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Comment: Re:Many ways they could make the $ but legally (Score 1) 299

by Jeremy Erwin (#48002607) Attached to: Forest Service Wants To Require Permits For Photography

It's a sliding scale based on the crew size, as well as whatever extra work is required from the forest service to facilitate your activities. So yeah, if you have 60 people working as cast and crew, and a few rangers need to put in 50 hours of work managing your logistics, and it's a multi day shoot, it's going to cost more than if 2 or three guys take pictures for a couple of hours.

Commercial photography and filming request

Comment: Re:Numbers (Score 1) 299

by Jeremy Erwin (#48002459) Attached to: Forest Service Wants To Require Permits For Photography

Here's the fee schedule for commercial photography Essentially, if you have more than 50 people on site (and therefore require the most expensive permits), a $1500 permit fee will be a very small portion of your costs. I'm guessing that $5 million in liability insurance will prove costlier, but, of course, that's only needed if you
a.) rent a helicopter or use one you already own
b) pay for aviation fuel
c) pay the pilot

and so on...

Comment: Re:Voxel? We don't no stinking voxel! (Score 3, Informative) 132

by Jeremy Erwin (#47996681) Attached to: Euclideon Teases Photorealistic Voxel-Based Game Engine

Here's a 2011 interview

I’ve revisited voxels at least a half dozen times in my career, and they’ve never quite won. I am confident in saying now that ray tracing of some form will eventually win because there are too many things that we’ve suffered with rasterization for, especially for shadows and environment mapping. We live with hacks that ray tracing can let us do much better. For years I was thinking that traditional analytical ray tracing intersecting with an analytic primitive couldn’t possibly be the right solution, and it would have to be something like voxels or metaballs or something. I’m less certain of that now because the analytic tracing is closer than I thought it would be. I think it’s an interesting battle between potentially ray tracing into dense polygonal geometry versus ray tracing into voxels and things like that. The appeal of voxels, like bitmaps, [is that] a lot of things can be done with filtering operations. You can stream more things in and there is still very definitely appeals about that. You start to look at them as little light field transformers rather than hard surfaces that you bounce things off of. I still wouldn’t say that the smart money is on voxels because lots of smart people have been trying it for a long time. It’s possible now with our current, modern generation graphics cards to do incredible full screen voxel rendering into hyper-detailed environments, and especially as we look towards the next generation I’m sure some people would take a stab at it. I think it’s less likely to be something that is a corner stone of a top-of-the-line triple A title. It’s in the mix but not a forgone conclusion right now.

In 1999, he was working with 3d "light maps".

Comment: Re:So... (Score 1) 132

by Jeremy Erwin (#47996525) Attached to: Euclideon Teases Photorealistic Voxel-Based Game Engine

"Point Cloud". Where have I heard that term before?

Ah yes
Time Scanners

For a PBS show, it's surprisingly repetitious, and a lot of the dialogue tends towards the "gee whiz--look at the cool technology we have". It has the flavor of a Discovery Channel type show. Despite this, there are interesting bits and pieces throughout.


Apple Allegedly Knew of iCloud Brute-Force Vulnerability Since March 93

Posted by samzenpus
from the heads-up dept.
blottsie writes Apple knew as early as March 2014 of a security hole that left the personal data of iCloud users vulnerable, according to leaked emails between the company and a noted security researcher. In a March 26 email, security researcher Ibrahim Balic tells an Apple official that he's successfully bypassed a security feature designed to prevent "brute-force" attacks. Balic goes on to explain to Apple that he was able to try over 20,000 passwords combinations on any account.

Comment: Re:Good. IndieGoGo should do it too (Score 2) 203

by Jeremy Erwin (#47964389) Attached to: Kickstarter Lays Down New Rules For When a Project Fails

A good road should last for tens of centuries. The Romans understood that, and engineered their roads accordingly. To blithely dismiss their roadbuilding expertise as consisting of "flat rocks" ignores the engineering underneath the road, described here. Or if you have kids, David Macauley's City may still hold up after nearly forty years.
  American roads rarely last more than a few decades, unless consistently and constantly maintained. But they are comparatively cheap. I hear that European approaches tend to produce a more durable road, at greater expense.

That said, the solar roadway may not turn out to be a very good road by this metric, despite the added construction expense.

Assembly language experience is [important] for the maturity and understanding of how computers work that it provides. -- D. Gries