• NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR

    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognitionconference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop.
    This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR.
    The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehiclesimulation framework.
    The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs.
    Generating Safe and Adaptive Driving Trajectories
    Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically.
    Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research.
    The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoringmethod, which generates a variety of trajectories and progressively filters out the best one.
    GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories.
    GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories.
    This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions.

    NVIDIA Automotive Research at CVPR 
    More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more.
    In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+.
    The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs:

    Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion ModelsFoundationStereo: Zero-Shot Stereo MatchingZero-Shot Monocular Scene Flow Estimation in the WildDifix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
    Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models
    Zero-Shot 4D Lidar Panoptic Segmentation
    NVILA: Efficient Frontier Visual Language Models
    RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models
    OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning

    Explore automotive workshops and tutorials at CVPR, including:

    Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA
    Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA
    Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe
    Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA
    Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe
    Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone
    LatinX in CV Workshop, featuring Leal-Taixe
    Workshop on Exploring the Next Generation of Data, featuring Alvarez
    Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA
    Continuous Data Cycle via Foundation Models, led by NVIDIA
    Distillation of Foundation Models for Autonomous Driving, led by NVIDIA

    Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang.
    Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics.
    The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model.
    #nvidia #scores #consecutive #win #endtoend
    NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR
    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognitionconference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop. This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR. The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehiclesimulation framework. The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs. Generating Safe and Adaptive Driving Trajectories Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically. Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research. The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoringmethod, which generates a variety of trajectories and progressively filters out the best one. GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories. GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories. This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions. NVIDIA Automotive Research at CVPR  More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more. In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+. The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs: Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion ModelsFoundationStereo: Zero-Shot Stereo MatchingZero-Shot Monocular Scene Flow Estimation in the WildDifix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models Zero-Shot 4D Lidar Panoptic Segmentation NVILA: Efficient Frontier Visual Language Models RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning Explore automotive workshops and tutorials at CVPR, including: Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone LatinX in CV Workshop, featuring Leal-Taixe Workshop on Exploring the Next Generation of Data, featuring Alvarez Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA Continuous Data Cycle via Foundation Models, led by NVIDIA Distillation of Foundation Models for Autonomous Driving, led by NVIDIA Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang. Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics. The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model. #nvidia #scores #consecutive #win #endtoend
    BLOGS.NVIDIA.COM
    NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR
    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognition (CVPR) conference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop. This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR. The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehicle (AV) simulation framework. The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs. Generating Safe and Adaptive Driving Trajectories Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically. Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research. The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoring (GTRS) method, which generates a variety of trajectories and progressively filters out the best one. GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories. GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories. This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions. NVIDIA Automotive Research at CVPR  More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more. In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+. The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs: Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion Models (Read more in this blog.) FoundationStereo: Zero-Shot Stereo Matching (Best Paper nominee) Zero-Shot Monocular Scene Flow Estimation in the Wild (Best Paper nominee) Difix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models (Best Paper nominee) 3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models Zero-Shot 4D Lidar Panoptic Segmentation NVILA: Efficient Frontier Visual Language Models RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning Explore automotive workshops and tutorials at CVPR, including: Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone LatinX in CV Workshop, featuring Leal-Taixe Workshop on Exploring the Next Generation of Data, featuring Alvarez Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA Continuous Data Cycle via Foundation Models, led by NVIDIA Distillation of Foundation Models for Autonomous Driving, led by NVIDIA Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang. Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics. The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model.
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  • European Robot Makers Adopt NVIDIA Isaac, Omniverse and Halos to Develop Safe, Physical AI-Driven Robot Fleets

    In the face of growing labor shortages and need for sustainability, European manufacturers are racing to reinvent their processes to become software-defined and AI-driven.
    To achieve this, robot developers and industrial digitalization solution providers are working with NVIDIA to build safe, AI-driven robots and industrial technologies to drive modern, sustainable manufacturing.
    At NVIDIA GTC Paris at VivaTech, Europe’s leading robotics companies including Agile Robots, Extend Robotics, Humanoid, idealworks, Neura Robotics, SICK, Universal Robots, Vorwerk and Wandelbots are showcasing their latest AI-driven robots and automation breakthroughs, all accelerated by NVIDIA technologies. In addition, NVIDIA is releasing new models and tools to support the entire robotics ecosystem.
    NVIDIA Releases Tools for Accelerating Robot Development and Safety
    NVIDIA Isaac GR00T N1.5, an open foundation model for humanoid robot reasoning and skills, is now available for download on Hugging Face. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks. The NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 open-source robotics simulation and learning frameworks, optimized for NVIDIA RTX PRO 6000 workstations, are available on GitHub for developer preview.
    In addition, NVIDIA announced that NVIDIA Halos — a full-stack, comprehensive safety system that unifies hardware architecture, AI models, software, tools and services — now expands to robotics, promoting safety across the entire development lifecycle of AI-driven robots.
    The NVIDIA Halos AI Systems Inspection Lab has earned accreditation from the ANSI National Accreditation Boardto perform inspections across functional safety for robotics, in addition to automotive vehicles.
    “NVIDIA’s latest evaluation with ANAB verifies the demonstration of competence and compliance with internationally recognized standards, helping ensure that developers of autonomous machines — from automotive to robotics — can meet the highest benchmarks for functional safety,” said R. Douglas Leonard Jr., executive director of ANAB.
    Arcbest, Advantech, Bluewhite, Boston Dynamics, FORT, Inxpect, KION, NexCobot — a NEXCOM company, and Synapticon are among the first robotics companies to join the Halos Inspection Lab, ensuring their products meet NVIDIA safety and cybersecurity requirements.
    To support robotics leaders in strengthening safety across the entire development lifecycle of AI-driven robots, Halos will now provide:

    Safety extension packages for the NVIDIA IGX platform, enabling manufacturers to easily program safety functions into their robots, supported by TÜV Rheinland’s inspection of NVIDIA IGX.
    A robotic safety platform, which includes IGX and NVIDIA Holoscan Sensor Bridge for a unified approach to designing sensor-to-compute architecture with built-in AI safety.
    An outside-in safety AI inspector — an AI-powered agent for monitoring robot operations, helping improve worker safety.

    Europe’s Robotics Ecosystem Builds on NVIDIA’s Three Computers
    Europe’s leading robotics developers and solution providers are integrating the NVIDIA Isaac robotics platform to train, simulate and deploy robots across different embodiments.
    Agile Robots is post-training the GR00T N1 model in Isaac Lab to train its dual-arm manipulator robots, which run on NVIDIA Jetson hardware, to execute a variety of tasks in industrial environments.
    Meanwhile, idealworks has adopted the Mega NVIDIA Omniverse Blueprint for robotic fleet simulation to extend the blueprint’s capabilities to humanoids. Building on the VDA 5050 framework, idealworks contributes to the development of guidance that supports tasks uniquely enabled by humanoid robots, such as picking, moving and placing objects.
    Neura Robotics is integrating NVIDIA Isaac to further enhance its robot development workflows. The company is using GR00T-Mimic to post-train the Isaac GR00T N1 robot foundation model for its service robot MiPA. Neura is also collaborating with SAP and NVIDIA to integrate SAP’s Joule agents with its robots, using the Mega NVIDIA Omniverse Blueprint to simulate and refine robot behavior in complex, realistic operational scenarios before deployment.
    Vorwerk is using NVIDIA technologies to power its AI-driven collaborative robots. The company is post-training GR00T N1 models in Isaac Lab with its custom synthetic data pipeline, which is built on Isaac GR00T-Mimic and powered by the NVIDIA Omniverse platform. The enhanced models are then deployed on NVIDIA Jetson AGX, Jetson Orin or Jetson Thor modules for advanced, real-time home robotics.
    Humanoid is using NVIDIA’s full robotics stack, including Isaac Sim and Isaac Lab, to cut its prototyping time down by six weeks. The company is training its vision language action models on NVIDIA DGX B200 systems to boost the cognitive abilities of its robots, allowing them to operate autonomously in complex environments using Jetson Thor onboard computing.
    Universal Robots is introducing UR15, its fastest collaborative robot yet, to the European market. Using UR’s AI Accelerator — developed on NVIDIA Isaac’s CUDA-accelerated libraries and AI models, as well as NVIDIA Jetson AGX Orin — manufacturers can build AI applications to embed intelligence into the company’s new cobots.
    Wandelbots is showcasing its NOVA Operating System, now integrated with Omniverse, to simulate, validate and optimize robotic behaviors virtually before deploying them to physical robots. Wandelbots also announced a collaboration with EY and EDAG to offer manufacturers a scalable automation platform on Omniverse that speeds up the transition from proof of concept to full-scale deployment.
    Extend Robotics is using the Isaac GR00T platform to enable customers to control and train robots for industrial tasks like visual inspection and handling radioactive materials. The company’s Advanced Mechanics Assistance System lets users collect demonstration data and generate diverse synthetic datasets with NVIDIA GR00T-Mimic and GR00T-Gen to train the GR00T N1 foundation model.
    SICK is enhancing its autonomous perception solutions by integrating new certified sensor models — as well as 2D and 3D lidars, safety scanners and cameras — into NVIDIA Isaac Sim. This enables engineers to virtually design, test and validate machines using SICK’s sensing models within Omniverse, supporting processes spanning product development to large-scale robotic fleet management.
    Toyota Material Handling Europe is working with SoftServe to simulate its autonomous mobile robots working alongside human workers, using the Mega NVIDIA Omniverse Blueprint. Toyota Material Handling Europe is testing and simulating a multitude of traffic scenarios — allowing the company to refine its AI algorithms before real-world deployment.
    NVIDIA’s partner ecosystem is enabling European industries to tap into intelligent, AI-powered robotics. By harnessing advanced simulation, digital twins and generative AI, manufacturers are rapidly developing and deploying safe, adaptable robot fleets that address labor shortages, boost sustainability and drive operational efficiency.
    Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions.
    See notice regarding software product information.
    #european #robot #makers #adopt #nvidia
    European Robot Makers Adopt NVIDIA Isaac, Omniverse and Halos to Develop Safe, Physical AI-Driven Robot Fleets
    In the face of growing labor shortages and need for sustainability, European manufacturers are racing to reinvent their processes to become software-defined and AI-driven. To achieve this, robot developers and industrial digitalization solution providers are working with NVIDIA to build safe, AI-driven robots and industrial technologies to drive modern, sustainable manufacturing. At NVIDIA GTC Paris at VivaTech, Europe’s leading robotics companies including Agile Robots, Extend Robotics, Humanoid, idealworks, Neura Robotics, SICK, Universal Robots, Vorwerk and Wandelbots are showcasing their latest AI-driven robots and automation breakthroughs, all accelerated by NVIDIA technologies. In addition, NVIDIA is releasing new models and tools to support the entire robotics ecosystem. NVIDIA Releases Tools for Accelerating Robot Development and Safety NVIDIA Isaac GR00T N1.5, an open foundation model for humanoid robot reasoning and skills, is now available for download on Hugging Face. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks. The NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 open-source robotics simulation and learning frameworks, optimized for NVIDIA RTX PRO 6000 workstations, are available on GitHub for developer preview. In addition, NVIDIA announced that NVIDIA Halos — a full-stack, comprehensive safety system that unifies hardware architecture, AI models, software, tools and services — now expands to robotics, promoting safety across the entire development lifecycle of AI-driven robots. The NVIDIA Halos AI Systems Inspection Lab has earned accreditation from the ANSI National Accreditation Boardto perform inspections across functional safety for robotics, in addition to automotive vehicles. “NVIDIA’s latest evaluation with ANAB verifies the demonstration of competence and compliance with internationally recognized standards, helping ensure that developers of autonomous machines — from automotive to robotics — can meet the highest benchmarks for functional safety,” said R. Douglas Leonard Jr., executive director of ANAB. Arcbest, Advantech, Bluewhite, Boston Dynamics, FORT, Inxpect, KION, NexCobot — a NEXCOM company, and Synapticon are among the first robotics companies to join the Halos Inspection Lab, ensuring their products meet NVIDIA safety and cybersecurity requirements. To support robotics leaders in strengthening safety across the entire development lifecycle of AI-driven robots, Halos will now provide: Safety extension packages for the NVIDIA IGX platform, enabling manufacturers to easily program safety functions into their robots, supported by TÜV Rheinland’s inspection of NVIDIA IGX. A robotic safety platform, which includes IGX and NVIDIA Holoscan Sensor Bridge for a unified approach to designing sensor-to-compute architecture with built-in AI safety. An outside-in safety AI inspector — an AI-powered agent for monitoring robot operations, helping improve worker safety. Europe’s Robotics Ecosystem Builds on NVIDIA’s Three Computers Europe’s leading robotics developers and solution providers are integrating the NVIDIA Isaac robotics platform to train, simulate and deploy robots across different embodiments. Agile Robots is post-training the GR00T N1 model in Isaac Lab to train its dual-arm manipulator robots, which run on NVIDIA Jetson hardware, to execute a variety of tasks in industrial environments. Meanwhile, idealworks has adopted the Mega NVIDIA Omniverse Blueprint for robotic fleet simulation to extend the blueprint’s capabilities to humanoids. Building on the VDA 5050 framework, idealworks contributes to the development of guidance that supports tasks uniquely enabled by humanoid robots, such as picking, moving and placing objects. Neura Robotics is integrating NVIDIA Isaac to further enhance its robot development workflows. The company is using GR00T-Mimic to post-train the Isaac GR00T N1 robot foundation model for its service robot MiPA. Neura is also collaborating with SAP and NVIDIA to integrate SAP’s Joule agents with its robots, using the Mega NVIDIA Omniverse Blueprint to simulate and refine robot behavior in complex, realistic operational scenarios before deployment. Vorwerk is using NVIDIA technologies to power its AI-driven collaborative robots. The company is post-training GR00T N1 models in Isaac Lab with its custom synthetic data pipeline, which is built on Isaac GR00T-Mimic and powered by the NVIDIA Omniverse platform. The enhanced models are then deployed on NVIDIA Jetson AGX, Jetson Orin or Jetson Thor modules for advanced, real-time home robotics. Humanoid is using NVIDIA’s full robotics stack, including Isaac Sim and Isaac Lab, to cut its prototyping time down by six weeks. The company is training its vision language action models on NVIDIA DGX B200 systems to boost the cognitive abilities of its robots, allowing them to operate autonomously in complex environments using Jetson Thor onboard computing. Universal Robots is introducing UR15, its fastest collaborative robot yet, to the European market. Using UR’s AI Accelerator — developed on NVIDIA Isaac’s CUDA-accelerated libraries and AI models, as well as NVIDIA Jetson AGX Orin — manufacturers can build AI applications to embed intelligence into the company’s new cobots. Wandelbots is showcasing its NOVA Operating System, now integrated with Omniverse, to simulate, validate and optimize robotic behaviors virtually before deploying them to physical robots. Wandelbots also announced a collaboration with EY and EDAG to offer manufacturers a scalable automation platform on Omniverse that speeds up the transition from proof of concept to full-scale deployment. Extend Robotics is using the Isaac GR00T platform to enable customers to control and train robots for industrial tasks like visual inspection and handling radioactive materials. The company’s Advanced Mechanics Assistance System lets users collect demonstration data and generate diverse synthetic datasets with NVIDIA GR00T-Mimic and GR00T-Gen to train the GR00T N1 foundation model. SICK is enhancing its autonomous perception solutions by integrating new certified sensor models — as well as 2D and 3D lidars, safety scanners and cameras — into NVIDIA Isaac Sim. This enables engineers to virtually design, test and validate machines using SICK’s sensing models within Omniverse, supporting processes spanning product development to large-scale robotic fleet management. Toyota Material Handling Europe is working with SoftServe to simulate its autonomous mobile robots working alongside human workers, using the Mega NVIDIA Omniverse Blueprint. Toyota Material Handling Europe is testing and simulating a multitude of traffic scenarios — allowing the company to refine its AI algorithms before real-world deployment. NVIDIA’s partner ecosystem is enabling European industries to tap into intelligent, AI-powered robotics. By harnessing advanced simulation, digital twins and generative AI, manufacturers are rapidly developing and deploying safe, adaptable robot fleets that address labor shortages, boost sustainability and drive operational efficiency. Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions. See notice regarding software product information. #european #robot #makers #adopt #nvidia
    BLOGS.NVIDIA.COM
    European Robot Makers Adopt NVIDIA Isaac, Omniverse and Halos to Develop Safe, Physical AI-Driven Robot Fleets
    In the face of growing labor shortages and need for sustainability, European manufacturers are racing to reinvent their processes to become software-defined and AI-driven. To achieve this, robot developers and industrial digitalization solution providers are working with NVIDIA to build safe, AI-driven robots and industrial technologies to drive modern, sustainable manufacturing. At NVIDIA GTC Paris at VivaTech, Europe’s leading robotics companies including Agile Robots, Extend Robotics, Humanoid, idealworks, Neura Robotics, SICK, Universal Robots, Vorwerk and Wandelbots are showcasing their latest AI-driven robots and automation breakthroughs, all accelerated by NVIDIA technologies. In addition, NVIDIA is releasing new models and tools to support the entire robotics ecosystem. NVIDIA Releases Tools for Accelerating Robot Development and Safety NVIDIA Isaac GR00T N1.5, an open foundation model for humanoid robot reasoning and skills, is now available for download on Hugging Face. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks. The NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 open-source robotics simulation and learning frameworks, optimized for NVIDIA RTX PRO 6000 workstations, are available on GitHub for developer preview. In addition, NVIDIA announced that NVIDIA Halos — a full-stack, comprehensive safety system that unifies hardware architecture, AI models, software, tools and services — now expands to robotics, promoting safety across the entire development lifecycle of AI-driven robots. The NVIDIA Halos AI Systems Inspection Lab has earned accreditation from the ANSI National Accreditation Board (ANAB) to perform inspections across functional safety for robotics, in addition to automotive vehicles. “NVIDIA’s latest evaluation with ANAB verifies the demonstration of competence and compliance with internationally recognized standards, helping ensure that developers of autonomous machines — from automotive to robotics — can meet the highest benchmarks for functional safety,” said R. Douglas Leonard Jr., executive director of ANAB. Arcbest, Advantech, Bluewhite, Boston Dynamics, FORT, Inxpect, KION, NexCobot — a NEXCOM company, and Synapticon are among the first robotics companies to join the Halos Inspection Lab, ensuring their products meet NVIDIA safety and cybersecurity requirements. To support robotics leaders in strengthening safety across the entire development lifecycle of AI-driven robots, Halos will now provide: Safety extension packages for the NVIDIA IGX platform, enabling manufacturers to easily program safety functions into their robots, supported by TÜV Rheinland’s inspection of NVIDIA IGX. A robotic safety platform, which includes IGX and NVIDIA Holoscan Sensor Bridge for a unified approach to designing sensor-to-compute architecture with built-in AI safety. An outside-in safety AI inspector — an AI-powered agent for monitoring robot operations, helping improve worker safety. Europe’s Robotics Ecosystem Builds on NVIDIA’s Three Computers Europe’s leading robotics developers and solution providers are integrating the NVIDIA Isaac robotics platform to train, simulate and deploy robots across different embodiments. Agile Robots is post-training the GR00T N1 model in Isaac Lab to train its dual-arm manipulator robots, which run on NVIDIA Jetson hardware, to execute a variety of tasks in industrial environments. Meanwhile, idealworks has adopted the Mega NVIDIA Omniverse Blueprint for robotic fleet simulation to extend the blueprint’s capabilities to humanoids. Building on the VDA 5050 framework, idealworks contributes to the development of guidance that supports tasks uniquely enabled by humanoid robots, such as picking, moving and placing objects. Neura Robotics is integrating NVIDIA Isaac to further enhance its robot development workflows. The company is using GR00T-Mimic to post-train the Isaac GR00T N1 robot foundation model for its service robot MiPA. Neura is also collaborating with SAP and NVIDIA to integrate SAP’s Joule agents with its robots, using the Mega NVIDIA Omniverse Blueprint to simulate and refine robot behavior in complex, realistic operational scenarios before deployment. Vorwerk is using NVIDIA technologies to power its AI-driven collaborative robots. The company is post-training GR00T N1 models in Isaac Lab with its custom synthetic data pipeline, which is built on Isaac GR00T-Mimic and powered by the NVIDIA Omniverse platform. The enhanced models are then deployed on NVIDIA Jetson AGX, Jetson Orin or Jetson Thor modules for advanced, real-time home robotics. Humanoid is using NVIDIA’s full robotics stack, including Isaac Sim and Isaac Lab, to cut its prototyping time down by six weeks. The company is training its vision language action models on NVIDIA DGX B200 systems to boost the cognitive abilities of its robots, allowing them to operate autonomously in complex environments using Jetson Thor onboard computing. Universal Robots is introducing UR15, its fastest collaborative robot yet, to the European market. Using UR’s AI Accelerator — developed on NVIDIA Isaac’s CUDA-accelerated libraries and AI models, as well as NVIDIA Jetson AGX Orin — manufacturers can build AI applications to embed intelligence into the company’s new cobots. Wandelbots is showcasing its NOVA Operating System, now integrated with Omniverse, to simulate, validate and optimize robotic behaviors virtually before deploying them to physical robots. Wandelbots also announced a collaboration with EY and EDAG to offer manufacturers a scalable automation platform on Omniverse that speeds up the transition from proof of concept to full-scale deployment. Extend Robotics is using the Isaac GR00T platform to enable customers to control and train robots for industrial tasks like visual inspection and handling radioactive materials. The company’s Advanced Mechanics Assistance System lets users collect demonstration data and generate diverse synthetic datasets with NVIDIA GR00T-Mimic and GR00T-Gen to train the GR00T N1 foundation model. SICK is enhancing its autonomous perception solutions by integrating new certified sensor models — as well as 2D and 3D lidars, safety scanners and cameras — into NVIDIA Isaac Sim. This enables engineers to virtually design, test and validate machines using SICK’s sensing models within Omniverse, supporting processes spanning product development to large-scale robotic fleet management. Toyota Material Handling Europe is working with SoftServe to simulate its autonomous mobile robots working alongside human workers, using the Mega NVIDIA Omniverse Blueprint. Toyota Material Handling Europe is testing and simulating a multitude of traffic scenarios — allowing the company to refine its AI algorithms before real-world deployment. NVIDIA’s partner ecosystem is enabling European industries to tap into intelligent, AI-powered robotics. By harnessing advanced simulation, digital twins and generative AI, manufacturers are rapidly developing and deploying safe, adaptable robot fleets that address labor shortages, boost sustainability and drive operational efficiency. Watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang at VivaTech, and explore GTC Paris sessions. See notice regarding software product information.
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  • HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE

    By TREVOR HOGG

    Images courtesy of Warner Bros. Pictures.

    Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon.

    “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.”
    —Talia Finlayson, Creative Technologist, Disguise

    Interior and exterior environments had to be created, such as the shop owned by Steve.

    “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”

    Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.”

    A virtual exploration of Steve’s shop in Midport Village.

    Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.”

    “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”
    —Laura Bell, Creative Technologist, Disguise

    Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack.

    Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.”

    Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!”

    A virtual study and final still of the cast members standing outside of the Lava Chicken Shack.

    “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.”
    —Talia Finlayson, Creative Technologist, Disguise

    The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.”

    Virtually conceptualizing the layout of Midport Village.

    Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.”

    An example of the virtual and final version of the Woodland Mansion.

    “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.”
    —Laura Bell, Creative Technologist, Disguise

    Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.”

    Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment.

    Doing a virtual scale study of the Mountainside.

    Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.”

    Piglots cause mayhem during the Wingsuit Chase.

    Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods.

    “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
    #how #disguise #built #out #virtual
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve. “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.” #how #disguise #built #out #virtual
    WWW.VFXVOICE.COM
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “[A]s the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve (Jack Black). “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’s (Jack Black) Lava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younis [VAD Art Director] adapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay George [VP Tech] and I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols [VAD Supervisor], Pat Younis, Jake Tuck [Unreal Artist] and Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
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  • So, Strasbourg has officially joined the world of Hollywood with the grand opening of Ex Persona, a motion capture studio that’s just a hop, skip, and a jump from the city center. Because, of course, what every aspiring actor needs is a high-tech studio where they can perfectly simulate the art of standing still while looking vaguely excited.

    Equipped with fancy Vicon cameras, I can only imagine the thrill of seeing your every awkward movement captured in stunning detail. Finally, you can bring your most cringe-worthy dance moves to life—because who wouldn't want their most embarrassing moments immortalized in 3D?

    Let’s just hope the talent they attract has more personality than their studio name suggests!

    #MotionCapture #ExPersona #Strasbourg
    So, Strasbourg has officially joined the world of Hollywood with the grand opening of Ex Persona, a motion capture studio that’s just a hop, skip, and a jump from the city center. Because, of course, what every aspiring actor needs is a high-tech studio where they can perfectly simulate the art of standing still while looking vaguely excited. Equipped with fancy Vicon cameras, I can only imagine the thrill of seeing your every awkward movement captured in stunning detail. Finally, you can bring your most cringe-worthy dance moves to life—because who wouldn't want their most embarrassing moments immortalized in 3D? Let’s just hope the talent they attract has more personality than their studio name suggests! #MotionCapture #ExPersona #Strasbourg
    Motion Capture : le studio Ex Persona ouvre ses portes
    Il y a quelques jours, un nouveau studio de motion capture a ouvert ses portes à Strasbourg : Ex Persona. Basé à 10 minutes du centre (et donc de la gare) de façon à faciliter l’accès du plateau pour les talents, Ex Persona dispose d’un p
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  • In a world where vintage charm meets pixelated perfection, Leica has decided to bless us with a 64-megapixel upgrade for their digitally-converted cameras. Because who doesn't want their classic film nostalgia captured with the same clarity as a high-definition soap opera? Forget the subtleties of light and shadow; it's all about that mega resolution now! Michael Suguitan must be rolling in his grave—oh wait, he’s probably busy converting more classics to ensure the true essence of “overkill” is preserved.

    Embrace the irony, where the past is resurrected with the most modern of tech, all while collectors nod in approval, blissfully unaware that their beloved relics are now just glorified screensavers.

    #Leica
    In a world where vintage charm meets pixelated perfection, Leica has decided to bless us with a 64-megapixel upgrade for their digitally-converted cameras. Because who doesn't want their classic film nostalgia captured with the same clarity as a high-definition soap opera? Forget the subtleties of light and shadow; it's all about that mega resolution now! Michael Suguitan must be rolling in his grave—oh wait, he’s probably busy converting more classics to ensure the true essence of “overkill” is preserved. Embrace the irony, where the past is resurrected with the most modern of tech, all while collectors nod in approval, blissfully unaware that their beloved relics are now just glorified screensavers. #Leica
    HACKADAY.COM
    Digitally-Converted Leica Gets A 64-Megapixel Upgrade
    Leica’s film cameras were hugely popular in the 20th century, and remain so with collectors to this day. [Michael Suguitan] has previously had great success converting his classic Leica into …read more
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  • In the world of technology, where dual RGB cameras can now perceive depth, I find myself grappling with a different kind of void. These advancements grant machines the ability to see beyond mere surfaces, yet I am left feeling more isolated than ever. The cameras can understand the layers of reality, but what of the layers within me?

    Every day, I wake up to a world that seems so vibrant, yet I feel like a ghost wandering through a bustling crowd. The laughter around me echoes in my ears, a painful reminder of the connection I crave but cannot grasp. Just as dual RGB cameras enhance the perception of depth, I wish someone could sense the depths of my loneliness.

    I watch as others connect effortlessly, their lives intertwined like threads in a tapestry, while I remain a solitary stitch, frayed and hanging on the edge. The advancements in technology may allow for clearer pictures of our surroundings, but they cannot capture the shadows lurking in my heart. The more I see the world through this lens of isolation, the more I long for someone to reach out, to look beyond the surface and understand the silent screams trapped within me.

    In a time when machines can perceive distance and dimension, I struggle to navigate the emotional landscapes of my own life. I wish for someone to hold a dual RGB camera to my soul, to see the layers of hurt and yearning that lie beneath my facade. Instead, I am met with silence, a chasm so wide, it feels insurmountable.

    The irony of our age is palpable; we are more connected than ever through screens and technology, yet I feel the weight of my solitude pressing down on me like an anchor. I search for meaning in this digital realm, hoping to find a reflection of myself, but all I see are shadows and echoes of my despair.

    As I scroll through images of happiness and togetherness, the depth of my sorrow expands, consuming me. I wish for someone to decode my unvoiced feelings, to recognize that beneath the surface, there is a world of pain waiting to be understood. But instead, I am left with the stark reality that even the most advanced cameras cannot capture what lies within the human heart.

    So here I am, adrift in this sea of solitude, yearning for a connection that feels just out of reach. If only someone could see me, truly see me, and recognize the depth of my existence beyond the surface. Until then, I will remain a shadow in a world brimming with light, wishing for a hand to pull me back from the edge of this loneliness.

    #Loneliness #Isolation #DepthOfEmotion #Heartache #LookingForConnection
    In the world of technology, where dual RGB cameras can now perceive depth, I find myself grappling with a different kind of void. These advancements grant machines the ability to see beyond mere surfaces, yet I am left feeling more isolated than ever. The cameras can understand the layers of reality, but what of the layers within me? Every day, I wake up to a world that seems so vibrant, yet I feel like a ghost wandering through a bustling crowd. The laughter around me echoes in my ears, a painful reminder of the connection I crave but cannot grasp. Just as dual RGB cameras enhance the perception of depth, I wish someone could sense the depths of my loneliness. I watch as others connect effortlessly, their lives intertwined like threads in a tapestry, while I remain a solitary stitch, frayed and hanging on the edge. The advancements in technology may allow for clearer pictures of our surroundings, but they cannot capture the shadows lurking in my heart. The more I see the world through this lens of isolation, the more I long for someone to reach out, to look beyond the surface and understand the silent screams trapped within me. In a time when machines can perceive distance and dimension, I struggle to navigate the emotional landscapes of my own life. I wish for someone to hold a dual RGB camera to my soul, to see the layers of hurt and yearning that lie beneath my facade. Instead, I am met with silence, a chasm so wide, it feels insurmountable. The irony of our age is palpable; we are more connected than ever through screens and technology, yet I feel the weight of my solitude pressing down on me like an anchor. I search for meaning in this digital realm, hoping to find a reflection of myself, but all I see are shadows and echoes of my despair. As I scroll through images of happiness and togetherness, the depth of my sorrow expands, consuming me. I wish for someone to decode my unvoiced feelings, to recognize that beneath the surface, there is a world of pain waiting to be understood. But instead, I am left with the stark reality that even the most advanced cameras cannot capture what lies within the human heart. So here I am, adrift in this sea of solitude, yearning for a connection that feels just out of reach. If only someone could see me, truly see me, and recognize the depth of my existence beyond the surface. Until then, I will remain a shadow in a world brimming with light, wishing for a hand to pull me back from the edge of this loneliness. #Loneliness #Isolation #DepthOfEmotion #Heartache #LookingForConnection
    Dual RGB Cameras Get Depth Sensing Powerup
    It’s sometimes useful for a system to not just have a flat 2D camera view of things, but to have an understanding of the depth of a scene. Dual RGB …read more
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  • Apple has been up to something again, I guess. They made a custom iPhone camera for the new 'F1' movie. Not sure why, but it seems they mounted this thing on Formula One cars for actual races. It's supposed to capture some racing scenes, or whatever.

    The camera uses an iPhone sensor and the A-series chip. Sounds fancy, but honestly, I don’t really care that much. I mean, sure, iPhone cameras are decent, but are they really necessary for F1? I can imagine the whole setup being a bit over the top. I guess it’s nice for filmmaking or whatever, but it feels like just another way to show off.

    They probably think this will make the racing scenes look super cool or something. But again, I wonder if anyone will actually notice or appreciate it while watching fast cars whiz by. Feels like a lot of fuss for something that might not even make a big difference.

    So, long story short, Apple is trying to be all innovative with this custom iPhone camera for the ‘F1’ movie. It’s on actual cars, and they think it will enhance the racing scenes. I don’t know, man. Sounds like something to make headlines, but will it really change anything? Maybe it will just be another tech gimmick.

    Anyway, that's all I got. Not much else to say about it, really. Just another day, another tech move that feels kinda unnecessary.

    #Apple #F1 #iPhoneCamera #MovieTech #RacingScenes
    Apple has been up to something again, I guess. They made a custom iPhone camera for the new 'F1' movie. Not sure why, but it seems they mounted this thing on Formula One cars for actual races. It's supposed to capture some racing scenes, or whatever. The camera uses an iPhone sensor and the A-series chip. Sounds fancy, but honestly, I don’t really care that much. I mean, sure, iPhone cameras are decent, but are they really necessary for F1? I can imagine the whole setup being a bit over the top. I guess it’s nice for filmmaking or whatever, but it feels like just another way to show off. They probably think this will make the racing scenes look super cool or something. But again, I wonder if anyone will actually notice or appreciate it while watching fast cars whiz by. Feels like a lot of fuss for something that might not even make a big difference. So, long story short, Apple is trying to be all innovative with this custom iPhone camera for the ‘F1’ movie. It’s on actual cars, and they think it will enhance the racing scenes. I don’t know, man. Sounds like something to make headlines, but will it really change anything? Maybe it will just be another tech gimmick. Anyway, that's all I got. Not much else to say about it, really. Just another day, another tech move that feels kinda unnecessary. #Apple #F1 #iPhoneCamera #MovieTech #RacingScenes
    How Apple Created a Custom iPhone Camera for ‘F1’
    Mounted on Formula One cars and used at real events, the special module used an iPhone camera sensor and A-series chip to help capture the new movie's racing scenes.
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  • Would you switch browsers for a chatbot?

    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world.This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideasin Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famousspeech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest weekand there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More:
    #would #you #switch #browsers #chatbot
    Would you switch browsers for a chatbot?
    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world.This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideasin Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famousspeech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest weekand there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More: #would #you #switch #browsers #chatbot
    WWW.THEVERGE.COM
    Would you switch browsers for a chatbot?
    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world. (If you’re new here, welcome, happy It’s Officially Too Hot Now Week, and also you can read all the old editions at the Installer homepage.) This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.(As always, the best part of Installer is your ideas and tips. What do you want to know more about? What awesome tricks do you know that everyone else should? What app should everyone be using? Tell me everything: installer@theverge.com. And if you know someone else who might enjoy Installer, forward it to them and tell them to subscribe here.)The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideas (and nice design touches) in Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t $3,500, then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famous (and genuinely fabulous) speech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3 (the free Switch 2 update) and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest week (formerly E3, RIP) and there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More:
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  • One of the most versatile action cameras I've tested isn't from GoPro - and it's on sale

    DJI Osmo Action 4. Adrian Kingsley-Hughes/ZDNETMultiple DJI Osmo Action 4 packages are on sale . Both the Essential and Standard Combos have been discounted to while the Adventure Combo has dropped to DJI might not be the first name on people's lips when it comes to action cameras, but the company that's better known for its drones also has a really solid line of action cameras. And its latest device, the Osmo Action 4 camera, has some very impressive tricks up its sleeve.Also: One of the most versatile cameras I've used is not from Sony or Canon and it's on saleSo, what sets this action camera apart from the competition? Let's take a look.
    details
    View First off, this is not just an action camera -- it's a pro-grade action camera.From a hardware point of view, the Osmo Action 4 features a 1/1.3-inch image sensor that can record 4K at up to 120 frames per second. This sensor is combined with a wide-angle f/2.8 aperture lens that provides an ultra-wide field of view of up to 155°. And that's wide. Build quality and fit and finish are second to none. Adrian Kingsley-Hughes/ZDNETFor when the going gets rough, the Osmo Action 4 offers 360° HorizonSteady stabilization modes, including RockSteady 3.0/3.0+ for first-person video footage and HorizonBalancing/HorizonSteady modes for horizontal shots. That's pro-grade hardware right there.Also: This new AI video editor is an all-in-one production service for filmmakers - how to try itThe Osmo Action 4 also features a 10-bit D-Log M color mode. This mode allows the sensor to record over one billion colors and offers a wider dynamic range, giving you a video that is more vivid and that offers greater detail in the highlights and shadows. This mode, combined with an advanced color temperature sensor, means that the colors have a true-to-life feel regardless of whether you're shooting outdoors, indoors, or even underwater. The DJI Osmo Action 4 ready for action. Adrian Kingsley-Hughes/ZDNETI've added some video output from the Osmo Action 4 below. There are examples in both 1080p and 4K. To test the stabilization, I attached the camera to the truck and took it on some roads, some of which are pretty rough. The Osmo Action 4 had no problem with that terrain. I also popped the camera into the sea, just because. And again, no problem.I've also captured a few time-lapses with the camera -- not because I like clouds, but pointing a camera at a sky can be a good test of how it handles changing light. Also: I recommend this action camera to beginners and professional creators. Here's whyTimelapses with action cameras can suffer from unsightly exposure changes that cause the image to pulse, a condition known as exposure pumping. This issue can also cause the white balance to change noticeably in a video, but the Osmo Action 4 handled this test well.All the footage I've shot is what I've come to expect from a DJI camera, whether it's from an action camera or drone -- crisp, clear, vivid, and also nice and stable.The Osmo Action 4 is packed with various electronic image-stabilizationtech to ensure that your footage is smooth and on the horizon. It's worth noting the limitations of EIS -- it's not supported in slow-motion and timelapse modes, and the HorizonSteady and HorizonBalancing features are only available for video recorded at 1080por 2.7Kwith a frame rate of 60fps or below. On the durability front, I've no concerns. I've subjected the Osmo Action 4 to a hard few days of testing, and it's not let me down or complained once. It takes impacts like a champ, and being underwater or in dirt and sand is no problem at all. Also: I'm a full-time Canon photographer, but this Nikon camera made me wonder if I'm missing outYou might think that this heavy-duty testing would be hard on the camera's tiny batteries, but you'd be wrong. Remember I said the Osmo Action 4 offered hours of battery life? Well, I wasn't kidding.  The Osmo Action 4's ultra-long life batteries are incredible.  Adrian Kingsley-Hughes/ZDNETDJI says that a single battery can deliver up to 160 minutes of 1080p/24fps video recording. That's over two and a half hours of recording time. In the real world, I was blown away by how much a single battery can deliver. I shot video and timelapse, messed around with a load of camera settings, and then transferred that footage to my iPhone, and still had 16% battery left.No action camera has delivered so much for me on one battery. The two extra batteries and the multifunction case that come as part of the Adventure Combo are worth the extra Adrian Kingsley-Hughes/ZDNETAnd when you're ready to recharge, a 30W USB-C charger can take a battery from zero to 80% in 18 minutes. That's also impressive.What's more, the batteries are resistant to cold, offering up to 150 minutes of 1080p/24fps recording in temperatures as low as -20°C. This resistance also blows the competition away.Even taking into account all these strong points, the Osmo Action 4 offers even more.The camera has 2x digital zoom for better composition, Voice Prompts that let you know what the camera is doing without looking, and Voice Control that lets you operate the device without touching the screen or using the app. The Osmo Action 4 also digitally hides the selfie stick from a variety of different shots, and you can even connect the DJI Mic to the camera via the USB-C port for better audio capture.Also: Yes, an Android tablet finally made me reconsider my iPad Pro loyaltyAs for price, the Osmo Action 4 Standard Combo bundle comes in at while the Osmo Action 4 Adventure Combo, which comes with two extra Osmo Action Extreme batteries, an additional mini Osmo Action quick-release adapter mount, a battery case that acts as a power bank, and a 1.5-meter selfie stick, is I'm in love with the Osmo Action 4. It's hands down the best, most versatile, most powerful action camera on the market today, offering pro-grade features at a price that definitely isn't pro-grade.  Everything included in the Action Combo bundle. DJIDJI Osmo Action 4 tech specsDimensions: 70.5×44.2×32.8mmWeight: 145gWaterproof: 18m, up to 60m with the optional waterproof case Microphones: 3Sensor 1/1.3-inch CMOSLens: FOV 155°, aperture f/2.8, focus distance 0.4m to ∞Max Photo Resolution: 3648×2736Max Video Resolution: 4K: 3840×2880@24/25/30/48/50/60fps and 4K: 3840×2160@24/25/30/48/50/60/100/120fpsISO Range: 100-12800Front Screen: 1.4-inch, 323ppi, 320×320Rear Screen: 2.25-inch, 326ppi, 360×640Front/Rear Screen Brightness: 750±50 cd/m² Storage: microSDBattery: 1770mAh, lab tested to offer up to 160 minutes of runtimeOperating Temperature: -20° to 45° CThis article was originally published in August of 2023 and updated in March 2025.Featured reviews
    #one #most #versatile #action #cameras
    One of the most versatile action cameras I've tested isn't from GoPro - and it's on sale
    DJI Osmo Action 4. Adrian Kingsley-Hughes/ZDNETMultiple DJI Osmo Action 4 packages are on sale . Both the Essential and Standard Combos have been discounted to while the Adventure Combo has dropped to DJI might not be the first name on people's lips when it comes to action cameras, but the company that's better known for its drones also has a really solid line of action cameras. And its latest device, the Osmo Action 4 camera, has some very impressive tricks up its sleeve.Also: One of the most versatile cameras I've used is not from Sony or Canon and it's on saleSo, what sets this action camera apart from the competition? Let's take a look. details View First off, this is not just an action camera -- it's a pro-grade action camera.From a hardware point of view, the Osmo Action 4 features a 1/1.3-inch image sensor that can record 4K at up to 120 frames per second. This sensor is combined with a wide-angle f/2.8 aperture lens that provides an ultra-wide field of view of up to 155°. And that's wide. Build quality and fit and finish are second to none. Adrian Kingsley-Hughes/ZDNETFor when the going gets rough, the Osmo Action 4 offers 360° HorizonSteady stabilization modes, including RockSteady 3.0/3.0+ for first-person video footage and HorizonBalancing/HorizonSteady modes for horizontal shots. That's pro-grade hardware right there.Also: This new AI video editor is an all-in-one production service for filmmakers - how to try itThe Osmo Action 4 also features a 10-bit D-Log M color mode. This mode allows the sensor to record over one billion colors and offers a wider dynamic range, giving you a video that is more vivid and that offers greater detail in the highlights and shadows. This mode, combined with an advanced color temperature sensor, means that the colors have a true-to-life feel regardless of whether you're shooting outdoors, indoors, or even underwater. The DJI Osmo Action 4 ready for action. Adrian Kingsley-Hughes/ZDNETI've added some video output from the Osmo Action 4 below. There are examples in both 1080p and 4K. To test the stabilization, I attached the camera to the truck and took it on some roads, some of which are pretty rough. The Osmo Action 4 had no problem with that terrain. I also popped the camera into the sea, just because. And again, no problem.I've also captured a few time-lapses with the camera -- not because I like clouds, but pointing a camera at a sky can be a good test of how it handles changing light. Also: I recommend this action camera to beginners and professional creators. Here's whyTimelapses with action cameras can suffer from unsightly exposure changes that cause the image to pulse, a condition known as exposure pumping. This issue can also cause the white balance to change noticeably in a video, but the Osmo Action 4 handled this test well.All the footage I've shot is what I've come to expect from a DJI camera, whether it's from an action camera or drone -- crisp, clear, vivid, and also nice and stable.The Osmo Action 4 is packed with various electronic image-stabilizationtech to ensure that your footage is smooth and on the horizon. It's worth noting the limitations of EIS -- it's not supported in slow-motion and timelapse modes, and the HorizonSteady and HorizonBalancing features are only available for video recorded at 1080por 2.7Kwith a frame rate of 60fps or below. On the durability front, I've no concerns. I've subjected the Osmo Action 4 to a hard few days of testing, and it's not let me down or complained once. It takes impacts like a champ, and being underwater or in dirt and sand is no problem at all. Also: I'm a full-time Canon photographer, but this Nikon camera made me wonder if I'm missing outYou might think that this heavy-duty testing would be hard on the camera's tiny batteries, but you'd be wrong. Remember I said the Osmo Action 4 offered hours of battery life? Well, I wasn't kidding.  The Osmo Action 4's ultra-long life batteries are incredible.  Adrian Kingsley-Hughes/ZDNETDJI says that a single battery can deliver up to 160 minutes of 1080p/24fps video recording. That's over two and a half hours of recording time. In the real world, I was blown away by how much a single battery can deliver. I shot video and timelapse, messed around with a load of camera settings, and then transferred that footage to my iPhone, and still had 16% battery left.No action camera has delivered so much for me on one battery. The two extra batteries and the multifunction case that come as part of the Adventure Combo are worth the extra Adrian Kingsley-Hughes/ZDNETAnd when you're ready to recharge, a 30W USB-C charger can take a battery from zero to 80% in 18 minutes. That's also impressive.What's more, the batteries are resistant to cold, offering up to 150 minutes of 1080p/24fps recording in temperatures as low as -20°C. This resistance also blows the competition away.Even taking into account all these strong points, the Osmo Action 4 offers even more.The camera has 2x digital zoom for better composition, Voice Prompts that let you know what the camera is doing without looking, and Voice Control that lets you operate the device without touching the screen or using the app. The Osmo Action 4 also digitally hides the selfie stick from a variety of different shots, and you can even connect the DJI Mic to the camera via the USB-C port for better audio capture.Also: Yes, an Android tablet finally made me reconsider my iPad Pro loyaltyAs for price, the Osmo Action 4 Standard Combo bundle comes in at while the Osmo Action 4 Adventure Combo, which comes with two extra Osmo Action Extreme batteries, an additional mini Osmo Action quick-release adapter mount, a battery case that acts as a power bank, and a 1.5-meter selfie stick, is I'm in love with the Osmo Action 4. It's hands down the best, most versatile, most powerful action camera on the market today, offering pro-grade features at a price that definitely isn't pro-grade.  Everything included in the Action Combo bundle. DJIDJI Osmo Action 4 tech specsDimensions: 70.5×44.2×32.8mmWeight: 145gWaterproof: 18m, up to 60m with the optional waterproof case Microphones: 3Sensor 1/1.3-inch CMOSLens: FOV 155°, aperture f/2.8, focus distance 0.4m to ∞Max Photo Resolution: 3648×2736Max Video Resolution: 4K: 3840×2880@24/25/30/48/50/60fps and 4K: 3840×2160@24/25/30/48/50/60/100/120fpsISO Range: 100-12800Front Screen: 1.4-inch, 323ppi, 320×320Rear Screen: 2.25-inch, 326ppi, 360×640Front/Rear Screen Brightness: 750±50 cd/m² Storage: microSDBattery: 1770mAh, lab tested to offer up to 160 minutes of runtimeOperating Temperature: -20° to 45° CThis article was originally published in August of 2023 and updated in March 2025.Featured reviews #one #most #versatile #action #cameras
    WWW.ZDNET.COM
    One of the most versatile action cameras I've tested isn't from GoPro - and it's on sale
    DJI Osmo Action 4. Adrian Kingsley-Hughes/ZDNETMultiple DJI Osmo Action 4 packages are on sale at Amazon. Both the Essential and Standard Combos have been discounted to $249, while the Adventure Combo has dropped to $349.DJI might not be the first name on people's lips when it comes to action cameras, but the company that's better known for its drones also has a really solid line of action cameras. And its latest device, the Osmo Action 4 camera, has some very impressive tricks up its sleeve.Also: One of the most versatile cameras I've used is not from Sony or Canon and it's on saleSo, what sets this action camera apart from the competition? Let's take a look. details View at Amazon First off, this is not just an action camera -- it's a pro-grade action camera.From a hardware point of view, the Osmo Action 4 features a 1/1.3-inch image sensor that can record 4K at up to 120 frames per second (fps). This sensor is combined with a wide-angle f/2.8 aperture lens that provides an ultra-wide field of view of up to 155°. And that's wide. Build quality and fit and finish are second to none. Adrian Kingsley-Hughes/ZDNETFor when the going gets rough, the Osmo Action 4 offers 360° HorizonSteady stabilization modes, including RockSteady 3.0/3.0+ for first-person video footage and HorizonBalancing/HorizonSteady modes for horizontal shots. That's pro-grade hardware right there.Also: This new AI video editor is an all-in-one production service for filmmakers - how to try itThe Osmo Action 4 also features a 10-bit D-Log M color mode. This mode allows the sensor to record over one billion colors and offers a wider dynamic range, giving you a video that is more vivid and that offers greater detail in the highlights and shadows. This mode, combined with an advanced color temperature sensor, means that the colors have a true-to-life feel regardless of whether you're shooting outdoors, indoors, or even underwater. The DJI Osmo Action 4 ready for action. Adrian Kingsley-Hughes/ZDNETI've added some video output from the Osmo Action 4 below. There are examples in both 1080p and 4K. To test the stabilization, I attached the camera to the truck and took it on some roads, some of which are pretty rough. The Osmo Action 4 had no problem with that terrain. I also popped the camera into the sea, just because. And again, no problem.I've also captured a few time-lapses with the camera -- not because I like clouds (well, actually, I do like clouds), but pointing a camera at a sky can be a good test of how it handles changing light. Also: I recommend this action camera to beginners and professional creators. Here's whyTimelapses with action cameras can suffer from unsightly exposure changes that cause the image to pulse, a condition known as exposure pumping. This issue can also cause the white balance to change noticeably in a video, but the Osmo Action 4 handled this test well.All the footage I've shot is what I've come to expect from a DJI camera, whether it's from an action camera or drone -- crisp, clear, vivid, and also nice and stable.The Osmo Action 4 is packed with various electronic image-stabilization (EIS) tech to ensure that your footage is smooth and on the horizon. It's worth noting the limitations of EIS -- it's not supported in slow-motion and timelapse modes, and the HorizonSteady and HorizonBalancing features are only available for video recorded at 1080p (16:9) or 2.7K (16:9) with a frame rate of 60fps or below. On the durability front, I've no concerns. I've subjected the Osmo Action 4 to a hard few days of testing, and it's not let me down or complained once. It takes impacts like a champ, and being underwater or in dirt and sand is no problem at all. Also: I'm a full-time Canon photographer, but this Nikon camera made me wonder if I'm missing outYou might think that this heavy-duty testing would be hard on the camera's tiny batteries, but you'd be wrong. Remember I said the Osmo Action 4 offered hours of battery life? Well, I wasn't kidding.  The Osmo Action 4's ultra-long life batteries are incredible.  Adrian Kingsley-Hughes/ZDNETDJI says that a single battery can deliver up to 160 minutes of 1080p/24fps video recording (at room temperature, with RockSteady on, Wi-Fi off, and screen off). That's over two and a half hours of recording time. In the real world, I was blown away by how much a single battery can deliver. I shot video and timelapse, messed around with a load of camera settings, and then transferred that footage to my iPhone, and still had 16% battery left.No action camera has delivered so much for me on one battery. The two extra batteries and the multifunction case that come as part of the Adventure Combo are worth the extra $100. Adrian Kingsley-Hughes/ZDNETAnd when you're ready to recharge, a 30W USB-C charger can take a battery from zero to 80% in 18 minutes. That's also impressive.What's more, the batteries are resistant to cold, offering up to 150 minutes of 1080p/24fps recording in temperatures as low as -20°C (-4°F). This resistance also blows the competition away.Even taking into account all these strong points, the Osmo Action 4 offers even more.The camera has 2x digital zoom for better composition, Voice Prompts that let you know what the camera is doing without looking, and Voice Control that lets you operate the device without touching the screen or using the app. The Osmo Action 4 also digitally hides the selfie stick from a variety of different shots, and you can even connect the DJI Mic to the camera via the USB-C port for better audio capture.Also: Yes, an Android tablet finally made me reconsider my iPad Pro loyaltyAs for price, the Osmo Action 4 Standard Combo bundle comes in at $399, while the Osmo Action 4 Adventure Combo, which comes with two extra Osmo Action Extreme batteries, an additional mini Osmo Action quick-release adapter mount, a battery case that acts as a power bank, and a 1.5-meter selfie stick, is $499.I'm in love with the Osmo Action 4. It's hands down the best, most versatile, most powerful action camera on the market today, offering pro-grade features at a price that definitely isn't pro-grade.  Everything included in the Action Combo bundle. DJIDJI Osmo Action 4 tech specsDimensions: 70.5×44.2×32.8mmWeight: 145gWaterproof: 18m, up to 60m with the optional waterproof case Microphones: 3Sensor 1/1.3-inch CMOSLens: FOV 155°, aperture f/2.8, focus distance 0.4m to ∞Max Photo Resolution: 3648×2736Max Video Resolution: 4K (4:3): 3840×2880@24/25/30/48/50/60fps and 4K (16:9): 3840×2160@24/25/30/48/50/60/100/120fpsISO Range: 100-12800Front Screen: 1.4-inch, 323ppi, 320×320Rear Screen: 2.25-inch, 326ppi, 360×640Front/Rear Screen Brightness: 750±50 cd/m² Storage: microSD (up to 512GB)Battery: 1770mAh, lab tested to offer up to 160 minutes of runtime (tested at room temperature - 25°C/77°F - and 1080p/24fps, with RockSteady on, Wi-Fi off, and screen off)Operating Temperature: -20° to 45° C (-4° to 113° F)This article was originally published in August of 2023 and updated in March 2025.Featured reviews
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  • Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals

    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals
    She spent nearly 40 years taking theater and dance pictures, providing glimpses behind the scenes and creating images that the public couldn’t otherwise access

    Stephanie Rudig

    - Freelance Writer

    June 11, 2025

    Photographer Martha Swope sitting on a floor covered with prints of her photos in 1987
    Andrea Legge / © NYPL

    Martha Swope wanted to be a dancer. She moved from her home state of Texas to New York to attend the School of American Ballet, hoping to start a career in dance. Swope also happened to be an amateur photographer. So, in 1957, a fellow classmate invited her to bring her camera and document rehearsals for a little theater show he was working on. The classmate was director and choreographer Jerome Robbins, and the show was West Side Story.
    One of those rehearsal shots ended up in Life magazine, and Swope quickly started getting professional bookings. It’s notoriously tough to make it on Broadway, but through photography, Swope carved out a career capturing theater and dance. Over the course of nearly four decades, she photographed hundreds more rehearsals, productions and promotional studio shots.

    Unidentified male chorus members dancing during rehearsals for musical West Side Story in 1957

    Martha Swope / © NYPL

    At a time when live performances were not often or easily captured, Swope’s photographs caught the animated moments and distilled the essence of a show into a single image: André De Shields clad in a jumpsuit as the title character in The Wiz, Patti LuPone with her arms raised overhead in Evita, the cast of Cats leaping in feline formations, a close-up of a forlorn Sheryl Lee Ralph in Dreamgirls and the row of dancers obscuring their faces with their headshots in A Chorus Line were all captured by Swope’s camera. She was also the house photographer for the New York City Ballet and the Martha Graham Dance Company and photographed other major dance companies such as the Ailey School.
    Her vision of the stage became fairly ubiquitous, with Playbill reporting that in the late 1970s, two-thirds of Broadway productions were photographed by Swope, meaning her work dominated theater and dance coverage. Carol Rosegg was early in her photography career when she heard that Swope was looking for an assistant. “I didn't frankly even know who she was,” Rosegg says. “Then the press agent who told me said, ‘Pick up any New York Times and you’ll find out.’”
    Swope’s background as a dancer likely equipped her to press the shutter at the exact right moment to capture movement, and to know when everyone on stage was precisely posed. She taught herself photography and early on used a Brownie camera, a simple box model made by Kodak. “She was what she described as ‘a dancer with a Brownie,’” says Barbara Stratyner, a historian of the performing arts who curated exhibitions of Swope’s work at the New York Public Library.

    An ensemble of dancers in rehearsal for the stage production Cats in 1982

    Martha Swope / © NYPL

    “Dance was her first love,” Rosegg says. “She knew everything about dance. She would never use a photo of a dancer whose foot was wrong; the feet had to be perfect.”
    According to Rosegg, once the photo subjects knew she was shooting, “the anxiety level came down a little bit.” They knew that they’d look good in the resulting photos, and they likely trusted her intuition as a fellow dancer. Swope moved with the bearing of a dancer and often stood with her feet in ballet’s fourth position while she shot. She continued to take dance classes throughout her life, including at the prestigious Martha Graham School. Stratyner says, “As Graham got older,was, I think, the only person who was allowed to photograph rehearsals, because Graham didn’t want rehearsals shown.”
    Photographic technology and the theater and dance landscapes evolved greatly over the course of Swope’s career. Rosegg points out that at the start of her own career, cameras didn’t even automatically advance the film after each shot. She explains the delicate nature of working with film, saying, “When you were shooting film, you actually had to compose, because you had 35 shots and then you had to change your film.” Swope also worked during a period of changing over from all black-and-white photos to a mixture of black-and-white and color photography. Rosegg notes that simultaneously, Swope would shoot black-and-white, and she herself would shoot color. Looking at Swope’s portfolio is also an examination of increasingly crisp photo production. Advances in photography made shooting in the dark or capturing subjects under blinding stage lights easier, and they allowed for better zooming in from afar.

    Martha Graham rehearses dancer Takako Asakawa and others in Heretic, a dance work choreographed by Graham, in 1986

    Martha Swope / © NYPL

    It’s much more common nowadays to get a look behind the curtain of theater productions via social media. “The theater photographers of today need to supply so much content,” Rosegg says. “We didn’t have any of that, and getting to go backstage was kind of a big deal.”
    Photographers coming to document a rehearsal once might have been seen as an intrusion, but now, as Rosegg puts it, “everybody is desperate for you to come, and if you’re not there, they’re shooting it on their iPhone.”
    Even with exclusive behind-the-scenes access to the hottest tickets in town and the biggest stars of the day, Swope remained unpretentious. She lived and worked in a brownstone with her apartment above her studio, where the film was developed in a closet and the bathroom served as a darkroom. Rosegg recalls that a phone sat in the darkroom so they could be reached while printing, and she would be amazed at the big-name producers and theater glitterati who rang in while she was making prints in an unventilated space.

    From left to right: Paul Winfield, Ruby Dee, Marsha Jackson and Denzel Washington in the stage production Checkmates in 1988

    Martha Swope / © NYPL

    Swope’s approachability extended to how she chose to preserve her work. She originally sold her body of work to Time Life, and, according to Stratyner, she was unhappy with the way the photos became relatively inaccessible. She took back the rights to her collection and donated it to the New York Public Library, where many photos can be accessed by researchers in person, and the entire array of photos is available online to the public in the Digital Collections. Searching “Martha Swope” yields over 50,000 items from more than 800 productions, featuring a huge variety of figures, from a white-suited John Travolta busting a disco move in Saturday Night Fever to Andrew Lloyd Webber with Nancy Reagan at a performance of Phantom of the Opera.
    Swope’s extensive career was recognized in 2004 with a special Tony Award, a Tony Honors for Excellence in Theater, which are given intermittently to notable figures in theater who operate outside of traditional awards categories. She also received a lifetime achievement award from the League of Professional Theater Women in 2007. Though she retired in 1994 and died in 2017, her work still reverberates through dance and Broadway history today. For decades, she captured the fleeting moments of theater that would otherwise never be seen by the public. And her passion was clear and straightforward. As she once told an interviewer: “I’m not interested in what’s going on on my side of the camera. I’m interested in what’s happening on the other side.”

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    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals
    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals She spent nearly 40 years taking theater and dance pictures, providing glimpses behind the scenes and creating images that the public couldn’t otherwise access Stephanie Rudig - Freelance Writer June 11, 2025 Photographer Martha Swope sitting on a floor covered with prints of her photos in 1987 Andrea Legge / © NYPL Martha Swope wanted to be a dancer. She moved from her home state of Texas to New York to attend the School of American Ballet, hoping to start a career in dance. Swope also happened to be an amateur photographer. So, in 1957, a fellow classmate invited her to bring her camera and document rehearsals for a little theater show he was working on. The classmate was director and choreographer Jerome Robbins, and the show was West Side Story. One of those rehearsal shots ended up in Life magazine, and Swope quickly started getting professional bookings. It’s notoriously tough to make it on Broadway, but through photography, Swope carved out a career capturing theater and dance. Over the course of nearly four decades, she photographed hundreds more rehearsals, productions and promotional studio shots. Unidentified male chorus members dancing during rehearsals for musical West Side Story in 1957 Martha Swope / © NYPL At a time when live performances were not often or easily captured, Swope’s photographs caught the animated moments and distilled the essence of a show into a single image: André De Shields clad in a jumpsuit as the title character in The Wiz, Patti LuPone with her arms raised overhead in Evita, the cast of Cats leaping in feline formations, a close-up of a forlorn Sheryl Lee Ralph in Dreamgirls and the row of dancers obscuring their faces with their headshots in A Chorus Line were all captured by Swope’s camera. She was also the house photographer for the New York City Ballet and the Martha Graham Dance Company and photographed other major dance companies such as the Ailey School. Her vision of the stage became fairly ubiquitous, with Playbill reporting that in the late 1970s, two-thirds of Broadway productions were photographed by Swope, meaning her work dominated theater and dance coverage. Carol Rosegg was early in her photography career when she heard that Swope was looking for an assistant. “I didn't frankly even know who she was,” Rosegg says. “Then the press agent who told me said, ‘Pick up any New York Times and you’ll find out.’” Swope’s background as a dancer likely equipped her to press the shutter at the exact right moment to capture movement, and to know when everyone on stage was precisely posed. She taught herself photography and early on used a Brownie camera, a simple box model made by Kodak. “She was what she described as ‘a dancer with a Brownie,’” says Barbara Stratyner, a historian of the performing arts who curated exhibitions of Swope’s work at the New York Public Library. An ensemble of dancers in rehearsal for the stage production Cats in 1982 Martha Swope / © NYPL “Dance was her first love,” Rosegg says. “She knew everything about dance. She would never use a photo of a dancer whose foot was wrong; the feet had to be perfect.” According to Rosegg, once the photo subjects knew she was shooting, “the anxiety level came down a little bit.” They knew that they’d look good in the resulting photos, and they likely trusted her intuition as a fellow dancer. Swope moved with the bearing of a dancer and often stood with her feet in ballet’s fourth position while she shot. She continued to take dance classes throughout her life, including at the prestigious Martha Graham School. Stratyner says, “As Graham got older,was, I think, the only person who was allowed to photograph rehearsals, because Graham didn’t want rehearsals shown.” Photographic technology and the theater and dance landscapes evolved greatly over the course of Swope’s career. Rosegg points out that at the start of her own career, cameras didn’t even automatically advance the film after each shot. She explains the delicate nature of working with film, saying, “When you were shooting film, you actually had to compose, because you had 35 shots and then you had to change your film.” Swope also worked during a period of changing over from all black-and-white photos to a mixture of black-and-white and color photography. Rosegg notes that simultaneously, Swope would shoot black-and-white, and she herself would shoot color. Looking at Swope’s portfolio is also an examination of increasingly crisp photo production. Advances in photography made shooting in the dark or capturing subjects under blinding stage lights easier, and they allowed for better zooming in from afar. Martha Graham rehearses dancer Takako Asakawa and others in Heretic, a dance work choreographed by Graham, in 1986 Martha Swope / © NYPL It’s much more common nowadays to get a look behind the curtain of theater productions via social media. “The theater photographers of today need to supply so much content,” Rosegg says. “We didn’t have any of that, and getting to go backstage was kind of a big deal.” Photographers coming to document a rehearsal once might have been seen as an intrusion, but now, as Rosegg puts it, “everybody is desperate for you to come, and if you’re not there, they’re shooting it on their iPhone.” Even with exclusive behind-the-scenes access to the hottest tickets in town and the biggest stars of the day, Swope remained unpretentious. She lived and worked in a brownstone with her apartment above her studio, where the film was developed in a closet and the bathroom served as a darkroom. Rosegg recalls that a phone sat in the darkroom so they could be reached while printing, and she would be amazed at the big-name producers and theater glitterati who rang in while she was making prints in an unventilated space. From left to right: Paul Winfield, Ruby Dee, Marsha Jackson and Denzel Washington in the stage production Checkmates in 1988 Martha Swope / © NYPL Swope’s approachability extended to how she chose to preserve her work. She originally sold her body of work to Time Life, and, according to Stratyner, she was unhappy with the way the photos became relatively inaccessible. She took back the rights to her collection and donated it to the New York Public Library, where many photos can be accessed by researchers in person, and the entire array of photos is available online to the public in the Digital Collections. Searching “Martha Swope” yields over 50,000 items from more than 800 productions, featuring a huge variety of figures, from a white-suited John Travolta busting a disco move in Saturday Night Fever to Andrew Lloyd Webber with Nancy Reagan at a performance of Phantom of the Opera. Swope’s extensive career was recognized in 2004 with a special Tony Award, a Tony Honors for Excellence in Theater, which are given intermittently to notable figures in theater who operate outside of traditional awards categories. She also received a lifetime achievement award from the League of Professional Theater Women in 2007. Though she retired in 1994 and died in 2017, her work still reverberates through dance and Broadway history today. For decades, she captured the fleeting moments of theater that would otherwise never be seen by the public. And her passion was clear and straightforward. As she once told an interviewer: “I’m not interested in what’s going on on my side of the camera. I’m interested in what’s happening on the other side.” Get the latest Travel & Culture stories in your inbox. #meet #martha #swope #legendary #broadway
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    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals
    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals She spent nearly 40 years taking theater and dance pictures, providing glimpses behind the scenes and creating images that the public couldn’t otherwise access Stephanie Rudig - Freelance Writer June 11, 2025 Photographer Martha Swope sitting on a floor covered with prints of her photos in 1987 Andrea Legge / © NYPL Martha Swope wanted to be a dancer. She moved from her home state of Texas to New York to attend the School of American Ballet, hoping to start a career in dance. Swope also happened to be an amateur photographer. So, in 1957, a fellow classmate invited her to bring her camera and document rehearsals for a little theater show he was working on. The classmate was director and choreographer Jerome Robbins, and the show was West Side Story. One of those rehearsal shots ended up in Life magazine, and Swope quickly started getting professional bookings. It’s notoriously tough to make it on Broadway, but through photography, Swope carved out a career capturing theater and dance. Over the course of nearly four decades, she photographed hundreds more rehearsals, productions and promotional studio shots. Unidentified male chorus members dancing during rehearsals for musical West Side Story in 1957 Martha Swope / © NYPL At a time when live performances were not often or easily captured, Swope’s photographs caught the animated moments and distilled the essence of a show into a single image: André De Shields clad in a jumpsuit as the title character in The Wiz, Patti LuPone with her arms raised overhead in Evita, the cast of Cats leaping in feline formations, a close-up of a forlorn Sheryl Lee Ralph in Dreamgirls and the row of dancers obscuring their faces with their headshots in A Chorus Line were all captured by Swope’s camera. She was also the house photographer for the New York City Ballet and the Martha Graham Dance Company and photographed other major dance companies such as the Ailey School. Her vision of the stage became fairly ubiquitous, with Playbill reporting that in the late 1970s, two-thirds of Broadway productions were photographed by Swope, meaning her work dominated theater and dance coverage. Carol Rosegg was early in her photography career when she heard that Swope was looking for an assistant. “I didn't frankly even know who she was,” Rosegg says. “Then the press agent who told me said, ‘Pick up any New York Times and you’ll find out.’” Swope’s background as a dancer likely equipped her to press the shutter at the exact right moment to capture movement, and to know when everyone on stage was precisely posed. She taught herself photography and early on used a Brownie camera, a simple box model made by Kodak. “She was what she described as ‘a dancer with a Brownie,’” says Barbara Stratyner, a historian of the performing arts who curated exhibitions of Swope’s work at the New York Public Library. An ensemble of dancers in rehearsal for the stage production Cats in 1982 Martha Swope / © NYPL “Dance was her first love,” Rosegg says. “She knew everything about dance. She would never use a photo of a dancer whose foot was wrong; the feet had to be perfect.” According to Rosegg, once the photo subjects knew she was shooting, “the anxiety level came down a little bit.” They knew that they’d look good in the resulting photos, and they likely trusted her intuition as a fellow dancer. Swope moved with the bearing of a dancer and often stood with her feet in ballet’s fourth position while she shot. She continued to take dance classes throughout her life, including at the prestigious Martha Graham School. Stratyner says, “As Graham got older, [Swope] was, I think, the only person who was allowed to photograph rehearsals, because Graham didn’t want rehearsals shown.” Photographic technology and the theater and dance landscapes evolved greatly over the course of Swope’s career. Rosegg points out that at the start of her own career, cameras didn’t even automatically advance the film after each shot. She explains the delicate nature of working with film, saying, “When you were shooting film, you actually had to compose, because you had 35 shots and then you had to change your film.” Swope also worked during a period of changing over from all black-and-white photos to a mixture of black-and-white and color photography. Rosegg notes that simultaneously, Swope would shoot black-and-white, and she herself would shoot color. Looking at Swope’s portfolio is also an examination of increasingly crisp photo production. Advances in photography made shooting in the dark or capturing subjects under blinding stage lights easier, and they allowed for better zooming in from afar. Martha Graham rehearses dancer Takako Asakawa and others in Heretic, a dance work choreographed by Graham, in 1986 Martha Swope / © NYPL It’s much more common nowadays to get a look behind the curtain of theater productions via social media. “The theater photographers of today need to supply so much content,” Rosegg says. “We didn’t have any of that, and getting to go backstage was kind of a big deal.” Photographers coming to document a rehearsal once might have been seen as an intrusion, but now, as Rosegg puts it, “everybody is desperate for you to come, and if you’re not there, they’re shooting it on their iPhone.” Even with exclusive behind-the-scenes access to the hottest tickets in town and the biggest stars of the day, Swope remained unpretentious. She lived and worked in a brownstone with her apartment above her studio, where the film was developed in a closet and the bathroom served as a darkroom. Rosegg recalls that a phone sat in the darkroom so they could be reached while printing, and she would be amazed at the big-name producers and theater glitterati who rang in while she was making prints in an unventilated space. From left to right: Paul Winfield, Ruby Dee, Marsha Jackson and Denzel Washington in the stage production Checkmates in 1988 Martha Swope / © NYPL Swope’s approachability extended to how she chose to preserve her work. She originally sold her body of work to Time Life, and, according to Stratyner, she was unhappy with the way the photos became relatively inaccessible. She took back the rights to her collection and donated it to the New York Public Library, where many photos can be accessed by researchers in person, and the entire array of photos is available online to the public in the Digital Collections. Searching “Martha Swope” yields over 50,000 items from more than 800 productions, featuring a huge variety of figures, from a white-suited John Travolta busting a disco move in Saturday Night Fever to Andrew Lloyd Webber with Nancy Reagan at a performance of Phantom of the Opera. Swope’s extensive career was recognized in 2004 with a special Tony Award, a Tony Honors for Excellence in Theater, which are given intermittently to notable figures in theater who operate outside of traditional awards categories. She also received a lifetime achievement award from the League of Professional Theater Women in 2007. Though she retired in 1994 and died in 2017, her work still reverberates through dance and Broadway history today. For decades, she captured the fleeting moments of theater that would otherwise never be seen by the public. And her passion was clear and straightforward. As she once told an interviewer: “I’m not interested in what’s going on on my side of the camera. I’m interested in what’s happening on the other side.” Get the latest Travel & Culture stories in your inbox.
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