vendredi 3 juillet 2015

Live Out Your Superhero Fantasies with Advanced 3D-Imaging

Janet Burns


xxArray's 3D capture kit—now on a North American tour—takes the human body to super-being proportions


Rolling around in toxic waste is no longer the best way to turn yourself into a super-being, thanks to detailed 3D-scanning and digital avatar tech from xxArray.
Having assumed (correctly) that we’ve all been dreaming of a way to turn ourselves into interactive, souped-up avatars, the team is currently on its 14-city xxArray 3D Capture Tour and promoting its gear via Kickstarter, thereby bringing access to its 3D avatar development kit to the masses.

VIDEO > http://www.psfk.com/2015/05/turn-into-the-hulk-advanced-3d-imaging.html

“We live in 3D, we interact with the world in 3D, and soon, we will be interacting with art, entertainment and each other in 3D,” writes found and CEO Alexx Henry. “This is going to be great.”

Henry and his team have been developing the 3D capture system for creating highly detailed, interactive portraits over the past several years—work which represents a “monumental shift in how we capture a likeness,” he writes.

He told The Creators Project that the team’s aim for their tour through the United States and Canada is “to literally bring this technology to the people, to offer them a portal into the 3D universe, and introduce them to their digital selves.”



Henry and his crew have already demonstrated various applications for the capture software, including creating personalized video game avatars, building tailored digital models for designing apparel and other body-based products, and even 3D printing minutely detailed likenesses of scanned persons.
The realm of possible applications for 3D imaging as explored by a worldwide developer pool, however, are seemingly endless, he explained:
[The] real powerful applications have yet to be discovered [...] There are implications for entertainment, into health, fitness and apparel that can really make a difference in how you interact in the physical [world], plus a ton of things we haven’t even thought of. Most of how we’ll interact in a few years will be in 3D, whether it’s online in VR or in the already 3D real-life meatspace.

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