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UK 1987
#UK1987#DOMARK#EXASOFT#SCULPTURED SOFTWARE INC.#ACTION#LICENSED#JAMES BOND#C64#SPECTRUM#AMSTRAD#BBC#ATARI400/800#MSX#JAMES BOND 007 THE LIVING DAYLIGHTS THE COMPUTER GAME
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Classic Game of the Week: Mario Bros. Developer: Nintendo R&D1 and Intelligent Systems (NES), Nintendo R&D2 - Atari, Inc. (2600, 5200), MISA (PC-8001), Choice Software (Amstrad CPC, ZX Spectrum), Ocean (Commodore 64), ITDC (Atari 7800), Sculptured Software (Atari 8-bit) Publisher: Nintendo Platform: Arcade, Atari 2600, Atari 5200, Atari 7800, Atari 8-bit, PC-88, FM-7, Commodore 64, NES, Amstrad CPC, ZX Spectrum, Game & Watch, Game Boy Advance Video Courtesy of: TheUnmasterofGames
#classic game of the week#classic game#classic gaming#nintendo#8 bit#local plumbers#pipes#mario bros#mario#luigi#classic arcade#arcade game#Youtube
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Fatal Run - 1990 - Atari 2600
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Name: Fatal Run
Year: 1990
Platform: Atari 2600
Developer: Sculptured Software Inc.
Publisher: Atari Corporation
#arcade#arcades#archive#archives#classic#classics#classical#game#games#gaming#gamer#gamers#human#history#nostalgia#nostalgic#old#oldest#people#play#playing#player#players#retro#vintage#top rated games#most popular games#most played games#Atari 2600#1990's games
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Console Sports Games of 1993 - Jack Nicklaus Power Challenge Golf
Jack Nicklaus Power Challenge Golf is a licenced game featuring golfing legend Jack Nicklaus. Jack Nicklaus Power Challenge Golf is not a brand new game but is a scaled-back version of a game that publisher Accolade released in 1992.
The game in question is Jack Nicklaus Golf & Course Design Signature Edition, developed by Sculptured Software. This new release would largely be the same but the course editor would be removed.
One additional course would be added to the game alongside the two from Jack Nicklaus Golf & Course Design Signature Edition. This stripped-back release would be developed by Microsmiths Inc. and the final game developed by this studio. Jack Nicklaus Power Challenge Golf was released exclusively on the Sega Genesis in 1993, this release would be exclusive to the US.
1. Intro 00:00
2. Gameplay 00:15
3. Outro 06:56
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For more sports game videos check out the playlists below
Console Sports Games of 1993
https://www.youtube.com/playlist?list=PLFJOZYl1h1CEhIf6hohng9T2IPLCpzn7o
#youtube#accolade#jack nicklaus power challenge golf#90s gaming#90s games#jack nicklaus golf & course design signature edition#Microsmiths Inc#sega genesis#sport#sports#sports game#jack nicklaus
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Unveiling Apple Vision Pro: Revolutionizing the Future of Augmented Reality-
Introduction:
In a world driven by innovation, Apple Inc. has consistently been at the forefront of technological advancements. Their latest endeavor, Apple Vision Pro, promises to revolutionize the way we perceive reality. Augmented Reality (AR) has been a growing field, but with Apple Vision Pro, the boundaries between the physical and digital realms blur like never before. Let's delve into what Apple Vision Pro entails and how it's poised to reshape our interactions with technology.
Understanding Apple Vision Pro:
At its core, Apple Vision Pro is a groundbreaking AR platform seamlessly integrated into Apple devices. Leveraging cutting-edge hardware and software, it offers users an immersive experience that merges digital content with the real world. Unlike previous AR implementations, Apple Vision Pro sets a new standard by prioritizing performance, usability, and content creation capabilities.
Hardware Innovations:
Central to Apple Vision Pro's capabilities are its advanced hardware components. The integration of powerful processors, high-resolution cameras, and depth-sensing technology enables precise spatial mapping and object recognition. Furthermore, the incorporation of lightweight yet durable materials ensures comfort during extended usage, making AR interactions more accessible than ever before.
Software Ecosystem:
Complementing its hardware prowess, Apple Vision Pro boasts a robust software ecosystem designed to empower developers and users alike. Through intuitive development tools and APIs, developers can create immersive AR experiences that seamlessly integrate with the real world. From interactive gaming to practical applications in fields such as education and healthcare, the possibilities are limitless.
User Experience:
One of Apple Vision Pro's standout features is its focus on delivering a seamless user experience. Whether navigating through AR-enhanced environments or interacting with virtual objects, users can expect fluid and intuitive interactions. With support for hand gestures, voice commands, and spatial audio, Apple Vision Pro offers a truly immersive and accessible AR experience for users of all ages.
Applications Across Industries:
The potential applications of Apple Vision Pro span across various industries, each benefiting from its transformative capabilities. In the realm of education, immersive learning experiences can bring history, science, and art to life like never before. In healthcare, AR-assisted procedures and patient education pave the way for more informed decision-making and improved outcomes. Furthermore, in retail and marketing, AR-enabled shopping experiences redefine the way consumers interact with products and brands.
Empowering Creativity:
Beyond consumption, Apple Vision Pro empowers users to become creators of AR content. Whether designing virtual sculptures, crafting immersive storytelling experiences, or developing practical utilities, the platform provides intuitive tools for content creation. This democratization of AR content creation fosters a vibrant ecosystem of user-generated experiences, fueling innovation and creativity.
Privacy and Security:
With great technological advancement comes the responsibility to safeguard user privacy and security. Apple Vision Pro prioritizes privacy by design, implementing robust measures to protect user data and ensure secure AR interactions. Through features such as on-device processing and granular permission controls, users can enjoy the benefits of AR without compromising their privacy.
Looking Ahead:
As Apple Vision Pro continues to evolve, its impact on society will undoubtedly be profound. From transforming how we work, learn, and play to fostering new forms of artistic expression, the possibilities are limitless. As Apple remains committed to pushing the boundaries of innovation, we can expect Apple Vision Pro to play a pivotal role in shaping the future of augmented reality.
The Power of Augmented Reality :
At the heart of the Apple Vision Pro is its robust augmented reality capabilities. Leveraging advanced sensors and state-of-the-art optics, Apple has crafted an immersive AR experience that seamlessly integrates digital elements into the real world. Imagine a world where information, entertainment, and productivity blend effortlessly with your surroundings. The Vision Pro aims to make this a reality, promising users an unparalleled AR encounter that transcends traditional boundaries.
Revolutionizing Industries:
The applications of Apple Vision Pro extend far beyond entertainment and gaming. Industries such as healthcare, education, and manufacturing are poised for transformation. In healthcare, the Vision Pro's ability to overlay medical data onto a surgeon's field of view during procedures can enhance precision and streamline complex surgeries. In education, students can embark on virtual field trips or engage in hands-on learning experiences, breaking free from the confines of traditional classrooms.
The manufacturing sector stands to benefit from the Vision Pro's potential in quality control and assembly line optimization. The ability to overlay real-time data onto the factory floor can significantly improve efficiency and reduce errors. As Apple continues to collaborate with developers, we can anticipate a wave of innovative applications tailored to specific industry needs.
Privacy and Ethical Considerations:
While the Apple Vision Pro brings forth a myriad of possibilities, it also raises important considerations regarding privacy and ethics. The device's ability to capture and process real-world data prompts discussions about data security and user consent. Apple has been proactive in addressing these concerns, implementing robust privacy features and ensuring transparency in its data practices. However, ongoing dialogue and regulatory frameworks will be crucial to strike a balance between technological advancement and safeguarding individual privacy.
Conclusion:
Apple Vision Pro represents a significant leap forward in the realm of augmented reality, offering a compelling blend of hardware innovation, software sophistication, and user-centric design. With its potential to revolutionize industries, empower creativity, and enrich everyday experiences, Apple Vision Pro stands poised to redefine our relationship with technology and the world around us. As we embark on this journey into the realm of augmented reality, one thing is certain – the future has never looked more exciting. The transformative potential of augmented reality, coupled with Apple's commitment to privacy and ethical practices, positions the Vision Pro as a pivotal player in shaping the future of technology. Whether in healthcare, education, or manufacturing, the Apple Vision Pro is poised to leave an indelible mark, ushering in a new era of possibilities that redefine how we interact with the world around us.
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204.) Leader Board
Release: 1986 | GGF: Sports | Developer(s): Access Software, Inc., Sculptured Software, Inc. | Publisher(s): U.S. Gold Ltd., Access Software, Inc. | Platform(s): Amiga (1986), Atari 8-bit (1986), Atari ST (1986), Commodore 64 (1986), Amstrad CPC (1987), Amstrad PCW (1987), ZX Spectrum (1987)
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In the world of digital design and 3D modelling, SketchUp stands out as a versatile and user-friendly tool that empowers artists, architects, and designers to create stunning sculptures, models, statues, and various other creative works.
While it is often associated with architectural design, SketchUp's capabilities extend far beyond buildings.
Before we dive into the specific applications of SketchUp in sculpture and model-making, let's briefly explore what SketchUp is and why it has gained popularity in the world of design.
What is SketchUp?
SketchUp is a 3D modelling software developed by Trimble Inc. It is renowned for its intuitive interface, making it accessible to both beginners and experienced designers. SketchUp comes in two versions: SketchUp Make (a free version) and SketchUp Pro (a paid version with advanced features). This accessibility, along with its rich set of tools, has made SketchUp a preferred choice for a wide range of design applications.
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#sketchup vray#google sketchup#sketchup#architectural design#interior design#house design#home furnishings
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20 Underrated Wrestling Games
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Whether you don’t know the difference between a mark and a bump or you can name the main event of every WrestleMania, you’re probably aware of at least some of the absolute best wrestling games of all-time. Titles like SmackDown: Here Comes the Pain, WWF No Mercy, and WCW/NWO Revenge have transcended the popularity of professional wrestling itself and have become a part of many gamers’ fondest memories.
Yet, there are some forgotten wrestling games that are still worth remembering. While it’s true that there are well-defined tops and bottoms in the wrestling game hierarchy, there are also a few titles somewhere near the middle that have been unfairly lumped together even though some of them deserve a spot near the top of the card with the undisputed legends of the wrestling game scene.
So join us as we look at 20 of the most underrated wrestling games of all-time:
20. Super Fire Pro Wrestling Special
1994 | Human Entertainment | Super Famicom
Super Fire Pro Wrestling Special’s status as one of the earliest wrestling games with a substantial story mode is noteworthy enough. However, what really makes this one special is the fact that one of the game’s scenarios writers was Suda51: the legendary game director known for some of the weirdest games ever made.
True to form, this game is weirder than you could ever imagine. I can’t think of another wrestling game that ends with the protagonist killing themselves after realizing that their championship win is hollow due to the pain and losses they suffered along the way, and while I’m grateful no other game has tried something like that, this title’s dark and bizarre story should at least make it more talked about than it typically is.
19. Natsume Championship Wrestling
1994 | Natsume | SNES
This is hardly the best wrestling game on this list (clearly), but it does represent a fascinating turning point for wrestling video games that is sometimes overlooked.
This game combined two eras of wrestling games by featuring the more simplistic arcade style of many early console wrestling titles with a few concepts (such as an advanced fatigue system) that would go on to help shape the more complex wrestling games that would define the years to come. If you like that classic style of wrestling game, this is one of the best ways to revisit it.
18. Wrestling Revolution 3D
2014 | MDickie | Android, iOS, Microsoft Windows, Mac, Ouya
Let’s be clear: this is a very bad game. It’d go so far as to call it objectively bad in many ways. However, it’s the fact that the game is so bad that makes it so much fun.
Considered by many to be maybe the only example of a “So bad, it’s good” wrestling game, Wrestling Revolution is slow, awkward, broken, and clearly made with love. At a time when so many of the recent yearly WWE games end up being glitchy messes anyway, there’s something to be said for a game that embraces its glitchiness and usually leads to a lot of laughs.
17. WWE ‘13
2012 | Yuke’s | PlayStation 3, Wii, Xbox 360
As suggested above, there’s a point where it’s hard for all but the most hardcore WWE game fans to distinguish recent WWE titles from one another. Maybe that’s why WWE ‘13 is sometimes forgotten when we’re talking about the best relatively modern wrestling games.
This game’s best feature has to be its “Attitude Era” story modes which let you relive some of the best moments from WWE’s most beloved period. More importantly, this game benefited from pretty good animations and a hit detection system that made it feel good to play years before the clutter of this series’ engine would drag these titles down.
16. WCW vs. The World
Given that PlayStation gamers spent years lamenting that N64 owners got to play WCW/NWO Revenge and WWF No Mercy (two of the best wrestling games ever), I’m shocked that we don’t hear more people praise WCW vs. The World.
Essentially the predecessor to those brilliant N64 games made by AKI, WCW vs. The World is by far the closest PlayStation gamers came to getting a wrestling game on the level of the best N64 titles. It’s pretty rough compared to those titles, but I can’t help but think of the years I spent missing out on this true gem.
15. WWF War Zone
1998 | Sculptured Software, Acclaim | PlayStation, Nintendo 64, Game Boy
Granted, it’s not nearly as good as the best wrestling games of its era, but at a time when WWE (then WWF) was enjoying an incredible popularity resurgence, WWF War Zone allowed fans to live out a truly special era of wrestling.
War Zone’s roster is a time capsule of that era that includes a fascinating blend of big-name stars and notable novelty acts. Its gameplay could have been much smoother, but the game’s presentation and graphics made it feel special. It’s still one of the better PS1 wrestling games of its era and is sure to invoke a strong sense of nostalgia.
14. Legends of Wrestling II
2002 | Sculptured Software, Acclaim | PlayStation 2, Xbox, GameCube, Game Boy Advance
Legends of Wrestling II’s appeal was (and always will be) its roster. This game’s roster of legendary wrestlers includes some names that still haven’t been included in modern WWE titles. The list of superstars in this game includes Hulk Hogan, Andre the Giant, Mil Mascaras, Bam Bam Bigelow, and many more legends.
The game’s appeal goes beyond its roster, though. The game’s territory-based story mode, which lovingly recreates the structure of ‘80s wrestling, is one of the most inventive ever featured in a wrestling game. It even lets you recreate the famous feud between Jerry Lawler and Andy Kaufman.
13. TNA Impact!
2008 | Midway Games | PlayStation 3, Xbox 360, PlayStation 2, PlayStation Portable, Wii, Nintendo DS
TNA Impact was not a great game. Its roster was thin, its gameplay needed a few more months in development, and it just didn’t have nearly enough modes and features to compete with WWE titles. However, the one thing TNA Impact did have was the benefits of the TNA name.
It turns out that counts for quite a lot. Developed during the arguable peak of TNA’s talent level, Impact allowed you to play as everyone, from Christopher Daniels and Samoa Joe to AJ Styles and Abyss. On top of that, the game benefited from its impressive presentation and a surprisingly deep story mode. It was far from perfect, but it was and is a must-have for any TNA fans.
12. MicroLeague Wrestling
1987 | MicroLeague | Commodore 64, Amiga, DOS, Atari ST, AmigaOS
MicroLeague Wrestling is arguably the most obscure, odd, and fascinating game on this list. Released for Commodore 64, Amiga, DOS, and Atari ST, MicroLeague was actually a professional wrestling strategy game that allowed you to decide matches and careers through a series of turn-based commands.
It may feel hopelessly outdated today, but MicroLeague Wrestling was a surprisingly advanced concept at a time when wrestling games were dirt simple. It would be fascinating to revisit this concept through some kind of modern wrestling management game.
11. The Main Event
1988| Konami | Arcade
You’d think that a wrestling game released by Konami in 1988 would be better known, but The Main Event has somehow managed to mostly escape the scrutinizing lens of history. That might have something to do with its unlicensed roster that was only vaguely (and hilariously) based on actual wrestlers.
Still, The Main Event should have been a stepping stone for bigger Konami arcade wrestling games to come. It featured deep wrestling gameplay (for the time) that served as a preview of some more notable wrestling games to come.
10. WCW Wrestling
1989| Nihon Bussan | NES
The NES wasn’t exactly known as a haven for great wrestling games, but WCW Wrestling still deserves to be remembered above most of its console contemporaries. Somehow, though, memories of it remain relegated to the few that played it and are not always as fond as they should be.
WCW Wrestling not only offered WCW fans the chance to play as some of their favorite wrestlers of the era, but it included features such as an expanded ringside area and customizable move sets that were ahead of their time. This game certainly remains one of the most playable of its generation.
Read more
Culture
WWE: The History of WrestleMania Battle Royals
By Gavin Jasper
Games
Lost WCW Game for NES Has Been Digitially Rescued
By Matthew Byrd
9. WCW Mayhem
1999| EA | PlayStation, Nintendo 64, Game Boy
It’s generally agreed that the N64 got better overall wrestling games than the PS1, but it’s simply a fact that the N64’s WCW games were better than those featured on the PlayStation. However, WCW Mayhem did offer PS1 gamers a taste of something pretty good (especially if they missed out on WCW vs. The World).
Granted, Mayhem was a poor man’s version of the WCW N64 wrestling games (its canceled sequel was going to be developed by the same team that made those N64 games), but it was unfairly overlooked by many PS1 gamers who were burned by too many bad wrestling games over the years. Of course, the game’s N64 version was less impressive in comparison to its direct competition.
8. Power Move Pro Wrestling
1996| Yuke’s | PlayStation
Power Move Pro Wrestling was originally based on the NJPW promotion, but it seems that fears over the international popularity of that promotion (at the time) caused the NJPW stars to be replaced with generic wrestlers with NJPW move sets. That decision stands as this game’s most glaring weakness.
Otherwise, this is a solid wrestling title for its era. Power Move Pro Wrestling was released on the cusp of an incredible generation of wrestling titles, but even though it lacks some of the refinement and features of those games, it does boast some admirable 3D gameplay that was head and shoulders above many other wrestling games at the time.
7. WWE Raw 2
2003| Anchor Inc. | Xbox
The WWE Raw games for Xbox were generally not as strong as their GameCube and PS2 counterparts, but they have been unfairly swept under the rug by fans that feel that they had very little to offer.
WWE Raw 2 actually boasted a few features that would soon become standard. The most notable of those features is the game’s “Create an Entrance,” which not only let you create custom Titantron videos but even let you import your own music. Raw 2 also featured an interesting RPG-lite story mode that complemented its more arcadey elements.
6. Fire Pro Gaiden: Blazing Tornado
1994| Human Entertainment | Arcade, Sega Saturn
Fire Pro Gaiden: Blazing Tornado was a 1994 Arcade/Sega Saturn game that combined elements of Saturday Night Slam Masters, Street Fighter, and more “traditional” pro wrestling games. It was a strange hybrid that was sadly overlooked by too many gamers.
Blazing Tornado is more of a fighting game than a wrestling game, but the ways that it incorporates grappling and other pro wrestling elements make it one of the more notable games of its kind. Its visuals are also enjoyable in a cartoonish kind of way.
5. WWE WrestleMania XIX
2003| Yuke’s | GameCube, Wii
While WrestleMania X8 and XIX would eventually be spun into the overall superior Day of Reckoning titles, WrestleMania XIX deserves to be remembered both as the forerunner of that series and for its wonderfully absurd story mode.
WrestleMania XIX’s story mode saw you seek revenge on Vince McMahon by fighting regular employees and other wrestlers across construction sites, barges, malls, and other random locations. The goal is to cause enough havoc to ruin WrestleMania. It’s a glorious piece of “who came up with this?” game design.
4. Wrestle Kingdom 2
2007 | Yuke’s | PlayStation 2
Wrestle Kingdom 2’s release date is notable not only because it’s the newest game on this particular list but also because it was released at a time when major wrestling games were veering more into “simulation” territory, a time when wrestling games stopped catering to more casual players.
Well, Wrestle Kingdom 2 happens to be “arcadey” and accessible in all of the right places without sacrificing depth. Its gameplay is deep enough for genre masters, but can also be picked up fairly quickly. The fact that it so happens to feature some brilliant tournament modes along with an impressive collection of Japanese stars is just the bow that tops this gift to wrestling.
3. WWE Smackdown! vs Raw 2006
2005| Yuke’s | PlayStation 2, PSP
“Underrated” might be a bit of a stretch in this instance considering that those who love this game place it alongside the greatest wrestling games ever made, but the fact remains that not enough gamers know that this is an absolutely brilliant wrestling title.
In fact, some believe this to be the perfect middle ground between SmackDown: Here Comes the Pain’s lovably ridiculous gameplay and the more grounded games that would follow in this series. SvR 2006 includes an unbelievable number of match types, a very welcome general manager mode, and pick up and play gameplay that some at the time compared to the timeless WWF No Mercy. It deserves to be remembered as a classic.
2. King of Colosseum II
2004| Spike | PlayStation
While there are quite a few Japan-only wrestling games that would qualify as underrated in the West, many consider King of Colosseum II to be the crown jewel of that particular crowd. With its massive roster, deep grappling system, and incredible create-a-wrestler mode, this game is often thought of as the closest we’ve come to a 3D successor to the Fire Pro Wrestling series (it was made by the same team responsible for many of the early games in that series). It’s a shame that it was never exported to the West.
1. Ultimate Muscle: Legends vs. New Generation
2002| AKI Corporation | GameCube
Many people know that AKI Corporation, developers of those classic N64 wrestling games like WWF No Mercy, went on to develop the first two excellent Def Jam titles. What fewer people remember is that AKI also developed this absolute gem of a wrestling game.
Essentially an anime wrestling game, Ultimate Muscle: Legends vs. New Generation sees good and evil wrestlers battle across the universe. Bolstered by AKI’s all-time classic grappling gameplay, Ultimate Muscle proves to be a wonderfully over-the-top wrestling game that’s just as fun to watch as it is to play. Imagine if DragonBall FighterZ and WWF No Mercy had a video game child. This is what you’d get, and it’s better than you can imagine.
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#repost @flightgraf __________________ PRISM - Macao Light Festival 2019 Full video: link in our web site Not so many countries have so dramatic a history as Macao has had. Though tossed about in churns of historical currents of interventions from other countries, the people have waded through the currents with their flexibility and steeled conviction. This conviction materialized, in December in 2019, in the form of her celebration of the 20th Anniversary of the Establishment of the Macao Special Administrative Region. To show our respect for the turning point of the 20th celebration, we created a projection mapping artwork to project to her landmark building, The St. Joseph’s Seminary and Church. This seminary was established by the Jesuits and became the hub of their mission activities in Asia. Its baroque architecture is adorned with the complex structure generating its beauty and diversity, which can tell us in turn a lot about the winding road of her history and culture. In this artwork, we used 20 LED poles and laser beams. Seeing the strength of the harmony emanating from the seemingly chaotic structure of the building, we introduced some uncontrolled random insertions into our artwork on purpose so that these unpredictable insertions will give rise to the chaotic periods of her history and then again be harmonized in due time, and lastly be solidified as one in the picture of the present day of Macao. Our hope and endeavor in this tiny challenge of our artwork may give a little help that Macao will grow in strength and prosperity from now on as well Many thanks to @althealao for the invitation and the incredible venue, to @nebastudio for their support, and to the best partners in crime @yoshiiketoshiki , @cryo9 (software development ), @makotoshozu (music) , @mplusplus_official (LED equipments)and SOLUMEDIAGE inc (laser equipment ) #millumin #videomapping #projectionmapping #art #artwork #indecision #light #laser #landscape #lost #art #stream #nature #sculpture https://www.instagram.com/p/B8T3orLJWQr/?igshid=iaxjmly0au7r
#repost#millumin#videomapping#projectionmapping#art#artwork#indecision#light#laser#landscape#lost#stream#nature#sculpture
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Celebrities and Intellectual Property: no one’s safe.
It is not news nor shocking to learn that any Kardashian is involved in some sort of legal battle but the latest’s ones are actually interesting.
The first one is Kim Kardashian, the Kueen herself has filed a lawsuit against Missguided, a clothing brand, for using her personal image as a marketing strategy to increase their sales and appeal to the young-ishaudience. This brand operated online, posting photos of the celebrity on Instagram and tagging links that led directly to the brand's official website. The television celebrity has included among the claims a trademark infringement (15 U.S Code §1114) which is interesting for its connection with intellectual property.
Intellectual property protects creators through specific laws depending on the expression of this idea or creation. Among them, we can find the trademarks that according to the World Intellectual Property Organization, “are sign or symbols capable of distinguishing the goods or services of one enterprise from those of other enterprises[1]”. The plaintiff claims that Misguided has used Kardashian’s trademark (or confusingly similar variations thereof) in a manner “likely to cause confusion or mistake as to Plaintiffs association with or sponsorship or endorsement of Missguided and its website and products[2]”.
To this member of the Klan Kardashian, intellectual property rights have played in his favor, so much that she will pocket an amount of almost 3 million dollars in damages. However, her sister Khloe, the second protagonist of this intellectual property hunt, has not been so lucky. Khloe has been sued by a paparazzi for copyright infringement for posting pictures of herself on social media. You might think “what? This paparazzi did not ask for her permission to take photos of her, and now he sues her for posting them. Is not that unfair?” yep, honestly I kinda agree. However, there is this thing called copyright from which absolutely no one can run away. This is another efficient tool to protect intellectual property that the WIPO defines as “the rights that creators have over their literary and artistic works[3]”. The terms “literary and artistic works” are actually super broad and the creations that falls under the scope of copyright include music, paintings, books, sculpture, software… and yes, pictures even if they are paparazzi pictures. So apparently the only thing that matters is the photograph in itself, it does not matter who is in the picture (as long as it was taken in a public space). Paparazzi’s are pissed because these pictures are supposed to make them earn a living, and when a celebrities post them, they lose their exclusiveness. So copyright law clearly favors the photographer and penalties for infringement of copyright could go up to 150.000 dollars per violation.
However, the Kardashians are not the only ones involved in continuous legal battles concerning intellectual property. I could cite millions of cases, Taylor Swift and his battle with Spotify or iTunes, Beyoncé trademarking the name of his daughter Blue Ivy, Kylie Jenner trying to trademark her own name, facing other artists like Kylie Minogue, or even Paris Hilton got her so-called phrase "that's hot" trademarked. Anyway, as I said nobody’s safe.
Just wanted to add that not even Trump is above Intellectual Property Law
[1]World Intellectual Property Organization, retrieved from https://www.wipo.int/trademarks/en/
[2]Kimsaprincess, Inc. v. Missguided USA Finance Inc. (2:19-cv-01258). District Court, C.D. California. Available on https://www.courtlistener.com/docket/14562282/kimsaprincess-inc-v-missguided-usa-finance-inc/
[3]World Intellectual Property Organization, retrieved from https://www.wipo.int/copyright/en/
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USA 1997
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From driving rovers on Mars to improving farm automation for Indian women, once again we’re bringing you a list of 25 amazing women in robotics! These women cover all aspects of the robotics industry, both research, product and policy. They are founders and leaders, they are investigators and activists. They are early career stage and emeritus. There is a role model here for everyone! And there is no excuse – ever – not to have a woman speaking on a panel on robotics and AI.
Crystal Chao
Chief Scientist of AI/Robotics – Huawei
Crystal Chao is Chief Scientist at Huawei and the Global Lead of Robotics Projects, overseeing a team that operates in Silicon Valley, Boston, Shenzhen, Beijing, and Tokyo. She has worked with every part of the robotics software stack in her previous experience, including a stint at X, Google’s moonshot factory. In 2012, Chao won Outstanding Doctoral Consortium Paper Award, ICMI, for her PhD at Georgia Tech, where she developed an architecture for social human-robot interaction (HRI) called CADENCE: Control Architecture for the Dynamics of Natural Embodied Coordination and Engagement, enabling a robot to collaborate fluently with humans using dialogue and manipulation.
Sougwen Chung
Interdisciplinary Artist
Sougwen Chung is a Chinese-born, Canadian-raised artist based in New York. Her work explores the mark-made-by-hand and the mark-made-by-machine as an approach to understanding the interaction between humans and computers. Her speculative critical practice spans installation, sculpture, still image, drawing, and performance. She is a former researcher fellow at MIT’s Media Lab and inaugural member of NEW INC, the first museum-led art and technology in collaboration with The New Museum. She received a BFA from Indiana University and a masters diploma in interactive art from Hyper Island in Sweden.
Emily Cross
Professor of Social Robotics / Director of SoBA Lab
Emily Cross is a cognitive neuroscientist and dancer. As the Director of the Social Brain in Action Laboratory (www.soba-lab.com), she explores how our brains and behaviors are shaped by different kinds of experience throughout our lifespans and across cultures. She is currently the Principal Investigator on the European Research Council Starting Grant entitled ‘Social Robots’, which runs from 2016-2021.
Rita Cucchiara
Full Professor / Head of AImage Lab
Rita Cucchiara is Full Professor of Computer Vision at the Department of Engineering “Enzo Ferrari” of the University of Modena and Reggio Emilia, where since 1998 she has led the AImageLab, a lab devoted to computer vision and pattern recognition, AI and multimedia. She coordinates the RedVision Lab UNIMORE-Ferrari for human-vehicle interaction. She was President of the Italian Association in Computer Vision, Pattern Recognition and Machine Learning (CVPL) from 2016 to 2018, and is currently Director of the Italian CINI Lab in Artificial Intelligence and Intelligent Systems. In 2018 she was recipient of the Maria Petrou Prize of IAPR
Sanja Fidler
Assistant Professor / Director of AI at NVIDIA
Sanja Fidler is Director of AI at NVIDIA’s new Toronto Lab, conducting cutting-edge research projects in machine learning, computer vision, graphics, and the intersection of language and vision. She remains Assistant Professor at the Department of Computer Science, University of Toronto. She is recipient of the Amazon Academic Research Award (2017) and the NVIDIA Pioneer of AI Award (2016). She completed her PhD in computer science at University of Ljubljana in 2010, and has served as a Program Chair of the 3DV conference, and as an Area Chair of CVPR, EMNLP, ICCV, ICLR, and NIPS.
Kanako Harada
ImPACT Program Manager
Kanako Harada, is Program Manager of the ImPACT program “Bionic Humanoids Propelling New Industrial Revolution” of the Cabinet Office, Japan. She is also Associate Professor of the departments of Bioengineering and Mechanical Engineering, School of Engineering and the University of Tokyo, Japan. She obtained her M.Sc. in Engineering from the University of Tokyo in 2001, and her Ph.D. in Engineering from Waseda University in 2007. She worked for Hitachi Ltd., Japan Association for the Advancement of Medical Equipment, and Scuola Superiore Sant’Anna, Italy, before joining the University of Tokyo. Her research interests include surgical robots and surgical skill assessment.
Jessica Hodgins
Professor / FAIR Research Mgr and Operations Lead
Jessica Hodgins is a Professor in the Robotics Institute and Computer Science Department at Carnegie Mellon University, and the new lead of Facebook’s AI Research Lab in Pittsburgh. The FAIR lab will focus on robotics, lifelong-learning systems that learn continuously, teaching machines to reason and AI in support of creativity. From 2008-2016, Hodgins founded and ran research labs for Disney, rising to VP of Research and leading the labs in Pittsburgh and Los Angeles. She received her Ph.D. in Computer Science from Carnegie Mellon University in 1989. She has received an NSF Young Investigator Award, a Packard Fellowship, a Sloan Fellowship, the ACM SIGGRAPH Computer Graphics Achievement Award, and in 2017 she was awarded the Steven Anson Coons Award for Outstanding Creative Contributions to Computer Graphics. Her groundbreaking research focuses on computer graphics, animation, and robotics, with an emphasis on generating and analyzing human motion.
Heather Justice
Mars Exploration Rover Driver
Heather Justice has the dream job title of Mars Exploration Rover Driver, and is a Software Engineer at NASA JPL. As a 16-year-old watching the first Rover landing on Mars, she said: “I saw just how far robotics could take us and I was inspired to pursue my interests in computer science and engineering.” Justice graduated from Harvey Mudd College with a B.S. in computer science in 2009 and an M.S. from the Robotics Institute at Carnegie Mellon University in 2011, having also interned at three different NASA centers, and working in a variety of research areas including computer vision, mobile robot path planning, and spacecraft flight rule validation.
Sue Keay
COO
Sue Keay is the Chief Operating Officer of the ACRV and in 2018 launched Australia’s first National Robotics Roadmap at Parliament House. A university medallist and Jaeger scholar, Sue has more than 20 years experience in the research sector, managing and ensuring impact from multidisciplinary R&D programs and teams. She has a PhD in Earth Sciences from the Australian National University and was an ARC post-doctoral fellow at the University of Queensland, before turning to science communication, research management, research commercialisation, and IP management. Keay is a graduate of the Australian Institute of Company Directors, and Chairs the IP and Commercialisation Committee for the Board of the CRC for Optimising Resource Extraction. In 2017, Keay was also named one of the first Superstars of STEM by Science & Technology Australia.
Erin Kennedy
Founder
Erin Kennedy is a robot maker and the founder of Robot Missions, an organization that empowers communities to embark on missions aimed at helping our planet using robots. She designed and developed a robot to collect shoreline debris, replicable anywhere with a 3D printer. Kennedy studied digital fabrication at the Fab Academy, and worked with a global team at MIT on a forty-eight-hour challenge during Fab11 to build a fully functional submarine. A former fellow in social innovation and systems thinking at the MaRS Discovery District’s Studio Y, Kennedy has been recognized as a finalist in the Lieutenant Governor’s Visionaries Prize (Ontario), and her previous robotic work has been featured in Forbes, Wired, and IEEE Spectrum, and on the Discovery Channel.
Kathrine Kuchenbecker
Director at Max Planck Institute for Intelligent Systems / Associate Professor
Katherine J. Kuchenbecker is Director and Scientific Member at the Max Planck Institute for Intelligent Systems in Stuttgart, on leave from the Department of Computer and Information Science at UPenn. Kuchenbecker received her PhD degree in Mechanical Engineering from Stanford University in 2006. She received the IEEE Robotics and Automation Society Academic Early Career Award, NSF CAREER Award, and Best Haptic Technology Paper at the IEEE World Haptics Conference. Her keynote at RSS 2018 is online. Kuchenbecker’s research expertise is in the design and control of robotic systems that enable a user to touch virtual objects and distant environments as though they were real and within reach, uncovering new opportunities for its use in interactions between humans, computers, and machines.
Jasmine Lawrence
Technical Program Manager – Facebook
Jasmine Lawrence currently serves as a Technical Program Manager on the Building 8 team at Facebook, a research lab to develop hardware projects in the style of DARPA. Previously, she served as a Technical Program Manager at SoftBank Robotics where she lead a multidisciplinary team to create software for social, humanoid robots. Before that she was a Program Manager at Microsoft on the HoloLens Experience team and the Xbox Engineering team. Lawrence earned her B.S. in Computer Science, from the Georgia Institute of Technology, and her M.S. in Human Centered Design & Engineering from U of Washington. At the age of 13, after attending a NFTE BizCamp, Jasmine founded EDEN BodyWorks to meet her own need for affordable natural hair and body care products. After almost 14 years in business her products are available at Target, Wal-Mart, CVS, Walgreens, Amazon.com , Kroger, HEB, and Sally Beauty Supply stores just to name a few.
Jade Le Maitre
ître
CTO & CoFounder – Hease Robotics
Jade Le Maître spearheads the technical side of Hease Robotics, a robot catered to the retail industry and customer service. With a background in engineering and having conducted a research project about human-robot interaction, Le Maître found her passion in working in the science communication sector. Since then she has cofounded Hease Robotics to bring the robotics experience to the consumer.
Laura Margheri
Programme Manager and Knowledge Transfer Fellow – Imperial College London
Laura Margheri develops the scientific program and manages the research projects at the Aerial Robotics Laboratory at the Imperial College London, managing international and multidisciplinary partnerships. Before joining Imperial College, she was project manager and post doc fellow at the BioRobotics Institute of the Scuola Superiore Sant’Anna. Margheri has an M.S. in Biomedical Engineering (with Honours) and the PhD in BioRobotics (with Honours). She is also member of the IEEE RAS Technical Committee on Soft Robotics and of the euRobotics Topic Group on Aerial Robotics, with interdisciplinary expertise in bio-inspired robotics, soft robotics, and aerial robotics. Since the beginning of 2014 she is the Chair of the Women In Engineering (WIE) Committee of the Robotics & Automation Society.
Brenda Mboya
Undergraduate Student – Ashesi University Ghana
Brenda Mboya is just finishing a B.S. in Computer Science at Ashesi University in Ghana. A technology enthusiast who enjoys working with young people, she also volunteers in VR at Ashesi University, with Future of Africa, Tech Era, and as a coach with the Ashesi Innovation Experience (AIX). Mboya was a Norman Foster Fellows in 2017, one of 10 scholars chosen from around the world to attend a one week robotics atelier in Madrid. “Through this conference, the great potential robotics has, especially in Africa, been reaffirmed in my mind.” said Mboya.
Katja Mombaur
Professor at the Institute of Computer Engineering (ZITI) – Heidelberg University
Katja Mombaur is coordinator of the newly founded Heidelberg Center for Motion Research and full professor at the Institute of Computer Engineering (ZITI), where she is head of the Optimization in Robotics & Biomechanics (ORB) group and the Robotics Lab. She holds a diploma degree in Aerospace Engineering from the University of Stuttgart and a Ph.D. degree in Mathematics from Heidelberg University. Mombaur is PI in the European H2020 project SPEXOR. She coordinated the EU project KoroiBot and was PI in MOBOT and ECHORD–GOP, and founding chair of the IEEE RAS technical committee on Model-based optimization for robotics. Her research focuses on the interactions of humans with exoskeletons, prostheses, and external physical devices.
Devi Murthy
CEO – Kamal Kisan
Devi Murthy has a Bachelors degree in Engineering from Drexel University, USA and a Masters in Entrepreneurship from IIM, Bangalore. She has over 6 years of experience in Product Development & Business Development at Kamal Bells, a sheet metal fabrications and components manufacturing company. In 2013 she founded Kamal Kisan, a for-profit Social Enterprise that works on improving farmer livelihoods through smart mechanization interventions that help them adopt modern agricultural practices, and cultivate high value crops while reducing inputs costs to make them more profitable and sustainable.
Sarah Osentoski
COO – Mayfield Robotics
Sarah Osentoski is COO at Mayfield Robotics, who produced Kuri, ‘the adorable home robot’. Previously she was the manager of the Personal Robotics Group at the Bosch Research and Technology Center in Palo Alto, CA. Osentoski is one of the authors of Robot Web Tools. She was also a postdoctoral research associate at Brown University working with Chad Jenkins in the Brown Robotics Laboratory. She received her Ph.D. from the University of Massachusetts Amherst, under Sridhar Mahadevan. Her research interests include robotics, shared autonomy, web interfaces for robots, reinforcement learning, and machine learning. Osentoski featured as a 2017 Silicon Valley Biz Journal “Women of Influence”.
Kirsten H. Petersen
Assistant Professor – Cornell University
Kirstin H. Petersen is Assistant Professor of Electrical and Computer Engineering. She is interested in design and coordination of bio-inspired robot collectives and studies of their natural counterparts, especially in relation to construction. Her thesis work on a termite-inspired robot construction team made the cover of Science, and was ranked among the journal’s top ten scientific breakthroughs of 2014. Petersen continued on to a postdoc with Director Metin Sitti at the Max Planck Institute for Intelligent Systems 2014-2016, and became a fellow with the Max Planck ETH Center for Learning Systems in 2015. Petersen started the Collective Embodied Intelligence Lab in 2016 as part of the Electrical and Computer Engineering department at Cornell University, and has field memberships in Computer Science and Mechanical Engineering.
Kristen Y. Pettersen
Professor Department of Engineering Cybernetics – NTNU
Kristin Ytterstad Pettersen (1969) is a Professor at the Department of Engineering Cybernetics, and holds a PhD and an MSc in Engineering Cybernetics from NTNU. She is also a Key Scientist at the Center of Excellence: Autonomous marine operations and systems (NTNU AMOS) and an Adjunct Professor at the Norwegian Defence Research Establishment (FFI). Her research interests include nonlinear control theory and motion control, in particular for marine vessels, AUVs, robot manipulators, and snake robots. She is also Co-Founder and Board Member of Eelume AS, a company that develops technology for for subsea inspection, maintenance, and repair. In 2017 she received the Outstanding Paper Award from IEEE Transactions on Control Systems Technology, and in 2018 she was appointed Member of the Academy of the Royal Norwegian Society of Sciences and Letters.
Veronica Santos
Assoc. Prof. of UCLA Mechanical & Aerospace Engineering / Principal Investigator – Director of the UCLA Biomechatronics Laboratory
Veronica J. Santos is an Associate Professor in the Mechanical and Aerospace Engineering Department at UCLA, and Director of the UCLA Biomechatronics Lab. She is one of 16 individuals selected for the Defense Science Study Group (DSSG), a two year opportunity for emerging scientific leaders to participate in dialogues related to US security challenges. She received her B.S. from UC Berkeley in 1999 and her M.S. and Ph.D. degrees in Mech. Eng. with a biometry minor from Cornell University in 2007. Santos was a postdoctoral research associate at the Alfred E. Mann Institute for Biomedical Engineering at USC where she worked on a team to develop a novel biomimetic tactile sensor for prosthetic hands. She then directed the ASU Mechanical and Aerospace Engineering Program and ASU Biomechatronics Lab. Santos has received many honors and awards for both research and teaching.
Casey Schulz
Systems Engineer – Omron Adept
Casey Schulz is a Systems Engineer at Omron Adept Technologies (OAT). She currently leads the engineering and design verification testing for a new mobile robot. Prior to OAT, Schulz worked at several Silicon Valley startups, a biotech consulting firm, and the National Ignition Facility at Lawrence Livermore National Labs.Casey received her M.S in Mech. Eng. from Carnegie Mellon University in 2009 for NSF funded research in biologically inspired mobile robotics. She received her B.S from Santa Clara University in 2008 by building a proof-of-concept urban search and rescue mobile robot. Her focus is the development of new robotics technologies to better society.
Kavitha Velusamy
Senior Director Computer Vision – BossaNova Robotics
Kavita Velusamy is the Senior Director of Computer Vision at BossaNova Robotics, where she builds robot vision applications. Previously, she was a Senior Manager at NVIDA, where she managed a global team responsible for delivering computer vision and deep learning software for self-driving vehicles. Prior to this, she was Senior Manager at Amazon, where she wrote the “far field” white paper that defined the device side of Amazon Echo, its vision, its architecture and its price points, and got approval from Jeff Bezos to build a team and lead Amazon Echo’s technology from concept to product. She holds a PhD in Signal Processing/Electrical Communication Engineering from the Indian Institute of Science.
Martha Wells
Author
Martha Wells is a New York Times bestselling author of sci-fi and speculative fiction. Her Hugo award-winning series, The Murderbot Diaries, is about a self-aware security robot that hacks its “governor module”. Known for her world-building narratives, and detailed descriptions of fictional societies, Wells brings an academic grounding in anthropology to her fantasy writing. She holds a B.A. in Anthropology from Texas A&M University, and is the winner of over a dozen awards and nominations for fiction, including a Hugo Award, Nebula Award, and Locus Award.
Andie Zhang
Global Product Manager – ABB Collaborative Robotics
Andie Zhang is Global Product Manager of Robotics at ABB, where she has full global ownership of a portfolio of industrial robot products, develops strategy for the company’s product portfolio, and drives product branding. Zhang’s previous experience includes 10+ years working for world leading companies in Supply Chain, Quality, Marketing and Sales Management. She holds a Masters in Engineering from KTH in Stockholm. Her focus is on collaborative applications for robots and user centered interface design.
Join more than 700 women in our global online community https://womeninrobotics.org and find or host your own Women in Robotics event locally! Women In Robotics is a grassroots not-for-profit organization supported by Robohub and Silicon Valley Robotics.
And don’t forget to browse previous year���s lists, add all these women to wikipedia (let’s have a Wikipedia Hackathon!), or nominate someone for inclusion next year!
Andra Keay
robot startup strategist..
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Top 4 Rendering Engines Used for Multi GPU Rendering
The fast cloud rendering services provider and GPU&CPU render farm, Super Renders farm will share with you 4 rendering engines used for multi GPU rendering.
It is well known that GPU rendering can be performed using a graphics card instead of a CPU to render and can be significantly faster, as GPUs are primarily tailored for fast image rendering. GPU was created to cope with graphics-intensive applications that can burden the CPU and hinder computational performance. The principle of GPU rendering is to run across multiple cores on multiple data, putting parallel processing focused on one specific task, while freeing up the CPU to emphasize different sequential serial processing jobs.
With the reduction in GPU rendering times, there is a wide variety of rendering engines that utilize GPU rendering. In particular, simultaneous rendering using multiple GPUs can be 5 or 10 times faster than a single GPU. As a result, some of the world’s leading brands are focusing primarily on developing products that optimize multi-GPU performance. Maxon and Otoy, which bring great rendering solutions, reduce the rendering time burden for 3D artists, designers, filmmakers, etc.
The multi GPU rendering engines widely used today are Redshift, Octane, Vray, Iray, Fstorm, Eevee, Cycles, which have matured significantly and are outpacing CPU-based rendering engines in terms of both popularity and rendering speed.
Top 4 Multi-GPU Rendering Engines
1. Redshift
Redshift Rendering Technologies Inc was founded in California in early 2012 with the goal of developing production-quality, GPU-accelerated renderers that support biased global lighting technologies that have hitherto been entirely within the CPU domain. Redshift is now part of the Maxon family and is rapidly becoming the first choice of rendering engine for the motion design community. The Redshift rendering engine supports a selection of 3D programs: Autodesk Maya, Autodesk 3Ds Max, Maxon Cinema 4D, Houdini and Katana.
Recommended hardware requirements:
RAM: 16GB RAM or more
CPU: Core i7 or Xeon equivalent, 3.0GHz or higher
Graphics card: with 7.0 or higher CUDA computing power and NVIDIA GPU with 10GB or higher video memory: NVIDIA Quadro, Titan or GeForce RTX GPU for hardware-accelerated ray tracing.
Multiple GPUs
2. OctaneRender
OctaneRender® is one of the world’s first and fastest bias-free, spectrally correct GPU rendering engines, offering quality and speed unmatched by any production renderer on the market. As a product of Refractive Software, Octane was founded by Terrence Vergauwen, the lead developer of LuxRender, and in March 2012, Refractive Software was acquired by Otoy, who also received investment from Autodesk. Now as part of the Otoy family, Octane supports 3Ds Max, Maya, Cinema 4D, Houdini, Daz Studio, Unreal Engine and many other softwares.
Recommended hardware requirements:
RAM: 16GB RAM or more
Graphics: with CUDA computing power 3.0 or higher; and 10GB video memory of NVIDIA GPU: NVIDIA GeForce RTX GPU, GTX, Quadro, Titan
Multiple GPUs
3. EEVEE VS CYCLES
Eevee vs Cycles are the two main GPU rendering engines for Blender, the Blender Foundation’s open source 3D creation software that enables users to handle all aspects of 3D work. It includes modeling, animation, game creation, visual effects and much more. Blender is easy to download, customize and work on your own terms. The software also offers a large number of plugins for creating various types of models, animations, sculptures and more. Ultimately, comparing Evee with Cycles is more or less just comparing real time with ray tracing.
Recommended hardware requirements:
RAM: 16GB RAM or more
CPU: 64-bit quad-core CPU
Graphics card: At least 4GB of video memory
Multiple GPUs
Optimal hardware requirements:
RAM: 32GB RAM or more
CPU: 64-bit octa-core CPU
Graphics: 12GB VRAM or more, RTX GPU, Quadro
Multiple GPUs
4. FStormRender
FStormRender is a new GPU-driven, unbiased renderer with good performance that is quite easy to use. It uses convenient materials and light sources, it is simple, fast and realistic. Currently, FStorm GPU rendering engine is only available for 3Ds Max software. We hope that this amazing renderer will be available for major 3D software in the near future.
The FStormRender has many unique features such as improved tone mapping, glossy reflection shaders, glare effects, light sampling, improved ray tracer and optimized QMC sampling. The FStormRender is deeply integrated into the 3Ds Max environment and supports all necessary and critical features. The built-in scene converter allows easy and careful conversion of any scene from Corona, Octane and Vray renders. Fstorm is interactive, allowing the user to change the scene as it is rendered and to view these changes interactively without reloading. Any scene changes (other than geometry) are automatically reflected. Geometry changes require enabling live geometry updates or pressing the Reload Geometry button. Users can move the camera and get live updates in the frame buffer window.
Recommended hardware requirements:
RAM: 16GB RAM or more
Graphics: NVIDIA Geforce GPU: RTX and GTX series
Multiple GPUs
Source:
https://blog.superrendersfarm.com/news/top-4-rendering-engines-used-for-multi-gpu-rendering/
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International Copyright Law, 2022: Top Shocking Court Cases
International copyright law is one of the major issues in the last decade. Actually, There is no such thing as an international copyright. This is because copyright issues are regulated in domestic laws. That is, their application is limited to the country in which they are issued. Therefore, copyright infringement is simply copyright infringement, which is the use of copyrighted work without the copyright owner’s permission. Copyrightable materials include literary works; pictures; portraits; sculptures; textile and other designs; songs; software; radio and television programs.
Undoubtedly, domestic copyright laws must be applied in dealing with copyright cases. LegaMart lawyers are working internationally so they can help you out with your legal issues on an international scale.
International Copyright Conventions
Berne Convention is for the Protection of Literary and Artistic Works, adopted in 1886. It sets out three fundamental principles and minimum standards for the protection of copyrightable works across the globe. Details are explained in the international copyright law if you want your artwork to be under protection of the mentioned above convention.
There are top ten cases of copyright infringement
1. BMG Rights Management v. Cox Communications
2. Cambridge University Press v. Albert
3. Capitol Records v. ReDigi
4. Georgia v. Public Resource
5. Oracle v. Google
6. Unicolors v. H & M
7. Davidson v. United States
8. Justin Goldman v. Breitbart News Network and Others
9. Fox News Network, LLC v. TVEyes, Inc.
10. Oracle v. Rimini
Final words: International Copyright Issues
With the advent of the internet as a medium of transmitting files and information, copyright issues are becoming more global. Please note that you shouldn’t rely on the court judgments in the cases listed above. Copyright issues differ from case to case, so it is best to consult an intellectual property attorney for personalized legal advice.
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632.) SeaQuest DSV
Release: 1994 | GGF: Action, Strategy | Developer(s): Sculptured Software, Inc. | Publisher(s): Black Pearl Software, Malibu Games | Platform(s): Genesis (1994), SNES (1995)
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Get Laser Engraver Supplies and CNC Controller from Automation Technology Inc.
Do you remember those days when men used to engrave a rock with a hammer and a small hard rock to give it the desired structure? For hours they had to sit and work on the sculpture for many days to finally get the end products. Well, with so many changes and developments around us, there is the availability of modern machines which can cut things short and save the amount of money spent on labor. Instead of hiring thousands of people to do the job of engraving, you can simply install machines that can be run by the command of a computer and can give you the final results. Laser machine and engraving supplies are now easily available in the market in every part of the world.
If you are searching for the best laser engraver suppliers, automation tools, and accessories that can help you have a smooth floor, then go check out Automation Technology Inc. now. It is one of the biggest suppliers of automation accessories, machines, and tools in the nation. They support the best domestic manufacturing companies and even import automation products from all across the world. You will easily find a breakout board, CNC routers, motion controllers and software, AC/DC servo motor, industrial robot, CNC parts, and much more.
Automation Technology Inc. has a bunch of interesting products that you can check out on their website. They have segregated the collection into different categories so that it becomes simpler for you to find out what you need in the right place. When you are looking for a CNC controller on Automation Technology Inc. you will come across various brands that they keep in stock. The product details are also mentioned clearly with each product. You need to click on the product to see the entire product description.
Keep on adding products that you require from the collection to your cart. Once you have got everything in the cart that you require, you can proceed with a secured checkout. They accept multiple modes of payment. So, feel free to select what suits you best and buy the best automation tools and accessories. All products will come with a certain amount of warranty. In case you have received a defective product or have any problem with a particular product, you can always reach out to the customer support team and the technical team to assist you.
For more information, visit https://www.automationtechnologiesinc.com/
Original Source: https://bit.ly/38duFno
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