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Perhaps one of the best ways to get to know a company is to talk with the people behind it. Welcome to 3D Perspectives, the official corporate blog of Dassault Systèmes.
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How to become an online 3D TV director?

By Kate

In photo: Nicolas Serikoff, TVnima manager; Benoit Marini (his avatar) 3D avatar engine lead; Kate fm 3D Perspectives; Mehdi Tayoubi Interactive Media Director

In photo: Nicolas Serikoff TVnima manager; Benoit Marini (his avatar) 3D avatar engine lead; Kate fm 3D Perspectives; Mehdi Tayoubi interactive media director

It’s time to add a third dimension to 3D Perspectives. Instead of reading this blog article, I thought you’d enjoy watching it in 3D on TVnima. See how many famous people you can find in the 3D show:

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My take is that online 3D machinima applications, like TVnima, give you more professional-quality communications Powah. And in some ways you get more than real-life professional options, if you look at cameras for example. In TVnima there are 24 (yes, 24). How many in real life?

As Buzz Lightyear would say,

To infinity and beyond!

Best,

Kate

P.S. If you like this topic, you may also enjoy reading:

3D Merry Melody and Say it in 3D!

Gaming Technologies and PLM: Part 4

By Virgile

Hello,

In the last few posts, I’ve been exploring the parallel between gaming technologies and PLM, including a few examples, especially from the automotive industry.

However, I thought it would make sense to show an interesting bridge between PLM and gaming technologies, through a more concrete example: Peugeot Citroën has been using 3DVIA Virtools for many years, as well as other traditional Dassault Systemes PLM software.

On the following PSA Peugeot Citroën link, you can see a video showing some of their usage of real time 3D, for design reviews and product experiences.

Quite a few other leading automotive OEMs use Virtools for the same purpose, including a European company; the one I’m thinking of isn’t willing to share all what they’re doing with the market though, as they consider it gives them a technological advantage over the competition.

Thanks for your attention! Next post will be made live from the Game Developer Conference in San Francisco (March 23-27, 2009), where 3DVIA will have a major presence and make some announcements.

In case you missed my previous posts, here are the links:

From Building Products to Experiences: Can Gaming Technologies Help? Part 1

Gaming Technologies & PLM? Part 2

Gaming and PLM facing similar challenges? Part 3

Thanks!

Virgile

Gaming and PLM facing similar challenges? Part 3

By Virgile

One of the challenges faced by both worlds is to be able to prototype and iterate on ideas pretty fast. This requires to adapt to new techniques and new tools.

  • On the one hand, video game developers are able to build amazing interactive 3D games on consumer devices. You look at some of these games and think: wow, these guys are super sharp in building both technologies (if they use middleware, they’ll usually say they re-wrote everything anyway) and beautiful art and gameplay. Yet, they widely suffer during the production process, spend millions of dollars to get to the level they targeted, and usually struggle to generate new intellectual properties and kill game projects before it’s too late.

  • On the other hand, PLM actors master designing products virtually and create “interactive reviews”, with a whole bunch of software technologies with high-class, real-time rendering features like RTT and Opticore, or sometimes 3DVIA Virtools. These industrials have for the most part clearly understood the value of creating virtual design first. However, only a few other them, as far as I know, have moved to the next wave: making a much more interactive review, involving many kind of experiences. They clearly have to move forward in order to extend the research field.

Using the same techniques and/or technologies?

You got my point, now please take a look at what my friend Martijn Steinrucken, concept designer at Electronic Arts said a few months ago at the Dassault Systemes Developer Conference (DevCon).

Part 1 is about the history of video games and where we are now. For those who are already familiar with this industry, I suggest to fast forward to the end segment or directly to the second video;

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Part 2 is about a key pain chain of the video game industry: how to convince people about your ideas and projects.

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So, does this ring a bell? If you get rid of the fancy looks of the characters involved in the presentation, I guess this translates well to PLM issues.

P.S. If you missed the beginning of my Gaming-PLM series, here are my previous posts:

From Building Products to Experiences: Can Gaming Technologies Help? Part 1

Gaming Technologies & PLM? Part 2



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