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Introduction
Nemo3D is a broadcast CG application based on real time 3D graphics. It is suitable for
producing broadcast graphics in a live broadcast environment and for post production as well.
Moreover it can be adapted for practically any kind of special broadcast graphic job (quiz shows,
games, sports, weather forecasts, election graphics, etc.)
It is template based, as the graphics are made by filling out pre-designed templates and the
operator only needs to fill in the varying elements of the template to create the actual graphics.
This can drastically shorten the time needed for the preparation of a given show compared with
previous models.
It differs basically from traditional CG systems also in that each graphic element can be animated
in real time and in real three-dimensional space. We have succeeded in eliminating many
limitations faced by conventional systems - e.g. the number of layers which can be composited on
one another, limitations in the size of fonts, the number of transformations and other effects.
Everything can be created, rendered and played back at once. Ideas can only be limited by the
speed of the hardware.
As is known, PCs and 3D graphics accelerators have now 'come of age', thanks to the amazing
expansion of the computer game industry. It was only a few years ago that we still needed Silicon
Graphics workstations the size of a cupboard to achieve the speed required for real time 3D. By
now the situation has changed entirely, as a powerful, albeit not at all specially equipped PC can
surpass the performance by far of what had been considered the SGI wonder.
At the same time, although at a much slower pace, real time 3D, so far available with the biggest,
and consequently most expensive broadcast CG systems is getting more and more widespread
and accessible. At present there are still only a few companies that develop and install 3D
systems for broadcast graphic purposes (virtual studios, etc), but each of them are legendary - in
their capabilities, no doubt, but certainly in their price. Anyone versed in broadcast graphics
would be familiar with the names of vizRT, Orad Maestro, Brainstorm, Wasp3D and tog3D.
Manufacturers of the old, established graphic systems, e.g. Chyron and Aston, use in their
newest products one or another of the above-mentioned systems as their graphics engine
(although keeping this fact to themselves). Slowly but surely, the studio CG as a closed,
proprietary system will vanish.
Nautilus Studio, the developer of Nemo3D, aims at accelerating this process by proving that
broadcast quality real time 3D is not a "toy" solely for major broadcasters with deep pockets. On
the contrary, this should be common practice, so much so that it would be reasonable for all
studios and broadcasters to use nothing else. If its use is commonplace, so should be its price.
This is made possible by two important factors: first, that the necessary hardware is getting
increasingly accessible, and second, our software is not broken up into optional modules with
separate price tags. As far as options go in Nemo3D, they are only available to reduce the total
price rather than to increase it. On the other hand, in Nemo3D we made no compromise with its
capabilities and the quality of its output; we are quite confident that it is at least on par in most
respects with the high end systems mentioned above and in some respects maybe even
surpasses them.
Originally Nemo3D has been made as a work tool for the purposes of the developers, Nautilus
Studio. We have been active in the past seventeen years in various television programs, such as
quiz shows, sports broadcasts and other broadcast graphic tasks, and throughout we felt the
need to use tools developed by ourselves. In most of the cases we could not rely on existing, “off
the shelf” products, and when we did use them, we have often found that however good they
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