Early in the morning I had to get up and walk to LACC. The weather is cool, dry and nice. Went for my first program of the day, the Computer Animation Festival: 3D Premiere: The Fundamentals of Stereoscopy From Acquisition to Projection. I finally understood how images are made to pop out of the screen. The keyword is Point of Convergence. Its a presentation by Real-D to showcase their system. Apparently, I also found out that convergence theory has the capability to tired the eyes and create headache if the shots are not plan properly. The other method is the Parallel method which is what I have been doing when I take pictures with two disposable cameras. However, in my own experience I have yet to be able to make it pop out of the paper yet, unlike the convergence method. Coincidentally, just before the start of today’s Blender’s Birds of a Feather, I met with a Dolby (The Dolby company that created Dolby Digital 5.1) system administrator who is promoting Dolby’s 3D stereoscopy technology. Very interested to talk more with him later to understand their stereoscopy method. Apparently, it involves using different visual wavelength to separate the left and right eye images.
The Blender’s BoF is split into three session at one hour each. The first session, is about getting to know the community and Ton went around asking everyone in the room to introduce themselves and talk briefly about how they use blender. Due to talking with other people outside of the BoF room, I missed the opportunity to introduce myself as the organizer for Blender’s BoF in the up coming SIGGRAPH ASIA 2008 in Singapore on the 10th of December. Once the audience finished introducing themselves, its pretty much Q&A the whole session of how to get features to be implemented and about supporting Blender’s effort in making the software better either on a personal level or global level.
The second session of the BoF, Ton gave a presentation using Blender’s Game Engine (BGE). Its quite impressive but at the same time feels a little gimmicky, it works and looked fun nonetheless. What I am interested most is about Project Durian which will float around massive armies, explosions, monsters and other stuff mainly guys will like. The key purpose is to improve the Sculpt tool, Particles Systems, Fluid Systems, and other VFX tools. Unfortunately, I could not stay long enough to hear his presentation as I have made a point to check out how to create “pure awesomeness” — Pursuit of Awesomeness: The Making of “Kung Fu Panda”. I tried to take as much notes as possible but half way thru my jet lag took over and I slept for a while. How long? I have absolutely no idea. *sigh*
By the time I finished pursueing “pure awesomeness”, the Blender BoF is almost ending. I went there to check out the final sessions and Nathan and William is doing a presentation on Rigging. After that Andy wrap it up with Compositing and Pipeline of Big Buck Bunny.
It certainly was a packed day today and everyone wants to take a little break. After the BoF wrap up, we went to the Figueroa Hotel for some Margarita and then went to China Town for food after that. By the time we go back to the hotel, its already 01:00hr. Got to wake up in a few hours time. See ya!!