GAYLE ELIZABETH LUSK am full Deaf call home phone VP OK 657 600 4982.
ArtStudio is just too good not to leave a review for. I’ve been using Photoshop on my PC for drawing, photo editing, and professional work for the past six years and when I finally got an iPad with Apple Pencil support I was really hoping Procreate or one of the numerous other drawing/editing apps would be able to replace the feel of PS. Unfortunately, even though Procreate is indeed an amazing drawing program, it still doesn’t really satisfy my need for the familiar feel of photoshop and drawing with photoshop brushes. ArtStudio Pro solved all my problems. It’s got everything you could need and MORE (I especially love their amazing smoothing/line weight algorithm and pressure customization). It’s basically Photoshop, but without having to pay the ridiculous Adobe subscription every month. The price for this app is perfect, in my opinion (and honestly it’s even a bit low, for all it’s able to accomplish) and I really want to give a huge thank you to everyone who worked on/is working on this app and updating it. You’ve saved me so much money and frustration. Hats of to you!
A team of scientists from Aalto University in Finland is about to reveal a new technique for computing real-time lighting effects that is said to improve both efficiency and accuracy compared to existing methods.
Ari Silvennoinen, a PhD candidate in computer science and Jaakko Lehtinen, an associate professor of computer science and scientist at NVIDIA, will show the new approach at the ACM’s SIGGRAPH Asia 2017 conference in Bangkok this week.
Real-time dynamic global illumination remains a big challenge in the field. The challenge stems from the fact that, given a scene, any two points in the scene could be in interaction by participating in the light transport from one another.
The number of these interactions grows very rapidly. For example, with just 1,000 points, we have potentially 1,000,000 interactions.
The new technique accurately simulates indirect lighting using a small number of “radiance probes.” The approach is said to effectively operate in real-time on 3D scenes, at the level of complexity seen in current game scenes.
The quality of the results, in particular the indirect shadows, is very high due to the accurate way we handle visibility between senders and receivers. Our method makes high-quality indirect illumination, the Holy Grail in real-time computer graphics, practically viable.