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NEXT Generation Digital MEDIA

UCSD Center for Hybrid Multicore Productivity Research. NEXT Generation Digital MEDIA. Sheldon Brown, UCSD Site Director CHMPR Daniel Tracy, Programmer, UCSD Experimental Game Lab Kristen Kho, Programmer, UCSD Experimental Game Lab Todd Margolis, Technical Director, CRCA. sgbrown@ucsd.edu

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NEXT Generation Digital MEDIA

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  1. UCSD Center for Hybrid Multicore Productivity Research NEXT Generation Digital MEDIA Sheldon Brown, UCSD Site Director CHMPR Daniel Tracy, Programmer, UCSD Experimental Game Lab Kristen Kho, Programmer, UCSD Experimental Game Lab Todd Margolis, Technical Director, CRCA

  2. sgbrown@ucsd.edu crca.ucsd.edu/sheldon SHELDON BROWN Director of the Center for Research in Computing and the Arts (CRCA) Professor of Visual Arts Founder of New Media Arts @ UCSD Calit2 Site Director of the UCSD CHMPR

  3. Center for Research in Computing and the Arts Inventing new art forms by creating new technologies Director, Sheldon Brown Associate Director, Miller Puckette http://crca.ucsd.edu

  4. Calit2 • 215,000 gross square feet • Clean room including: • Circuits laboratory • Optical networking laboratory • Rooftop "antenna garden" • New Media Arts research labs: • 200-seat auditorium • Gallery, Black Box, • High Def production, motion capture, • Gamelab, spatialized audio, virtual • reality, 3D fabrication

  5. UCSD/CRCA/Calit2 CPMR Staff PI - Sheldon Brown, Director of CRCA Staff - Todd Margolis – CRCA Technical Director Erik Hill - Programmer Analyst Daniel Tracy - Programmer Analyst Kristen Kho – Programmer Analyst Robert Twomey - Programmer Analyst Potential Affiliated Faculty - Henrik Wann Jensen, Associate Professor CSE Bill Lin, Associate Professor, ECE Geoff Voelker - Professor CSE Scott Baden - Professor CSE Rajesh Gupta, Professor CSE Tom Defanti, Research Professor Calit2 Keith Marzullo - Professor CSE Larry Smarr - Professor CSE

  6. UCSD CRCA/Calit2 Facilities • IBM z10 mainframe with the San Diego Supercomputer Center • 4 Blade QS20 Cell Cluster, QS22 Blade • Cluster computer resources • Experimental Game Lab - quad core PC's - Nvidia 280 and Quadro 5400 • Larrabee development systems (forthcoming) • 16 sided StarCAVE (immersive VR stereo surround environment) • 200 Megapixel tiled display wall • 55 screen tiled 3D Varrier screen display. • 4K cinema technology - Sony SXRD Projector, JVC 4K projection, Zaxel • 4K servers, JPEG2000 encoder/decoder, 10gb network streams, Prototype 4K and stereo display panel prototypes • Spatialized Audio Research Lab - 26 Channel 3D sound lab • Motion Capture/Computer Vision Research Lab - 24 channel VICON motion capture system, 3D laser scanning, structured light, multi-channel video. • VR Development Lab - variety of interfaces and display types • HD Production Environment - Studio and multibay editing • Optiputer network environment - Global Lambda Infrastructure • 3D Fabrication Lab - rapid prototyping and CNC machining tools

  7. Visualization Labs Multi-screen, multi-user virtual reality environments accessing large database servers. Clustered, Multi-core computers drive innovative display and HCI.

  8. Digital Cinema Auditorium ultra-high resolution cinema, 3-D sound; tele-presence conferencing; stereo imaging, Cine-Grid optical ultra-high bandwidth

  9. Mutable Media Production Environments Networked Mainframe and Hybrid Multicore Blade Servers for interrelating the development of new forms of digital cinema and virtual worlds. Peking University the San Diego Supercomputer Center and CineGrid networks as project partners.

  10. Leveraging global lambda networks to improve performance for extremely high bandwidth and time dependent applications such as cinema, teleconferencing and virtual reality.

  11. Calit2 and NSF Optiputer Project Allow for High Speed Networks and Ultra-High Fidelity environments. Calit2, UCSD WAAG, Amsterdam

  12. Experimental Game Lab: An Atelier / Technology Development Studio which creates hybrid forms of culture at the intersection of new media, public space, architecture and art. Underlying this work is the creation of digital technologies as a translational medium that allows for a mutable exchange of forms, sensibilities and gestures. Modeling, simulation and software are the common tools for shaping time and space.

  13. Experimental Game Lab Intersecting technologies of scientific visualization and the game industry through the creation of new forms of art. • Technology Innovation • Procedural Assets • Next Generation Computing • Hybrid Multicore – Cell Processing • Multicore x86 • Larrabee prototype development • Mainframe computing for Virtual Worlds • Heterogenous Forms • Cinema, Media, Architecture, HCI, Displays • Development Processes • Prototyping • Integration of Modeling and Vision • Pedagogical Approaches • Cultural Innovation • Critical Engagement • New types of game narrative • How do games produce meaning? • Gaming is the defining cultural form of the 21st century. We bring innovative, multi-disciplinary expertise to push forward the technological and expressive fronts. • Visualization provides early testbeds for future forms of Gaming, which in turn create new opportunities of visualization research. Games are cultural experiences that are also social structures – increasingly the situation for cultural forms.

  14. Scalable City – exhibited at museums around the world Exploratorium – San Francisco Supercomputing 2007 Sao Paulo, Brazil Los Angeles Barnsdall Art Gallery Gallery@calit2 Beall Center for Art and Technology Rio de Janeiro, Brazil Tokyo Zacheta Gallery – Warsaw E3 – Los Angeles Ars Electronica –Austria India International Center – New Delhi Museum of Contemporary Art - Shanghai National Academy of Science, Wash. DC Siggraph 2007 - San Diego

  15. The Audio Spatialization Lab 26 channel, real time spatialized audio Experimental Game Lab Ultra High Fidelity Video and Audio Production Motion Capture and Computer Vision Integrates the human body into digital media with telepresence, computer vision, motion capture and experimental interfaces, extending the fidelity of the human computer interface.

  16. VICON Inc. supports development of computer vision asset creation. XML metadata tags facilitate actions

  17. CRCA FabLab Rapid Prototyping and CNC output of Virtual World Data Forms

  18. The Cultural Landscape of the 21st century is radically different from the 20th century in methods, use and meanings. Culture is now a Moore’s law condition. Cultural forms destabilize every 18 months as their underlying technology base transforms. This leads to the instability of “mediums” as we used to know them. • Our media now consists of visualizations of data, algorithms and user interactions (social spaces). • Culture = Data + Algorithms + Users

  19. Next Generation Culture will develop out of the capabilities that Multicore Computing enables in relationships that we can create between these areas: Assets, Dynamics and Behavior Computation for Virtual worlds and games Multi-user, Extensible Virtual Worlds Future Cinema – 3D, Ultra-high Resolution Production Initial proposed industry partners: IBM, Intel, Sony, Emergent Game Technologies, Zaxel Inc.

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