Well, we're not going to Mars ourselves, but DigitalFish may have the opportunity to help support NASA operations there.

This morning NASA announced they selected DigitalFish's STTR proposal, submitted in collaboration with researchers at Carnegie Mellon University, to apply OpenSubdiv in representing the Martian terrain for planetary-rover mission and science planners.

Beyond its application in space, we believe our work in subdivision-surface terrain representation under this project will have Earth-bound applications for mobile mapping by field scientists and engineers, military operations planning and C4I mobile systems, naval and commercial-marine bathymetry mapping, and terrain rendering for film and games.

NASA's official announcement tells more about the highly competitive federal SBIR/STTR R&D programs.

The Australian Centre for the Moving Image (ACMI) in Melbourne is hosting the world premiere of DreamWorks Animation: The Exhibition — Journey from Sketch to Screen, which opens Thursday April 10, 2014.

DigitalFish created interactive kiosks showcasing traditional (hand-drawn) and 3-D animation methods. The touch-screen and pen-based digital kiosks engage both adults and children in experimenting with animation drawing, face animation of well-loved DreamWorks characters, computer-graphics scene lighting, and physics-based models for visual special effects.

DigitalFish is both an exhibit sponsor and technology supplier for the exhibit. While much of our work in production technology is used behind the scenes, it’s great to see our creations delighting museum visitors in such a public venue. Learn more about the interactive exhibits or have a look at ABC's video coverage that conveys the massive scale of the total exhibition; the interactive kiosks are shown shortly after the two minute mark. The exhibit runs through October 5, 2014.

This month several DigitalFish-ers will be attending Game Developers Conference (GDC) in San Francisco as well as NVIDIA-hosted GPU Technology Conference (GTC) in San Jose.


GDC is in San Francisco March 17-21, 2014 and GTC is the following week in San Jose, March 24-27, 2014. Please drop us a note if you'd like to connect at either conference.

See you there!

DigitalFish’s work bringing Pixar’s OpenSubdiv to a mobile device for our client Motorola Mobility was featured onstage at Qualcomm’s Uplinq conference. Motorola Mobility Senior Vice President Dr. Regina Dugan introduced the use of OpenSubdiv in this innovative real-time animation piece by Academy Award-winning director Jan Pinkava. DigitalFish’s Mark Oftedal contributed story development and animation direction.

This is the first-ever deployment of OpenSubdiv running real-time on a mobile device. A team of DigitalFish engineers led by Senior Research Scientist Nathan Litke were embedded within Motorola Mobility’s Advanced Technology and Projects (ATAP) group. Our work included introducing “real-time mobile” features into OpenSubdiv, such as animation-engine integration and extensive optimizations for OpenCL and OpenGL ES on Qualcomm’s Adreno 320 (Snapdragon 800) mobile GPU. Motorola Mobility, a division of Google, has announced it intends to contribute the DigitalFish-developed code in Windy Day into the OpenSubdiv public repository.

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Fxguide's in-depth article about OpenSubdiv delves into the history and benefits and explores who is leading the industry standardization efforts. The article also highlights DigitalFish's OpenSubdiv expertise and our recent Motorola Mobility project where we delivered the first-ever realtime subdivision surfaces on a mobile device.

In this article, Mike Seymour of fxguide describes not just what OpenSubdiv is, but it's current state in terms of industry adoption, with quotes from leaders at most of the important DCC software vendors including Autodesk, Side Effects and The Foundry.

The article quotes DigitalFish's Dan Herman on the topic of subdivision-surface adoption while he was at Pixar: “Toy Story had been modeled primarily with NURBS, Woody and Buzz were NURBS and NURBS are not good for organic surfaces. From Geri’s Game in 1998 to Toy Story 2 (2000) Pixar completely converted from a NURBS pipeline with polygons to a totally subdiv pipeline. That conversion was because the advantages of subdivs were just so compelling.”


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March 17-21, 2019
San Jose, CA

Game Dev Conference (GDC)
March 18-22, 2019
San Francisco, CA

April 6-11, 2019
Las Vegas, NV

April 30 - May 3, 2019
Stuttgart, Germany

VRX Enterprise
May 21-22, 2019
Boston, MA

Augmented World Expo
May 29-31, 2019
Santa Clara, CA

E3 Expo
June 11-13, 2019
Los Angeles, CA

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