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Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)
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Latest Activity

November 27
"Indie" game engines do not have the stability/past performance record to achieve the required stability for professional applications. Factors of security, functionality, re-usability. tutorials, user knowledge has been acquired and built for over…
November 22
November 13
November 12
There are game engines, originally created for development of computer/video games, which can be used for non-game virtual worlds. Unreal Engine (UE) by Epic Games ( http://www.unrealtechnology.com ) is probably the strongest, robust and most popula…
November 9
November 3
November 1
October 31

Profile Information

Title/Affiliation:
CEO Tele3DWorld/MellaniuM
Location:
NW England
Website:
http://www.mellanium.co.uk
Website2:
http://www.mellanium.com
Website3:
http://www.dotvidi.com
Other Contact Information:
ken.rigby@mellanium.com
Skype Contact:
Tele3dworld5
Preferred Virtual Worlds:
Virtual Real Worlds using
Unreal 2, 2.5, 3 and Crytek 1, 2

Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)'s Photos

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Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)'s Blog

Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)

Certification of VW for "Fit for Purpose" or higher?

If it was necessary to get a airworthiness certificate web.alive would be the only one at present to pass. Solid designed (de-facto) engine, tested for over 6 years in UT, etc. Server-side security, CRM data, usability, automatic VOIP 3D spacial audio embedded, password protection, admin control (ability to kick, ban, etc,) staight of the peg or bespoke environments. See http://mellanium.co.uk/application-areas.php for sample application… Continue

Posted on November 27, 2009 at 2:44am —

Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)

Concurrency test at Web.alive

NORTEL's WEB.ALIVE 3D virtual client offers the capability to have over 500 concurrent avatars not only interacting and chatting in an office complex environment but delivering presentations and filesharing among each other at http://apex.projectchainsaw.com Would you be possibly interested in gathering a group of your colleagues together for a full test of the technology on Friday, Novemb… Continue

Posted on November 26, 2009 at 3:41pm —

Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)

"Indie" game engines vs De-Facto 3D game engines

"Indie" game engines do not have the stability/past performance record to achieve the required stability for professional applications. Factors of security, functionality, re-usability. tutorials, user knowledge has been acquired and built for over 10 years. Why try to invent the wheel; just find new ways to use it, is the challange now. Costs; we can provide a be-spoke VW using web.alive from £25K and can host for around £1K/Month for 20 peak port users. Why bother to create your own?
see… Continue

Posted on November 22, 2009 at 3:00am —

Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)

Immersive Environments using Web.Alive

There are game engines, originally created for development of computer/video games, which can be used for non-game virtual worlds. Unreal Engine (UE) by Epic Games ( http://www.unrealtechnology.com ) is probably the strongest, robust and most popular. UE is a complete 3D development framework for PCs, Xbox 360 and PLAYSTATION 3, providing a vast array of core technologies, content creation tools, and support infrastructure.
Main features of the Unrea… Continue

Posted on November 9, 2009 at 4:21am —

Comment Wall (9 comments)

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At 11:47am on March 7, 2009, Luke Ahearn said…
Glad we cleared things up Ken. I was sure I deleted that other discussion and went back and it was still there so I deleted it again. Let me know if it is still there. Thanks
At 12:07pm on February 23, 2009, Luke Ahearn said…
Hey send me a PM. That pirate ship you are using is mine.

Luke Ahearn
At 10:42am on April 8, 2008, Ken GB said…
Yeah be careful though, Motion Capture data doesn't mean things are 'easy' it just removes the 'grunt work' from animation. It also presents it's own set of problems in terms of tidying up the data produced so it can be reliably used (depending on what software you use). Good luck with the project.
At 5:38am on April 8, 2008, Ken GB said…
It's been a while since I saw that motion capture stuff, good to know it's now being used in the industry.
At 3:08pm on April 7, 2008, Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL) said…
Virtual Real Worlds and their application.

Computer generated images (known as CGI) and 3D models have become very popular over the past two decades, and their importance and use will increase even further in the future because of their wide applicability in every field. In the area of Virtual Real Worlds CGI has become an essential tool for Virtual Reality to bring their visions to the on-line virtual worlds, be it by creating computer generated characters, props, sets, (environments) or just simplifying the process of 3D models, image and sound editing. Development has been made faster and more efficient in the post production phase, offering an unprecedented level of freedom and quality. The success of 3D computer Virtual Real Worlds and CGI in general started in the early 90s, when software bundles and processing power got more affordable even for smaller companies, and since then it turned into an accepted art form by itself. Over the years, the technology has evolved further and further, lowering the barrier between art and technology, and even allowing these two extremes to blend seamlessly.


Creation of 3D computer graphics.
The creation of CGI and computer generated virtual worlds requires the use of specialized software products. Several software tools have been established on the market, and it is mainly a question of personal preference which one to pick. After all the biggest factor in creating convincing digital worlds is the artist himself, whereas the software is merely the tool to transfer his creativity onto the screen.

As computer graphics software became more user-friendly and intuitive, the process of creating CGI started to resemble its real-world counterparts, like painting, sculpting, photography, and filmmaking. The area of computer virtual world for example requires the same steps of "real world" filmmaking, with the addition of modeling sets, props and characters first. Carving a mass of "digital clay" into shape to form a convincing environment or animated character (or any other object or environment to be shown, for that matter) is the initial step. Then lights, triggered sounds and other 3D Models are arranged in the virtual space or environment, and animated to define a concept or process. Computer derived 3D Virtual Real Worlds maybe the digital successor to the classic Harry-hausen-type stop-motion animation, although many other ways of animating virtual objects and characters (like physical simulation or motion-capturing techniques) have evolved over the years. The last step is called "rendering" and describes the process of collecting all information of the scene and light setup to process and output the 3D environment experience through the eyes of a virtual avatar, to create the sensation of virtual reality. Using 3D goggles with 360 degree vision and stereo-vision with haptic controls further enhance this virtual reality experience.


Television, social events, and commercials.


Avatars with 6DOF and three-dimensional visualization can be widely used in low-cost television, commercials, social gatherings, and in film production. The "small screen" has proven to be the perfect field for experimenting with this newly developed technology and concepts, and many artists working in the area of television and commercials have made their way to the 3D Virtual Real World business. With software tools getting cheaper and more accessible, independent artists, and 3D Virtual Real World makers seized the opportunity to create their own 3D worlds a development that gave the visual 3D quality an enormous boost in the early 21st Century. In the area of 3D Worlds production computer graphics has replaced hand-made models and puppets, and evolved into a fully fledged digital 3D counterpart or replacement.

The area of commercials has grown into other branches like industrial documentation, corporate identity video, virtual conferencing, and besides the obvious entertainment, computer simulations are also used in the fields of education, interactive media "3D Online", interactive environments, and emergency situation simulation application.


Scientific visualisation.


Tele3DWorld 3D Virtual Real Worlds have been produced to present meteorological data, medical imaging, industrial/management processes, architecture, geographical data, rehabilitation methods, and technology.

Design, Development, and Engineering.

Designers and engineers use special CAD (computer aided design) software for designing, developing, and manufacturing consumer, architectural, and industrial products to mm accuracy. Product visualisation extensively uses modern computer graphics technology, and with the help of computers, designs can be reviewed, rotated, cut, and manipulated even before being manufactured. This enables engineers visualize and improve the product that they are designing before full-scale production.

About the Teams.


The article is written by MellaniuM Design and Tele3DWorld Team who specialize in the development of 3D Virtual Real Worlds for all applications.


See http://www.mellanium.com or skype:joe133952 for a demonstration.

Copyright (c) Ken Rigby for MellaniuM design and Tele3DWorld

All Rights Reserved.
At 1:42pm on April 7, 2008, Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL) said…
At 12:52am on March 11, 2008, EhmJ said…
Great videos Ken!
At 9:03am on March 10, 2008, Edita said…
Hello Ken and a most warm welcome to you and thank you for adding to the blog...great explanation!
At 5:20pm on March 8, 2008, Dave Elchoness said…
Welcome Ken. I appreciate your joining us. If I can be helpful, please advise.
 
 

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