HBO's adaptation of The Last of Us has received much well-deserved praise since its premiere, including being lauded as the series to break the so-called "video game curse."(Opens in a new window) While some game adaptations have deserved their critical drubbings, recent efforts like Werewolves Within and Castlevania have proven successful and shouldn't be overlooked. My favorite among these newer adaptations is the stellar Arcane, a 2021 animated series that loosely adapts the massively popular game League of Legends. Arcane takes existing characters and lore from the game and blends them with new elements to create a stunningly executed story. You don't actually need to be familiar with League to understand and love Arcane; everything I know about League, I learned from this show. With its gorgeous animation, rich steampunk world, and fascinating characters, Arcane packs a gloriously mean punch.
Boasting a guaranteed five-year life cycle, whilst offering twice the bandwidth and FP32 performance over the previous generation, these new MXM GPU cards feature second-generation Ray Tracing Cores, and third-generation Tensor Cores. This improved AI inference capability will help accelerate high-performance edge computing and AI application development in industrial applications including machine automation and machine vision, driver assistance, and public safety systems. MXM GPU cards meet the demands of fanless computing in harsh environments Unlike the standard PCI Express graphics accelerators that populate high-performance computing applications, Advantech's MXM modules are designed specifically to meet harsh environments, with the intention of being integrated into edge systems that have been tested and certified to handle excessive vibration and shock conditions adequately. With its compact size and ruggedised design, the new MXM GPU cards come in the following two form factors. The SKY-MXM-A500, SKY-MXM-A1000 and SKY-MXM-A2000 are MXM 3.1 Type A versions with an 82 x 70mm footprint whilst the SKY-MXM-A4500 is MXM 3.1 Type B version with a larger form factor of 82 x 105mm.
At Rockstar Games, we create world-class entertainment experiences. A career at Rockstar Games is about being part of a team working on some of the most creatively rewarding and ambitious projects to be found in any entertainment medium. You would be welcomed to a dedicated and inclusive environment where you can learn, and collaborate with some of the most talented people in the industry. Rockstar Toronto is currently seeking an Animation Programmer with an interest in researching Computer Vision and Machine Learning. We are looking for a talented engineer to help us develop advanced facial performance capture, animation, and rigging technology for our character based games.
As a fun little prototype, I wanted to see how much work would it be to use AI to create as much of the art for a 2.5D point and click style game as possible. I figured the backgrounds would be a given, as the game would pretty much be 2D, but the characters were more complicated. I would need to have a lightning fast pipeline, a pipeline that allows me to use mocap data so creating animations would not be a bottle neck. I needed a way to translate AI generated art into form that can accept motion capture. The best way seemed to be to generate character concepts with AI and model them into 3D.
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The graphics card, also known as Graphics Processing Unit (GPU), is responsible for calculating images in a computer, which can then be displayed on a monitor. It represents the interface between the processor's calculations and the monitor. However, the development of graphics cards is now so far advanced that, in addition to this function, they can also support and relieve the CPU during calculations. The computer's processor calculates what data a certain program wants to display on the screen and outputs it as so-called image data. This, mostly numerical, data is then converted by the GPU so that it can be displayed on a monitor or other device. Many laptops and computers contain graphics cards that are already mounted on the circuit board, i.e. the mainboard.
Nowadays, when talking about neural network models, it is common to mention how many graphics cards they need. For larger ones, there is talk of how many cards are needed, and how many GB of RAM may be required for a graphics card, for smaller ones. But it is rarely questioned why exactly the graphics card is the tool of choice. After all, not so long ago, it was limited to graphics-related calculations, not machine learning. Therefore, in this post, we will show an overview of the graphics card architecture and an example of a graphics card accelerated operation to demonstrate its use.
Photorealistic digital re-aging of faces in video is becoming increasingly common in entertainment and advertising. But the predominant 2D painting workflow often requires frame-by-frame manual work that can take days to accomplish, even by skilled artists. Although research on facial image re-aging has attempted to automate and solve this problem, current techniques are of little practical use as they typically suffer from facial identity loss, poor resolution, and unstable results across subsequent video frames. In this paper, we present the first practical, fully-automatic and production-ready method for re-aging faces in video images. Our first key insight is in addressing the problem of collecting longitudinal training data for learning to re-age faces over extended periods of time, a task that is nearly impossible to accomplish for a large number of real people.
Further demonstrating the power of artificial intelligence when it comes to photorealistically altering footage, researchers from Disney have revealed a new aging/de-aging tool that can make an actor look convincingly older or younger, without the need for weeks of complex and expensive visual effects work. When watching a blockbuster movie like 2018's Ant-Man and the Wasp, most viewers can easily spot the work of the many visual effects studios that contribute to these films, what with their flashy moments when Ant-Man shrinks or grows to gigantic proportions. But it's sometimes the more subtle VFX work that can be the hardest to achieve photorealistic results with, like the shots featuring younger versions of actors Michelle Pfeiffer and Michael Douglas. To get results like those seen in the movie, talented artists either need to spend weeks erasing wrinkles and other telltale signs of age from an actor's face, or entirely replace it with a computer-generated double. Visual effects are a powerful filmmaking tool, but there are plenty of reasons to find ways to make them easier to create; from lightening the load on already over-worked and underpaid artists, to making the tools accessible to filmmakers not working with immense Hollywood-sized budgets.
The biggest dangers in Disney's Strange World are not the tentacled creatures lurking around every corner but rather the stifling expectations of your father. This brand-new animated adventure joins Turning Red and Encanto in the recent series of Disney and Pixar films that examine fraught family dynamics. Those movies used red panda transformations and magical family gifts to explore mother-daughter relationships and intergenerational trauma. Here, in Strange World, father-son tension plays out against a background of fantastical flora and fauna that may or may not want to make a snack out of our protagonists. Before we're dropped into that titular strange world, we're introduced to the land of Avalonia, an isolated country surrounded by rings of impassable mountains. Explorer supreme Jaeger Clade (Dennis Quaid) devotes his life to conquering the mountains, and he brings his botany-focused son Searcher (Jake Gyllenhaal) along for the ride.