Archive for the ‘Development’ Category

AMD Joins Forces With Broadcast Technology Leaders to Overhaul Real-Time Video

September/9 2011 by Ralf

AMSTERDAM, THE NETHERLANDS — – (Marketwire) — 09/09/11 — At IBC 2011, AMD (NYSE: AMD) unveiled AMD FirePro(TM) SDI-Link to address the market for real-time, GPU-accelerated post production and broadcast pipelines requiring Serial Digital Interface (SDI) input and output. AMD FirePro SDI-Link was announced with support from the premier players in the broadcast technology market: AJA, Bluefish444, Blackmagic Design, DELTACAST, DVS and Matrox. Targeting manufacturers, technology integrators and software developers, AMD FirePro SDI-Link allows for the design of fully featured SDI- and GPU-based solutions with ultra-low latency between select AMD professional graphics cards and third party SDI input/output products.

“Integrators in the broadcast and real-time video production market can now benefit from the latest advances in GPU acceleration,” said Sandeep Gupte, general manager of professional graphics at AMD. “Solutions built around AMD FirePro SDI-Link, with the support from broadcast technology leaders, are able to simultaneously solve the two key challenges facing video pipeline solution providers today: the need for flexible SDI input and output capabilities, and the requirement for real-time GPU-SDI communication in an integrated solution.”

By leveraging the combined decades of SDI-related experience from AMD’s technology collaborators, along with the new AMD DirectGMA technology that allows SDI I/O products and select professional graphics cards such as the new AMD FirePro(TM) V7900 SDI to communicate directly over PCI Express(R) (PCIe), customers can build solutions for virtual sets, professional video production/post-production, on-air motion graphics, on-set 3D VFX, and other scenarios. All of this can be accomplished with ease via APIs exposed in the AMD FirePro SDI-Link software developer kit, allowing the delivery of new capabilities and feature sets with never-before-seen flexibility and cost-effectiveness.

“The video broadcast market has been seeking a reliable, quality solution for some time,” said Jon Peddie, president, Jon Peddie Research. “AMD has upped the ante when it comes to the video marketplace by engaging with the top six industry leaders in this space. Kudos to AMD for tackling another market, backed by technology leadership.”

AMD FirePro SDI-Link is supported by the following companies: “One of the most important ways we can support our customers is by providing them with accelerated workflows to boost their productivity,” said Nick Rashby, President, AJA Video Systems. “AMD FirePro SDI-Link does just that, allowing AJA customers to benefit from both GPU-based and SDI solutions using AMD FirePro professional graphics and AJA’s video I/O products.”

“Blackmagic Design is looking forward to adding integration between our products and the AMD FirePro SDI-Link,” said Grant Petty, CEO, Blackmagic Design. “By supporting AMD FirePro SDI-Link, our developers will see a revolution in performance combined with extremely low latency when building intense graphics based video solutions using Blackmagic Design desktop video products and AMD graphic cards. This will be perfect for broadcasters working in areas such as weather, live news and 3D virtual sets, where high performance graphics and extremely low processing latencies are critical.”

“Bluefish444 customers have been demanding this type of collaboration between Bluefish444 and AMD for years,” said Craige Mott, managing director of Bluefish444. “Until the advent of low latency transfer between our devices, Bluefish444 customers had to compromise on the amount and quality of real-time accelerated graphics they could SDI I/O using Epoch video cards. Now, between Bluefish444 and AMD we can offer the highest quality SDI I/O and the highest quality GPU accelerated graphics, all at an ultra-low latency transfer between our respective products.”

“With the support of AMD FirePro(TM) SDI-Link, DELTACAST answers to a typical requirement of our OEM customers,” said Christian Dutilleux, CEO of DELTACAST, “And the most important for them is that we provide a built-in solution, elegantly integrated within the worshipped VideoMasterHD SDK, and certified by both AMD and DELTACAST. Thanks to the ultra-low-latency model of the AMD DirectGMA technology, developers now benefit from the incredible processing power of the professional AMD FirePro GPUs, and from the robustness and accuracy of the DELTACAST SDI multi-channel devices, to create stunning on-air graphics applications.”

“We are very excited to team up with AMD to offer developers even more options for their high-end broadcast and post production solutions,” said Juergen Heger, Senior Product Manager at DVS. “The combination of the new AMD FirePro SDI-Link with DVS’s Atomix family of video boards ensures an easy and low latency integration of DVS’s reliable SDI input and output capabilities with the GPU power of AMD FirePro SDI graphics cards.”

“Matrox DSX Developer Products are renowned among broadcast equipment manufacturers for high performance I/O hardware, a comprehensive SDK, and outstanding applications engineering support,” said Albert Cieri, Senior Director of Sales and Marketing, Matrox. “Our collaboration with AMD on the new AMD FirePro SDI-Link adds tight GPU integration which will further enhance our customer’s broadcast graphics system performance.”

The AMD FirePro V7900 SDI professional graphics card represents a number of firsts for AMD: — First AMD FirePro(TM) professional graphics card to support AMD FirePro SDI-Link and planned certified compatibility (currently in development) with all five leading manufacturers providing PCIe cards offering advanced SDI video signal I/O capabilities — First AMD FirePro professional graphics card designed specifically to address real-time professional video and broadcast graphics pipelines while delivering the same industry-leading GPU performance as the other offerings in AMD’s FirePro professional graphics line up — First to leverage AMD’s exclusive AMD DirectGMA technology to help ensure system-level, low-latency synchronized data transfer between the AMD FirePro professional graphics and 3rd-party devices over the PCIe bus The AMD FirePro(TM) V7900 SDI professional graphics card is slated for availability in October 2011 for US $2,499 MSRP.

AMD FirePro SDI-Link and AMD FirePro professional graphics are on display with industry leaders at IBC 2011 in stand 7.H35 in hall 7. Software vendors and solution providers demonstrating their use of AMD FirePro SDI-Link include: Drastic Technologies, eyeon Software, Tweak Software and Virtual Spectator. Other technology providers demonstrating at AMD’s stand include Ventuz and VizRT.

Supporting Resources — AMD FirePro(TM) SDI-Link product page — Twitter: Follow AMD professional graphics news on Twitter at @AMDFirePro — Facebook: Become a fan of AMD technology on Facebook About AMD AMD (NYSE: AMD) is a semiconductor design innovator leading the next era of vivid digital experiences with its groundbreaking AMD Fusion Accelerated Processing Units (APUs) that power a wide range of computing devices. AMD’s server computing products are focused on driving industry-leading cloud computing and virtualization environments. AMD’s superior graphics technologies are found in a variety of solutions ranging from game consoles, PCs to supercomputers. For more information, visit http://www.amd.com.

Advanced Micro Devices, Inc. AMD, the AMD Arrow logo, FirePro, and combinations thereof, are trademarks of Advanced Micro Devices, Inc. Other names are for informational purposes only and may be trademarks of their respective owners.

Contact: John Swinimer AMD Global Communications 905-882-2600 Ext. 2704 johnm.swinimer@amd.com

Copyright 2011 The Associated Press. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.

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Official Release of Ventuz 3

September/7 2011 by Katharina


We are proud to announce that Ventuz 3 has been officially released and can now be purchased. If you haven’t been able to try the beta version yet, here are some key features that will make your work better, faster, and even more impressive!

The Interaction Nodes
Yes, Ventuz has always been a superb choice for wonderful touch applications, but we have made it even easier. The range of new Interaction Nodes can turn any object in your scene into a button or slider through simple drag and drop. But that is not all. We have also implemented your common multitouch functionalities, such as touch translation and touch transformation. Even markers for optical systems can be added just as easily.

New Edition Ventuz Touch
With these amazing touch functionalities we introduce a new version of Ventuz: Ventuz Touch. We know that there are still many among you who do not own a Professional license, but we do not want to keep these great features from you. That is why we bring to you this cost effective Version of Ventuz. It has the same features as Ventuz Express but also includes the Interaction Nodes. This is the perfect version for creating stand-alone, high-end interactive applications.

The Web Browser Node
This is a fully functional Chromium Browser that supports any given web page, including Flash and Silverlight. The web inside of Ventuz!

And there is much more! You can buy Ventuz Touch and all Ventuz 3 Upgrades online now. To find out more, click here!

You want to see Ventuz 3 in action? Come see us at the IBC in Amsterdam, September 9th through 13th 2011. Like last year we will be cooperating with our friends from AMD, so you can find us at their booth #7.H35.

If you want to set up a meeting beforehand, please write an email to info@ventuz.com or give us a quick call.

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Sneak Peek: the web-browser-node!

April/8 2011 by Katharina

This beauty will most likely be available with the next release of Ventuz 3.

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Ventuz 3 – it’s here!

October/18 2010 by Katharina

We are proud to announce that our new software baby is born and ready for the world. We hereby open the public beta phase in which you all are invited to test, comment, criticise and jubilate. Download Ventuz 3 beta on www.ventuz.com. Your professional licenses will be valid for Ventuz 3 during the complete beta phase.

What is new?

The major novelty are the amazing little interaction nodes. Never before has the creation of interactive content been this easy.

Another very nice new feature is picking and manipulation. It allows you to directly influence objects in the render window.

Find the detailed description on our website and download Ventuz 3 there as well.

Since Ventuz 3 is currently still a beta version, we do not support it. Therefore we do recommend that you test very carefully before you go into critical production with it.

We hope that you run Ventuz 3 through its paces and please let us know what you think. There is a new instant-feedback-button that should make this very easy for you!

Have fun!

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Coming next….Multitouch

August/23 2010 by Andre

Just received a loaner of a 3M Multitouch 22″ ! Worth to test upcoming Multitouch features of next Ventuz release. Although it is BETA it works like a charm….

The quality of the 3M is quiet nice. On very bright backgrounds we noticed  cross patterns. Maybe this grid will disappear within the next LCD releases. But so far a pretty cool solution for a up to 20 finger system….

3MCrossPattern

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Ventuz R5.24 RC1 Ready for download!

June/25 2010 by Ralf

A big milestone has been reached with this version! Almost 3 months of development and testing have payed out to present this update. A few users has already got a preview to this version but this version wasn’t ready for production. The feedback we’ve got was amazing. “A feature missed for years” is now available in Ventuz 2008!

“Interfacing Technology”


What’s that? At the end is a simple feature, but it’s very very powerful to increase the modularity of Ventuz drastically. Collaborative work becomes much more effective than ever before. Interfaces are some kind of Exposings whose remain existent if you delete the actual content of a container. This enables you to divide the actual logical work from the design part because you could define a ‘communication’ interface with a container upfront and ‘implement’ the actual content later. Of course you can exchange such content easily or drag&drop the content from one container to another – without losing the bindings!

Another big feature: Scene Ports act now ‘like’ containers and of course, they can have interfaces! Because of that Cross-Scene-Bindings are now possible!

You will love it – because we already do!  :)

Feel free to download Ventuz 2008 R5.24 RC1 now and don’t hesitate to use it. The official release is planned shortly (may be next week). The 2 weeks of testing with hundreds of scenarios were successful that we think it’s time to reveal this technology to you!

We prepared a Whitepaper for R5.24 (PDF) to help existing Ventuz users to get faster into the new features.

Download Ventuz 2008 R5.24 RC1 x86 or Ventuz 2008 R5.24 RC1 x64


Interfacing

Expect also many other nice features (like node navigation) and bug fixes in R5.24

Have fun!

Your Ventuz Development Team

Ventuz Release NotesVentuz 2008 R5.24

FEATURE F494 It is now possible to repeat a paste operation of nodes with the RMB if one copies via drag&drop with pressed Modifier keys!
FEATURE F511 If the monitoring mode in the Animation Editor is enabled, it’s possible to play/pause/continue an animation by pressing Space key.
FEATURE F517 The Hardware profile for serial com ports can now address the local hardware explicitly in addition to the system enumeration.
FEATURE F522 It is now possible to navigate to source nodes which provide values for Input/Output properties. This even enables the navigation to nodes which expose certain properties. A long right mouse button click on the property name in the Property Editor brings up the context menu with several navigation options.
FEATURE F523 Introducing the new Interface Container concept. Now it is possible to mark Content/Hierarchy Containers as Interface Container. The content of such containers can be exchanged leaving the bindings connected. See the Interfacing document for further details!
FEATURE F524 It’s possible now to navigate to Nodes that have written messages to the Message Log window by double-clicking on the new icon left to the message.
CHANGE C182 Bound and exposed Input properties are now displayed and handles as Output properties on higher Container levels.
CHANGE C277 The Keyframe Animation node now hides its methods and output properties if it doesn’t have any State logic or if it is controlled by a Controller/Animation node.
CHANGE C278 Content nodes (e.g. Text Effects) which can be dropped on bindings restore the original binding if these nodes are deleted.
CHANGE C279 Changing the Blocked/Inactive state of a node in Ventuz Designer marks the scene as modified now!
BUG B158 Copy & Paste of Slide nodes erased the settings in the Pivot and State properties. Fixed!
BUG B439 Very huge DDS textures (8k x 8k) could cause a memory leak in the preview of the File Open dialog. Fixed!
BUG B440 The internal memory statistics displayed incorrect values for DDS textures with DXT compression. Fixed!
BUG B443 Bindings from output properties of container nodes were always added twice to the internal collections. This could corrupt the consistency of the scene. This issue is now detected when loading a scene to the Designer and can be fixed in the Consistency Check.
BUG B444 Resource Loader (like ImageLoader, Movie nodes etc.) were not informed about missing resources. This caused errors in the following. Fixed!
BUG B445 If one selected Hierarchy Nodes in the Hierarchy Editor, they were not always brought to view in the Content Editor. This is fixed now!
BUG B446 After disconnecting embedded animations, references between the animations remained alive. Fixed!
BUG B450 Texture Fonts and Advanced ImageLoader could produce wrong values for Memory Statistics. Fixed!
Interfacing
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ATI FirePro V8800

April/14 2010 by Ralf

we just received our V8800 flagship. First tests are very promising! Four Display Port outputs spanned as one desktop / Ventuz output. wow!
Combined with 4 Matrox DualHead2Go, we’ll get 8 times 1920 x 1200 … (or use TripleHead2Go: 12 times 1440 x 900)

Stay tuned!

VBOX
VBOX
VBOX
VBOX

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Fonts, Styles, Far-East Scripts and more in Ventuz

April/12 2010 by Ralf

Many people were asking us if Ventuz supports Far East scripts and writing.

The answer is simple:     yes

If you use such fonts, you have to be aware of some points, because 3D-real-time rendering is not comparable to normal rasterization technologies used in 2D software. A ‘normal’ rasterizer (like Word, Flash or Photoshop) renders the actual character glyphs directly on the basis of the font file. The glyph gets pixelized during that process while some rasterizers use caching algorithms to speed up the actual rendering. Newest technologies like Direct2D™ or ClearView™ enhance the actual 2D rasterization drastically, but they are still not usable for our environment: 3D space in real-time.

For that reason Ventuz (and any other 3D-rendering system) have to convert the font data into formats usable by the graphics board directly (Direct3D™ or OpenGL). That means, the glyph outline information have to be converted into vertices (meshes) or textures (pixel glyphs) while applying certain visual effects like extrusion, bevel or blur – the Style. The final result of this conversion is stored on harddisk for easy and fast reload of this internal font format. In Ventuz, we call it the Font-Cache. You can find the cache folder in the common application data folder of your system:

Windows Vista and Windows7

 C:\ProgramData\Ventuz\Fonts

Windows XP

 C:\Document and Settings\All Users\Application Data\Ventuz\Fonts

If you need to re-convert (or re-generate) the font cache you can simply delete this folder. Ventuz will create it again as soon as a font is requested by the renderer.

Ventuz also requires the original font file to render fonts – even if the cache already has been generated for the required font and style. The font file contains further information such as character width, spacing, kerning. Ventuz uses two Windows APIs to access the actual Font file: Windows Presentation Foundation (WPF) and Graphics Device Interface (GDI+). Unfortunately there are a few differences between these two API’s: font styles (bold, italics, etc) are handled differently and are not compatible. Additionally, font files (like TTF or OTF) have multiple ways of describing a font: ISO, Windows, Mac, etc. Unfortunately, some fonts do not line-up all settings for all systems: a font marked as Bold for Mac could be marked as Regular for Windows. This issue brings up many problems in our Font-Engine. The easiest way to solve such font problems is to validate the font itself. A check, if the font works in MS Word or Photoshop doesn’t imply that the font is valid! Please use Microsoft Font Validator or the great FontCreator from High-Logic to validate your fonts. We’ve already seen many commercial fonts with such invalid settings – the usage of a validation tools always solved them.

A font file consists of outline description coming along with so called ‘mappings’. The mapping is the actual translation from the code page (ASCII, ISO, Unicode) to the glyph indices as well as the rules for combining multiple glyphs to one mapped character (special extensions or phonetic tones, like the German öüä). As long Ventuz is using Unicode mappings, some fonts do not provide the proper mapping tables. In such a case, Windows is doing a dynamic mapping for us, but this does not work properly for non-US (non-Latin) characters, because Unicode is the only complete mapping for all glyphs in the world (Cherokee and Samaritan included). Other mappings may not know about Chinese and Hangul glyphs and make it impossible to map the characters properly to Unicode. Therefore be sure that your font supports Unicode mapping if you want to use non-Latin languages.

A normal Latin font like Arial holds about 300 glyphs and a conversion to our font cache is fast and easy. Other fonts can hold more than 50,000 glyphs (Chinese, Japanese and Korean = CJK) and a font conversion can take up to 15 minutes!

Ok, time is not an issue if we only need to convert once. But memory becomes an issue! The font Arial Unicode MS holds the almost complete set of visual Unicode glyphs (about 50,000). Converting all glyphs to textures or meshes doesn’t make much sense if you only need a subset of it like Latin. Therefore we’ve implemented a CharacterSet filter (see Project Settings) to tell Ventuz which Unicode ranges you want Ventuz to convert into the cache. Unfortunately the breakdown of these ranges is not very handy, but is helps to separate Latin from Far-East and from historical or rarely used scripts. We’re planning to give more detailed options here in future versions.

The Character Set can reduce the number of glyphs converted into the cache, but what happens if you really need all glyphs? Chinese or Korean? In that case you have to handle to Font-Engine very carefully. We’ll try to give you some assistance:

1)      First of all, you should be very clear about the fonts you want to use in your project.  Use as less as possible (1-3)

2)      Try to select Fonts containing only the glyphs you really need. If you want Korean (Hangul) for example avoid fonts holding all Chinese glyphs as well.

3)      Make sure that all font files are valid by using a font validation tool as mentioned before.

4)      Create a new empty project

5)      Select only the Character Sets in the Project Setting you really need. Usually Latin, Symbols (and Special Language1 for Far-East)

6)      Import them into your projects font folder and make sure that the actual file name has no special characters (only Latin or ASCII)

7)      Create exactly the same amount of Font presets, including $Default for the fonts you want to use. In further Design step avoid any direct font references – only use the presets! This makes it also easier to change a typeface later by simply changing the preset.

8)      ‘Develop’ the styles for your fonts. The recommendation for large fonts (CJK) is to use only MeshFonts, because

  1. Texture fonts (normal quality) require about 10 times more memory than the same font/typeface as Mesh. The complete Hangul-set for example needs about 200MB texture memory.
  2. Mesh fonts are always hard-edged and seamlessly scalable
  3. Try to avoid extrusion or bevel styles for mesh fonts because every bevel/extrusion tessellation will multiply the amount of vertices needed for the mesh font. A simple extruded font requires about 4 times memory if generated with all sides (front/sides/back)
  4. Texture fonts are faster to render and have additional effects like blur, but 12,000 glyphs placed on textures (Hangul) will make this advantage void. If you like to achieve effects like shadow, try to combine multiple layers of mesh text elements.
  5. Try to use only ‘normal’ quality. If you need high resolution mesh fonts, try to select just one font to be used with that style.

9)      If your styles have been developed, assign all final styles to style presets. Write down, which typeface-style combinations have to be used in your project, because every single combination will create its own cached and loaded font.

10)   Create a ‘Font-Style-Sheet-Scene’ where all allowed combinations are displayed on screen with dummy texts. You also could assist your team with such a scene with creating Repository Elements for each combination: call them Headline, Normal, Bold, etc

11)   Close Ventuz and delete the Font Cache.  (see above)

12)   Launch Ventuz and open your project again. Load you font-style-sheet and let Ventuz re-generate all typeface/style combinations.

13)   Check the resource values in the Scene Statistics dialog where you can see the actual memory occupied by your fonts. There shouldn’t be any other fonts as you have configured in you presets and style-sheet scene.

14)   Start creating the actual scenes by only accessing the allowed combination (Repository items)

In general we can say that a 12,000 glyph high-quality mesh font (no extrusion) needs about 40MB of memory. The same high quality texture font would need about 400MB!

If you follow these guides and always handle such large fonts carefully, you can be sure to create a complete function Chinese, Japanese or Korean Ventuz show!

Have fun!

Ralf

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