Boosting Creativity Is As Easy As “DPPO”

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I just returned from the National Association of Broadcasters Show in Las Vegas and the theme of the event was “The Changing Face of Media & Entertainment.” This topic seems particularly relevant due to the insatiable demand for content via traditional media outlets such as televisions, movie theaters and the myriad of new devices including tablets, smart phones, and gaming devices that are all connected to the internet. This demand is driving tremendous complexity in content creation and distribution, which in turn is placing ever-increasing demands for higher quality and faster delivery.

Dell is helping the industry make this transition by developing some of the most advanced workstation solutions on the market.

We design Precision Workstations to deliver high productivity and reliability using the best components on the market like Intel® Xeon® processors and best in class design features such as the newly released Dell Precision Performance Optimizer (DPPO). With DPPO we have seen performance increases by as much as 61% with some functions in Adobe Premiere. Our advancements in design and build quality have been noticed in the industry with such awards as Videomaker's Best Products of the Year Award for 2012.

DPPO is one of our newest tools for Precision Workstations featuring Intel® Xeon® processors. DPPO can help your system achieve optimum performance for professional media and content creation software such as Autodesk Maya, Adobe Premiere Pro, After Effects, Photoshop, and Media Encoder. Having DPPO on your system is like having an IT pro always on hand to ensure your workstation with Intel® Xeon® processors is performing at its peak. 

DPPO has three key capabilities: Automatic Performance Optimization, System Maintenance, and Tracking & Reporting.

We know applications such as Autodesk Maya, Adobe Premiere Pro, After Effects, Photoshop, and Media Encoder don’t always follow a “one size fits all” approach and “tweaking” a number of hardware and software parameters can directly benefit the user experience. The beauty of the Automatic Performance Optimization module is this is done automatically. In some cases, we have seen performance increases as much as 61% with some functions in Adobe Premiere. With Automatic Performance Optimization, many features within the BIOS, Operating System, and drivers are compared and adjusted to determine an application profile. The profile contains settings specific to performance and optimization of a particular application. Once the profile is activated and the corresponding application is started, DPPO will change the system to the optimal configuration automatically. You select the profile for the application you are using, and DPPO takes it from there.

With DPPO, you also know that your system will always be up to date. More than just getting updates to the operating system, the System Maintenance module provides the latest drivers and firmware for all the hardware components you have — you can even determine when you want updates and for which parts of your system. 

With the Tracking and Reporting module, information such as the amount of free memory, Intel® processor utilization, and even thermal sensor data is all available over a custom timeframe. You (or your IT department!) can get a fully detailed system report while your workstation is compiling code or rendering frames. DPPO lets you get a glimpse under the hood during the most important times you are utilizing your workstation.

We are very excited to offer the Dell Precision Performance Optimizer to our Precision Workstation customers working in the media and entertainment industry! For more information about the DPPO and how it can boost your creativity, please visit – Dell Precision Performance Optimizer.

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Defy Gimbal Challenges the Movi at a Lower Price Point

If you were scoping out camera gear at NAB, you probably saw the Movi from Freefly. Described by early users as a revolutionary handheld camera rig, the Movi is a three-axis gyro-stabilized handheld camera gimbal that keeps your camera steady no matter which way you end up turning the rig. The first Movi will hold up to a 10-pound payload and costs $14,995, and bigger and smaller models are said to be coming. Freefly already has experience with multi-rotor camera platforms, and power DSLR user Vincent Laforet quickly aligned himself with the Freefly team and spread word of the product far and wide. However, except where there's something especially clever and patentable about Freefly's designs, there's nothing stopping other companies from releasing competing products.
 
It looks like the first of those competitors may be the Defy Gimbal, which is being touted by Missouri-based digital media company Relentless. Relentless was apparently at NAB this year with a two-axis prototype of the product, but now says it plans to deliver a silent three-axis carbon fiber gimbal suitable for cameras ranging from the Red Epic on the high end down to the Blackmagic Pocket camera and the GoPro on the low end. In a video posted to the Relentless website, company CEO Drew Janes describes a silently operated handheld gimbal with brushless motors and plenty of options for building out a full-on camera rig. "We build custom multi-rotors right here in our shop," he insisted. "We get gimbals." (Watch it below.) Pre-orders will be taken at the company's new website, www.defygimbal.com, for estimated delivery in June at a what Janes promises is "a price point you can actually afford." The two-axis version Janes was showing at NAB was going to be sold for around $1800, so a three-axis model with the ability to hold a wider variety of cameras will presumably carry a bigger price tag.
 
 
We probably won't see too many early adopters canceling their Movi pre-orders on this news. For one thing, we haven't yet seen the Defy Gimbal in action. The Relentless team needs to create a demo video that proves they've hit their marks before competition heats up. For another, Freefly says it really has developed some unique technology for the Movi. The company has applied for patents on "Majestic Mode," in which the gimbal monitors the camera operator's handle movements and converts them on the fly into stabilized pans and tilts, allowing framing to be accurately controlled and maintained. Also patent-pending is the translation-compensation system that allows the Movi to automatically adjust the camera angle hundreds of times a second to maintain a consistent frame, as well as the "noise filter," which allows the user to dial in the amount of shaky-cam he or she prefers so the gimbal can leave exactly the right amount of instability in the image, no matter how roughly the camera is being handled. Freefly has also developed proprietary control algorithms that use GPS data for acceleration correction on cars or helicopters.
 
So it looks like the Movi will set the gold standard in this niche, and may become a popular rental item. It's slated to ship in the third quarter. But if you like the idea of a stabilized handheld rig without much in the way of fine control, the Defy Gimbal may suit your needs at an attractive price point. And if that doesn't work for you either, you can wait a few months and see if someone else does it better.
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Three Common Misconceptions About Adobe’s Creative Cloud

 
A bit of a firestorm erupted yesterday after Adobe announced its transition to a subscription-only model for its creative applications, which are now part of a unified Creative Cloud offering. Some of Adobe's customers complained loudly about the move, which came suddenly and as a pretty big surprise — anyone who was paying attention knew this was the direction Adobe would go eventually, but not many expected it to happen quite this soon.
 
Many of the complaints are legitimate, stemming from a dislike of a "rental" model for critical software applications, a back-of-the-envelope calculation showing increased costs over the long run, or simply fears that the price could increase unreasonably over time. But others result from a lack of information about what, exactly, this "Creative Cloud" stuff means to users. Here are the three complaints we've seen pop up online most often that are not supported by what Adobe has said publicly about Creative Cloud. 
 
1) I'll be forced to upgrade when Adobe wants me to, not when I'm ready.
 
Adobe says Creative Cloud members will choose when to install application updates. They will not be pushed to the user's system automatically. In fact, Adobe says you can stick with current versions of products, if you like, as long as your membership is active. In addition, all versions of the Creative Suite products, beginning with CS6, will remain available for the purposes of backward compatibility, and it will be possible for you to keep Adobe Premiere Pro CS6, for example, as a separate application from Premiere Pro CC.
 
2) The Creative Cloud requires an "always-on" connection that will make it tough for me to work remotely.
 
You do need to be online to install your software, so you'll have to install the programs you need while you're connected and before you hit the road. But the applications run locally, on your machine. In its FAQ, Adobe says users with an annual memberships will be expected to connect to the web to validate licenses only every 30 days, and products will work offline for 180 days. (Actually, an Adobe blog post about Photoshop CC says it's only 99 days. We're asking for clarification on the apparent contradiction.)
 
3) The Creative Cloud requires me to store my media and project files online, where they'll be insecure and a pain to access.
 
Creative Cloud users are not required to store anything online, though the cloud becomes an optional save location. Once your applications are installed, you can use them with local files and media, the same way you currently work. Again, Creative Cloud subscriptions will include online storage, but its use is optional, not mandatory.
 
For more on the Creative Cloud, read Adobe's FAQ on the subject: www.adobe.com/products/creativecloud/faq.html
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Eight Technology Trends from NAB 2013

The buzzword at this year's NAB was "4K," and technology is pointing the way to our 4K future by increasing the speed, the capability, and the efficiency of the tools relied on by filmmakers and other content creators. Here are some significant trends I noted at the show that may indicate how the industry will evolve over the next year. (Obviously, I'm not listing all of the important trends. Check in at the comments section, below, to tell me what I left out.)
 
Adobe Gains Ground in the NLE Wars
 
Adobe showed strength on the show floor as attendees packed the theater where upcoming Creative Suite features were being showcased. The continued appeal of the full CS package is one of the biggest selling points for Adobe Premiere, and neither Apple nor Avid has the same momentum. Avid did move in the right direction for its large and loyal user base, reducing the price of Media Composer to $995, making the former Symphony an optional feature upgrade, and simplifying media management in the new Media Composer 7. And Apple continued to tweak Final Cut Pro X, adding support for Sony's new camera formats and addressing a color-space issue for ProRes Log C Alexa workflows. Still, Adobe scored the most points simply by making Creative Suite an even more attractive proposition.
 
Anamorphic's Back
 
 
It was a good show for fans of anamorphic lensing, as Thales Angénieux and Cooke Optics announced complementary lines of zooms and primes, respectively, and ARRI had the first three of seven new ARRI/Zeiss T1.9 Master Anamorphic lenses in its booth. ARRI sought to remind everyone in attendance that the Alexa's 4×3 sensor is well-suited to film-style anamorphic photography. And if you're trying to get closer to the anamorphic look without actually shooting anamorphic, Schneider Optics can help you out with its new line of True-Streak filters, which generate streaks emanating from bright lights and highlights in camera, a la old-school anamorphic glass. You'll be shooting like J.J. Abrams in no time.
 
Camera Stabilization Hits the Next Generation
 
The lion's share of pre-NAB hype surrounded the Freefly Movi M10 camera stabilizer, a $15,000 "gyro-stabilized handheld camera gimbal" that makes handheld shots look like full-on Steadicam productions. The M10 holds up to 10 pounds. Larger (20 pound) and smaller (5 pound) versions are said to be coming soon. Just as the Canon 5D Mark II craze encouraged lots of shooters to create those admittedly gorgeous shallow-focus effects a large-sensor DSLR can give you, expect the Movi — and its inevitable imitators — to usher in a ton of fancy handheld camera work in the months and years to come. Will it challenge the venerable Steadicam? Time will tell.
 
High-Res Goes High Speed
 
 
The version demonstrated at NAB was still a bit of a science project, but the Phantom Flex 4K camera stood out by shooting 4K material at up to 1000 fps. The camera has a standard PL lens mount and a Super 35-sized sensor. What's more, Vision Research has significantly updated the camera's raw workflow, allowing compressed files to be recorded in camera for the first time using the new CineMag IV media. If 4K is going to be real this year, we're going to need a camera like this to handle all of our slow-motion needs. The Flex4K is slated to ship by the end of the year — AbelCine is already taking preorders if you've got $2500 to put on the barrel.
 
GPU Acceleration Reaches the Cloud
 
 
A lot of the attention paid to "cloud computing" in the media industry has focused on platforms for collaboration during the editorial process, which makes sense. But NVIDIA brought its GRID platform to the show and started talking up something called the Visual Computing Appliance (VCA), basically a rack-mounted collection of up to 16 fast GPUs connected to clients via 10 Gigabit Ethernet. The clients then fire up a virtual machine and do their work on the VCA, which streams the session over the network for viewing on the client system. That means a user on a lightweight computer can do computationally intensive graphics work. At NAB, NVIDIA was showing a MacBook Pro seamlessly controlling an instance of Autodesk 3ds Max 2014 from OS X and a Linux system "running" Adobe Photoshop CS6. It's a good way for a facility to centralize its GPU power and distribute it to up to 16 client machines as needed, but as long as the bandwidth is available, it could be used across an external network, as well. (And that's where things could get really interesting.)
 
Storage Gets Bigger and Faster
 
SSDs have been the speed freaks of the storage world, but new technologies are challenging them. Fusion-io threw down the gauntlet with the 1.6 TB NAND flash-based ioFX card, which bypasses traditional storage architecture for maximum speed. It's designed for demanding real-time 4K, 5K, and stereo-3D workflows with bandwidth of 1.4 GB/sec out of a single device — which scales linearly as you add more cards. (Four cards would give you 5.6 GB/sec of read bandwidth.) And the company says the ioFX's 0.06 ms latency trumps SSDs. Putting an ioFX in a portable chassis connected to a MacBook Pro via Thunderbolt will give you 860 MB/sec of throughput, which is nothing to sneeze at when you're on the road. Meanwhile, G-Technology announced its Evolution Series of drives, which reach up to 500 MB/sec when two drives are configured for RAID 0 in the Thunderbolt-connected G-Dock ev. And the new G-Drive Pro hits up to 480 MB/sec over Thunderbolt, allowing 15 minutes of uncompressed 4K footage to be transferred in 36 minutes versus 109 minutes using the previous generation of G-Drives.
 
Thunderbolt Comes of Age
 
It's been a while since Thunderbolt was introduced, but it hasn't taken off the way speed-hungry users had hoped. (And early adopters have experienced some frustrating glitches with devices like Apple's Thunderbolt display.) But there were real solutions at NAB that married high data throughput with highly mobile notebooks. The carry-on-sized DIT Station Rogue 4 integrates the Sonnet Echo Express Thunderbolt-to-PCIe expansion chassis to create a portable data-wrangling system. The new Livebook GFX from AJT Systems is a laptop-based score bug system for sports broadcasters that uses Thunderbolt to hook up an HD-SDI I/O box. With speeds doubling in 2014 — think 4K file transfer along with 4K display on a single port — expect to see a whole new generation of Thunderbolt products at the next NAB.
 
Unfinished Products Are Uncool
 
AJA kicked off NAB this year by showing a rather modest slate of new products, telling press that it has decided to stop making announcements until its gear is actually ready to ship. The move was partly a mea culpa — AJA's own highly anticipated Ki Pro Quad was announced with great fanfare at NAB 2012, but it took a full year for them to finish the thing. Still, it resonated as a goodwill gesture with reporters in the room as well as with customers who will be trying to use NAB product announcements as a roadmap for purchase decisions over the next year. Come IBC this fall, we'll see if AJA sticks to its guns — and if any other NAB exhibitors decide to follow its example.
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Ending the VFX Crisis: What Has to Happen

UPDATE: 4/17. The past two articles have garnered an unexpectedly large number of important, articulate responses from industry people. There is as much — or more — useful information in these comments as in the original blog. I ask you to look through them after reading the blog itself. You will find some agreement and plenty of disagreement with my assertions. It's all food for thought, and I highly encourage you to read them.


As I keep digging deeper into the VFX crisis, it's becoming almost fractal. I try to stay neutral, and it's getting easier as I learn more. Taking sides in this issue will not lead to a solution. It seems all of us play a part. All sides are partly responsible. Getting the studios' side of the story can be difficult, but I'm making headway. They do have some points. Let's take a look at some things I've learned recently.

The Treadmill
I've discovered a bad business practice that I'm calling the VFX treadmill. If a house like Rhythm & Hues got on this treadmill, that would partially explain why, when progressive and multiple delays happened, they could not simply shut down operations and preserve capital.

Think of it like robbing Peter to pay Paul. Let's say, for whatever reason, you go over budget on a project, but you have to deliver, so you use some money from another project. You figure you're going to pay it back when new work comes in. You just assume that new work will come because it's all set up and promised. But it is delayed much more than you anticipated.

Over time, you get stretched on Project A and have to complete it with some funding from project B, which has now started. Now, you don't have quite enough money to complete project B so you have to “borrow” some from projects C and D. And you complete Project B, but now you are a little short on the other smaller projects, so you have to either skimp on them or eat into overhead or borrow from yet another project or three. You can see how over years or decades this can build into a nasty treadmill that you can't easily jump off.

If you see it happening at your house, I advise finding the off button ASAP. On a positive note, from what I've been told, the stronger houses work very hard to avoid the treadmill syndrome. They are finding strength in working lean and staying on budget and keeping their projects straight.

And one more small aside: avoid having too many layers of management. It gets very costly and slows down critical VFX decision processes and reduces flexibility. When you have great artists working for you, you can operate effectively with less hands-on management and more trust.

Stop Blaming the Studios for Everything
This leads me to something that many of you won't like. But I think it's pretty valid. The studios are not the total bad guys that many of you believe them to be. Granted they can be bastards at times, but blaming them just makes you a victim.

Remember, the studios create this business. They have their own risks and worries and, as we saw with Dreamworks, losses as well. By the way, I'm learning that they do pay for extensions and delays when it's in your contract and they cause them. So I was wrong about that.

I am convinced beyond a shadow of a doubt that the studios do not want VFX houses going under. They want strong, reliable houses nearby — especially in their own time zone. They often know when a job is being underbid and will not go with that vendor. They want the house to charge enough so they can deliver good work and stay reliably afloat. It is not in any studio's best interest to simply go with the lowest bidder, with all of the  associated risks. They are far more interested in how reliable the house is, how easy they are to work with, and how good their output is.

This whole crisis keeps coming down to unsound business practices on both sides. I'm not going to pretend that I know what all of the “good business practices” should be. That is a job for the experts, and I don't mean just leaders of this industry. I mean experts at setting up sound business practices for specific industries. They exist. I talked with one who doesn't know our industry very well but, looking at it critically, he had a lot to say about things that could be organized better.

Let's Work with the Studios
Here's a simple little clue for working well with studios so they think about your house when they have work to hand out.

I've gotten this obvious but often neglected little tip from two successful houses, and it has been reinforced by studio people. The studio side VFX sup you will be working with is almost for sure going to be a decent human. (If you get a toxic VFX sup, then run. If you don't know who they are, most everyone else does, so ask.) Client-side sups love working with house people who are pleasant, reasonable and flexible. Nothing makes their day better than knowing they can trust the house sup to stay on top of things. They love house sups that can take the ball and run with it — who get invested in the project with enthusiasm. And they like to see the work getting done, and done well. That's not much to ask, from my POV. It's a lot of work, but that's what we're here for. Amazing work is what this industry is all about. So negotiate well, contract intelligently, do the work within the your proper budget, and be fun to work with.

We All Need to Take Responsibility
Seriously, we all have to stop angling to place blame. There is plenty to go around on all sides. If we want to save this industry, everybody has to take responsibility. I think you might detect a theme here.

Underbidding has got to stop. Only bid for shots you know you can handle, and at a reasonable estimate of what it will really cost, plus overhead and profit. If the studio changes scope on the shot, or if they ask for an unreasonable amount of fine-tuning, go in for a change-of-scope contract amendment. The studios know you are not in the business to fund their movies. They may object, but you have to stick to sound business practices. Do not lose money. Do not sign contracts that will force you to lose money. That is the ultimate bad business practice. (Seriously, it's been done.)

Stop with the Boycott Talk
I keep hearing in emails and on Facebook from people trying to organize boycotts against VFX films. I call bullshit on that. It is probably the dumbest thing you guys have come up with. You are the people who make great VFX films because you love watching them. They are exciting. This work has been done by you and your friends and mine. Everybody puts their hearts and souls into it. The work deserves to be seen. Let's not boycott ourselves. Do the opposite. Show your power by getting everybody to go to VFX movies.

I think the above talk grew out of the belief that we're approaching a “tipping point,” but let's really think about which direction we want to tip. If we have different factions tipping in different directions, there will be no movement at all. If we tip in the wrong direction (as above) it will hurt all of us. Nothing is as simple as it seems. All sides need to take responsibility and the solution will involve everybody making some changes in how they do work, and learning new, better ways to do business.

A Joint Effort Toward a Workable Solution
Remember, we have good people out there walking the streets, and they don't deserve it. Most of them are very hard-working, talented and skilled people. They give their hearts and souls to create great shots. They create motion-picture elements we all want to see — the ones that make an ordinary movie into a blockbuster.

Let's find a way to all work together. That means studio people of consequence sitting down with representatives of the VFX houses and workers' representatives.

It is critically important that any such a meeting should be moderated by a person respected on all sides. He or she should be someone who can bring people together, not polarize them. Someone who is willing to fairly look at all sides in this crisis and isn't intimidated by aggressive representatives from each faction.

We also need a another neutral person with highly respected business acumen to be there to offer advice to all sides on good business practices. Together, we can hammer out sound basic practices and contracting guidelines that make sense and offer needed protections all round. This can form the basis of a more stable industry, something we all — VFX houses, studios and workers — need desperately.

I honestly wish you all the best and please, for your own sake, be smart. Get other points of view. This industry has grand potential to yield prosperity for all concerned. But only if we all pitch in and start running it right.

-P-

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Dolby Demos the Best No-Glasses 3D Yet — But Is It Good Enough?

 
If you're still thinking about buying a 3D TV in order to keep your home-theater experience up to date, don't bother. Rather, don't bother just yet — Cameron-Pace Group (CPG) joined a technology partnership with Dolby and Philips at NAB that's meant to pave the way for glasses-free stereo 3D in the home.
 
Dolby's core stereoscopic technology is the new Dolby 3D format, which was being used to encode content that was demonstrated at NAB on a 55-inch 4K display made by Philips. CPG, which is led by James Cameron and Vince Pace, has now agreed to use Dolby 3D as part of its production workflow. What's more, The Foundry intends to integrate Dolby 3D into future versions of Nuke and Ocula. You can read Dolby's take on all this over at the company's Lab Notes blog.
 
During demos at the Dolby booth, a spokesperson declared confidently, "There are no sweet spots in this technology." That's not really true — it's more accurate to say there are more sweet spots. Through a lenticular lens attached to the screen of the TV, 28 different "views" of the content are generated on playback, so that the 3D effect is visible from multiple positions in a viewing area. If you hold your head still, the effect is crisp and impressive. If you move from side to side, or walk around the room while watching the screen, the picture seems to warp, and the depth effect can be seen to reverse when the right- and left-eye views are transposed. The artifacts are subtle enough that many viewers may not notice them, but they're definitely visible.
 
That being said, Dolby's current 3D demo represents a big improvement over previous iterations of autostereoscopic technology. The display has been finessed so that the transitions between views are smoother and less jarring than before. And officials say there's still room for improvement. Guido Voltolina, general manager of the joint project between the three companies, told StudioDaily that the key is pixel density, combined with a more precisely designed, faceted lenticular lens — "precision down to the micron" — instead of the current round design. An 8K display could generate 56 different views, he said, further improving the viewer's experience.
 
Meanwhile, Dolby's format includes metadata that describes a film's depth map, specifying the parameters of stereoscopic viewing intended by the filmmakers. "The Dolby 3D format carries the information about creative intent all the way to the display," said Voltolina. However, Dolby reps told us that display manufacturers are likely to make the degree of depth scalable, allowing home viewers to adjust depth effects to suit their personal tastes. What's more, the sense of depth is limited in the current state of the technology — scenes from Avatar didn't seem to occupy the same three-dimensional space on the demo screen that they did in the theater. That, too, can be improved, Voltolina told us.
 
The main push right now is to try to convince display manufacturers to commit to make panels that will take advantage of the Dolby 3D technology. It might happen. To my eyes, the demo last week wasn't great, but it was probably good enough for a first-generation consumer roll-out. The image is decent from a stationary position, but if you move around much the picture seem to swim a bit, especially in the background, as the views move in and out of alignment. The effect is a little discouraging, and I'm not sure I'd want to pay big money to look at it in my living room. I queried a couple of other show attendees at the Dolby booth, and both seemed to feel the picture was impressive and yet a bit strange. One said it felt like "something's missing." It's possible that 3D won't become truly compelling in the home until the next generation of glasses-free systems is implemented on even higher-resolution displays.
 
And even then, who knows? Technology moves so quickly that stereo 3D might be old hat by then. According to trade pub The Wrap, at least one new study indicates movie audiences are already tired of paying extra for 3D viewing privileges. Hard to imagine them paying much of a premium just to get the same old thing at home.
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