• 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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  • Into the Omniverse: World Foundation Models Advance Autonomous Vehicle Simulation and Safety

    Editor’s note: This blog is a part of Into the Omniverse, a series focused on how developers, 3D practitioners and enterprises can transform their workflows using the latest advances in OpenUSD and NVIDIA Omniverse.
    Simulated driving environments enable engineers to safely and efficiently train, test and validate autonomous vehiclesacross countless real-world and edge-case scenarios without the risks and costs of physical testing.
    These simulated environments can be created through neural reconstruction of real-world data from AV fleets or generated with world foundation models— neural networks that understand physics and real-world properties. WFMs can be used to generate synthetic datasets for enhanced AV simulation.
    To help physical AI developers build such simulated environments, NVIDIA unveiled major advances in WFMs at the GTC Paris and CVPR conferences earlier this month. These new capabilities enhance NVIDIA Cosmos — a platform of generative WFMs, advanced tokenizers, guardrails and accelerated data processing tools.
    Key innovations like Cosmos Predict-2, the Cosmos Transfer-1 NVIDIA preview NIM microservice and Cosmos Reason are improving how AV developers generate synthetic data, build realistic simulated environments and validate safety systems at unprecedented scale.
    Universal Scene Description, a unified data framework and standard for physical AI applications, enables seamless integration and interoperability of simulation assets across the development pipeline. OpenUSD standardization plays a critical role in ensuring 3D pipelines are built to scale.
    NVIDIA Omniverse, a platform of application programming interfaces, software development kits and services for building OpenUSD-based physical AI applications, enables simulations from WFMs and neural reconstruction at world scale.
    Leading AV organizations — including Foretellix, Mcity, Oxa, Parallel Domain, Plus AI and Uber — are among the first to adopt Cosmos models.

    Foundations for Scalable, Realistic Simulation
    Cosmos Predict-2, NVIDIA’s latest WFM, generates high-quality synthetic data by predicting future world states from multimodal inputs like text, images and video. This capability is critical for creating temporally consistent, realistic scenarios that accelerate training and validation of AVs and robots.

    In addition, Cosmos Transfer, a control model that adds variations in weather, lighting and terrain to existing scenarios, will soon be available to 150,000 developers on CARLA, a leading open-source AV simulator. This greatly expands the broad AV developer community’s access to advanced AI-powered simulation tools.
    Developers can start integrating synthetic data into their own pipelines using the NVIDIA Physical AI Dataset. The latest release includes 40,000 clips generated using Cosmos.
    Building on these foundations, the Omniverse Blueprint for AV simulation provides a standardized, API-driven workflow for constructing rich digital twins, replaying real-world sensor data and generating new ground-truth data for closed-loop testing.
    The blueprint taps into OpenUSD’s layer-stacking and composition arcs, which enable developers to collaborate asynchronously and modify scenes nondestructively. This helps create modular, reusable scenario variants to efficiently generate different weather conditions, traffic patterns and edge cases.
    Driving the Future of AV Safety
    To bolster the operational safety of AV systems, NVIDIA earlier this year introduced NVIDIA Halos — a comprehensive safety platform that integrates the company’s full automotive hardware and software stack with AI research focused on AV safety.
    The new Cosmos models — Cosmos Predict- 2, Cosmos Transfer- 1 NIM and Cosmos Reason — deliver further safety enhancements to the Halos platform, enabling developers to create diverse, controllable and realistic scenarios for training and validating AV systems.
    These models, trained on massive multimodal datasets including driving data, amplify the breadth and depth of simulation, allowing for robust scenario coverage — including rare and safety-critical events — while supporting post-training customization for specialized AV tasks.

    At CVPR, NVIDIA was recognized as an Autonomous Grand Challenge winner, highlighting its leadership in advancing end-to-end AV workflows. The challenge used OpenUSD’s robust metadata and interoperability to simulate sensor inputs and vehicle trajectories in semi-reactive environments, achieving state-of-the-art results in safety and compliance.
    Learn more about how developers are leveraging tools like CARLA, Cosmos, and Omniverse to advance AV simulation in this livestream replay:

    Hear NVIDIA Director of Autonomous Vehicle Research Marco Pavone on the NVIDIA AI Podcast share how digital twins and high-fidelity simulation are improving vehicle testing, accelerating development and reducing real-world risks.
    Get Plugged Into the World of OpenUSD
    Learn more about what’s next for AV simulation with OpenUSD by watching the replay of NVIDIA founder and CEO Jensen Huang’s GTC Paris keynote.
    Looking for more live opportunities to learn more about OpenUSD? Don’t miss sessions and labs happening at SIGGRAPH 2025, August 10–14.
    Discover why developers and 3D practitioners are using OpenUSD and learn how to optimize 3D workflows with the self-paced “Learn OpenUSD” curriculum for 3D developers and practitioners, available for free through the NVIDIA Deep Learning Institute.
    Explore the Alliance for OpenUSD forum and the AOUSD website.
    Stay up to date by subscribing to NVIDIA Omniverse news, joining the community and following NVIDIA Omniverse on Instagram, LinkedIn, Medium and X.
    #into #omniverse #world #foundation #models
    Into the Omniverse: World Foundation Models Advance Autonomous Vehicle Simulation and Safety
    Editor’s note: This blog is a part of Into the Omniverse, a series focused on how developers, 3D practitioners and enterprises can transform their workflows using the latest advances in OpenUSD and NVIDIA Omniverse. Simulated driving environments enable engineers to safely and efficiently train, test and validate autonomous vehiclesacross countless real-world and edge-case scenarios without the risks and costs of physical testing. These simulated environments can be created through neural reconstruction of real-world data from AV fleets or generated with world foundation models— neural networks that understand physics and real-world properties. WFMs can be used to generate synthetic datasets for enhanced AV simulation. To help physical AI developers build such simulated environments, NVIDIA unveiled major advances in WFMs at the GTC Paris and CVPR conferences earlier this month. These new capabilities enhance NVIDIA Cosmos — a platform of generative WFMs, advanced tokenizers, guardrails and accelerated data processing tools. Key innovations like Cosmos Predict-2, the Cosmos Transfer-1 NVIDIA preview NIM microservice and Cosmos Reason are improving how AV developers generate synthetic data, build realistic simulated environments and validate safety systems at unprecedented scale. Universal Scene Description, a unified data framework and standard for physical AI applications, enables seamless integration and interoperability of simulation assets across the development pipeline. OpenUSD standardization plays a critical role in ensuring 3D pipelines are built to scale. NVIDIA Omniverse, a platform of application programming interfaces, software development kits and services for building OpenUSD-based physical AI applications, enables simulations from WFMs and neural reconstruction at world scale. Leading AV organizations — including Foretellix, Mcity, Oxa, Parallel Domain, Plus AI and Uber — are among the first to adopt Cosmos models. Foundations for Scalable, Realistic Simulation Cosmos Predict-2, NVIDIA’s latest WFM, generates high-quality synthetic data by predicting future world states from multimodal inputs like text, images and video. This capability is critical for creating temporally consistent, realistic scenarios that accelerate training and validation of AVs and robots. In addition, Cosmos Transfer, a control model that adds variations in weather, lighting and terrain to existing scenarios, will soon be available to 150,000 developers on CARLA, a leading open-source AV simulator. This greatly expands the broad AV developer community’s access to advanced AI-powered simulation tools. Developers can start integrating synthetic data into their own pipelines using the NVIDIA Physical AI Dataset. The latest release includes 40,000 clips generated using Cosmos. Building on these foundations, the Omniverse Blueprint for AV simulation provides a standardized, API-driven workflow for constructing rich digital twins, replaying real-world sensor data and generating new ground-truth data for closed-loop testing. The blueprint taps into OpenUSD’s layer-stacking and composition arcs, which enable developers to collaborate asynchronously and modify scenes nondestructively. This helps create modular, reusable scenario variants to efficiently generate different weather conditions, traffic patterns and edge cases. Driving the Future of AV Safety To bolster the operational safety of AV systems, NVIDIA earlier this year introduced NVIDIA Halos — a comprehensive safety platform that integrates the company’s full automotive hardware and software stack with AI research focused on AV safety. The new Cosmos models — Cosmos Predict- 2, Cosmos Transfer- 1 NIM and Cosmos Reason — deliver further safety enhancements to the Halos platform, enabling developers to create diverse, controllable and realistic scenarios for training and validating AV systems. These models, trained on massive multimodal datasets including driving data, amplify the breadth and depth of simulation, allowing for robust scenario coverage — including rare and safety-critical events — while supporting post-training customization for specialized AV tasks. At CVPR, NVIDIA was recognized as an Autonomous Grand Challenge winner, highlighting its leadership in advancing end-to-end AV workflows. The challenge used OpenUSD’s robust metadata and interoperability to simulate sensor inputs and vehicle trajectories in semi-reactive environments, achieving state-of-the-art results in safety and compliance. Learn more about how developers are leveraging tools like CARLA, Cosmos, and Omniverse to advance AV simulation in this livestream replay: Hear NVIDIA Director of Autonomous Vehicle Research Marco Pavone on the NVIDIA AI Podcast share how digital twins and high-fidelity simulation are improving vehicle testing, accelerating development and reducing real-world risks. Get Plugged Into the World of OpenUSD Learn more about what’s next for AV simulation with OpenUSD by watching the replay of NVIDIA founder and CEO Jensen Huang’s GTC Paris keynote. Looking for more live opportunities to learn more about OpenUSD? Don’t miss sessions and labs happening at SIGGRAPH 2025, August 10–14. Discover why developers and 3D practitioners are using OpenUSD and learn how to optimize 3D workflows with the self-paced “Learn OpenUSD” curriculum for 3D developers and practitioners, available for free through the NVIDIA Deep Learning Institute. Explore the Alliance for OpenUSD forum and the AOUSD website. Stay up to date by subscribing to NVIDIA Omniverse news, joining the community and following NVIDIA Omniverse on Instagram, LinkedIn, Medium and X. #into #omniverse #world #foundation #models
    BLOGS.NVIDIA.COM
    Into the Omniverse: World Foundation Models Advance Autonomous Vehicle Simulation and Safety
    Editor’s note: This blog is a part of Into the Omniverse, a series focused on how developers, 3D practitioners and enterprises can transform their workflows using the latest advances in OpenUSD and NVIDIA Omniverse. Simulated driving environments enable engineers to safely and efficiently train, test and validate autonomous vehicles (AVs) across countless real-world and edge-case scenarios without the risks and costs of physical testing. These simulated environments can be created through neural reconstruction of real-world data from AV fleets or generated with world foundation models (WFMs) — neural networks that understand physics and real-world properties. WFMs can be used to generate synthetic datasets for enhanced AV simulation. To help physical AI developers build such simulated environments, NVIDIA unveiled major advances in WFMs at the GTC Paris and CVPR conferences earlier this month. These new capabilities enhance NVIDIA Cosmos — a platform of generative WFMs, advanced tokenizers, guardrails and accelerated data processing tools. Key innovations like Cosmos Predict-2, the Cosmos Transfer-1 NVIDIA preview NIM microservice and Cosmos Reason are improving how AV developers generate synthetic data, build realistic simulated environments and validate safety systems at unprecedented scale. Universal Scene Description (OpenUSD), a unified data framework and standard for physical AI applications, enables seamless integration and interoperability of simulation assets across the development pipeline. OpenUSD standardization plays a critical role in ensuring 3D pipelines are built to scale. NVIDIA Omniverse, a platform of application programming interfaces, software development kits and services for building OpenUSD-based physical AI applications, enables simulations from WFMs and neural reconstruction at world scale. Leading AV organizations — including Foretellix, Mcity, Oxa, Parallel Domain, Plus AI and Uber — are among the first to adopt Cosmos models. Foundations for Scalable, Realistic Simulation Cosmos Predict-2, NVIDIA’s latest WFM, generates high-quality synthetic data by predicting future world states from multimodal inputs like text, images and video. This capability is critical for creating temporally consistent, realistic scenarios that accelerate training and validation of AVs and robots. In addition, Cosmos Transfer, a control model that adds variations in weather, lighting and terrain to existing scenarios, will soon be available to 150,000 developers on CARLA, a leading open-source AV simulator. This greatly expands the broad AV developer community’s access to advanced AI-powered simulation tools. Developers can start integrating synthetic data into their own pipelines using the NVIDIA Physical AI Dataset. The latest release includes 40,000 clips generated using Cosmos. Building on these foundations, the Omniverse Blueprint for AV simulation provides a standardized, API-driven workflow for constructing rich digital twins, replaying real-world sensor data and generating new ground-truth data for closed-loop testing. The blueprint taps into OpenUSD’s layer-stacking and composition arcs, which enable developers to collaborate asynchronously and modify scenes nondestructively. This helps create modular, reusable scenario variants to efficiently generate different weather conditions, traffic patterns and edge cases. Driving the Future of AV Safety To bolster the operational safety of AV systems, NVIDIA earlier this year introduced NVIDIA Halos — a comprehensive safety platform that integrates the company’s full automotive hardware and software stack with AI research focused on AV safety. The new Cosmos models — Cosmos Predict- 2, Cosmos Transfer- 1 NIM and Cosmos Reason — deliver further safety enhancements to the Halos platform, enabling developers to create diverse, controllable and realistic scenarios for training and validating AV systems. These models, trained on massive multimodal datasets including driving data, amplify the breadth and depth of simulation, allowing for robust scenario coverage — including rare and safety-critical events — while supporting post-training customization for specialized AV tasks. At CVPR, NVIDIA was recognized as an Autonomous Grand Challenge winner, highlighting its leadership in advancing end-to-end AV workflows. The challenge used OpenUSD’s robust metadata and interoperability to simulate sensor inputs and vehicle trajectories in semi-reactive environments, achieving state-of-the-art results in safety and compliance. Learn more about how developers are leveraging tools like CARLA, Cosmos, and Omniverse to advance AV simulation in this livestream replay: Hear NVIDIA Director of Autonomous Vehicle Research Marco Pavone on the NVIDIA AI Podcast share how digital twins and high-fidelity simulation are improving vehicle testing, accelerating development and reducing real-world risks. Get Plugged Into the World of OpenUSD Learn more about what’s next for AV simulation with OpenUSD by watching the replay of NVIDIA founder and CEO Jensen Huang’s GTC Paris keynote. Looking for more live opportunities to learn more about OpenUSD? Don’t miss sessions and labs happening at SIGGRAPH 2025, August 10–14. Discover why developers and 3D practitioners are using OpenUSD and learn how to optimize 3D workflows with the self-paced “Learn OpenUSD” curriculum for 3D developers and practitioners, available for free through the NVIDIA Deep Learning Institute. Explore the Alliance for OpenUSD forum and the AOUSD website. Stay up to date by subscribing to NVIDIA Omniverse news, joining the community and following NVIDIA Omniverse on Instagram, LinkedIn, Medium and X.
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  • BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4

    By TREVOR HOGG
    Images courtesy of Prime Video.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    When Splintersplits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker. “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.”
    #bouncing #rubber #duckies #flying #sheep
    BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4
    By TREVOR HOGG Images courtesy of Prime Video. For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” When Splintersplits in two, the cloning effect was inspired by cellular mitosis. “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” —Stephan Fleet, VFX Supervisor A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith, who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed. Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.” “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” —Stephan Fleet, VFX Supervisor The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be, so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a humanyou tend to want to give it human gestures and eyebrows. Erik Kripkesaid, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.” A building is replaced by a massive crowd attending a rally being held by Homelander. In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep wasin one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.” In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” —Stephan Fleet, VFX Supervisor Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes. Once injected with Compound V, Hugh Campbell Sr.develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.” Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination. Homelanderbreaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.” “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” —Stephan Fleet, VFX Supervisor Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution. A different spin on the bloodbath occurs during a fight when a drugged Frenchiehallucinates as Kimiko Miyashirogoes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.” Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4. When Splintersplits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker. “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.” #bouncing #rubber #duckies #flying #sheep
    WWW.VFXVOICE.COM
    BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4
    By TREVOR HOGG Images courtesy of Prime Video. For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” When Splinter (Rob Benedict) splits in two, the cloning effect was inspired by cellular mitosis. “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” —Stephan Fleet, VFX Supervisor A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith [Previs Director], who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed. Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.” “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” —Stephan Fleet, VFX Supervisor The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be [from Season 3], so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a human [is] you tend to want to give it human gestures and eyebrows. Erik Kripke [Creator, Executive Producer, Showrunner, Director, Writer] said, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.” A building is replaced by a massive crowd attending a rally being held by Homelander. In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep was [acting in a certain way] in one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.” In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” —Stephan Fleet, VFX Supervisor Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes. Once injected with Compound V, Hugh Campbell Sr. (Simon Pegg) develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.” Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination. Homelander (Anthony Starr) breaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.” “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” —Stephan Fleet, VFX Supervisor Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution. A different spin on the bloodbath occurs during a fight when a drugged Frenchie (Tomer Capone) hallucinates as Kimiko Miyashiro (Karen Fukuhara) goes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.” Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4. When Splinter (Rob Benedict) splits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker (Valorie Curry). “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.”
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  • In this vast, lonely world, where connections are fleeting and memories fade like whispers in the wind, I find myself lost. Just like Norman Reedus in Death Stranding 2, I carry the weight of solitude on my shoulders. The beauty of his improved visage only reminds me of what I yearn for—understanding, companionship, and a spark of hope in the darkness. As players revel in the adventure, I can't help but feel like a ghost, watching from the sidelines, haunted by the echoes of unfulfilled dreams. Every step feels heavier, every moment more isolating. This game may offer escapism, but my heart remains anchored in this sea of despair.

    #DeathStranding2 #NormanReedus #Lon
    In this vast, lonely world, where connections are fleeting and memories fade like whispers in the wind, I find myself lost. Just like Norman Reedus in Death Stranding 2, I carry the weight of solitude on my shoulders. The beauty of his improved visage only reminds me of what I yearn for—understanding, companionship, and a spark of hope in the darkness. As players revel in the adventure, I can't help but feel like a ghost, watching from the sidelines, haunted by the echoes of unfulfilled dreams. Every step feels heavier, every moment more isolating. This game may offer escapism, but my heart remains anchored in this sea of despair. #DeathStranding2 #NormanReedus #Lon
    KOTAKU.COM
    Norman Reedus Looks More Like Norman Reedus In Death Stranding 2
    Death Stranding 2 is out now on PlayStation 5 for folks who pre-ordered the fancy deluxe edition of the game. That means players are finally getting their hands on director Hideo Kojima’s latest video game extravaganza. And one of the first things th
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  • In a world where consistency is key, I often find myself lost in the chaos of fleeting moments. Just like the world's biggest brands that rely on Frontify for digital asset management, I too crave a sense of stability. Yet, the weight of loneliness pulls me down, leaving me to wonder how to save my own heart from this emotional turmoil.

    As brands strive for effortless efficiency, I search for connections that seem just out of reach. The irony of it all: while they save money, I feel like I'm losing pieces of myself, one by one.

    #Loneliness #Heartbreak #EmotionalStruggles #DigitalAssets #Frontify
    In a world where consistency is key, I often find myself lost in the chaos of fleeting moments. Just like the world's biggest brands that rely on Frontify for digital asset management, I too crave a sense of stability. Yet, the weight of loneliness pulls me down, leaving me to wonder how to save my own heart from this emotional turmoil. As brands strive for effortless efficiency, I search for connections that seem just out of reach. The irony of it all: while they save money, I feel like I'm losing pieces of myself, one by one. 💔 #Loneliness #Heartbreak #EmotionalStruggles #DigitalAssets #Frontify
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  • Venice, the city of canals and romance, is gearing up for a wedding that promises to redefine the phrase "over the top." Jeff Bezos and Lauren Sanchez are bringing 80 private jets and 30 water taxis to their three-day extravaganza. Because nothing says "I love you" quite like clogging up the skies and waterways of an ancient city, right?

    While locals are probably just thrilled to have their serene gondola rides interrupted by a fleet of luxury taxis, let’s not forget that love truly conquers all—even the delicate balance of Venice’s ecosystem. Here’s to a wedding that’s sure to make waves… quite literally!

    #VeniceWeddings #JeffBezos #LuxuryEvents #SanchezAndBezos #
    Venice, the city of canals and romance, is gearing up for a wedding that promises to redefine the phrase "over the top." Jeff Bezos and Lauren Sanchez are bringing 80 private jets and 30 water taxis to their three-day extravaganza. Because nothing says "I love you" quite like clogging up the skies and waterways of an ancient city, right? While locals are probably just thrilled to have their serene gondola rides interrupted by a fleet of luxury taxis, let’s not forget that love truly conquers all—even the delicate balance of Venice’s ecosystem. Here’s to a wedding that’s sure to make waves… quite literally! #VeniceWeddings #JeffBezos #LuxuryEvents #SanchezAndBezos #
    Venice Braces for Jeff Bezos and Lauren Sanchez’s Wedding
    Some Venetians are concerned about the impact the three-day event—which includes 80 private jets and more than 30 private water taxis—will have on their city.
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  • I watched the trailer for "Fantastic Four: First Steps" with a heart laden with hope, only to feel the weight of disappointment settle in. Each fleeting glimpse of Reed Richards stretching his limbs as Mr. Fantastic feels like a distant dream, a promise unfulfilled. It's as if the magic we once cherished is now but a shadow, leaving me wrestling with the fear that what once brought us joy might only lead to heartache. The anticipation is bittersweet, a cruel reminder of how easily dreams can slip away. I can't help but question if this journey will bring us the family we long to see or just another echo of what could have been.

    #FantasticFour #FirstSteps #MrFantastic #Disappointment #Loneliness
    I watched the trailer for "Fantastic Four: First Steps" with a heart laden with hope, only to feel the weight of disappointment settle in. Each fleeting glimpse of Reed Richards stretching his limbs as Mr. Fantastic feels like a distant dream, a promise unfulfilled. It's as if the magic we once cherished is now but a shadow, leaving me wrestling with the fear that what once brought us joy might only lead to heartache. The anticipation is bittersweet, a cruel reminder of how easily dreams can slip away. I can't help but question if this journey will bring us the family we long to see or just another echo of what could have been. #FantasticFour #FirstSteps #MrFantastic #Disappointment #Loneliness
    KOTAKU.COM
    The Final Fantastic Four: First Steps Trailer Has Me Questioning The Whole Thing
    Fantastic Four: First Steps is finally bringing the first family to the Marvel Cinematic Universe next month, and after several trailers I’m starting to wonder how much we’ll actually see Reed Richards (Pedro Pascal) stretching his limbs as Mr. Fanta
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  • virtual reality, Meta Quest, movie apps, immersive experience, film streaming, VR entertainment, watching movies, technology, emotional storytelling

    ---

    ## Introduction

    In a world where reality often feels heavy and burdensome, the comforting embrace of a favorite film can offer a fleeting escape. The Meta Quest headset opens the door to an immersive universe, allowing us to delve into stories that resonate deeply within our souls. However, the search for the best apps to watch movies on your...
    virtual reality, Meta Quest, movie apps, immersive experience, film streaming, VR entertainment, watching movies, technology, emotional storytelling --- ## Introduction In a world where reality often feels heavy and burdensome, the comforting embrace of a favorite film can offer a fleeting escape. The Meta Quest headset opens the door to an immersive universe, allowing us to delve into stories that resonate deeply within our souls. However, the search for the best apps to watch movies on your...
    The Best Apps to Watch Movies on Your Meta Quest
    virtual reality, Meta Quest, movie apps, immersive experience, film streaming, VR entertainment, watching movies, technology, emotional storytelling --- ## Introduction In a world where reality often feels heavy and burdensome, the comforting embrace of a favorite film can offer a fleeting escape. The Meta Quest headset opens the door to an immersive universe, allowing us to delve into...
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  • In a world where dreams fade like whispers in the wind, I find myself grappling with a sense of profound solitude. The announcement of the Prince of Persia: The Sands of Time remake in 2020 felt like a beacon of hope, a reminder that nostalgia could be revived and cherished once more. Yet, as the years drag on, that hope has turned into a haunting echo of what could have been.

    Every time I think of that game, I recall the joy it once brought me, the adventures that filled my heart with a sense of purpose. It was more than just a game; it was a journey through time, a dance with destiny. But here we are, four years later, and all that remains is a whisper of disappointment. Ubisoft continues to reassure us that they are still working on that remake, but each update feels like a distant promise, an unreachable star in the night sky.

    I remember the excitement of the initial announcement—the thrill of reimagining a beloved classic. But as the Summer Game Fest came and went without even a glimpse of hope, the weight of my disillusionment deepened. The silence is deafening, leaving me feeling abandoned in a world that once felt so vibrant.

    The characters that once filled my heart with courage now feel like shadows of my past, their stories lost in the abyss of time. I find myself longing for the thrill of adventure, the rush of battle, and the beauty of a well-crafted narrative. Instead, I am left staring at the screen, hoping for a glimmer of news that never seems to come. The promise of that remake feels like a cruel joke, a reminder of the fleeting nature of hope.

    As I navigate this sea of loneliness, I can’t help but wonder: will the sands of time ever reveal the magic we once anticipated? Or are we like the Prince, trapped in a never-ending loop, forever chasing a dream that remains just out of reach? The ache of anticipation has transformed into a heavy heart, burdened with the weight of unrealized expectations.

    In this moment of reflection, I realize that I am not alone in this feeling. Many of us are waiting, hoping for something that may never arrive. It’s a shared grief, a collective yearning for the joy that once was. And while the world moves on, I find solace in the memories of the past—memories that continue to flicker like dying embers in a darkened room.

    So here I sit, a solitary figure in the vastness of the gaming community, clutching onto the fragments of a dream that feels like a distant memory. Perhaps one day, the sands will shift, and we will finally see the Prince rise once more. Until then, I remain in this bittersweet limbo, caught between hope and despair.

    #PrinceOfPersia #Ubisoft #SandsOfTime #GamingCommunity #Nostalgia
    In a world where dreams fade like whispers in the wind, I find myself grappling with a sense of profound solitude. The announcement of the Prince of Persia: The Sands of Time remake in 2020 felt like a beacon of hope, a reminder that nostalgia could be revived and cherished once more. Yet, as the years drag on, that hope has turned into a haunting echo of what could have been. Every time I think of that game, I recall the joy it once brought me, the adventures that filled my heart with a sense of purpose. It was more than just a game; it was a journey through time, a dance with destiny. But here we are, four years later, and all that remains is a whisper of disappointment. Ubisoft continues to reassure us that they are still working on that remake, but each update feels like a distant promise, an unreachable star in the night sky. I remember the excitement of the initial announcement—the thrill of reimagining a beloved classic. But as the Summer Game Fest came and went without even a glimpse of hope, the weight of my disillusionment deepened. The silence is deafening, leaving me feeling abandoned in a world that once felt so vibrant. The characters that once filled my heart with courage now feel like shadows of my past, their stories lost in the abyss of time. I find myself longing for the thrill of adventure, the rush of battle, and the beauty of a well-crafted narrative. Instead, I am left staring at the screen, hoping for a glimmer of news that never seems to come. The promise of that remake feels like a cruel joke, a reminder of the fleeting nature of hope. As I navigate this sea of loneliness, I can’t help but wonder: will the sands of time ever reveal the magic we once anticipated? Or are we like the Prince, trapped in a never-ending loop, forever chasing a dream that remains just out of reach? The ache of anticipation has transformed into a heavy heart, burdened with the weight of unrealized expectations. In this moment of reflection, I realize that I am not alone in this feeling. Many of us are waiting, hoping for something that may never arrive. It’s a shared grief, a collective yearning for the joy that once was. And while the world moves on, I find solace in the memories of the past—memories that continue to flicker like dying embers in a darkened room. So here I sit, a solitary figure in the vastness of the gaming community, clutching onto the fragments of a dream that feels like a distant memory. Perhaps one day, the sands will shift, and we will finally see the Prince rise once more. Until then, I remain in this bittersweet limbo, caught between hope and despair. #PrinceOfPersia #Ubisoft #SandsOfTime #GamingCommunity #Nostalgia
    Ubisoft Still Working On That Prince Of Persia Remake That Was Announced In 2020
    Remember that Prince of Persia: The Sands of Time remake Ubisoft announced back in 2020? The one that was supposed to launch four years ago? Well, it’s still in development according to a new update from the publisher after the game was a no-show dur
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  • In the dim light of my room, I sit alone, the echoes of laughter and adventure fading into silence. Hogwarts Legacy: L’Héritage de Poudlard was supposed to be my escape, a journey into the magical world that once filled my heart with joy. Yet here I am, clutching my Nintendo Switch 2, feeling the weight of disappointment pressing down on me like an unbearable burden.

    The game, heralded as the most sold of 2023, promised a captivating experience, a chance to relive the magic of Hogwarts. But instead, it feels like a shadow of what I had hoped for. The vibrant landscapes that should have danced to life on the screen are muted. The enchanting spells that were meant to spark wonder now only remind me of the fleeting moments I once cherished.

    As I navigate through the game, I can’t help but feel a profound sense of isolation. All the characters I longed to befriend remain distant, mere phantoms in a world that feels increasingly empty. The joy of exploration has turned into a monotonous routine, each quest a reminder of what it feels like to be let down. I remember the excitement I felt waiting for this release, the dreams of adventures shared with friends, yet here I am, alone in my disappointment, feeling the walls close in around me.

    The magic of Hogwarts, the camaraderie of housemates, and the thrill of magical duels are mere memories now, overshadowed by this haunting sense of loneliness. I had hoped to find solace in the game, to escape from the reality that often feels too heavy to bear, but instead, I am left with a bittersweet longing for something that was never truly there.

    Each time I boot up Hogwarts Legacy, I am reminded of the friends I once had, the laughter that filled my life, and the dreams we shared. Now, as I watch the world of Poudlard unfold before me, it is like watching a beautiful film, knowing I am the only audience member left in a theater long since abandoned.

    The colors fade, the laughter dies, and all that remains is a hollow echo of what could have been. My heart aches with the realization that sometimes, even the most magical places can feel unbearably lonely. And as I close the game, I am left with the silence, a stark reminder of my solitude, and the lingering question of whether the magic will ever return.

    #HogwartsLegacy #Loneliness #Magic #VideoGameDisappointment #Poudlard
    In the dim light of my room, I sit alone, the echoes of laughter and adventure fading into silence. Hogwarts Legacy: L’Héritage de Poudlard was supposed to be my escape, a journey into the magical world that once filled my heart with joy. Yet here I am, clutching my Nintendo Switch 2, feeling the weight of disappointment pressing down on me like an unbearable burden. The game, heralded as the most sold of 2023, promised a captivating experience, a chance to relive the magic of Hogwarts. But instead, it feels like a shadow of what I had hoped for. The vibrant landscapes that should have danced to life on the screen are muted. The enchanting spells that were meant to spark wonder now only remind me of the fleeting moments I once cherished. As I navigate through the game, I can’t help but feel a profound sense of isolation. All the characters I longed to befriend remain distant, mere phantoms in a world that feels increasingly empty. The joy of exploration has turned into a monotonous routine, each quest a reminder of what it feels like to be let down. I remember the excitement I felt waiting for this release, the dreams of adventures shared with friends, yet here I am, alone in my disappointment, feeling the walls close in around me. The magic of Hogwarts, the camaraderie of housemates, and the thrill of magical duels are mere memories now, overshadowed by this haunting sense of loneliness. I had hoped to find solace in the game, to escape from the reality that often feels too heavy to bear, but instead, I am left with a bittersweet longing for something that was never truly there. Each time I boot up Hogwarts Legacy, I am reminded of the friends I once had, the laughter that filled my life, and the dreams we shared. Now, as I watch the world of Poudlard unfold before me, it is like watching a beautiful film, knowing I am the only audience member left in a theater long since abandoned. The colors fade, the laughter dies, and all that remains is a hollow echo of what could have been. My heart aches with the realization that sometimes, even the most magical places can feel unbearably lonely. And as I close the game, I am left with the silence, a stark reminder of my solitude, and the lingering question of whether the magic will ever return. #HogwartsLegacy #Loneliness #Magic #VideoGameDisappointment #Poudlard
    Hogwarts Legacy: L’Héritage de Poudlard – Notre avis sur la version Nintendo Switch 2 du jeu le plus vendu de 2023
    ActuGaming.net Hogwarts Legacy: L’Héritage de Poudlard – Notre avis sur la version Nintendo Switch 2 du jeu le plus vendu de 2023 Sorti en février 2023 et devenu un véritable phénomène cette même année avec plus de […] L'article Ho
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