of experience in Alias software.
This talk will focus on recent work on how to build immersive experiences with support for collaboration.We will focus on three aspects of collaboration:A) Capture of human (e)motion B) visualization of captured data C) network distribution of data.We will illustrate these aspects using prototypes that we constructed over the past year.And we will demonstrate how these prototypes led to various pilot projects and how they utilize Autodesk Forge. (Joint AU/Forge DevCon class).
Virtual Reality has always been restricted by the need for large investments of time and money. That restricts its appeal and adoption. With the influx of more capable and lower-cost HMDs that are continually evolving along with hardware, we can now unleash VR into the hands of a wider audience. Automotive designers, modellers, interior designers, engineers, manufacturers, and others can make better decisions and immerse themselves in an instant. It can be added as a verification to reduce the number of physical models while also making them more relevant and accurate.
Products and their user interfaces are moving closer together. Nearly every device on the market is equipped with a digital display or touchscreen, and companies are focusing on interactive product experience, gesture control, and entertainment-while products themselves enhance or completely change functionality. Learn how Autodesk's tools for modeling, user experience, and visualization can be connected in the product-development lifecycle to provide the designer, engineer, and decision maker with a more realistic and immersive way to experience the product.
Come and see how the new virtual technologies influence the Porsche design process. We'll cover the choice of using virtual decision making instead of physical prototypes; the challenges and Autodesk solutions to simulate and visualize new user experiences in new-car projects; common technology process approaches-from CAD (Alias software) to visual simulation to Class A; and the use of new visual simulation approaches to take real decisions day by day (measured materials, light design, car user experience, driving performance, press usage, exhibition, and marketing support). We'll also cover using OGL and GI Raytracing in the process with a single virtual data model; and using new immersive tools to improve and speed up the design process (like head-mounted displays, virtual reality, augmented reality, and virtual sketching and modeling).
This presentation will show the creation of a concept seat, from using Autodesk® Alias® Speedform for creating the design and shape, to Autodesk® Alias® software for detailing like the stitching and other complex details, and finally Autodesk® VRED™ software for creating high-end renderings.<br/><br/>The presentation will show a seamless workflow from start to finish, and will give tips and trick about the latest features of each software that is used.
Vehicle design requires the development of virtual and physical tridimensional models to translate concepts generated by freehand drawing and renderings. This iterative process is very valuable but highly resource-consuming in time, cost, and effort-not only in the modeling process itself, but also in learning time, prototyping, and finishing. With schools tied to the duration of academic terms and student budgets, projects are limited to only CAD and/or scale physical models. However, recently available virtual reality (VR) devices offer alternatives to bridge that gap, enabling full-size 3D drawing exploration and visualization of CAD in small and full scale. This session will discuss the use of VR software and Maya software for initial exploration, as well as VRED software for visualization of vehicle concepts using the HTC Vibe. It describes where in the design process these tools are used, as well as the setup used at the Transportation Design Program at the University of Cincinnati.
This class gives an in-depth look into “how to setup” a virtual light booth as a VRED standard environment that reflects the behavior of the real world. The attendees will also learn about the VRED render pipeline, spectral raytracing, different techniques to measure and visualize light and gives a best practice to push the rendering close at possible to the real image. This class targets everyone who wants to compare and proof virtual materials with their real world examples under similar conditions.
This course will guide through the first steps of doing high-end visualization using VRED Professional software, and we will explore the capabilities of the software. This session features VRED Professional and VRED Render Node. AIA Approved
Alstom uses VRED Professional software to produce high-quality imagery for project communication, as well as real-time-experiences production for design reviews and communication movies, enabling a single-visualization digital mockup. Meanwhile, Alstom also needs to make sure its designs reach a broader population that includes external teams and individuals, and from this perspective, the communication production workflow is provided by Stingray game engine. This talk will describe the collaboration between Alstom and Autodesk, Inc., to build a VRED data workflow that capitalizes on Stingray game engine as an output source for their designs, consequently extending the reach of their project communication capabilities. This session features VRED Professional and Autodesk Stingray.