Posts by Akiko Ashley
The mind-blowing processing power of AMD’s 3rd Generation Ryzen Threadripper helps Blur create insane effects on ‘Terminator Dark Fate’
Our first featured post from Autodesk University 2019 touches on AU themes and a selection of keynote highlights and does a round-up of AU Expo Hall highlights from some of the vendors Architosh spent time with.
Unreal Engine users gain invaluable assets thanks to Epic’s recent acquisition of Swedish software developer, Quixel.
Today we start off coverage of the 34th Annual Architecture in Perspective Conference with an interview with ASAI President and Kilograph CEO, Keely Colcleugh.
We continue with Part 2 of our Architosh coverage of SIGGRAPH 2019 in Los Angeles.
This year in Los Angeles SIGGRAPH 2019 had an evolving twist in the format of the conference, with many more companies opting to host their wares in private rooms. Regardless, there was a slew of exciting announcements in software and hardware at the biggest computer graphics conference in the world.
Architosh is at SIGGRAPH. These are early impressions from the first day of the largest computer graphics show for professionals and students in the world.
Akiko Ashley covers the recent SIGGRAPH computer graphics show from Vancouver, noting the highlight announcements in 3D software and VR/AR/MR technologies along with key hardware from Nvidia.
The third installment feature from this year’s NVIDIA GTC covers a lot of terrain as it summarizes key panel discussions from leading global architecture firms.
Continuing our coverage from the 2018 NVIDIA GTC Conference, Akiko Ashley profiles how CannonDesign—one of the architectural presenters at the GTC—utilizes NVIDIA GPU Technology across a range of virtualized desktop infrastructure and workstations powering everything from Revit to Unreal.
Visiting Apple’s new campus before NVIDIA GTC 2018 kicks off. Enjoy the small gallery of images.
NVIDIA’s GPU Technology Conference (GTC) has rapidly become a must-attend event for those on the leading edge of technology. Beyond graphics, GPUs are powering and transforming Artificial Intelligence, Deep Learning, VR/AR/MR (realities) across a broad array of fields.
At this year’s SIGGRAPH show returned to Los Angeles, the show gained momentum in the midst of the burgeoning VR/AR explosion happening across various 3D industries as well as foundational shifts happening at the developer level as game engines grow more important and low-level graphics APIs bloom further. Lurking in the background of this year’s SIGGRAPH is AMD’s resurgence as well as Apple’s promised return to pro markets at the workstation level.
Associate Editor Akiko Ashley was at SIGGRAPH 2017 this year and covered the top-level events, sessions, and presentations. This first report focuses on the “theme” elements apparent at this year’s computer graphics conference and exhibition.
Here is a preview of SIGGRAPH coverage to come. This small report from Akiko Ashley highlights a few items from her extensive show coverage, forthcoming.
What is the state-of-the-art in Virtual and Augmented Reality? Akiko Ashley of Architosh attended last week’s pivotal 2017 Vision VR/AR Summit in Los Angeles, organized by Unity Technologies, to learn exactly that question, posed through breakout sessions, panels, and highly informative displays and presentations by the world’s VR/AR leaders.
Many Architosh readers may remember Richard Kerris from his days at Apple as Senior Director of Developer Technologies (his role from 2001 – 2007) where he led worldwide developer relations and technical marketing across audio, video, photography and other pro apps. Presenting in eight Steve Jobs keynotes, Kerris was one of the few Apple executives permitted to talk to the press about Apple products. In this second Architosh interview (his first was well over a decade ago) Kerris discusses his career at places like Apple, HP, and Pixar and provides an informed market perspective on virtual and augmented reality (AR/VR), the changing nature of the creative “pro” in digital fields and of course the new Avegant Glyph.
At this year’s slightly smaller SIGGRAPH show in Anaheim, the focus continued to be on VR (virtual reality) this year, in addition to a new focus on real-time rendering, cloud and other interactive areas such as AR (augmented reality) and of course gaming.
Famed animation studio does an initial release of their development process. Universal Scene Description goes open source.
track Go is the mobile tool for Android and iOS that is aimed at creative studios in industries like film, visual effects, animation and 3D, game development and more where artists and creatives and supervisors all need to be dialed-in to production schedules and deadlines.
Avegant announces new Glyph personal theater mobile experience device and news that former Apple and Lucas executive, Richard Kerris, has joined the company.
MARI 3 from The Foundry has recently started shipping after being introduced back at SIGGRAPH in the summer. The innovative and easy-to-use 3D painting software runs on Mac OS X, Windows and Linux systems and solves problems for large assets that Adobe Photoshop can’t handle.
Esri and NVIDIA pair on new virtualization solution for GIS users and professionals utilizing VMware Sphere 6 technology and Dell rack-mount 3D workstation hardware. The solution benefits field users who need access to GIS data.
Faceware unveils new plugin for Epic Games’ Unreal Engine 4, a gaming engine development platform for with increasingly wide industry applicability, from film, TV, military simulation and more…all beyond and including games!
In this Viewpoint feature associate editor Akiko Ashley asks a very well-timed question about Apple: does it still support those who wish to Think different? Hinging that question on the one true product that was legend to Apple-based ‘creatives’, she frames the discussion through a wide lens that reviews Apple’s Mac Pro history—the backbone of innovators—against a new onslaught of new agendas, new markets and the transformation to mobile.
In this news featurette, associated editor Akiko Ashley talks to Lucas Goettsche about his work with Eric Lloyd Wright, grandson of Frank Lloyd Wright (FLW) and, in particular, the use of ArchiCAD on some key Lloyd Wright projects and notably on a unique “skate-able” house called the PAS project Skate House.
This year’s focus was very much on VR (virtual reality) & Cloud Based Rendering. The focus on Virtual Reality brought a new creative energy on the show floor for exploration into a new frontier. VR in architecture & games was a big subject in the VR Village. Developers had discussions of how the hardware & software is driving development of this new space to make it affordable to the masses.
Viewpoint: Mac Pro, What Does Apple Mean by Pro? A View from a Professional in 3D, Animation, VFX and Video Games
In this Viewpoint contribution Akiko Ashley, Architosh associate editor and co-founder of 3D animation studio Luminetik, delivers a compelling critique of the new 2013 Mac Pro, a workstation class computer that has been Apple’s most interesting new Mac product in years. With a background in visual effects for major TV and film productions, Luminetik provides Miss Ashley with a perspective on what studios really need in their pipeline hardware and what is good and bad about Apple’s latest Mac Pro in meeting that standard.
In this special Artist Profile story, Akiko Ashley talks to TED speaker and acclaimed artist Janet Echelman about her remarkable work, creating engaging visual and interactive large scale urban and architectural artistic installations throughout the world
In this excellent overview article, 3D industry veteran Akiko Ashley sums up the good, the bad and the ugly of SIGGRAPH 2013…