Augmented Reality with OpenCV and OpenGL: the tricky projection matrix

I've been working lately on computer vision projects, involving Tensorflow for deep learning, OpenCV for computer vision and OpenGL for computer graphics. I'm especially interested in hybrid approaches, where I mix deep learning stuff, opencv stuff, and classic OpenGL pipeline. The main idea is to avoid framing problems as black box problems, throw a neural … Continue reading Augmented Reality with OpenCV and OpenGL: the tricky projection matrix

State of the art (2019) face detection with RetinaFace and MXNet

Testing deep learning neural networks on public datasets is fun, but it's usually on unseen data that you can really see how the published techniques really perform. Recently, I was trying to detect human faces on Game of Thrones footage. I was surprised to see that the most widely used techniques didn't fare really well. … Continue reading State of the art (2019) face detection with RetinaFace and MXNet

Cracking Cloud Rendering in the Real World

(Article in July 2015 for Seekscale company, a cloud rendering startup) Studios Need Ever More Render Power VFX and 3D animation studios computing power needs keep growing, year after year. Visual effects are everywhere, 3D is spreading like wildfire, and studios render farms struggle to keep pace. Many studios are accustomed to renting physical servers … Continue reading Cracking Cloud Rendering in the Real World

Realistic Landscape Rendering with Terragen

(Interview performed in March 2015 for Seekscale company, a cloud rendering startup)  In our permanent quest to understand today's rendering landscape, we decided to focus today on realistic landscapes rendering, and interviewed Matt Fairclough, founder of Planetside Software, the company behind Terragen, one of the reference softwares to generate and render realistic landscapes. Terragen was … Continue reading Realistic Landscape Rendering with Terragen

Rendering optimization : a peek at Umbra3D technology

(Interview performed in March 2015 for Seekscale company, a cloud rendering startup) We are regularly looking for interesting technologies, and we recently came across Umbra, a middleware initially designed for occlusion optimization, which turns out to be evolving in a rendering optimization platform, with content streaming and cloud delocalization available, where geometry topology is analyzed … Continue reading Rendering optimization : a peek at Umbra3D technology

Supervising Guardians of the Galaxy VFX

(Interview performed in February 2015 for Seekscale company, a cloud rendering startup) Let's face it: just like Peter Quill ship under blacklight, a blockbuster VFX pipeline can look like Jackson Pollock painting. In addition to great punchlines and awesome characters, Guardians of the Galaxy is also one of the most ambitious movies to date in … Continue reading Supervising Guardians of the Galaxy VFX

CPU vs GPU: A Discussion about Hardware Acceleration and Rendering

(Interview of Prof. Dr. Philipp Slusallek, accomplished scientist and veteran from the computer graphics field, performed in January 2015 for Seekscale company, a cloud rendering startup) Hardware acceleration is hot in rendering industry right now, and while people still try to figure out how to split workloads between CPUs and GPUs, FPGAs are quickly rising. … Continue reading CPU vs GPU: A Discussion about Hardware Acceleration and Rendering

Rendering Game of Thrones for the Oculus Rift

(Interview performed in January 2015 for Seekscale company, a cloud rendering startup) Game of Thrones is all the rage lately, so is the Oculus Rift, so when Framestore and Relevent put up a show where fans could experience Westeros with the Oculus Rift, the buzz skyrocketed. As it turned out, there was a real-time render … Continue reading Rendering Game of Thrones for the Oculus Rift

The VFX Platform: Interview with Nick Cannon from MPC

(Interview performed in October 2014 for Seekscale company, a cloud rendering startup) Linux has been the main OS for VFX studios since the end of the 90’s, and whether you’re an old Linux old-timer or you’re considering it for your pipeline, one of the main concerns are always dependencies and interoperability. Similarly to the VESTECH … Continue reading The VFX Platform: Interview with Nick Cannon from MPC