• Founder of Canceled Minecraft-Inspired Game Hytale Still Wants to Save the Project

    The original founder of Hypixel Studios may now be reaching out to Riot Games to buy Hytale back from the developer, following its recent high-profile cancellation. Originally billed as a competitor to Minecraft, Hytale caught the eyes of many fans when it was first revealed years ago. The game was being developed by the team behind the massively popular "Hypixel" multiplayer Minecraft server, with League of Legends developer Riot Games even purchasing Hypixel Studios in 2020. Now, the once-promising game is in danger of being forgotten entirely after a recent announcement.
    #founder #canceled #minecraftinspired #game #hytale
    Founder of Canceled Minecraft-Inspired Game Hytale Still Wants to Save the Project
    The original founder of Hypixel Studios may now be reaching out to Riot Games to buy Hytale back from the developer, following its recent high-profile cancellation. Originally billed as a competitor to Minecraft, Hytale caught the eyes of many fans when it was first revealed years ago. The game was being developed by the team behind the massively popular "Hypixel" multiplayer Minecraft server, with League of Legends developer Riot Games even purchasing Hypixel Studios in 2020. Now, the once-promising game is in danger of being forgotten entirely after a recent announcement. #founder #canceled #minecraftinspired #game #hytale
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    Founder of Canceled Minecraft-Inspired Game Hytale Still Wants to Save the Project
    The original founder of Hypixel Studios may now be reaching out to Riot Games to buy Hytale back from the developer, following its recent high-profile cancellation. Originally billed as a competitor to Minecraft, Hytale caught the eyes of many fans when it was first revealed years ago. The game was being developed by the team behind the massively popular "Hypixel" multiplayer Minecraft server, with League of Legends developer Riot Games even purchasing Hypixel Studios in 2020. Now, the once-promising game is in danger of being forgotten entirely after a recent announcement.
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  • NVIDIA Brings Physical AI to European Cities With New Blueprint for Smart City AI

    Urban populations are expected to double by 2050, which means around 2.5 billion people could be added to urban areas by the middle of the century, driving the need for more sustainable urban planning and public services. Cities across the globe are turning to digital twins and AI agents for urban planning scenario analysis and data-driven operational decisions.
    Building a digital twin of a city and testing smart city AI agents within it, however, is a complex and resource-intensive endeavor, fraught with technical and operational challenges.
    To address those challenges, NVIDIA today announced the NVIDIA Omniverse Blueprint for smart city AI, a reference framework that combines the NVIDIA Omniverse, Cosmos, NeMo and Metropolis platforms to bring the benefits of physical AI to entire cities and their critical infrastructure.
    Using the blueprint, developers can build simulation-ready, or SimReady, photorealistic digital twins of cities to build and test AI agents that can help monitor and optimize city operations.
    Leading companies including XXII, AVES Reality, Akila, Blyncsy, Bentley, Cesium, K2K, Linker Vision, Milestone Systems, Nebius, SNCF Gares&Connexions, Trimble and Younite AI are among the first to use the new blueprint.

    NVIDIA Omniverse Blueprint for Smart City AI 
    The NVIDIA Omniverse Blueprint for smart city AI provides the complete software stack needed to accelerate the development and testing of AI agents in physically accurate digital twins of cities. It includes:

    NVIDIA Omniverse to build physically accurate digital twins and run simulations at city scale.
    NVIDIA Cosmos to generate synthetic data at scale for post-training AI models.
    NVIDIA NeMo to curate high-quality data and use that data to train and fine-tune vision language modelsand large language models.
    NVIDIA Metropolis to build and deploy video analytics AI agents based on the NVIDIA AI Blueprint for video search and summarization, helping process vast amounts of video data and provide critical insights to optimize business processes.

    The blueprint workflow comprises three key steps. First, developers create a SimReady digital twin of locations and facilities using aerial, satellite or map data with Omniverse and Cosmos. Second, they can train and fine-tune AI models, like computer vision models and VLMs, using NVIDIA TAO and NeMo Curator to improve accuracy for vision AI use cases​. Finally, real-time AI agents powered by these customized models are deployed to alert, summarize and query camera and sensor data using the Metropolis VSS blueprint.
    NVIDIA Partner Ecosystem Powers Smart Cities Worldwide
    The blueprint for smart city AI enables a large ecosystem of partners to use a single workflow to build and activate digital twins for smart city use cases, tapping into a combination of NVIDIA’s technologies and their own.
    SNCF Gares&Connexions, which operates a network of 3,000 train stations across France and Monaco, has deployed a digital twin and AI agents to enable real-time operational monitoring, emergency response simulations and infrastructure upgrade planning.
    This helps each station analyze operational data such as energy and water use, and enables predictive maintenance capabilities, automated reporting and GDPR-compliant video analytics for incident detection and crowd management.
    Powered by Omniverse, Metropolis and solutions from ecosystem partners Akila and XXII, SNCF Gares&Connexions’ physical AI deployment at the Monaco-Monte-Carlo and Marseille stations has helped SNCF Gares&Connexions achieve a 100% on-time preventive maintenance completion rate, a 50% reduction in downtime and issue response time, and a 20% reduction in energy consumption.

    The city of Palermo in Sicily is using AI agents and digital twins from its partner K2K to improve public health and safety by helping city operators process and analyze footage from over 1,000 public video streams at a rate of nearly 50 billion pixels per second.
    Tapped by Sicily, K2K’s AI agents — built with the NVIDIA AI Blueprint for VSS and cloud solutions from Nebius — can interpret and act on video data to provide real-time alerts on public events.
    To accurately predict and resolve traffic incidents, K2K is generating synthetic data with Cosmos world foundation models to simulate different driving conditions. Then, K2K uses the data to fine-tune the VLMs powering the AI agents with NeMo Curator. These simulations enable K2K’s AI agents to create over 100,000 predictions per second.

    Milestone Systems — in collaboration with NVIDIA and European cities — has launched Project Hafnia, an initiative to build an anonymized, ethically sourced video data platform for cities to develop and train AI models and applications while maintaining regulatory compliance.
    Using a combination of Cosmos and NeMo Curator on NVIDIA DGX Cloud and Nebius’ sovereign European cloud infrastructure, Project Hafnia scales up and enables European-compliant training and fine-tuning of video-centric AI models, including VLMs, for a variety of smart city use cases.
    The project’s initial rollout, taking place in Genoa, Italy, features one of the world’s first VLM models for intelligent transportation systems.

    Linker Vision was among the first to partner with NVIDIA to deploy smart city digital twins and AI agents for Kaohsiung City, Taiwan — powered by Omniverse, Cosmos and Metropolis. Linker Vision worked with AVES Reality, a digital twin company, to bring aerial imagery of cities and infrastructure into 3D geometry and ultimately into SimReady Omniverse digital twins.
    Linker Vision’s AI-powered application then built, trained and tested visual AI agents in a digital twin before deployment in the physical city. Now, it’s scaling to analyze 50,000 video streams in real time with generative AI to understand and narrate complex urban events like floods and traffic accidents. Linker Vision delivers timely insights to a dozen city departments through a single integrated AI-powered platform, breaking silos and reducing incident response times by up to 80%.

    Bentley Systems is joining the effort to bring physical AI to cities with the NVIDIA blueprint. Cesium, the open 3D geospatial platform, provides the foundation for visualizing, analyzing and managing infrastructure projects and ports digital twins to Omniverse. The company’s AI platform Blyncsy uses synthetic data generation and Metropolis to analyze road conditions and improve maintenance.
    Trimble, a global technology company that enables essential industries including construction, geospatial and transportation, is exploring ways to integrate components of the Omniverse blueprint into its reality capture workflows and Trimble Connect digital twin platform for surveying and mapping applications for smart cities.
    Younite AI, a developer of AI and 3D digital twin solutions, is adopting the blueprint to accelerate its development pipeline, enabling the company to quickly move from operational digital twins to large-scale urban simulations, improve synthetic data generation, integrate real-time IoT sensor data and deploy AI agents.
    Learn more about the NVIDIA Omniverse Blueprint for smart city AI by attending this GTC Paris session or watching the on-demand video after the event. Sign up to be notified when the blueprint is available.
    Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions.
    #nvidia #brings #physical #european #cities
    NVIDIA Brings Physical AI to European Cities With New Blueprint for Smart City AI
    Urban populations are expected to double by 2050, which means around 2.5 billion people could be added to urban areas by the middle of the century, driving the need for more sustainable urban planning and public services. Cities across the globe are turning to digital twins and AI agents for urban planning scenario analysis and data-driven operational decisions. Building a digital twin of a city and testing smart city AI agents within it, however, is a complex and resource-intensive endeavor, fraught with technical and operational challenges. To address those challenges, NVIDIA today announced the NVIDIA Omniverse Blueprint for smart city AI, a reference framework that combines the NVIDIA Omniverse, Cosmos, NeMo and Metropolis platforms to bring the benefits of physical AI to entire cities and their critical infrastructure. Using the blueprint, developers can build simulation-ready, or SimReady, photorealistic digital twins of cities to build and test AI agents that can help monitor and optimize city operations. Leading companies including XXII, AVES Reality, Akila, Blyncsy, Bentley, Cesium, K2K, Linker Vision, Milestone Systems, Nebius, SNCF Gares&Connexions, Trimble and Younite AI are among the first to use the new blueprint. NVIDIA Omniverse Blueprint for Smart City AI  The NVIDIA Omniverse Blueprint for smart city AI provides the complete software stack needed to accelerate the development and testing of AI agents in physically accurate digital twins of cities. It includes: NVIDIA Omniverse to build physically accurate digital twins and run simulations at city scale. NVIDIA Cosmos to generate synthetic data at scale for post-training AI models. NVIDIA NeMo to curate high-quality data and use that data to train and fine-tune vision language modelsand large language models. NVIDIA Metropolis to build and deploy video analytics AI agents based on the NVIDIA AI Blueprint for video search and summarization, helping process vast amounts of video data and provide critical insights to optimize business processes. The blueprint workflow comprises three key steps. First, developers create a SimReady digital twin of locations and facilities using aerial, satellite or map data with Omniverse and Cosmos. Second, they can train and fine-tune AI models, like computer vision models and VLMs, using NVIDIA TAO and NeMo Curator to improve accuracy for vision AI use cases​. Finally, real-time AI agents powered by these customized models are deployed to alert, summarize and query camera and sensor data using the Metropolis VSS blueprint. NVIDIA Partner Ecosystem Powers Smart Cities Worldwide The blueprint for smart city AI enables a large ecosystem of partners to use a single workflow to build and activate digital twins for smart city use cases, tapping into a combination of NVIDIA’s technologies and their own. SNCF Gares&Connexions, which operates a network of 3,000 train stations across France and Monaco, has deployed a digital twin and AI agents to enable real-time operational monitoring, emergency response simulations and infrastructure upgrade planning. This helps each station analyze operational data such as energy and water use, and enables predictive maintenance capabilities, automated reporting and GDPR-compliant video analytics for incident detection and crowd management. Powered by Omniverse, Metropolis and solutions from ecosystem partners Akila and XXII, SNCF Gares&Connexions’ physical AI deployment at the Monaco-Monte-Carlo and Marseille stations has helped SNCF Gares&Connexions achieve a 100% on-time preventive maintenance completion rate, a 50% reduction in downtime and issue response time, and a 20% reduction in energy consumption. The city of Palermo in Sicily is using AI agents and digital twins from its partner K2K to improve public health and safety by helping city operators process and analyze footage from over 1,000 public video streams at a rate of nearly 50 billion pixels per second. Tapped by Sicily, K2K’s AI agents — built with the NVIDIA AI Blueprint for VSS and cloud solutions from Nebius — can interpret and act on video data to provide real-time alerts on public events. To accurately predict and resolve traffic incidents, K2K is generating synthetic data with Cosmos world foundation models to simulate different driving conditions. Then, K2K uses the data to fine-tune the VLMs powering the AI agents with NeMo Curator. These simulations enable K2K’s AI agents to create over 100,000 predictions per second. Milestone Systems — in collaboration with NVIDIA and European cities — has launched Project Hafnia, an initiative to build an anonymized, ethically sourced video data platform for cities to develop and train AI models and applications while maintaining regulatory compliance. Using a combination of Cosmos and NeMo Curator on NVIDIA DGX Cloud and Nebius’ sovereign European cloud infrastructure, Project Hafnia scales up and enables European-compliant training and fine-tuning of video-centric AI models, including VLMs, for a variety of smart city use cases. The project’s initial rollout, taking place in Genoa, Italy, features one of the world’s first VLM models for intelligent transportation systems. Linker Vision was among the first to partner with NVIDIA to deploy smart city digital twins and AI agents for Kaohsiung City, Taiwan — powered by Omniverse, Cosmos and Metropolis. Linker Vision worked with AVES Reality, a digital twin company, to bring aerial imagery of cities and infrastructure into 3D geometry and ultimately into SimReady Omniverse digital twins. Linker Vision’s AI-powered application then built, trained and tested visual AI agents in a digital twin before deployment in the physical city. Now, it’s scaling to analyze 50,000 video streams in real time with generative AI to understand and narrate complex urban events like floods and traffic accidents. Linker Vision delivers timely insights to a dozen city departments through a single integrated AI-powered platform, breaking silos and reducing incident response times by up to 80%. Bentley Systems is joining the effort to bring physical AI to cities with the NVIDIA blueprint. Cesium, the open 3D geospatial platform, provides the foundation for visualizing, analyzing and managing infrastructure projects and ports digital twins to Omniverse. The company’s AI platform Blyncsy uses synthetic data generation and Metropolis to analyze road conditions and improve maintenance. Trimble, a global technology company that enables essential industries including construction, geospatial and transportation, is exploring ways to integrate components of the Omniverse blueprint into its reality capture workflows and Trimble Connect digital twin platform for surveying and mapping applications for smart cities. Younite AI, a developer of AI and 3D digital twin solutions, is adopting the blueprint to accelerate its development pipeline, enabling the company to quickly move from operational digital twins to large-scale urban simulations, improve synthetic data generation, integrate real-time IoT sensor data and deploy AI agents. Learn more about the NVIDIA Omniverse Blueprint for smart city AI by attending this GTC Paris session or watching the on-demand video after the event. Sign up to be notified when the blueprint is available. Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions. #nvidia #brings #physical #european #cities
    BLOGS.NVIDIA.COM
    NVIDIA Brings Physical AI to European Cities With New Blueprint for Smart City AI
    Urban populations are expected to double by 2050, which means around 2.5 billion people could be added to urban areas by the middle of the century, driving the need for more sustainable urban planning and public services. Cities across the globe are turning to digital twins and AI agents for urban planning scenario analysis and data-driven operational decisions. Building a digital twin of a city and testing smart city AI agents within it, however, is a complex and resource-intensive endeavor, fraught with technical and operational challenges. To address those challenges, NVIDIA today announced the NVIDIA Omniverse Blueprint for smart city AI, a reference framework that combines the NVIDIA Omniverse, Cosmos, NeMo and Metropolis platforms to bring the benefits of physical AI to entire cities and their critical infrastructure. Using the blueprint, developers can build simulation-ready, or SimReady, photorealistic digital twins of cities to build and test AI agents that can help monitor and optimize city operations. Leading companies including XXII, AVES Reality, Akila, Blyncsy, Bentley, Cesium, K2K, Linker Vision, Milestone Systems, Nebius, SNCF Gares&Connexions, Trimble and Younite AI are among the first to use the new blueprint. NVIDIA Omniverse Blueprint for Smart City AI  The NVIDIA Omniverse Blueprint for smart city AI provides the complete software stack needed to accelerate the development and testing of AI agents in physically accurate digital twins of cities. It includes: NVIDIA Omniverse to build physically accurate digital twins and run simulations at city scale. NVIDIA Cosmos to generate synthetic data at scale for post-training AI models. NVIDIA NeMo to curate high-quality data and use that data to train and fine-tune vision language models (VLMs) and large language models. NVIDIA Metropolis to build and deploy video analytics AI agents based on the NVIDIA AI Blueprint for video search and summarization (VSS), helping process vast amounts of video data and provide critical insights to optimize business processes. The blueprint workflow comprises three key steps. First, developers create a SimReady digital twin of locations and facilities using aerial, satellite or map data with Omniverse and Cosmos. Second, they can train and fine-tune AI models, like computer vision models and VLMs, using NVIDIA TAO and NeMo Curator to improve accuracy for vision AI use cases​. Finally, real-time AI agents powered by these customized models are deployed to alert, summarize and query camera and sensor data using the Metropolis VSS blueprint. NVIDIA Partner Ecosystem Powers Smart Cities Worldwide The blueprint for smart city AI enables a large ecosystem of partners to use a single workflow to build and activate digital twins for smart city use cases, tapping into a combination of NVIDIA’s technologies and their own. SNCF Gares&Connexions, which operates a network of 3,000 train stations across France and Monaco, has deployed a digital twin and AI agents to enable real-time operational monitoring, emergency response simulations and infrastructure upgrade planning. This helps each station analyze operational data such as energy and water use, and enables predictive maintenance capabilities, automated reporting and GDPR-compliant video analytics for incident detection and crowd management. Powered by Omniverse, Metropolis and solutions from ecosystem partners Akila and XXII, SNCF Gares&Connexions’ physical AI deployment at the Monaco-Monte-Carlo and Marseille stations has helped SNCF Gares&Connexions achieve a 100% on-time preventive maintenance completion rate, a 50% reduction in downtime and issue response time, and a 20% reduction in energy consumption. https://blogs.nvidia.com/wp-content/uploads/2025/06/01-Monaco-Akila.mp4 The city of Palermo in Sicily is using AI agents and digital twins from its partner K2K to improve public health and safety by helping city operators process and analyze footage from over 1,000 public video streams at a rate of nearly 50 billion pixels per second. Tapped by Sicily, K2K’s AI agents — built with the NVIDIA AI Blueprint for VSS and cloud solutions from Nebius — can interpret and act on video data to provide real-time alerts on public events. To accurately predict and resolve traffic incidents, K2K is generating synthetic data with Cosmos world foundation models to simulate different driving conditions. Then, K2K uses the data to fine-tune the VLMs powering the AI agents with NeMo Curator. These simulations enable K2K’s AI agents to create over 100,000 predictions per second. https://blogs.nvidia.com/wp-content/uploads/2025/06/02-K2K-Polermo-1600x900-1.mp4 Milestone Systems — in collaboration with NVIDIA and European cities — has launched Project Hafnia, an initiative to build an anonymized, ethically sourced video data platform for cities to develop and train AI models and applications while maintaining regulatory compliance. Using a combination of Cosmos and NeMo Curator on NVIDIA DGX Cloud and Nebius’ sovereign European cloud infrastructure, Project Hafnia scales up and enables European-compliant training and fine-tuning of video-centric AI models, including VLMs, for a variety of smart city use cases. The project’s initial rollout, taking place in Genoa, Italy, features one of the world’s first VLM models for intelligent transportation systems. https://blogs.nvidia.com/wp-content/uploads/2025/06/03-Milestone.mp4 Linker Vision was among the first to partner with NVIDIA to deploy smart city digital twins and AI agents for Kaohsiung City, Taiwan — powered by Omniverse, Cosmos and Metropolis. Linker Vision worked with AVES Reality, a digital twin company, to bring aerial imagery of cities and infrastructure into 3D geometry and ultimately into SimReady Omniverse digital twins. Linker Vision’s AI-powered application then built, trained and tested visual AI agents in a digital twin before deployment in the physical city. Now, it’s scaling to analyze 50,000 video streams in real time with generative AI to understand and narrate complex urban events like floods and traffic accidents. Linker Vision delivers timely insights to a dozen city departments through a single integrated AI-powered platform, breaking silos and reducing incident response times by up to 80%. https://blogs.nvidia.com/wp-content/uploads/2025/06/02-Linker-Vision-1280x680-1.mp4 Bentley Systems is joining the effort to bring physical AI to cities with the NVIDIA blueprint. Cesium, the open 3D geospatial platform, provides the foundation for visualizing, analyzing and managing infrastructure projects and ports digital twins to Omniverse. The company’s AI platform Blyncsy uses synthetic data generation and Metropolis to analyze road conditions and improve maintenance. Trimble, a global technology company that enables essential industries including construction, geospatial and transportation, is exploring ways to integrate components of the Omniverse blueprint into its reality capture workflows and Trimble Connect digital twin platform for surveying and mapping applications for smart cities. Younite AI, a developer of AI and 3D digital twin solutions, is adopting the blueprint to accelerate its development pipeline, enabling the company to quickly move from operational digital twins to large-scale urban simulations, improve synthetic data generation, integrate real-time IoT sensor data and deploy AI agents. Learn more about the NVIDIA Omniverse Blueprint for smart city AI by attending this GTC Paris session or watching the on-demand video after the event. Sign up to be notified when the blueprint is available. Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions.
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  • Calling on LLMs: New NVIDIA AI Blueprint Helps Automate Telco Network Configuration

    Telecom companies last year spent nearly billion in capital expenditures and over trillion in operating expenditures.
    These large expenses are due in part to laborious manual processes that telcos face when operating networks that require continuous optimizations.
    For example, telcos must constantly tune network parameters for tasks — such as transferring calls from one network to another or distributing network traffic across multiple servers — based on the time of day, user behavior, mobility and traffic type.
    These factors directly affect network performance, user experience and energy consumption.
    To automate these optimization processes and save costs for telcos across the globe, NVIDIA today unveiled at GTC Paris its first AI Blueprint for telco network configuration.
    At the blueprint’s core are customized large language models trained specifically on telco network data — as well as the full technical and operational architecture for turning the LLMs into an autonomous, goal-driven AI agent for telcos.
    Automate Network Configuration With the AI Blueprint
    NVIDIA AI Blueprints — available on build.nvidia.com — are customizable AI workflow examples. They include reference code, documentation and deployment tools that show enterprise developers how to deliver business value with NVIDIA NIM microservices.
    The AI Blueprint for telco network configuration — built with BubbleRAN 5G solutions and datasets — enables developers, network engineers and telecom providers to automatically optimize the configuration of network parameters using agentic AI.
    This can streamline operations, reduce costs and significantly improve service quality by embedding continuous learning and adaptability directly into network infrastructures.
    Traditionally, network configurations required manual intervention or followed rigid rules to adapt to dynamic network conditions. These approaches limited adaptability and increased operational complexities, costs and inefficiencies.
    The new blueprint helps shift telco operations from relying on static, rules-based systems to operations based on dynamic, AI-driven automation. It enables developers to build advanced, telco-specific AI agents that make real-time, intelligent decisions and autonomously balance trade-offs — such as network speed versus interference, or energy savings versus utilization — without human input.
    Powered and Deployed by Industry Leaders
    Trained on 5G data generated by BubbleRAN, and deployed on the BubbleRAN 5G O-RAN platform, the blueprint provides telcos with insight on how to set various parameters to reach performance goals, like achieving a certain bitrate while choosing an acceptable signal-to-noise ratio — a measure that impacts voice quality and thus user experience.
    With the new AI Blueprint, network engineers can confidently set initial parameter values and update them as demanded by continuous network changes.
    Norway-based Telenor Group, which serves over 200 million customers globally, is the first telco to integrate the AI Blueprint for telco network configuration as part of its initiative to deploy intelligent, autonomous networks that meet the performance and agility demands of 5G and beyond.
    “The blueprint is helping us address configuration challenges and enhance quality of service during network installation,” said Knut Fjellheim, chief technology innovation officer at Telenor Maritime. “Implementing it is part of our push toward network automation and follows the successful deployment of agentic AI for real-time network slicing in a private 5G maritime use case.”
    Industry Partners Deploy Other NVIDIA-Powered Autonomous Network Technologies
    The AI Blueprint for telco network configuration is just one of many announcements at NVIDIA GTC Paris showcasing how the telecom industry is using agentic AI to make autonomous networks a reality.
    Beyond the blueprint, leading telecom companies and solutions providers are tapping into NVIDIA accelerated computing, software and microservices to provide breakthrough innovations poised to vastly improve networks and communications services — accelerating the progress to autonomous networks and improving customer experiences.
    NTT DATA is powering its agentic platform for telcos with NVIDIA accelerated compute and the NVIDIA AI Enterprise software platform. Its first agentic use case is focused on network alarms management, where NVIDIA NIM microservices help automate and power observability, troubleshooting, anomaly detection and resolution with closed loop ticketing.
    Tata Consultancy Services is delivering agentic AI solutions for telcos built on NVIDIA DGX Cloud and using NVIDIA AI Enterprise to develop, fine-tune and integrate large telco models into AI agent workflows. These range from billing and revenue assurance, autonomous network management to hybrid edge-cloud distributed inference.
    For example, the company’s anomaly management agentic AI model includes real-time detection and resolution of network anomalies and service performance optimization. This increases business agility and improves operational efficiencies by up to 40% by eliminating human intensive toils, overheads and cross-departmental silos.
    Prodapt has introduced an autonomous operations workflow for networks, powered by NVIDIA AI Enterprise, that offers agentic AI capabilities to support autonomous telecom networks. AI agents can autonomously monitor networks, detect anomalies in real time, initiate diagnostics, analyze root causes of issues using historical data and correlation techniques, automatically execute corrective actions, and generate, enrich and assign incident tickets through integrated ticketing systems.
    Accenture announced its new portfolio of agentic AI solutions for telecommunications through its AI Refinery platform, built on NVIDIA AI Enterprise software and accelerated computing.
    The first available solution, the NOC Agentic App, boosts network operations center tasks by using a generative AI-driven, nonlinear agentic framework to automate processes such as incident and fault management, root cause analysis and configuration planning. Using the Llama 3.1 70B NVIDIA NIM microservice and the AI Refinery Distiller Framework, the NOC Agentic App orchestrates networks of intelligent agents for faster, more efficient decision-making.
    Infosys is announcing its agentic autonomous operations platform, called Infosys Smart Network Assurance, designed to accelerate telecom operators’ journeys toward fully autonomous network operations.
    ISNA helps address long-standing operational challenges for telcos — such as limited automation and high average time to repair — with an integrated, AI-driven platform that reduces operational costs by up to 40% and shortens fault resolution times by up to 30%. NVIDIA NIM and NeMo microservices enhance the platform’s reasoning and hallucination-detection capabilities, reduce latency and increase accuracy.
    Get started with the new blueprint today.
    Learn more about the latest AI advancements for telecom and other industries at NVIDIA GTC Paris, running through Thursday, June 12, at VivaTech, including a keynote from NVIDIA founder and CEO Jensen Huang and a special address from Ronnie Vasishta, senior vice president of telecom at NVIDIA. Plus, hear from industry leaders in a panel session with Orange, Swisscom, Telenor and NVIDIA.
    #calling #llms #new #nvidia #blueprint
    Calling on LLMs: New NVIDIA AI Blueprint Helps Automate Telco Network Configuration
    Telecom companies last year spent nearly billion in capital expenditures and over trillion in operating expenditures. These large expenses are due in part to laborious manual processes that telcos face when operating networks that require continuous optimizations. For example, telcos must constantly tune network parameters for tasks — such as transferring calls from one network to another or distributing network traffic across multiple servers — based on the time of day, user behavior, mobility and traffic type. These factors directly affect network performance, user experience and energy consumption. To automate these optimization processes and save costs for telcos across the globe, NVIDIA today unveiled at GTC Paris its first AI Blueprint for telco network configuration. At the blueprint’s core are customized large language models trained specifically on telco network data — as well as the full technical and operational architecture for turning the LLMs into an autonomous, goal-driven AI agent for telcos. Automate Network Configuration With the AI Blueprint NVIDIA AI Blueprints — available on build.nvidia.com — are customizable AI workflow examples. They include reference code, documentation and deployment tools that show enterprise developers how to deliver business value with NVIDIA NIM microservices. The AI Blueprint for telco network configuration — built with BubbleRAN 5G solutions and datasets — enables developers, network engineers and telecom providers to automatically optimize the configuration of network parameters using agentic AI. This can streamline operations, reduce costs and significantly improve service quality by embedding continuous learning and adaptability directly into network infrastructures. Traditionally, network configurations required manual intervention or followed rigid rules to adapt to dynamic network conditions. These approaches limited adaptability and increased operational complexities, costs and inefficiencies. The new blueprint helps shift telco operations from relying on static, rules-based systems to operations based on dynamic, AI-driven automation. It enables developers to build advanced, telco-specific AI agents that make real-time, intelligent decisions and autonomously balance trade-offs — such as network speed versus interference, or energy savings versus utilization — without human input. Powered and Deployed by Industry Leaders Trained on 5G data generated by BubbleRAN, and deployed on the BubbleRAN 5G O-RAN platform, the blueprint provides telcos with insight on how to set various parameters to reach performance goals, like achieving a certain bitrate while choosing an acceptable signal-to-noise ratio — a measure that impacts voice quality and thus user experience. With the new AI Blueprint, network engineers can confidently set initial parameter values and update them as demanded by continuous network changes. Norway-based Telenor Group, which serves over 200 million customers globally, is the first telco to integrate the AI Blueprint for telco network configuration as part of its initiative to deploy intelligent, autonomous networks that meet the performance and agility demands of 5G and beyond. “The blueprint is helping us address configuration challenges and enhance quality of service during network installation,” said Knut Fjellheim, chief technology innovation officer at Telenor Maritime. “Implementing it is part of our push toward network automation and follows the successful deployment of agentic AI for real-time network slicing in a private 5G maritime use case.” Industry Partners Deploy Other NVIDIA-Powered Autonomous Network Technologies The AI Blueprint for telco network configuration is just one of many announcements at NVIDIA GTC Paris showcasing how the telecom industry is using agentic AI to make autonomous networks a reality. Beyond the blueprint, leading telecom companies and solutions providers are tapping into NVIDIA accelerated computing, software and microservices to provide breakthrough innovations poised to vastly improve networks and communications services — accelerating the progress to autonomous networks and improving customer experiences. NTT DATA is powering its agentic platform for telcos with NVIDIA accelerated compute and the NVIDIA AI Enterprise software platform. Its first agentic use case is focused on network alarms management, where NVIDIA NIM microservices help automate and power observability, troubleshooting, anomaly detection and resolution with closed loop ticketing. Tata Consultancy Services is delivering agentic AI solutions for telcos built on NVIDIA DGX Cloud and using NVIDIA AI Enterprise to develop, fine-tune and integrate large telco models into AI agent workflows. These range from billing and revenue assurance, autonomous network management to hybrid edge-cloud distributed inference. For example, the company’s anomaly management agentic AI model includes real-time detection and resolution of network anomalies and service performance optimization. This increases business agility and improves operational efficiencies by up to 40% by eliminating human intensive toils, overheads and cross-departmental silos. Prodapt has introduced an autonomous operations workflow for networks, powered by NVIDIA AI Enterprise, that offers agentic AI capabilities to support autonomous telecom networks. AI agents can autonomously monitor networks, detect anomalies in real time, initiate diagnostics, analyze root causes of issues using historical data and correlation techniques, automatically execute corrective actions, and generate, enrich and assign incident tickets through integrated ticketing systems. Accenture announced its new portfolio of agentic AI solutions for telecommunications through its AI Refinery platform, built on NVIDIA AI Enterprise software and accelerated computing. The first available solution, the NOC Agentic App, boosts network operations center tasks by using a generative AI-driven, nonlinear agentic framework to automate processes such as incident and fault management, root cause analysis and configuration planning. Using the Llama 3.1 70B NVIDIA NIM microservice and the AI Refinery Distiller Framework, the NOC Agentic App orchestrates networks of intelligent agents for faster, more efficient decision-making. Infosys is announcing its agentic autonomous operations platform, called Infosys Smart Network Assurance, designed to accelerate telecom operators’ journeys toward fully autonomous network operations. ISNA helps address long-standing operational challenges for telcos — such as limited automation and high average time to repair — with an integrated, AI-driven platform that reduces operational costs by up to 40% and shortens fault resolution times by up to 30%. NVIDIA NIM and NeMo microservices enhance the platform’s reasoning and hallucination-detection capabilities, reduce latency and increase accuracy. Get started with the new blueprint today. Learn more about the latest AI advancements for telecom and other industries at NVIDIA GTC Paris, running through Thursday, June 12, at VivaTech, including a keynote from NVIDIA founder and CEO Jensen Huang and a special address from Ronnie Vasishta, senior vice president of telecom at NVIDIA. Plus, hear from industry leaders in a panel session with Orange, Swisscom, Telenor and NVIDIA. #calling #llms #new #nvidia #blueprint
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    Calling on LLMs: New NVIDIA AI Blueprint Helps Automate Telco Network Configuration
    Telecom companies last year spent nearly $295 billion in capital expenditures and over $1 trillion in operating expenditures. These large expenses are due in part to laborious manual processes that telcos face when operating networks that require continuous optimizations. For example, telcos must constantly tune network parameters for tasks — such as transferring calls from one network to another or distributing network traffic across multiple servers — based on the time of day, user behavior, mobility and traffic type. These factors directly affect network performance, user experience and energy consumption. To automate these optimization processes and save costs for telcos across the globe, NVIDIA today unveiled at GTC Paris its first AI Blueprint for telco network configuration. At the blueprint’s core are customized large language models trained specifically on telco network data — as well as the full technical and operational architecture for turning the LLMs into an autonomous, goal-driven AI agent for telcos. Automate Network Configuration With the AI Blueprint NVIDIA AI Blueprints — available on build.nvidia.com — are customizable AI workflow examples. They include reference code, documentation and deployment tools that show enterprise developers how to deliver business value with NVIDIA NIM microservices. The AI Blueprint for telco network configuration — built with BubbleRAN 5G solutions and datasets — enables developers, network engineers and telecom providers to automatically optimize the configuration of network parameters using agentic AI. This can streamline operations, reduce costs and significantly improve service quality by embedding continuous learning and adaptability directly into network infrastructures. Traditionally, network configurations required manual intervention or followed rigid rules to adapt to dynamic network conditions. These approaches limited adaptability and increased operational complexities, costs and inefficiencies. The new blueprint helps shift telco operations from relying on static, rules-based systems to operations based on dynamic, AI-driven automation. It enables developers to build advanced, telco-specific AI agents that make real-time, intelligent decisions and autonomously balance trade-offs — such as network speed versus interference, or energy savings versus utilization — without human input. Powered and Deployed by Industry Leaders Trained on 5G data generated by BubbleRAN, and deployed on the BubbleRAN 5G O-RAN platform, the blueprint provides telcos with insight on how to set various parameters to reach performance goals, like achieving a certain bitrate while choosing an acceptable signal-to-noise ratio — a measure that impacts voice quality and thus user experience. With the new AI Blueprint, network engineers can confidently set initial parameter values and update them as demanded by continuous network changes. Norway-based Telenor Group, which serves over 200 million customers globally, is the first telco to integrate the AI Blueprint for telco network configuration as part of its initiative to deploy intelligent, autonomous networks that meet the performance and agility demands of 5G and beyond. “The blueprint is helping us address configuration challenges and enhance quality of service during network installation,” said Knut Fjellheim, chief technology innovation officer at Telenor Maritime. “Implementing it is part of our push toward network automation and follows the successful deployment of agentic AI for real-time network slicing in a private 5G maritime use case.” Industry Partners Deploy Other NVIDIA-Powered Autonomous Network Technologies The AI Blueprint for telco network configuration is just one of many announcements at NVIDIA GTC Paris showcasing how the telecom industry is using agentic AI to make autonomous networks a reality. Beyond the blueprint, leading telecom companies and solutions providers are tapping into NVIDIA accelerated computing, software and microservices to provide breakthrough innovations poised to vastly improve networks and communications services — accelerating the progress to autonomous networks and improving customer experiences. NTT DATA is powering its agentic platform for telcos with NVIDIA accelerated compute and the NVIDIA AI Enterprise software platform. Its first agentic use case is focused on network alarms management, where NVIDIA NIM microservices help automate and power observability, troubleshooting, anomaly detection and resolution with closed loop ticketing. Tata Consultancy Services is delivering agentic AI solutions for telcos built on NVIDIA DGX Cloud and using NVIDIA AI Enterprise to develop, fine-tune and integrate large telco models into AI agent workflows. These range from billing and revenue assurance, autonomous network management to hybrid edge-cloud distributed inference. For example, the company’s anomaly management agentic AI model includes real-time detection and resolution of network anomalies and service performance optimization. This increases business agility and improves operational efficiencies by up to 40% by eliminating human intensive toils, overheads and cross-departmental silos. Prodapt has introduced an autonomous operations workflow for networks, powered by NVIDIA AI Enterprise, that offers agentic AI capabilities to support autonomous telecom networks. AI agents can autonomously monitor networks, detect anomalies in real time, initiate diagnostics, analyze root causes of issues using historical data and correlation techniques, automatically execute corrective actions, and generate, enrich and assign incident tickets through integrated ticketing systems. Accenture announced its new portfolio of agentic AI solutions for telecommunications through its AI Refinery platform, built on NVIDIA AI Enterprise software and accelerated computing. The first available solution, the NOC Agentic App, boosts network operations center tasks by using a generative AI-driven, nonlinear agentic framework to automate processes such as incident and fault management, root cause analysis and configuration planning. Using the Llama 3.1 70B NVIDIA NIM microservice and the AI Refinery Distiller Framework, the NOC Agentic App orchestrates networks of intelligent agents for faster, more efficient decision-making. Infosys is announcing its agentic autonomous operations platform, called Infosys Smart Network Assurance (ISNA), designed to accelerate telecom operators’ journeys toward fully autonomous network operations. ISNA helps address long-standing operational challenges for telcos — such as limited automation and high average time to repair — with an integrated, AI-driven platform that reduces operational costs by up to 40% and shortens fault resolution times by up to 30%. NVIDIA NIM and NeMo microservices enhance the platform’s reasoning and hallucination-detection capabilities, reduce latency and increase accuracy. Get started with the new blueprint today. Learn more about the latest AI advancements for telecom and other industries at NVIDIA GTC Paris, running through Thursday, June 12, at VivaTech, including a keynote from NVIDIA founder and CEO Jensen Huang and a special address from Ronnie Vasishta, senior vice president of telecom at NVIDIA. Plus, hear from industry leaders in a panel session with Orange, Swisscom, Telenor and NVIDIA.
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  • European Broadcasting Union and NVIDIA Partner on Sovereign AI to Support Public Broadcasters

    In a new effort to advance sovereign AI for European public service media, NVIDIA and the European Broadcasting Unionare working together to give the media industry access to high-quality and trusted cloud and AI technologies.
    Announced at NVIDIA GTC Paris at VivaTech, NVIDIA’s collaboration with the EBU — the world’s leading alliance of public service media with more than 110 member organizations in 50+ countries, reaching an audience of over 1 billion — focuses on helping build sovereign AI and cloud frameworks, driving workforce development and cultivating an AI ecosystem to create a more equitable, accessible and resilient European media landscape.
    The work will create better foundations for public service media to benefit from European cloud infrastructure and AI services that are exclusively governed by European policy, comply with European data protection and privacy rules, and embody European values.
    Sovereign AI ensures nations can develop and deploy artificial intelligence using local infrastructure, datasets and expertise. By investing in it, European countries can preserve their cultural identity, enhance public trust and support innovation specific to their needs.
    “We are proud to collaborate with NVIDIA to drive the development of sovereign AI and cloud services,” said Michael Eberhard, chief technology officer of public broadcaster ARD/SWR, and chair of the EBU Technical Committee. “By advancing these capabilities together, we’re helping ensure that powerful, compliant and accessible media services are made available to all EBU members — powering innovation, resilience and strategic autonomy across the board.”

    Empowering Media Innovation in Europe
    To support the development of sovereign AI technologies, NVIDIA and the EBU will establish frameworks that prioritize independence and public trust, helping ensure that AI serves the interests of Europeans while preserving the autonomy of media organizations.
    Through this collaboration, NVIDIA and the EBU will develop hybrid cloud architectures designed to meet the highest standards of European public service media. The EBU will contribute its Dynamic Media Facilityand Media eXchange Layerarchitecture, aiming to enable interoperability and scalability for workflows, as well as cost- and energy-efficient AI training and inference. Following open-source principles, this work aims to create an accessible, dynamic technology ecosystem.
    The collaboration will also provide public service media companies with the tools to deliver personalized, contextually relevant services and content recommendation systems, with a focus on transparency, accountability and cultural identity. This will be realized through investment in sovereign cloud and AI infrastructure and software platforms such as NVIDIA AI Enterprise, custom foundation models, large language models trained with local data, and retrieval-augmented generation technologies.
    As part of the collaboration, NVIDIA is also making available resources from its Deep Learning Institute, offering European media organizations comprehensive training programs to create an AI-ready workforce. This will support the EBU’s efforts to help ensure news integrity in the age of AI.
    In addition, the EBU and its partners are investing in local data centers and cloud platforms that support sovereign technologies, such as NVIDIA GB200 Grace Blackwell Superchip, NVIDIA RTX PRO Servers, NVIDIA DGX Cloud and NVIDIA Holoscan for Media — helping members of the union achieve secure and cost- and energy-efficient AI training, while promoting AI research and development.
    Partnering With Public Service Media for Sovereign Cloud and AI
    Collaboration within the media sector is essential for the development and application of comprehensive standards and best practices that ensure the creation and deployment of sovereign European cloud and AI.
    By engaging with independent software vendors, data center providers, cloud service providers and original equipment manufacturers, NVIDIA and the EBU aim to create a unified approach to sovereign cloud and AI.
    This work will also facilitate discussions between the cloud and AI industry and European regulators, helping ensure the development of practical solutions that benefit both the general public and media organizations.
    “Building sovereign cloud and AI capabilities based on EBU’s Dynamic Media Facility and Media eXchange Layer architecture requires strong cross-industry collaboration,” said Antonio Arcidiacono, chief technology and innovation officer at the EBU. “By collaborating with NVIDIA, as well as a broad ecosystem of media technology partners, we are fostering a shared foundation for trust, innovation and resilience that supports the growth of European media.”
    Learn more about the EBU.
    Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions. 
    #european #broadcasting #union #nvidia #partner
    European Broadcasting Union and NVIDIA Partner on Sovereign AI to Support Public Broadcasters
    In a new effort to advance sovereign AI for European public service media, NVIDIA and the European Broadcasting Unionare working together to give the media industry access to high-quality and trusted cloud and AI technologies. Announced at NVIDIA GTC Paris at VivaTech, NVIDIA’s collaboration with the EBU — the world’s leading alliance of public service media with more than 110 member organizations in 50+ countries, reaching an audience of over 1 billion — focuses on helping build sovereign AI and cloud frameworks, driving workforce development and cultivating an AI ecosystem to create a more equitable, accessible and resilient European media landscape. The work will create better foundations for public service media to benefit from European cloud infrastructure and AI services that are exclusively governed by European policy, comply with European data protection and privacy rules, and embody European values. Sovereign AI ensures nations can develop and deploy artificial intelligence using local infrastructure, datasets and expertise. By investing in it, European countries can preserve their cultural identity, enhance public trust and support innovation specific to their needs. “We are proud to collaborate with NVIDIA to drive the development of sovereign AI and cloud services,” said Michael Eberhard, chief technology officer of public broadcaster ARD/SWR, and chair of the EBU Technical Committee. “By advancing these capabilities together, we’re helping ensure that powerful, compliant and accessible media services are made available to all EBU members — powering innovation, resilience and strategic autonomy across the board.” Empowering Media Innovation in Europe To support the development of sovereign AI technologies, NVIDIA and the EBU will establish frameworks that prioritize independence and public trust, helping ensure that AI serves the interests of Europeans while preserving the autonomy of media organizations. Through this collaboration, NVIDIA and the EBU will develop hybrid cloud architectures designed to meet the highest standards of European public service media. The EBU will contribute its Dynamic Media Facilityand Media eXchange Layerarchitecture, aiming to enable interoperability and scalability for workflows, as well as cost- and energy-efficient AI training and inference. Following open-source principles, this work aims to create an accessible, dynamic technology ecosystem. The collaboration will also provide public service media companies with the tools to deliver personalized, contextually relevant services and content recommendation systems, with a focus on transparency, accountability and cultural identity. This will be realized through investment in sovereign cloud and AI infrastructure and software platforms such as NVIDIA AI Enterprise, custom foundation models, large language models trained with local data, and retrieval-augmented generation technologies. As part of the collaboration, NVIDIA is also making available resources from its Deep Learning Institute, offering European media organizations comprehensive training programs to create an AI-ready workforce. This will support the EBU’s efforts to help ensure news integrity in the age of AI. In addition, the EBU and its partners are investing in local data centers and cloud platforms that support sovereign technologies, such as NVIDIA GB200 Grace Blackwell Superchip, NVIDIA RTX PRO Servers, NVIDIA DGX Cloud and NVIDIA Holoscan for Media — helping members of the union achieve secure and cost- and energy-efficient AI training, while promoting AI research and development. Partnering With Public Service Media for Sovereign Cloud and AI Collaboration within the media sector is essential for the development and application of comprehensive standards and best practices that ensure the creation and deployment of sovereign European cloud and AI. By engaging with independent software vendors, data center providers, cloud service providers and original equipment manufacturers, NVIDIA and the EBU aim to create a unified approach to sovereign cloud and AI. This work will also facilitate discussions between the cloud and AI industry and European regulators, helping ensure the development of practical solutions that benefit both the general public and media organizations. “Building sovereign cloud and AI capabilities based on EBU’s Dynamic Media Facility and Media eXchange Layer architecture requires strong cross-industry collaboration,” said Antonio Arcidiacono, chief technology and innovation officer at the EBU. “By collaborating with NVIDIA, as well as a broad ecosystem of media technology partners, we are fostering a shared foundation for trust, innovation and resilience that supports the growth of European media.” Learn more about the EBU. Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions.  #european #broadcasting #union #nvidia #partner
    BLOGS.NVIDIA.COM
    European Broadcasting Union and NVIDIA Partner on Sovereign AI to Support Public Broadcasters
    In a new effort to advance sovereign AI for European public service media, NVIDIA and the European Broadcasting Union (EBU) are working together to give the media industry access to high-quality and trusted cloud and AI technologies. Announced at NVIDIA GTC Paris at VivaTech, NVIDIA’s collaboration with the EBU — the world’s leading alliance of public service media with more than 110 member organizations in 50+ countries, reaching an audience of over 1 billion — focuses on helping build sovereign AI and cloud frameworks, driving workforce development and cultivating an AI ecosystem to create a more equitable, accessible and resilient European media landscape. The work will create better foundations for public service media to benefit from European cloud infrastructure and AI services that are exclusively governed by European policy, comply with European data protection and privacy rules, and embody European values. Sovereign AI ensures nations can develop and deploy artificial intelligence using local infrastructure, datasets and expertise. By investing in it, European countries can preserve their cultural identity, enhance public trust and support innovation specific to their needs. “We are proud to collaborate with NVIDIA to drive the development of sovereign AI and cloud services,” said Michael Eberhard, chief technology officer of public broadcaster ARD/SWR, and chair of the EBU Technical Committee. “By advancing these capabilities together, we’re helping ensure that powerful, compliant and accessible media services are made available to all EBU members — powering innovation, resilience and strategic autonomy across the board.” Empowering Media Innovation in Europe To support the development of sovereign AI technologies, NVIDIA and the EBU will establish frameworks that prioritize independence and public trust, helping ensure that AI serves the interests of Europeans while preserving the autonomy of media organizations. Through this collaboration, NVIDIA and the EBU will develop hybrid cloud architectures designed to meet the highest standards of European public service media. The EBU will contribute its Dynamic Media Facility (DMF) and Media eXchange Layer (MXL) architecture, aiming to enable interoperability and scalability for workflows, as well as cost- and energy-efficient AI training and inference. Following open-source principles, this work aims to create an accessible, dynamic technology ecosystem. The collaboration will also provide public service media companies with the tools to deliver personalized, contextually relevant services and content recommendation systems, with a focus on transparency, accountability and cultural identity. This will be realized through investment in sovereign cloud and AI infrastructure and software platforms such as NVIDIA AI Enterprise, custom foundation models, large language models trained with local data, and retrieval-augmented generation technologies. As part of the collaboration, NVIDIA is also making available resources from its Deep Learning Institute, offering European media organizations comprehensive training programs to create an AI-ready workforce. This will support the EBU’s efforts to help ensure news integrity in the age of AI. In addition, the EBU and its partners are investing in local data centers and cloud platforms that support sovereign technologies, such as NVIDIA GB200 Grace Blackwell Superchip, NVIDIA RTX PRO Servers, NVIDIA DGX Cloud and NVIDIA Holoscan for Media — helping members of the union achieve secure and cost- and energy-efficient AI training, while promoting AI research and development. Partnering With Public Service Media for Sovereign Cloud and AI Collaboration within the media sector is essential for the development and application of comprehensive standards and best practices that ensure the creation and deployment of sovereign European cloud and AI. By engaging with independent software vendors, data center providers, cloud service providers and original equipment manufacturers, NVIDIA and the EBU aim to create a unified approach to sovereign cloud and AI. This work will also facilitate discussions between the cloud and AI industry and European regulators, helping ensure the development of practical solutions that benefit both the general public and media organizations. “Building sovereign cloud and AI capabilities based on EBU’s Dynamic Media Facility and Media eXchange Layer architecture requires strong cross-industry collaboration,” said Antonio Arcidiacono, chief technology and innovation officer at the EBU. “By collaborating with NVIDIA, as well as a broad ecosystem of media technology partners, we are fostering a shared foundation for trust, innovation and resilience that supports the growth of European media.” Learn more about the EBU. Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions. 
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  • NVIDIA and Partners Highlight Next-Generation Robotics, Automation and AI Technologies at Automatica

    From the heart of Germany’s automotive sector to manufacturing hubs across France and Italy, Europe is embracing industrial AI and advanced AI-powered robotics to address labor shortages, boost productivity and fuel sustainable economic growth.
    Robotics companies are developing humanoid robots and collaborative systems that integrate AI into real-world manufacturing applications. Supported by a billion investment initiative and coordinated efforts from the European Commission, Europe is positioning itself at the forefront of the next wave of industrial automation, powered by AI.
    This momentum is on full display at Automatica — Europe’s premier conference on advancements in robotics, machine vision and intelligent manufacturing — taking place this week in Munich, Germany.
    NVIDIA and its ecosystem of partners and customers are showcasing next-generation robots, automation and AI technologies designed to accelerate the continent’s leadership in smart manufacturing and logistics.
    NVIDIA Technologies Boost Robotics Development 
    Central to advancing robotics development is Europe’s first industrial AI cloud, announced at NVIDIA GTC Paris at VivaTech earlier this month. The Germany-based AI factory, featuring 10,000 NVIDIA GPUs, provides European manufacturers with secure, sovereign and centralized AI infrastructure for industrial workloads. It will support applications ranging from design and engineering to factory digital twins and robotics.
    To help accelerate humanoid development, NVIDIA released NVIDIA Isaac GR00T N1.5 — an open foundation model for humanoid robot reasoning and skills. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks.
    To help post-train GR00T N1.5, NVIDIA has also released the Isaac GR00T-Dreams blueprint — a reference workflow for generating vast amounts of synthetic trajectory data from a small number of human demonstrations — enabling robots to generalize across behaviors and adapt to new environments with minimal human demonstration data.
    In addition, early developer previews of NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 — open-source robot simulation and learning frameworks optimized for NVIDIA RTX PRO 6000 workstations — are now available on GitHub.
    Image courtesy of Wandelbots.
    Robotics Leaders Tap NVIDIA Simulation Technology to Develop and Deploy Humanoids and More 
    Robotics developers and solutions providers across the globe are integrating NVIDIA’s three computers to train, simulate and deploy robots.
    NEURA Robotics, a German robotics company and pioneer for cognitive robots, unveiled the third generation of its humanoid, 4NE1, designed to assist humans in domestic and professional environments through advanced cognitive capabilities and humanlike interaction. 4NE1 is powered by GR00T N1 and was trained in Isaac Sim and Isaac Lab before real-world deployment.
    NEURA Robotics is also presenting Neuraverse, a digital twin and interconnected ecosystem for robot training, skills and applications, fully compatible with NVIDIA Omniverse technologies.
    Delta Electronics, a global leader in power management and smart green solutions, is debuting two next-generation collaborative robots: D-Bot Mar and D-Bot 2 in 1 — both trained using Omniverse and Isaac Sim technologies and libraries. These cobots are engineered to transform intralogistics and optimize production flows.
    Wandelbots, the creator of the Wandelbots NOVA software platform for industrial robotics, is partnering with SoftServe, a global IT consulting and digital services provider, to scale simulation-first automating using NVIDIA Isaac Sim, enabling virtual validation and real-world deployment with maximum impact.
    Cyngn, a pioneer in autonomous mobile robotics, is integrating its DriveMod technology into Isaac Sim to enable large-scale, high fidelity virtual testing of advanced autonomous operation. Purpose-built for industrial applications, DriveMod is already deployed on vehicles such as the Motrec MT-160 Tugger and BYD Forklift, delivering sophisticated automation to material handling operations.
    Doosan Robotics, a company specializing in AI robotic solutions, will showcase its “sim to real” solution, using NVIDIA Isaac Sim and cuRobo. Doosan will be showcasing how to seamlessly transfer tasks from simulation to real robots across a wide range of applications — from manufacturing to service industries.
    Franka Robotics has integrated Isaac GR00T N1.5 into a dual-arm Franka Research 3robot for robotic control. The integration of GR00T N1.5 allows the system to interpret visual input, understand task context and autonomously perform complex manipulation — without the need for task-specific programming or hardcoded logic.
    Image courtesy of Franka Robotics.
    Hexagon, the global leader in measurement technologies, launched its new humanoid, dubbed AEON. With its unique locomotion system and multimodal sensor fusion, and powered by NVIDIA’s three-computer solution, AEON is engineered to perform a wide range of industrial applications, from manipulation and asset inspection to reality capture and operator support.
    Intrinsic, a software and AI robotics company, is integrating Intrinsic Flowstate with  Omniverse and OpenUSD for advanced visualization and digital twins that can be used in many industrial use cases. The company is also using NVIDIA foundation models to enhance robot capabilities like grasp planning through AI and simulation technologies.
    SCHUNK, a global leader in gripping systems and automation technology, is showcasing its innovative grasping kit powered by the NVIDIA Jetson AGX Orin module. The kit intelligently detects objects and calculates optimal grasping points. Schunk is also demonstrating seamless simulation-to-reality transfer using IGS Virtuous software — built on Omniverse technologies — to control a real robot through simulation in a pick-and-place scenario.
    Universal Robots is showcasing UR15, its fastest cobot yet. Powered by the UR AI Accelerator — developed with NVIDIA and running on Jetson AGX Orin using CUDA-accelerated Isaac libraries — UR15 helps set a new standard for industrial automation.

    Vention, a full-stack software and hardware automation company, launched its Machine Motion AI, built on CUDA-accelerated Isaac libraries and powered by Jetson. Vention is also expanding its lineup of robotic offerings by adding the FR3 robot from Franka Robotics to its ecosystem, enhancing its solutions for academic and research applications.
    Image courtesy of Vention.
    Learn more about the latest robotics advancements by joining NVIDIA at Automatica, running through Friday, June 27. 
    #nvidia #partners #highlight #nextgeneration #robotics
    NVIDIA and Partners Highlight Next-Generation Robotics, Automation and AI Technologies at Automatica
    From the heart of Germany’s automotive sector to manufacturing hubs across France and Italy, Europe is embracing industrial AI and advanced AI-powered robotics to address labor shortages, boost productivity and fuel sustainable economic growth. Robotics companies are developing humanoid robots and collaborative systems that integrate AI into real-world manufacturing applications. Supported by a billion investment initiative and coordinated efforts from the European Commission, Europe is positioning itself at the forefront of the next wave of industrial automation, powered by AI. This momentum is on full display at Automatica — Europe’s premier conference on advancements in robotics, machine vision and intelligent manufacturing — taking place this week in Munich, Germany. NVIDIA and its ecosystem of partners and customers are showcasing next-generation robots, automation and AI technologies designed to accelerate the continent’s leadership in smart manufacturing and logistics. NVIDIA Technologies Boost Robotics Development  Central to advancing robotics development is Europe’s first industrial AI cloud, announced at NVIDIA GTC Paris at VivaTech earlier this month. The Germany-based AI factory, featuring 10,000 NVIDIA GPUs, provides European manufacturers with secure, sovereign and centralized AI infrastructure for industrial workloads. It will support applications ranging from design and engineering to factory digital twins and robotics. To help accelerate humanoid development, NVIDIA released NVIDIA Isaac GR00T N1.5 — an open foundation model for humanoid robot reasoning and skills. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks. To help post-train GR00T N1.5, NVIDIA has also released the Isaac GR00T-Dreams blueprint — a reference workflow for generating vast amounts of synthetic trajectory data from a small number of human demonstrations — enabling robots to generalize across behaviors and adapt to new environments with minimal human demonstration data. In addition, early developer previews of NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 — open-source robot simulation and learning frameworks optimized for NVIDIA RTX PRO 6000 workstations — are now available on GitHub. Image courtesy of Wandelbots. Robotics Leaders Tap NVIDIA Simulation Technology to Develop and Deploy Humanoids and More  Robotics developers and solutions providers across the globe are integrating NVIDIA’s three computers to train, simulate and deploy robots. NEURA Robotics, a German robotics company and pioneer for cognitive robots, unveiled the third generation of its humanoid, 4NE1, designed to assist humans in domestic and professional environments through advanced cognitive capabilities and humanlike interaction. 4NE1 is powered by GR00T N1 and was trained in Isaac Sim and Isaac Lab before real-world deployment. NEURA Robotics is also presenting Neuraverse, a digital twin and interconnected ecosystem for robot training, skills and applications, fully compatible with NVIDIA Omniverse technologies. Delta Electronics, a global leader in power management and smart green solutions, is debuting two next-generation collaborative robots: D-Bot Mar and D-Bot 2 in 1 — both trained using Omniverse and Isaac Sim technologies and libraries. These cobots are engineered to transform intralogistics and optimize production flows. Wandelbots, the creator of the Wandelbots NOVA software platform for industrial robotics, is partnering with SoftServe, a global IT consulting and digital services provider, to scale simulation-first automating using NVIDIA Isaac Sim, enabling virtual validation and real-world deployment with maximum impact. Cyngn, a pioneer in autonomous mobile robotics, is integrating its DriveMod technology into Isaac Sim to enable large-scale, high fidelity virtual testing of advanced autonomous operation. Purpose-built for industrial applications, DriveMod is already deployed on vehicles such as the Motrec MT-160 Tugger and BYD Forklift, delivering sophisticated automation to material handling operations. Doosan Robotics, a company specializing in AI robotic solutions, will showcase its “sim to real” solution, using NVIDIA Isaac Sim and cuRobo. Doosan will be showcasing how to seamlessly transfer tasks from simulation to real robots across a wide range of applications — from manufacturing to service industries. Franka Robotics has integrated Isaac GR00T N1.5 into a dual-arm Franka Research 3robot for robotic control. The integration of GR00T N1.5 allows the system to interpret visual input, understand task context and autonomously perform complex manipulation — without the need for task-specific programming or hardcoded logic. Image courtesy of Franka Robotics. Hexagon, the global leader in measurement technologies, launched its new humanoid, dubbed AEON. With its unique locomotion system and multimodal sensor fusion, and powered by NVIDIA’s three-computer solution, AEON is engineered to perform a wide range of industrial applications, from manipulation and asset inspection to reality capture and operator support. Intrinsic, a software and AI robotics company, is integrating Intrinsic Flowstate with  Omniverse and OpenUSD for advanced visualization and digital twins that can be used in many industrial use cases. The company is also using NVIDIA foundation models to enhance robot capabilities like grasp planning through AI and simulation technologies. SCHUNK, a global leader in gripping systems and automation technology, is showcasing its innovative grasping kit powered by the NVIDIA Jetson AGX Orin module. The kit intelligently detects objects and calculates optimal grasping points. Schunk is also demonstrating seamless simulation-to-reality transfer using IGS Virtuous software — built on Omniverse technologies — to control a real robot through simulation in a pick-and-place scenario. Universal Robots is showcasing UR15, its fastest cobot yet. Powered by the UR AI Accelerator — developed with NVIDIA and running on Jetson AGX Orin using CUDA-accelerated Isaac libraries — UR15 helps set a new standard for industrial automation. Vention, a full-stack software and hardware automation company, launched its Machine Motion AI, built on CUDA-accelerated Isaac libraries and powered by Jetson. Vention is also expanding its lineup of robotic offerings by adding the FR3 robot from Franka Robotics to its ecosystem, enhancing its solutions for academic and research applications. Image courtesy of Vention. Learn more about the latest robotics advancements by joining NVIDIA at Automatica, running through Friday, June 27.  #nvidia #partners #highlight #nextgeneration #robotics
    BLOGS.NVIDIA.COM
    NVIDIA and Partners Highlight Next-Generation Robotics, Automation and AI Technologies at Automatica
    From the heart of Germany’s automotive sector to manufacturing hubs across France and Italy, Europe is embracing industrial AI and advanced AI-powered robotics to address labor shortages, boost productivity and fuel sustainable economic growth. Robotics companies are developing humanoid robots and collaborative systems that integrate AI into real-world manufacturing applications. Supported by a $200 billion investment initiative and coordinated efforts from the European Commission, Europe is positioning itself at the forefront of the next wave of industrial automation, powered by AI. This momentum is on full display at Automatica — Europe’s premier conference on advancements in robotics, machine vision and intelligent manufacturing — taking place this week in Munich, Germany. NVIDIA and its ecosystem of partners and customers are showcasing next-generation robots, automation and AI technologies designed to accelerate the continent’s leadership in smart manufacturing and logistics. NVIDIA Technologies Boost Robotics Development  Central to advancing robotics development is Europe’s first industrial AI cloud, announced at NVIDIA GTC Paris at VivaTech earlier this month. The Germany-based AI factory, featuring 10,000 NVIDIA GPUs, provides European manufacturers with secure, sovereign and centralized AI infrastructure for industrial workloads. It will support applications ranging from design and engineering to factory digital twins and robotics. To help accelerate humanoid development, NVIDIA released NVIDIA Isaac GR00T N1.5 — an open foundation model for humanoid robot reasoning and skills. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks. To help post-train GR00T N1.5, NVIDIA has also released the Isaac GR00T-Dreams blueprint — a reference workflow for generating vast amounts of synthetic trajectory data from a small number of human demonstrations — enabling robots to generalize across behaviors and adapt to new environments with minimal human demonstration data. In addition, early developer previews of NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 — open-source robot simulation and learning frameworks optimized for NVIDIA RTX PRO 6000 workstations — are now available on GitHub. Image courtesy of Wandelbots. Robotics Leaders Tap NVIDIA Simulation Technology to Develop and Deploy Humanoids and More  Robotics developers and solutions providers across the globe are integrating NVIDIA’s three computers to train, simulate and deploy robots. NEURA Robotics, a German robotics company and pioneer for cognitive robots, unveiled the third generation of its humanoid, 4NE1, designed to assist humans in domestic and professional environments through advanced cognitive capabilities and humanlike interaction. 4NE1 is powered by GR00T N1 and was trained in Isaac Sim and Isaac Lab before real-world deployment. NEURA Robotics is also presenting Neuraverse, a digital twin and interconnected ecosystem for robot training, skills and applications, fully compatible with NVIDIA Omniverse technologies. Delta Electronics, a global leader in power management and smart green solutions, is debuting two next-generation collaborative robots: D-Bot Mar and D-Bot 2 in 1 — both trained using Omniverse and Isaac Sim technologies and libraries. These cobots are engineered to transform intralogistics and optimize production flows. Wandelbots, the creator of the Wandelbots NOVA software platform for industrial robotics, is partnering with SoftServe, a global IT consulting and digital services provider, to scale simulation-first automating using NVIDIA Isaac Sim, enabling virtual validation and real-world deployment with maximum impact. Cyngn, a pioneer in autonomous mobile robotics, is integrating its DriveMod technology into Isaac Sim to enable large-scale, high fidelity virtual testing of advanced autonomous operation. Purpose-built for industrial applications, DriveMod is already deployed on vehicles such as the Motrec MT-160 Tugger and BYD Forklift, delivering sophisticated automation to material handling operations. Doosan Robotics, a company specializing in AI robotic solutions, will showcase its “sim to real” solution, using NVIDIA Isaac Sim and cuRobo. Doosan will be showcasing how to seamlessly transfer tasks from simulation to real robots across a wide range of applications — from manufacturing to service industries. Franka Robotics has integrated Isaac GR00T N1.5 into a dual-arm Franka Research 3 (FR3) robot for robotic control. The integration of GR00T N1.5 allows the system to interpret visual input, understand task context and autonomously perform complex manipulation — without the need for task-specific programming or hardcoded logic. Image courtesy of Franka Robotics. Hexagon, the global leader in measurement technologies, launched its new humanoid, dubbed AEON. With its unique locomotion system and multimodal sensor fusion, and powered by NVIDIA’s three-computer solution, AEON is engineered to perform a wide range of industrial applications, from manipulation and asset inspection to reality capture and operator support. Intrinsic, a software and AI robotics company, is integrating Intrinsic Flowstate with  Omniverse and OpenUSD for advanced visualization and digital twins that can be used in many industrial use cases. The company is also using NVIDIA foundation models to enhance robot capabilities like grasp planning through AI and simulation technologies. SCHUNK, a global leader in gripping systems and automation technology, is showcasing its innovative grasping kit powered by the NVIDIA Jetson AGX Orin module. The kit intelligently detects objects and calculates optimal grasping points. Schunk is also demonstrating seamless simulation-to-reality transfer using IGS Virtuous software — built on Omniverse technologies — to control a real robot through simulation in a pick-and-place scenario. Universal Robots is showcasing UR15, its fastest cobot yet. Powered by the UR AI Accelerator — developed with NVIDIA and running on Jetson AGX Orin using CUDA-accelerated Isaac libraries — UR15 helps set a new standard for industrial automation. Vention, a full-stack software and hardware automation company, launched its Machine Motion AI, built on CUDA-accelerated Isaac libraries and powered by Jetson. Vention is also expanding its lineup of robotic offerings by adding the FR3 robot from Franka Robotics to its ecosystem, enhancing its solutions for academic and research applications. Image courtesy of Vention. Learn more about the latest robotics advancements by joining NVIDIA at Automatica, running through Friday, June 27. 
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  • BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4

    By TREVOR HOGG
    Images courtesy of Prime Video.

    For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!”

    When Splintersplits in two, the cloning effect was inspired by cellular mitosis.

    “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!”
    —Stephan Fleet, VFX Supervisor

    A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith, who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.”

    Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed.

    Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.”

    “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.”
    —Stephan Fleet, VFX Supervisor

    The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be, so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a humanyou tend to want to give it human gestures and eyebrows. Erik Kripkesaid, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.”

    A building is replaced by a massive crowd attending a rally being held by Homelander.

    In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep wasin one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.”

    In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around.

    “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.”
    —Stephan Fleet, VFX Supervisor

    Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.”

    The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes.

    Once injected with Compound V, Hugh Campbell Sr.develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.”

    Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination.

    Homelanderbreaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.”

    “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.”
    —Stephan Fleet, VFX Supervisor

    Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution.

    A different spin on the bloodbath occurs during a fight when a drugged Frenchiehallucinates as Kimiko Miyashirogoes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.”

    Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4.

    When Splintersplits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker. “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.”
    #bouncing #rubber #duckies #flying #sheep
    BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4
    By TREVOR HOGG Images courtesy of Prime Video. For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” When Splintersplits in two, the cloning effect was inspired by cellular mitosis. “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” —Stephan Fleet, VFX Supervisor A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith, who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed. Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.” “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” —Stephan Fleet, VFX Supervisor The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be, so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a humanyou tend to want to give it human gestures and eyebrows. Erik Kripkesaid, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.” A building is replaced by a massive crowd attending a rally being held by Homelander. In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep wasin one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.” In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” —Stephan Fleet, VFX Supervisor Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes. Once injected with Compound V, Hugh Campbell Sr.develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.” Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination. Homelanderbreaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.” “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” —Stephan Fleet, VFX Supervisor Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution. A different spin on the bloodbath occurs during a fight when a drugged Frenchiehallucinates as Kimiko Miyashirogoes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.” Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4. When Splintersplits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker. “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.” #bouncing #rubber #duckies #flying #sheep
    WWW.VFXVOICE.COM
    BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4
    By TREVOR HOGG Images courtesy of Prime Video. For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” When Splinter (Rob Benedict) splits in two, the cloning effect was inspired by cellular mitosis. “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” —Stephan Fleet, VFX Supervisor A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith [Previs Director], who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed. Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.” “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” —Stephan Fleet, VFX Supervisor The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be [from Season 3], so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a human [is] you tend to want to give it human gestures and eyebrows. Erik Kripke [Creator, Executive Producer, Showrunner, Director, Writer] said, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.” A building is replaced by a massive crowd attending a rally being held by Homelander. In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep was [acting in a certain way] in one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.” In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” —Stephan Fleet, VFX Supervisor Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes. Once injected with Compound V, Hugh Campbell Sr. (Simon Pegg) develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.” Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination. Homelander (Anthony Starr) breaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.” “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” —Stephan Fleet, VFX Supervisor Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution. A different spin on the bloodbath occurs during a fight when a drugged Frenchie (Tomer Capone) hallucinates as Kimiko Miyashiro (Karen Fukuhara) goes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.” Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4. When Splinter (Rob Benedict) splits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker (Valorie Curry). “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.”
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  • JD Vance is truly an inspiring figure! As the Vice President, he’s become a beacon of loyalty and connection in Trumpworld, bridging the gap with tech billionaires who are all-in for Donald Trump. His dedication and presence remind us that with passion and commitment, we can forge powerful alliances and make meaningful impacts! Every step he takes shines a light on the importance of loyalty and collaboration in our journey to success. Keep pushing forward and let’s make great things happen together!

    #JDVance #Leadership #Inspiration #Teamwork #Success
    JD Vance is truly an inspiring figure! 🌟 As the Vice President, he’s become a beacon of loyalty and connection in Trumpworld, bridging the gap with tech billionaires who are all-in for Donald Trump. His dedication and presence remind us that with passion and commitment, we can forge powerful alliances and make meaningful impacts! 🚀 Every step he takes shines a light on the importance of loyalty and collaboration in our journey to success. Keep pushing forward and let’s make great things happen together! 🙌❤️ #JDVance #Leadership #Inspiration #Teamwork #Success
    JD Vance Is the Loyal Convert in Chief
    Vice president JD Vance is everywhere—and he’s the highest point of contact, Trumpworld sources say, for tech billionaires who went all-in on Donald Trump.
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  • Il est inacceptable que le lancement de Marathon ait été retardé, surtout après l'alpha décevante qui a laissé tant de joueurs sur leur faim. Bungie, en tant que créateur de Destiny, devrait savoir mieux que de faire attendre sa communauté avec des promesses non tenues. Pendant ce temps, Donkey Kong Bananza a volé la vedette, comme si les fans de Marathon n'étaient pas déjà frustrés par la situation. Ce manque de respect pour les joueurs est scandaleux ! Nous méritons des jeux qui ne sont pas seulement des annonces vides, mais des expériences solides ! C'est le moment où l'industrie doit se réveiller et comprendre que les joueurs ne sont pas des poches à billets
    Il est inacceptable que le lancement de Marathon ait été retardé, surtout après l'alpha décevante qui a laissé tant de joueurs sur leur faim. Bungie, en tant que créateur de Destiny, devrait savoir mieux que de faire attendre sa communauté avec des promesses non tenues. Pendant ce temps, Donkey Kong Bananza a volé la vedette, comme si les fans de Marathon n'étaient pas déjà frustrés par la situation. Ce manque de respect pour les joueurs est scandaleux ! Nous méritons des jeux qui ne sont pas seulement des annonces vides, mais des expériences solides ! C'est le moment où l'industrie doit se réveiller et comprendre que les joueurs ne sont pas des poches à billets
    KOTAKU.COM
    Marathon Gets Delayed, Donkey Kong Bananza Gets A Smashing Showing, And More Top Stories
    This week, Donkey Kong Bananza knocked our collective socks off in a very strong Nintendo Direct dedicated to the Switch 2's next big exclusive, and Marathon, the next big game from Destiny maker Bungie, was delayed in the wake of an alpha earlier th
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  • Exciting news on the horizon! Scientists have developed a groundbreaking 3D material that can capture CO₂, inspired by the incredible cyanobacteria that have thrived on our planet for billions of years! This innovative solution reminds us that nature often holds the keys to our technological challenges. Let's embrace this symbiotic relationship and work towards a cleaner, greener future together!

    Every step we take towards sustainability is a step towards a brighter tomorrow! Let's be the change we wish to see!

    #Sustainability #Innovation #GreenTechnology #Cyanobacteria #FutureIsBright
    🌍✨ Exciting news on the horizon! Scientists have developed a groundbreaking 3D material that can capture CO₂, inspired by the incredible cyanobacteria that have thrived on our planet for billions of years! 💚 This innovative solution reminds us that nature often holds the keys to our technological challenges. Let's embrace this symbiotic relationship and work towards a cleaner, greener future together! 🌱💪 Every step we take towards sustainability is a step towards a brighter tomorrow! Let's be the change we wish to see! 🌟 #Sustainability #Innovation #GreenTechnology #Cyanobacteria #FutureIsBright
    Desarrollan un nuevo material 3D que captura CO₂
    En innumerables ocasiones las respuestas a los desafíos tecnológicos no se han encontrado en un laboratorio, sino en la naturaleza. Las cianobacterias, unos microorganismos que habitan la Tierra desde hace miles de millones de años, podrían ser la re
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  • Ever wondered how transistors are assembled inside a CPU? It’s just like playing with Lego, but instead of building castles, you’re creating the ultimate calculator – because who doesn’t love multiplying numbers while scrolling through cat memes?

    Apparently, billions of tiny transistors in your smartphone are busy making magic happen. Meanwhile, we’re just here trying to figure out how to switch it off and on again. Ah, technology! Where transistors do all the heavy lifting while we just sit back and binge-watch our favorite shows. Talk about a partnership!

    Next time you’re on your phone, remember: behind that screen, there's a bustling city of transistors, each one wishing it could take a break and join you for a snack
    Ever wondered how transistors are assembled inside a CPU? It’s just like playing with Lego, but instead of building castles, you’re creating the ultimate calculator – because who doesn’t love multiplying numbers while scrolling through cat memes? 🐱 Apparently, billions of tiny transistors in your smartphone are busy making magic happen. Meanwhile, we’re just here trying to figure out how to switch it off and on again. Ah, technology! Where transistors do all the heavy lifting while we just sit back and binge-watch our favorite shows. Talk about a partnership! Next time you’re on your phone, remember: behind that screen, there's a bustling city of transistors, each one wishing it could take a break and join you for a snack
    How are Transistors Assembled Inside a CPU?
    Mike Radjabov presents another in-depth explainer, created in Blender. Inside your smartphone, there are billions of transistors, but have you ever wondered how they actually work and how they can be combined to perform tasks like multiplying two num
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