movingthestill:

Title: BAHS_6Artist: Zolloc
“zaha hadid designs spaceship house for naomi campbell”
russian billionaire vladislav doronin has commissioned zaha hadid to design a house in moscow, russia for his supposed supermodel girlfriend naomi campbell. the spaceship-like abode is located in barvikha, surrounded by pine and birch trees reaching up to 20 meters high providing a bit of privacy. the overall design of the 2650m2 ‘capital hill residence’ features two spatial components. the main program materializes from its hill-side location, housing the more communal living and dining spaces, while an approximately 22-meter high tower structure, reminiscent of a periscope, emerges upwards from the central volume offering dynamic views of the surrounding wooded landscape.
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#BeamMeUpNaomi “zaha hadid designs spaceship house for naomi campbell”
russian billionaire vladislav doronin has commissioned zaha hadid to design a house in moscow, russia for his supposed supermodel girlfriend naomi campbell. the spaceship-like abode is located in barvikha, surrounded by pine and birch trees reaching up to 20 meters high providing a bit of privacy. the overall design of the 2650m2 ‘capital hill residence’ features two spatial components. the main program materializes from its hill-side location, housing the more communal living and dining spaces, while an approximately 22-meter high tower structure, reminiscent of a periscope, emerges upwards from the central volume offering dynamic views of the surrounding wooded landscape.
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#BeamMeUpNaomi

zaha hadid designs spaceship house for naomi campbell

russian billionaire vladislav doronin has commissioned zaha hadid to design a house in moscow, russia for his supposed supermodel girlfriend naomi campbell. the spaceship-like abode is located in barvikha, surrounded by pine and birch trees reaching up to 20 meters high providing a bit of privacy. the overall design of the 2650m2 ‘capital hill residence’ features two spatial components. the main program materializes from its hill-side location, housing the more communal living and dining spaces, while an approximately 22-meter high tower structure, reminiscent of a periscope, emerges upwards from the central volume offering dynamic views of the surrounding wooded landscape.

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#BeamMeUpNaomi

we-are-star-stuff:

SCIENTISTS CONSTRUCT FIRST 3-D MODEL OF DARK MATTER

Astronomers used the Hubble Space Telescope to aid in identifying a small filament of dark matter, an invisible cosmic structure that can only be detected by the gravitational effects it has on its surroundings. Scientists have been able to produce a 3-D view of the filament, the first time ever that the difficult-to-detect dark matter has been 

measured in such detail. The results suggest the filament has a high mass and that if these measurements are representative of the rest of the Universe, then these formations may contain more than half of all the mass in the Universe.

Researchers analyzed images of a 60 million light-year strand of dark matter around the massive galaxy cluster MACS J0717. The galaxy cluster is one of the largest yet seen and is about 5.4 billion light-years from Earth. Data was used from the Hubble Space Telescope, as well as Japan’s Subaru Telescope and the Canada-France-Hawaii Telescope as well as spectroscopic data on the galaxies within it from the Keck and Gemini Observatories.

Einstein’s general theory of relativity imparts that massive objects, including dark matter, warp space and time around them, causing light passing through to travel along a bent and curved path. Filaments thus distort the images of galaxies in the background and the researchers were able to convert the image distortions into a map of the dark matter.

A model that combined positional and velocity information for these galaxies was created and this then revealed the 3D shape and orientation of the structure. As a result, scientists were able to measure the exact properties of this mysterious filamentary structure without the uncertainties and biases that come from projecting the structure onto two dimensions, as was done in the past in such analyses.
The results obtained push the limits of predictions made by theoretical work and numerical simulations of the cosmic web. With a length of 60 million light-years, the filament’s sheer size is extreme. Researchers say that if it is representative of other strands, then these strings might contain even more dark matter than theorists had previously predicted. [x][x]

(via warpedpassage)

expose-the-light:

Earth in HD
expose-the-light:

Earth in HD
expose-the-light:

Earth in HD
expose-the-light:

Earth in HD
expose-the-light:

Earth in HD
expose-the-light:

Earth in HD

spider projection: 3-D video mapping by friedrich van schoor

german freelance designer frederick van schoor, who specializes in 3D and motion fields has developed a truly terrifying video mapping installation in which two giant spiders move quickly about the top floor of a glass-front home. the artist explains his process in a making-of and finished product short film in which the viewer realizes von schoor actually built a to-scale model of the projection space, enclosing a spider within the structure, drawing the form of the installation from the creature’s rapid movement. 

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Just in time for Halloween.

But, this does serve some practical application in helping to create the illusion that someone’s dwelling is occupied. Much like that scene in Home Alone (?) where he uses a train with silhouettes cut out and projected onto the window drapes.

Still, pretty cool stuff.

Yikes: Wall-E And EVE Reimagined As Total Badasses

This is a rendering of Wall-E and EVE reimagined as robots you wouldn’t want to f*** with by DeviantARTist SgtHK (aka Rafael Benedicto).


kanji【門】- gate
iwdrm:

“On the other side of the screen, it all looks so easy.”
Tron (1982)

I’m certain I’ve reblogged this at least once but it’s from such a classic movie.
#Worthy

iwdrm:

“On the other side of the screen, it all looks so easy.”

Tron (1982)

I’m certain I’ve reblogged this at least once but it’s from such a classic movie.

#Worthy

themathkid:

Not math, but whatevs.

vantagelearningblog:

The closest you can get to the 4th dimension on your computer screen.

(via alchymista)

4-8-12 Sunday Fluff XLV

For those of you who haven’t discovered this site, Boring3D.com is sporadically updated but an entertaining visit of 3D Studio Max rendered one-panel comics.

Check out his archive here:

http://boring3d.com/daily_archive.htm

Awesome Animated GIFs by Patakk

Croatian artist Patakk creates these cool animated GIFs using Cinema 4D, After Effects, Processing and Photoshop.

dxinteractive:

Skategame development: animation editor ~ Finally animating with this thing! So a few posts back I mentioned a custom animation manager I made to animate numbers rather than movieclip properties - what I didn’t show was how that information is stored. Take a look at picture #3 (with the green writing on white) and you can see how silly it would be to animate just by writing that out by hand. Which is why I needed an editor.See the second picture to see how it came out - lots of tracks with keyframes and standard stuff. This editor was also made in Flash, and the three little robot guys at the top (one normal, one nollie, one switch) move around depending on what was animated and where the playhead is. You can select and drag multiple frames, copy and paste, undo and redo and such. Definitely needed an undo/redo stack in there. Once you’re done, it saves all the changes back into that big lump of text in picture #3, ready for the game to use.And yeah, picture #1 is the first bit of animation for this guy. Ollie ollie ollie. Now, to map out all the flip tricks / grabs / grinds…
dxinteractive:

Skategame development: animation editor ~ Finally animating with this thing! So a few posts back I mentioned a custom animation manager I made to animate numbers rather than movieclip properties - what I didn’t show was how that information is stored. Take a look at picture #3 (with the green writing on white) and you can see how silly it would be to animate just by writing that out by hand. Which is why I needed an editor.See the second picture to see how it came out - lots of tracks with keyframes and standard stuff. This editor was also made in Flash, and the three little robot guys at the top (one normal, one nollie, one switch) move around depending on what was animated and where the playhead is. You can select and drag multiple frames, copy and paste, undo and redo and such. Definitely needed an undo/redo stack in there. Once you’re done, it saves all the changes back into that big lump of text in picture #3, ready for the game to use.And yeah, picture #1 is the first bit of animation for this guy. Ollie ollie ollie. Now, to map out all the flip tricks / grabs / grinds…
dxinteractive:

Skategame development: animation editor ~ Finally animating with this thing! So a few posts back I mentioned a custom animation manager I made to animate numbers rather than movieclip properties - what I didn’t show was how that information is stored. Take a look at picture #3 (with the green writing on white) and you can see how silly it would be to animate just by writing that out by hand. Which is why I needed an editor.See the second picture to see how it came out - lots of tracks with keyframes and standard stuff. This editor was also made in Flash, and the three little robot guys at the top (one normal, one nollie, one switch) move around depending on what was animated and where the playhead is. You can select and drag multiple frames, copy and paste, undo and redo and such. Definitely needed an undo/redo stack in there. Once you’re done, it saves all the changes back into that big lump of text in picture #3, ready for the game to use.And yeah, picture #1 is the first bit of animation for this guy. Ollie ollie ollie. Now, to map out all the flip tricks / grabs / grinds…

dxinteractive:

Skategame development: animation editor ~ Finally animating with this thing! So a few posts back I mentioned a custom animation manager I made to animate numbers rather than movieclip properties - what I didn’t show was how that information is stored. Take a look at picture #3 (with the green writing on white) and you can see how silly it would be to animate just by writing that out by hand. Which is why I needed an editor.

See the second picture to see how it came out - lots of tracks with keyframes and standard stuff. This editor was also made in Flash, and the three little robot guys at the top (one normal, one nollie, one switch) move around depending on what was animated and where the playhead is. You can select and drag multiple frames, copy and paste, undo and redo and such. Definitely needed an undo/redo stack in there. Once you’re done, it saves all the changes back into that big lump of text in picture #3, ready for the game to use.

And yeah, picture #1 is the first bit of animation for this guy. Ollie ollie ollie. Now, to map out all the flip tricks / grabs / grinds…

dxinteractive:

Skategame developement: 3D character prototype ~ Alright, this is the robot guy being positioned and rendered from within Flash, using the pre-rendered sprite technique I posted earlier and a number of other tricks and algorithms. Still got a bit to go, some subtle scaling of sprites depending on their distance from the camera will make this look better, plus in the game everything will be smaller and faster and will avoid any noticeable frame clicking.Most parts of the robot have a series of 16-40 frames, but the board has 250+ because of all the possible flip / spin / dive positions that the board might be in during any given flip trick at any given angle (oh man, it’ll be interesting how the trick naming thingamajig is going to work…)And yeah, also the data for each of the limb’s positions are stored as 3D vectors, which along with all other pose data are being fed out of the animation manager mentioned five posts down. Once I get my animation editor UI thing up to scratch it’ll be time to get on the animating!

dxinteractive:

Skategame developement: 3D character prototype ~ Alright, this is the robot guy being positioned and rendered from within Flash, using the pre-rendered sprite technique I posted earlier and a number of other tricks and algorithms. Still got a bit to go, some subtle scaling of sprites depending on their distance from the camera will make this look better, plus in the game everything will be smaller and faster and will avoid any noticeable frame clicking.

Most parts of the robot have a series of 16-40 frames, but the board has 250+ because of all the possible flip / spin / dive positions that the board might be in during any given flip trick at any given angle (oh man, it’ll be interesting how the trick naming thingamajig is going to work…)

And yeah, also the data for each of the limb’s positions are stored as 3D vectors, which along with all other pose data are being fed out of the animation manager mentioned five posts down. Once I get my animation editor UI thing up to scratch it’ll be time to get on the animating!