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HCID 2014: The Graphics Revolution and how Visual Effects became accessible to everyone. Josh Davies & Tom McLoughlin, FXHOME Ltd.
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HCID 2014: The Graphics Revolution and how Visual Effects became accessible to everyone. Josh Davies & Tom McLoughlin, FXHOME Ltd.

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A brief history of how the rapid advances in GPU technology have …

A brief history of how the rapid advances in GPU technology have
allowed film makers and designers to create high end visual effects
using accessible computing technology, and how this has lead to the
normalisation of VFX in low to mid-range video productions.

Touching on software design & development and visual effects
processes, the talk will take the form of a brief introduction,
software demonstration and examples and Q&A session, examining
both backend and front end design considerations.

Published in: Technology, Business

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Transcript

  • 1. The Graphics Revolution and how VFX became accessible to everyone
  • 2. • Introducing FXHOME • A brief history of the GPU • Visual Effects • Why this matters to you • Designing the future
  • 3. • FXHOME is a technology company, specialising in imaging and visual effects products for film makers and photographers. • FXHOME develops products for both consumers and professional users, works in partnership with major global companies including Sony and offers consultancy and technology solutions for a wide range of clients. Introducing FXHOME
  • 4. • Founded in 2001 by UEA Graduates • Grew from a bedroom startup to international company over 13 years • Over 250,000 users worldwide • Based in Norwich, UK • 85% of users are in the United States Introducing FXHOME
  • 5. Josh Davies • Founder & CEO FXHOME • History of Art Graduate • Programmer since childhood • UI & Design Lead for all FXHOME products • Website and UX design Tom McLoughlin • Marketing Manager for FXHOME • Communications & Film Graduate • 10+ years experience of Film & Advertising Production • Produces all FXHOME film assets • Manages communications team Introducing FXHOME
  • 6. Introducing FXHOME
  • 7. A brief history of the GPU
  • 8. The GPU • "Graphics Processing Unit." Like the CPU (Central Processing Unit), it is a single-chip processor. However, the GPU is used primarily for computing 3D functions. This includes things such as lighting effects, object transformations, and 3D motion. These types of calculations are taxing on the CPU, the GPU can help the computer run more efficiently. • The first company to develop the GPU was NVidia, Inc. • The GeForce 256 GPU could process 10 million polygons per second and had over 22 million transistors. A brief history of the GPU
  • 9. A brief history of the GPU ! The Playstation 1 (1994)
  • 10. A brief history of the GPU • GPU development continued apace in the 2000s • Most rapid advances in PC Graphics Cards • Driven by the gaming industry
  • 11. A brief history of the GPU % increase in CPU processing power over time
  • 12. A brief history of the GPU % increase in GPU vs CPU processing power over time
  • 13. • Large CPU vs. GPU power differential • Exponential increase in graphical processing power for consumers A brief history of the GPU
  • 14. A brief history of the GPU Silicon Graphics International (SGI) hardware from the 1990s
  • 15. SGI Octane: 1998-$38,995 A brief history of the GPU
  • 16. A brief history of the GPU
  • 17. • VFX industry has moved from bespoke hardware to the same equipment that everyone uses • SGI were one time owners of the Cray Supercomputer brand • Your smartphone would have been considered a super computer not long ago A brief history of the GPU
  • 18. A brief history of the GPU SUPERCOMPUTER
  • 19. These conditions have created an environment in which we are used to seeing high end VFX, whether in Hollywood movies, commercials & even YouTube videos. A brief history of the GPU
  • 20. Visual Effects
  • 21. Visual Effects • Once the preserve of studio block busters or limited to one or two key moments in a film • The VFX spectacular has become standard fare in all areas of visual storytelling, and has allowed high end practitioners to do incredible things • Life of Pi - impossible to film
  • 22. Life of Pi, 2012
  • 23. Visual Effects • Once the preserve of studio block busters or limited to one or two key moments in a film • The VFX spectacular has become standard fare in all areas of visual storytelling, and has allowed high end practitioners to do incredible things • Life of Pi - impossible to film • Gravity
  • 24. Gravity, 2013
  • 25. Visual Effects • Once the preserve of studio block busters or limited to one or two key moments in a film • The VFX spectacular has become standard fare in all areas of visual storytelling, and has allowed high end practitioners to do incredible things • Life of Pi - impossible to film • Gravity • Toy Story - exponential increase in quality due to technology and user expectations
  • 26. Toy Story, 1995
  • 27. Toy Story 2, 1999
  • 28. Toy Story 3, 2010
  • 29. Visual Effects • Toy Story 1 took 800,000 machine hours to render • Between 2-15 render hours per frame (24 frames per second) • Contrast with Construct (2014)
  • 30. Visual Effects • Toy Story 1 took 800,000 machine hours to render • Between 2-15 render hours per frame (24 frames per second) • Contrast with Construct (2014) • Entire trailer rendered in 5 minutes
  • 31. • Different to editing, special effects and sound design • Creating something impossible to capture in camera • Combining layers to create something new (moving Photoshop) • CGI elements • Particles with Physics behaviour • 3D lit, textured and animated models • Colour Grading • Nearly very frame of film, TV or even internet video has some form of VFX, you might just not realise it. Visual Effects Principles
  • 32. Visual Effects Principles
  • 33. Why does this matter to you?
  • 34. Designing the future
  • 35. • Fiction has long had a role in predicting and forming the future • In the 20th century, science fiction in particular came to have a strong futurology component • Arthur C. Clarke • Philip K. Dick • William Gibson • Film (and VFX) have built on these works, through adaptation & homage Designing the future
  • 36. Blade Runner, 1982 Designing the future
  • 37. Minority Report, 2002 Designing the future Designing the future
  • 38. John Underkoffler - MIT Media Labs www.ted.com/speakers/john_underkoffler Designing the future Designing the future
  • 39. Iron Man 2, 2008 Designing the future Designing the future
  • 40. • Contrast how well the VFX have aged with the quality of vision • All these ‘worlds’ hold up, because they feel believable • The increase in data complexity is marked • The data in all the Iron Man HUD shots actually relates to the ‘real’ environment • HAL from 2001 was a just voice, Jarvis from Iron Man provides large amounts of visual data Designing the future
  • 41. We tell stories with pictures Designing the future
  • 42. • Marketeers talk about brand and product stories • Increasingly those stories have to be visual • How do you present a vision of a product that doesn’t exist yet? • How do you make someone believe in a new idea? • You show it to them Designing the future
  • 43. Designing the future Google Glass promo, Jan 2013
  • 44. • How FXHOME approach UI in our software design • How FXHOME approach UI in terms of our websites • How FXHOME approach UI in our promotional materials • Questions from the floor Designing the future

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