Stories from August 6th, 2010

Data Visualization For Faster, More Effective Pen Testing

At the recent Defcon conference, Chris Sumner gave a presentation called “Social Networking Special Ops: Extending Data Visualization Tools for Faster Pwnage” where he showed how you can use tools like Maltego, Processing, and DAVIX to parse information from social networks like friend relationships and status updates into useful information.  One particularly impressive example was in chasing a 419 Scammer through Facebook Updates.

Chris then detailed some of his research into a 419 Nigerian scam through which a friend of his had lost a laptop. He was able to gather information through Facebook by friending users who were located in Nigeria. His research revealed numerous brazen scammers who were flaunting their activities on Facebook. In fact, he got pretty far with identifying individuals involved in the scam until it became apparent that going all the way could be danger. As the slide said in his presentation: “Health Warning: Messing With Criminals Can Reduce Your Life Expectancy.”

You can view his massive 224-slide presentation (PDF, Google Viewer) and Whitepaper (PDF, Google Viewer) at his site.

via Data Visualization For Faster, More Effective Pen Testing – Evil Bytes Blog – Dark Reading.

Science , ,

Sixty40 Winter 2010 Reel

Check out the impressive reel of work from Sixty40 showing off their work for KMart, Cartoon Network, Mythbusters, and many more of your favorite shows.

Sixty40 Winter 2010 Reel : Sixty40.

Sixty40 Reel 2010 from sixty40 on Vimeo.

Graphics ,

Hybrid particle-element simulations of impact, perforation, and fragmentation.


A great video on YouTube from the Cockrell School of Engineering, in partnership with the Arctic Region Supercomputing Center (ARSC) at the University of Alaska Fairbanks and the Department of Defense’s High Performance Computing Modernization Program’s (HPCMP) Data Analysis & Assessment Center (DAAC), shows visualizations of a simulation of high-velocity impacts.

The video shows 2 impacts in particular:

  • a 10mm Aluminum Sphere impacting a 2.5mm Aluminum Plate at 6.7km/s
  • a 7.67mm Uranium Alloy Rod impacted a 6.4mm Plate obliquely at a 73.5 degree angle, at 1.2KM/s

The visuals are pretty, and a bit hypnotic to watch.  The video is also the proud recipient of one of the recent SciDAC Visualization Night OASCR’s.

Disclaimer: I worked on this video.

via YouTube – Hybrid particle-element simulations of impact, perforation, and fragmentation..

Science

metaio’s insideAR Conference Registration Open

metaio has formally announced the 2010 ‘insideAR’ conference on Augmented Reality, to be held September 27th in Munich.

The insideAR augmented reality conference by metaio is a comprehensive overview about state of the art technology and business opportunities in the growing field of connecting real and virtual worlds. You will have the chance to get in touch with our R&D or application development specialists as well as our partners and international experts from various industries. See the applications of tomorrow and get insights from our best-practice examples in marketing, e- and mobile commerce, gaming, publishing, IT and industrial applications. When you think that augmented reality will change the way we look at the world, insideAR 2010 will change the way you look at the technology.

Information is still sparse, but registration is open now!

via Augmented Reality, Mixed, software, product, systems, solutions, consulting, applications, presentation: insidear.

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SIGGRAPH: Talking to Lightworks

One company I always enjoy talking to at SIGGRAPH is Lightworks, creators of an impressive suite of software you may have never heard of.  Many people are largely unaware of the Lightworks tools because they market them not to end-users, but rather to other businesses and application developers as a pre-built rendering solution.  The result is high-end photorealistic visuals (or not, depending on the application needs) in several applications, powered by Lightworks technology.

This year at SIGGRAPH, I took the time to talk to the Lightworks crew and see what new offerings they had.  Lightworks has been interested in the real-time raytracing market for quite some time, and I first found them when they were demonstrating their integration with the CausticOne card back at SIGGRAPH2009.  They were back again this year, again demonstrating the amazing CausticOne integration capabilities, but they had really taken it to the next level this year.

One technology they were demonstrating, but not being terribly vocal about, is a new system called “Lightworks Architect”.  The Lightworks Architect is, at it’s core, an interface layer between applications and underlying rendering technologies.  This means that using Lightworks Architect you can program your application using a single interface, and then swap out renderers underneath.  At their booth they were demonstrating various options using the CausticOne card, NVidia’s OptiX & SceniX, an Intel CPU-only renderer, and their own renderer.  This alone is impressive, but they also had support for OpenRL, meaning that they could interface with any OpenRL compatible renderer.  Unfortunately, there aren’t very many of those right now but with the involvement of Caustic hopefully that will change.

From speaking with their developers, adding new renderers is a breeze as well.  Merely writing a translation layer and providing a single DLL for the application was enough, and they were able to adapt NVidia’s OptiX raytracer in a mere matter of days, and now it’s available for all to use via Architect.  Architect isn’t a fully released product yet, more of an in-house tool, but hopefully this will become another product in the Lightworks Portfolio, enabling real-time raytracing on a variety of platforms.

In addition to Architect, Lightworks got a lot of buzz from their new ‘Cloud Rendering’ tool named Alto. The hype was a bit off on this one, as Alto is not a true ‘Cloud Rendering’ system, but rather a remote rendering & queue system, similar to Autodesk’s Backburner.  What Lightworks found was once they had Architect in place, it became trivial to write a renderer that simply bundled up the scene & handed it off to someone else across the network.  They constructed Alto to allow you to setup your own Lightworks-based Render Farm and use a cluster of computers to accelerate your renderings, or perhaps use a single extra-powerful machine by multiple people in an architectural or design house. Complete with queue management & control features, it looks like a nice resource sharing system for use by small studios.  Again, this is a technology that will be offered to developers for inclusion into their own products, so Lightworks-driven products may find themselves with some nice remote rendering capabilities in an upcoming update.

These types of advancements really showcase the power of embracing a solution like Lightworks, rather than “rolling your own”.  When a company embraces a solution like the Lightworks tools (or Luxion, or Fovia, or whatever other OEM/B2B provider you can think of), they wind up getting all of these new functions without dedicated their own software resources to creating them.  Application developers can focus on file-formats, GUI interfaces, and hardware interfaces to remote sensors or exotic input systems like multitouch, haptics, or tablets, and leave the Rendering to a team of experts offsite.  Then as new accelerated renderers come along, or support for clusters and remote resources, you get access to that technology without any effort on your part.

Where’s Lightworks going next?  Well I can’t spill those beans (yet), but suffice it to say they’re keeping busy.  Around the show you may have seen a few people demonstrating the Lightworks Artisan product, which is a popular tool for viewing models.  In their booth they were demonstrating an internal product, not yet available to the masses and not confirmed if it ever will be, along the lines of BunkSpeed Shot and Luxion KeyShot which would allow you to arrange a scene and model and then “Take a Picture” to initiate a full-resolution rendering.  This was one of their demonstration platforms for Architect, as they could then show how similar the renderings were between OpenRL, OptiX, and their internal renderer, therefore showing how well Architect translates between them all.

Architect and Alto both look like great products, and hopefully they’ll have more coming down the pipe soon!  If you made a stop by the LightWorks booth or presentations, what caught your eye?

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5 Reasons 3D Display is Doomed

Personally, I like 3-D in limited cases. For example, I enjoyed watching Toy Story 3 in 3-D for instance. However, the floor exit lighting in the theater interfered with the 3-D effects because the light reflected off the glasses. I was in the middle of the theater, and was not bothered as much, but it did bother other people sitting at the end of the row nearer the floor exit lighting.

Some people are concerned that 2-D to 3-D conversions will sink the 3-D tsunami. But what will sink 3-D, in my opinion, is that Hollywood will put out movies with no storyline, but touting that it is in 3-D. At first, people will pay more to go see a bad 3-D movie, just because it is in 3-D. Afterward they will give up on the whole 3-D experience.

Steve Peterson on Gamasutra.com gives five reasons why 3-D display is doomed. Neil Schneider rebuts those reasons in his own post. First from Steve:

I think it’s doomed to be a mere blip in the sales charts, and here’s 5 reasons why:

1. 3D Is Expensive. The new generation of consoles helped catalyze the purchase of HDTVs, and now we ask customers to drop at least $2000 on a new set so they can play 3D titles?

We don’t even have complete penetration of HDTV yet, and asking for a major upgrade when the economy is still recovering seems a bit much. Then there are the 3D glasses, which are $150 to $199 a pair right now. Yes, those prices will drop, but it’s not going to happen until numbers get very much higher… which may not ever happen.

Neil responses with

The Samsung 46″ 3D Plasma is going for about $1,400 US (Model LN46C750).

via Gamasutra: Steve Peterson’s Blog – 5 Reasons 3D Display is Doomed.

Hardware

A throw away culture – How much do we really recycle

Crytek Interview at MTBS3D.com

MTBS3D.com has posted an interview with Jens Schöbel, Technical Designer for Crytek on the new Crysis 2 game. This is only part 1 of a 3 part series, so there will be more to read later. The good news is that Crysis 2 will be able to run in stereoscopic 3-D. The bad news is that this game has just been delayed until early 2011. It was slated for a November 23, 2010 release date.

5. When and how did Crytek first take an interest in stereoscopic 3D gaming? What was your first experience with it?

My personal experience with S-3D differs a little bit from Crytek’s experience with 3D. Before I joined Crytek I received my Master of Science in Mathematics and used to work as a scientist in the 3D graphics laboratory at the University of Heidelberg, Germany. Back then I made my first experiences with S-3D. This is about 9 years ago. My task was to visualize data in stereo 3D like jet streams around a car or biological cells. The results that we achieved at those times were absolutely amazing from a graphical point of view but not comparable with the current developments at all.

When I joined Crytek in 2008 the idea of developing videogame content in S-3D was relatively new. At that time only one programmer at Crytek researched this technology. He implemented the first version of our S-3D tech in CryENGINE for Siggraph 2009 in less than a handful of days. After the tech was implemented we started working on the content. An internal research project lifted our knowledge bar of stereo gaming step by step over the following years. Today, S-3D is one of the most important parts of my job as Technical Designer. I have a very deep understanding of the S-3D theory itself, the programming side of things but also about the design idea behind. I’d call myself the interface between programming, art and design. Besides programming I also try finding the right values for how much left shift a shader effect needs for example, or how deep a pillar needs to be placed considering the specific arrangement of objects in the game.

via Crytek Interview, Part I of III.

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Daily Viz from Visual Loop – 06/08/2010

Distance is over. We live on a more and more connected society, and Giga Om‘s graphic shows us exactly how much. Even so, somethings will still endure, like books…or not? Find out on Newsweek‘s infographic, comparing it with the emerging e-Book generation. From Sportige comes a detailed look at motorcycle injuries, and Home Owner Insurance teaches us some curiosities about volcanoes. Finally, Iglu Cruise takes us on a journey inside the routine of a cruise ship – and it’s pretty impressive!

Read more…

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Stories from August 5th, 2010

KeyShot 2.0. All the Raw, Realtime Render Juice You Can Squeeze

Over at SolidSmack, they’ve got a great review of Luxion’s new KeyShot2.0.  They open with a quick cliff-notes on the history (the Luxion/BunkSpeed drama) and quickly transition into the new features of KeyShot2.

If you were a Hypershot user, you know how easy it was to create a quick rendering. KeyShot blows that away and not only makes getting a rendering easier, but also makes the workflow to get that rendering easier. You have three areas where you do the majority of your work. The Realtime window, the Library and the Options. You size the model in the Realtime window, drag and drop materials and environments from the Library and adjust your light setting and material in the Options. The settings in both are split into tabs so you don’t have boxes littering your workspace. It makes for a set-up you can jump around in smoothly without going mad wondering what to do next.

I had a chance to see it demonstrated in the Intel booth at SIGGRAPH, and for a pure-CPU renderer it’s pretty impressive.  Of course, they had it running on a 24-core machine, so obviously it’s going to be fast, but I was glad to see this in his review, which they left out of their SIGGRAPH presentation:

Part of the disagreement that divided Luxion and Bunkspeed, is what processors should be used to create the renderings. Bunkspeed maintained that utilizing the GPU was the way to go, while Luxion maintained the CPU was more capable. True, you can usually get more CPU power for the money, but there are realtime benefits and power the GPU also provides. So, this will change with KeyShot 2.1 where support for additional GPU rendering is added.

This is the true direction of this argument: Merging the CPU & GPU into hybrid solutions, exploiting the power of both sides to their fullest.

via KeyShot 2.0. All the Raw, Realtime Render Juice You Can Squeeze [Review] >> SolidSmack.com.

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