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公開日:2019年03月31日 更新日:2024年01月16日 Intel Core 第1世代 Nehalem(Lynnfield) ソケット:LGA 1156 グラフィック内蔵なし。 i7/i5の電力95W~(省電力はSつき82W) ▼全て表示する i7 i7-880 i7-875K i7-870 i7-860 i7-870S i7-860S i5 i5-760 i5-750 i5-750S 第1世代 Westmere(Clarkdale) ソケット:LGA 1156 グラフィック内蔵。HD Graphics i5の電力73W~(i5-661は87W) ▼全て表示する i5 i5-670 i5-661 i5-660 i5-660 i3 i3-540 i3-530 Pentium G6960 G6951 G6950 Celeron G1101 第2世代 Sandy Bridge世代 ソケット:LGA 1155 Celeronが1コア/2スレまたは2コア/2スレ対応。(G440は1コア/1スレ) グラフィック内蔵。HD2000/HD3000 i7/i5の電力95W~(省電力はSつき65W、Tつき45W/35W) ▼全て表示する i7 i7-2700K i7-2600K HD3000 317ドル i7-2600(LGA1155/動作周波3.40-3.80GHz/キャッシュ8MB/4コア/8スレッド/TDP95W)HD2000 249ドル https //ark.intel.com/content/www/jp/ja/ark/products/52213/intel-core-i7-2600-processor-8m-cache-up-to-3-80-ghz.html i7-2600S(LGA1155/動作周波2.80-3.80GHz/キャッシュ8MB/4コア/8スレッド/TDP65W)HD2000 https //ark.intel.com/content/www/jp/ja/ark/products/52215/intel-core-i7-2600s-processor-8m-cache-up-to-3-80-ghz.html i5 i5-2550K i5-2500K HD3000 216ドル 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//ark.intel.com/ja/products/80806/Intel-Core-i7-4790-Processor-8M-Cache-up-to-4-00-GHz- i7-4790 型番:BX80646I74790(LGA1150/動作周波数3.60GHz(最大4.00GHz)/キャッシュ8MB/TDP84W) https //ark.intel.com/ja/products/80808/Intel-Core-i7-4790S-Processor-8M-Cache-up-to-4-00-GHz- i7-4790S 型番:BX80646I74790S(LGA1150/動作周波数3.20GHz(最大4.00GHz)/キャッシュ8MB/TDP65W) i7-4790T i7-4785T i5 i5-4690K 型番:BX80646I54690K(LGA1150/動作周波数3.50GHz(最大3.90GHz)/キャッシュ6MB/TDP88W) i5-4690S 型番:BX80646I54690S(LGA1150/動作周波数3.20GHz(最大3.90GHz)/キャッシュ6MB/TDP65W) i5-4590 i5-4590S 型番:BX80646I54590S(LGA1150/動作周波数3.00GHz(最大3.70GHz)/キャッシュ6MB/TDP65W) i5-4460 型番:BX80646I54460(LGA1150/動作周波数3.20GHz(最大3.40GHz)/キャッシュ6MB/TDP84W) i3 i3-4360 i3-4350 Pentium Pentium G3440 Pentium G3240 Celeron Celeron G1850 型番:BX80646G1850(LGA1150/動作周波数2.90GHz/キャッシュ2MB/TDP54W) Celeron G1840 型番:BX80646G1840(LGA1150/動作周波数2.80GHz/キャッシュ2MB/TDP54W) 第4世代 Haswell-E http //ark.intel.com/ja/products/codename/79427/Haswell-E ▼全て表示する i7 Core i7-5960X 型番: Core i7-5930K 型番: Core i7-5820K 型番: 第5世代 Broadwell-E ソケット:LGA2011-v3(要BIOS対応) ▼全て表示する i7 Core i7-6950X 型番:BX80671I76950X Core i7-6900K 型番:BX80671I76900K Core i7-6850K 型番:BX80671I76850K Core i7-6800K 型番:BX80671I76800K 第6世代 Skylake ソケット:LGA 1151(Intel 100シリーズ) i7/i5の電力65W~(省電力は?W) ▼全て表示する i7 i7-6700K 型番:BX80662I76700K(LGA1151/動作周波数4.00GHz(最大4.20GHz)/キャッシュ8MB/TDP91W)※CPUクーラー別売り i7-6700 型番 BX80662I76700(LGA1151/動作周波数3.40GHz(最大4.00GHz)/キャッシュ8MB/4コア/8スレッド/TDP65W) https //ark.intel.com/ja/products/88196/Intel-Core-i7-6700-Processor-8M-Cache-up-to-4_00-GHz i5 i5-6600K 型番:BX80662I56600K(LGA1151/動作周波数3.50GHz(最大3.90GHz)/キャッシュ6MB/TDP91W)※CPUクーラー別売り i5-6600 型番 BX80662I56600(LGA1151/動作周波数3.30GHz(最大3.90GHz)/キャッシュ6MB/4コア/4スレッド/TDP65W) https //ark.intel.com/ja/products/88188/Intel-Core-i5-6600-Processor-6M-Cache-up-to-3_90-GHz i5-6500 型番 BX80662I56500(LGA1151/動作周波数3.20GHz(最大3.60GHz)/キャッシュ6MB/4コア/4スレッド) i5-6400 型番 BX80662I56400(LGA1151/動作周波数2.70GHz(最大3.30GHz)/キャッシュ6MB/4コア/4スレッド) i3 i3-6320 型番 BX80662I36320(LGA1151/動作周波数3.90GHz/キャッシュ4MB/2コア/4スレッド) i3-6300 型番 BX80662I36300(LGA1151/動作周波数3.80GHz/キャッシュ4MB/2コア/4スレッド) i3-6100 型番 BX80662I36100(LGA1151/動作周波数3.70GHz/キャッシュ3MB/2コア/4スレッド) i3-6300T 型番 BX80662I36300T(LGA1151/動作周波数3.30GHz/キャッシュ4MB/2コア/4スレッド) i3-6100T Pentium Pentium G4520 型番 BX80662G4520(LGA1151/動作周波数3.60GHz/キャッシュ3MB/2コア/2スレッド) Pentium G4500 型番 BX80662G4500(LGA1151/動作周波数3.50GHz/キャッシュ3MB/2コア/2スレッド) Pentium G4400 型番 BX80662G4400(LGA1151/動作周波数3.30GHz/キャッシュ3MB/2コア/2スレッド) Celeron Celeron G3920 型番 BX80662G3920 (LGA1151/動作周波数2.90GHz/キャッシュ2MB/2コア/2スレッド) Celeron G3900 型番 BX80662G3900(LGA1151/動作周波数2.80GHz/キャッシュ2MB/2コア/2スレッド) Celeron G3900T 型番 (LGA1151/動作周波数2.60GHz/キャッシュ2MB/2コア/2スレッド)※バルク品 第6世代 Skylake-X ソケット:LGA2066 ▼全て表示する i9 Core i9 7980XE 型番:BX80673I97980XE(LGA2066/動作周波数2.60GHz(最大4.20GHz)/25MB/18コア/36スレッド/TDP165W)参考価格240000 Core i9 7960X 型番:BX80673I97960X(LGA2066/動作周波数2.80GHz(最大4.20GHz)/22MB/16コア/32スレッド/TDP165W)参考価格200000 Core i9 7940X 型番:BX80673I97940X(LGA2066/動作周波数3.10GHz(最大4.30GHz)/19.25MB/14コア/28スレッド/TDP165W)参考価格165000 Core i9-7920X 型番:BX80673I97920X(LGA2066/動作周波数2.90GHz(最大4.30GHz)/16.5MB/12コア/24スレッド/TDP140W)参考価格135000 Core i9-7900X 型番:BX80673I97920X(LGA2066/動作周波数3.30GHz(最大4.30GHz)/13.5MB/10コア/20スレッド/TDP140W)参考価格108000 i7 Core i7-7820X 型番:BX80673I77820X(LGA2066/動作周波数3.60GHz(最大4.30GHz)/11MB/8コア/16スレッド/TDP140W)参考価格67000 Core i7-7800X 型番:BX80673I77800X(LGA2066/動作周波数3.50GHz(最大4.00GHz)/8.25MB/6コア/12スレッド/TDP140W)参考価格43000 第7世代 Kabylake ソケット:LGA 1151(Intel 200シリーズ)(要BIOS対応) i7/i5の電力65W~(省電力は35W) Pentiumが2コア/4スレッドになる。 ▼全て表示する i7 i7-7700K 型番 BX80677I77700K(LGA1151/動作周波数4.20GHz(最大4.50GHz)/キャッシュ8MB/4コア/8スレッド/TDP91W)※CPUクーラー別売り i7-7700 型番 BX80677I77700(LGA1151/動作周波数3.60GHz(最大4.20GHz)/キャッシュ8MB/4コア/8スレッド/TDP65W) i7-7700T 型番 BX80677I77700T(LGA1151/動作周波数2.90GHz(最大3.80GHz)/キャッシュ8MB/4コア/8スレッド/TDP35W) i7-7700K i7-7700 i5 i5-7600K 型番 BX80677I57600K(LGA1151/動作周波数3.80GHz(最大GHz)/キャッシュ6MB/4コア/4スレッド/TDP91W)※CPUクーラー別売り i5-7600 型番 BX80677I57600(LGA1151/動作周波数3.50GHz(最大GHz)/キャッシュ6MB/4コア/4スレッド/TDP65W) i5-7500 型番 BX80677I57500(LGA1151/動作周波数3.40GHz(最大GHz)/キャッシュ6MB/4コア/4スレッド/TDP65W) i5-7400 型番 BX80677I57400(LGA1151/動作周波数3.00GHz(最大GHz)/キャッシュ6MB/4コア/4スレッド/TDP65W) i5-7600T 型番 BX80677I57600T(LGA1151/動作周波数2.80GHz(最大GHz)/キャッシュ6MB/TDP35W) i5-7500T 型番 BX80677I57500T(LGA1151/動作周波数2.70GHz(最大GHz)/キャッシュ6MB/4コア/4スレッド/TDP35W) i5-7400T 型番 BX80677I57400T(LGA1151/動作周波数2.40GHz(最大GHz)/キャッシュ6MB/4コア/4スレッド/TDP35W) i5-7600K i5-7600 i5-7500 i3 i3-7350K 型番 (LGA1151/動作周波数4.20GHz/キャッシュ4MB/2コア/4スレッド/TDP60W) i3-7320 型番 BX80677I37320(LGA1151/動作周波数4.10GHz/キャッシュ4MB/2コア/4スレッド/TDP51W) i3-7300 型番 BX80677I37300(LGA1151/動作周波数4.00GHz/キャッシュ4MB/2コア/4スレッド/TDP51W) i3-7100 型番 BX80677I37100(LGA1151/動作周波数3.90GHz/キャッシュ4MB/2コア/4スレッド/TDP51W) i3-7300T 型番 BX80677I37300T(LGA1151/動作周波数3.50GHz/キャッシュ4MB/2コア/4スレッド/TDP35W) i3-7100T 型番 BX80677I37100T(LGA1151/動作周波数3.40GHz/キャッシュ3MB/2コア/4スレッド/TDP35W) Pentium G4620 型番 BX80677G4620(LGA1151/動作周波数3.70GHz/キャッシュ3MB/2コア/4スレッド/TDP51W)グラフィックHD630 G4600 型番 BX80677G4600(LGA1151/動作周波数3.60GHz/キャッシュ3MB/2コア/4スレッド/TDP51W)グラフィックHD630 G4560 型番 BX80677G4560(LGA1151/動作周波数3.50GHz/キャッシュ3MB/2コア/4スレッド/TDP54W)グラフィックHD610 G4620 G4600 G4560 Celeron G3950 型番 BX80677G3950(LGA1151/動作周波数3.00GHz/キャッシュ2MB/2コア/2スレッド/TDP51W) G3930 型番 BX80677G3930(LGA1151/動作周波数2.90GHz/キャッシュ2MB/2コア/2スレッド/TDP51W) G3950 G3930 第7世代 Kabylake-X ソケット:LGA2066 ▼全て表示する i7 Core i7-7740X 型番:BX80677I77740X(LGA2066/動作周波数4.30GHz(最大4.50GHz)/8MB/4コア/8スレッド/TDP112W)参考価格36000 i5 Core i5-7640X 型番:BX80677I57640X(LGA2066/動作周波数4.00GHz(最大4.20GHz)/6MB/4コア/4スレッド/TDP112W)参考価格25000 第8世代 Coffee Lake-S ソケット:LGA 1151(v2)(Intel 300シリーズ) i7/i5の電力65W~ 6コア化 ▼全て表示する i7 i7-8086K 型番:(LGA1151/動作周波数4.00GHz(最大5.00GHz)/キャッシュ12MB/6コア/12スレッド/TDP95W) https //www.intel.com/content/www/us/en/products/processors/core/i7-processors/i7-8086k.html i7-8700K 型番:BX80684I78700K(LGA1151/動作周波数3.70GHz(最大4.70GHz)/キャッシュ12MB/6コア/12スレッド/TDP95W)参考価格44000 https //ark.intel.com/ja/products/126684/ i7-8700 型番:BX80684I78700(LGA1151/動作周波数3.20GHz(最大4.60GHz)/キャッシュ12MB/6コア/12スレッド/TDP65W)参考価格41000 https //ark.intel.com/ja/products/126686/ i7-8700T 型番:(LGA1151/動作周波数2.40GHz(最大4.00GHz)/キャッシュ12MB/6コア/12スレッド/TDP35W) i7-8700K i7-8700 i5 i5-8600K 型番:BX80684I58600K (LGA1151/動作周波数3.60GHz(最大4.30GHz)/キャッシュ9MB/6コア/6スレッド/TDP95W)参考価格33000 i5-8600 型番:BX80684I58600 (LGA1151/動作周波数3.10GHz(最大4.30GHz)/キャッシュ9MB/6コア/6スレッド/TDP65W)参考価格27000 i5-8500 型番:BX80684I58500(LGA1151/動作周波数3.00GHz(最大4.10GHz)/キャッシュ9MB/6コア/6スレッド/TDP65W)参考価格25000 i5-8400 型番:BX80684I58400(LGA1151/動作周波数2.80GHz(最大4.00GHz)/キャッシュ9MB/6コア/6スレッド/TDP65W)参考価格23000 https //ark.intel.com/ja/products/126687/ i5-8600T 型番: (LGA1151/動作周波数2.30GHz(最大3.70GHz)/キャッシュ9MB/6コア/6スレッド/TDP35W) i5-8500T 型番: (LGA1151/動作周波数2.10GHz(最大3.50GHz)/キャッシュ9MB/6コア/6スレッド/TDP35W) i5-8400T 型番: (LGA1151/動作周波数1.70GHz(最大3.30GHz)/キャッシュ9MB/6コア/6スレッド/TDP35W) i5-8400 amazonで検索 楽天市場で検索 i3 i3-8350K 型番:BX80684I38350K(LGA1151/動作周波数4.00GHz/キャッシュ8MB/4コア/4スレッド/TDP91W)参考価格23000 i3-8300 型番:BX80684I38300(LGA1151/動作周波数3.70GHz/キャッシュ8MB/4コア/4スレッド/TDP62W)参考価格18000 i3-8100 型番:BX80684I38100(LGA1151/動作周波数3.60GHz/キャッシュ6MB/4コア/4スレッド/TDP65W)参考価格14000 i3-8300T 型番:(LGA1151/動作周波数3.20GHz/キャッシュ8MB/4コア/4スレッド/TDP35W) i3-8100T 型番:(LGA1151/動作周波数3.10GHz/キャッシュ6MB/4コア/4スレッド/TDP35W) i3-8350K i3-8100 Pentium G5600 型番 BX80684G5600(LGA1151/動作周波数3.90GHz/キャッシュ4MB/2コア/4スレッド/TDP54W)グラフィックUHD 630、参考価格11000 G5500 型番 BX80684G5500(LGA1151/動作周波数3.80GHz/キャッシュ4MB/2コア/4スレッド/TDP54W)グラフィックグラUHD 630、参考価格10000 G5400 型番 BX80684G5400(LGA1151/動作周波数3.70GHz/キャッシュ4MB/2コア/4スレッド/TDP58W)グラフィックグラUHD 610、参考価格8000 https //ark.intel.com/products/129951/ G5500T 型番 B(LGA1151/動作周波数3.20GHz/キャッシュ4MB/2コア/4スレッド/TDP35W)UHD 630、 G5400T 型番 B(LGA1151/動作周波数3.10GHz/キャッシュ?MB/2コア/4スレッド/TDP35W)グラフィックUHD 610、 G5600 G5500 G5400 Celeron G4920 型番 BX80684G4920(LGA1151/動作周波数3.20GHz/キャッシュ2MB/2コア/2スレッド/TDP54W)参考価格6500 G4900 型番 BX80684G4900(LGA1151/動作周波数3.10GHz/キャッシュ?MB/2コア/2スレッド/TDP54W)参考価格5000 G4900T 型番 (LGA1151/動作周波数2.90GHz/キャッシュ?MB/2コア/2スレッド/TDP35W) 第9世代 CoffeeLake Refresh-S ソケット:LGA 1151(v2)(Intel 300シリーズ)(要BIOS対応) 8コア化。 Core i9追加。 Core i3がターボブースト対応。 型番F付き:iGPU無効。(GPUありと同じ電力・同じ価格。謎設定。)→25ドル値下げ ▼全て表示する i9 Core i9-9900KS(LGA1151/動作周波数4.00GHz-5.00Hz/キャッシュ16MB/8コア/16スレッド/TDP127W)グラフィックUHD 630、513ドル/参考価格66000 https //www.intel.co.jp/content/www/jp/ja/products/processors/core/i9-processors/i9-9900ks.html Core i9-9900K(LGA1151/動作周波数3.60GHz-5.00Hz/キャッシュ16MB/8コア/16スレッド/TDP95W)グラフィックUHD 630、488ドル/参考価格60000 https //ark.intel.com/ja/products/186605/Intel-Core-i9-9900K-Processor-16M-Cache-up-to-5-00-GHz- amazonで検索 楽天市場で検索 Core i9-9900KF(LGA1151/動作周波数3.60GHz-5.00Hz/キャッシュ16MB/8コア/16スレッド/TDP95W)GPUなし、488ドル/参考価格60000 https //ark.intel.com/content/www/jp/ja/ark/products/190887/intel-core-i9-9900kf-processor-16m-cache-up-to-5-00-ghz.html Core i9-9900(LGA1151/動作周波数3.10GHz-5.00Hz/キャッシュ16MB/8コア/16スレッド/TDP65W)グラフィックUHD 630、439ドル https //ark.intel.com/content/www/jp/ja/ark/products/191789/intel-core-i9-9900-processor-16m-cache-up-to-5-00-ghz.html Core i9-9900T(LGA1151/動作周波数2.10GHz-4.40Hz/キャッシュ16MB/8コア/16スレッド/TDP35W)グラフィックUHD 630、439ドル https //ark.intel.com/content/www/jp/ja/ark/products/191044/intel-core-i9-9900t-processor-16m-cache-up-to-4-40-ghz.html i7 Core i7-9700K(LGA1151/動作周波数3.60GHz-4.90Hz/キャッシュ12MB/8コア/8スレッド/TDP95W)グラフィックUHD 630、374ドル/参考価格52000 https //ark.intel.com/ja/products/186604/Intel-Core-i7-9700K-Processor-12M-Cache-up-to-4-90-GHz- amazonで検索 楽天市場で検索 Core i7-9700KF(LGA1151/動作周波数3.60GHz-4.90Hz/キャッシュ12MB/8コア/8スレッド/TDP95W)GPUなし、374ドル/参考価格52000 https //ark.intel.com/content/www/jp/ja/ark/products/190885/intel-core-i7-9700kf-processor-12m-cache-up-to-4-90-ghz.html Core i7-9700(LGA1151/動作周波数3.00GHz-4.70Hz/キャッシュ12MB/8コア/8スレッド/TDP65W)グラフィックUHD 630、323ドル https //ark.intel.com/content/www/jp/ja/ark/products/191792/intel-core-i7-9700-processor-12m-cache-up-to-4-70-ghz.html Core i7-9700F(LGA1151/動作周波数3.00GHz-4.70Hz/キャッシュ12MB/8コア/8スレッド/TDP65W)GPUなし、323ドル https //ark.intel.com/content/www/jp/ja/ark/products/193738/intel-core-i7-9700f-processor-12m-cache-up-to-4-70-ghz.html Core i7-9700TグラフィックUHD 630、323ドル https //ark.intel.com/content/www/jp/ja/ark/products/191048/intel-core-i7-9700t-processor-12m-cache-up-to-4-30-ghz.html i5 Core i5-9600K 型番:BX80684I59600K(LGA1151/動作周波数3.70GHz-4.60Hz/キャッシュ9MB/6コア/6スレッド/TDP95W)グラフィックUHD 630、262ドル/参考価格35000 https //ark.intel.com/ja/products/134896/Intel-Core-i5-9600K-Processor-9M-Cache-up-to-4-60-GHz- amazonで検索 楽天市場で検索 Core i5-9600KF(LGA1151/動作周波数3.70GHz-4.60Hz/キャッシュ9MB/6コア/6スレッド/TDP95W)GPUなし、262ドル/参考価格35000 https //ark.intel.com/content/www/jp/ja/ark/products/190884/intel-core-i5-9600kf-processor-9m-cache-up-to-4-60-ghz.html Core i5-9400(LGA1151/動作周波数2.90GHz(最大4.10GHz)/キャッシュ9MB/6コア/6スレッド/TDP65W)グラフィックUHD 630、182ドル/参考価格23000 https //ark.intel.com/ja/products/134898/ i5-9400 amazonで検索 楽天市場で検索 Core i5-9400F(LGA1151/動作周波数2.90GHz(最大4.10GHz)/キャッシュ9MB/6コア/6スレッド/TDP65W)GPUなし、182ドル/参考価格23000 https //ark.intel.com/content/www/jp/ja/ark/products/190883/intel-core-i5-9400f-processor-9m-cache-up-to-4-10-ghz.html amazonで検索 楽天市場で検索 Core i5-9600(LGA1151/動作周波数3.10GHz(最大4.60GHz)/キャッシュ9MB/6コア/6スレッド/TDP65W)グラフィックUHD 630、213ドル https //ark.intel.com/content/www/jp/ja/ark/products/134900/intel-core-i5-9600-processor-9m-cache-up-to-4-60-ghz.html Core i5-9500(LGA1151/動作周波数3.00GHz(最大4.40GHz)/キャッシュ9MB/6コア/6スレッド/TDP65W)グラフィックUHD 630、192ドル https //ark.intel.com/content/www/jp/ja/ark/products/134895/intel-core-i5-9500-processor-9m-cache-up-to-4-40-ghz.html Core i5-9500F(LGA1151/動作周波数3.00GHz(最大4.40GHz)/キャッシュ9MB/6コア/6スレッド/TDP65W)グラフィックなし、192ドル Core i5-9600T グラフィックUHD 630、213ドル Core i5-9500T グラフィックUHD 630、192ドル Core i5-9400T グラフィックUHD 630、213ドル i3 Core i3-9350KF(LGA1151/動作周波数4.00GHz(最大4.60GHz)/キャッシュ8MB/4コア/4スレッド/TDP91W)GPUなし、173ドル/参考価格23000 https //ark.intel.com/ja/products/191126/ Core i3-9350K グラフィックUHD 630、173ドル Core i3-9320(LGA1151/動作周波数3.70GHz(最大4.40GHz)/キャッシュ8MB/4コア/4スレッド/TDP62W)グラフィックUHD 630、154ドル https //ark.intel.com/content/www/jp/ja/ark/products/191793/intel-core-i3-9320-processor-8m-cache-up-to-4-40-ghz.html Core i3-9300(LGA1151/動作周波数3.70GHz(最大4.30GHz)/キャッシュ8MB/4コア/4スレッド/TDP62W)グラフィックUHD 630、143ドル https //ark.intel.com/content/www/jp/ja/ark/products/134886/intel-core-i3-9300-processor-8m-cache-up-to-4-30-ghz.html Core i3-9100(LGA1151/動作周波数3.60GHz(最大4.20GHz)/キャッシュ8MB/4コア/4スレッド/TDP65W)グラフィックUHD 630、122ドル https //ark.intel.com/content/www/jp/ja/ark/products/134870/intel-core-i3-9100-processor-6m-cache-up-to-4-20-ghz.html i3-9100 amazonで検索 楽天市場で検索 Core i3-9100F(LGA1151/動作周波数3.60GHz(最大4.20GHz)/キャッシュ8MB/4コア/4スレッド/TDP65W)グラフィックなし、122ドル Core i3-9300T グラフィックUHD 630、143ドル Core i3-9100T グラフィックUHD 630、122ドル Pentium G5620(LGA1151/動作周波数4.00GHz/キャッシュ4MB/2コア/4スレッド/TDP54W)グラフィックUHD 630、86ドル https //www.intel.co.jp/content/www/jp/ja/products/processors/pentium/g5620.html G5420(LGA1151/動作周波数3.80GHz/キャッシュ4MB/2コア/4スレッド/TDP54W)グラフィックUHD 610、64ドル https //www.intel.co.jp/content/www/jp/ja/products/processors/pentium/g5420.html G5600T グラフィックUHD 630、75ドル G5420T グラフィックUHD 610、64ドル Celeron G4950(LGA1151/動作周波数3.30GHz/キャッシュ2MB/2コア/2スレッド/TDP54W)グラフィックUHD 610、52ドル https //ark.intel.com/content/www/jp/ja/ark/products/134879/intel-celeron-processor-g4950-2m-cache-3-30-ghz.html G4930(LGA1151/動作周波数3.20GHz/キャッシュ2MB/2コア/2スレッド/TDP54W)グラフィックUHD 610、42ドル https //ark.intel.com/content/www/jp/ja/ark/products/134868/intel-celeron-processor-g4930t-2m-cache-3-00-ghz.html G4930T グラフィックUHD 610、42ドル https //ark.intel.com/content/www/jp/ja/ark/products/134868/intel-celeron-processor-g4930t-2m-cache-3-00-ghz.html 第6世代 Skylake-X Refresh ソケット:LGA2066 ▼全て表示する i9 Core i9-9980XE https //ark.intel.com/content/www/jp/ja/ark/products/189126/intel-core-i9-9980xe-extreme-edition-processor-24-75m-cache-up-to-4-50-ghz.html Core i9-9960X Core i9-9940X Core i9-9920X Core i9-9900X Core i9-9820X Core i7-9800X 第10世代 Cascade Lake-X ソケット:LGA2066 ▼全て表示する i9 Core i9-10980XE(LGA2066/動作周波数3.0GHz(最大4.60GHz)(全コア3.8GHz/最大4.8GHz)/キャッシュ24.75MB/18コア/36スレッド/TDP165W)979ドル https //ark.intel.com/content/www/jp/ja/ark/products/198017/intel-core-i9-10980xe-extreme-edition-processor-24-75m-cache-3-00-ghz.html Core i9-10940X(FCLGA2066/動作周波数3.3GHz(最大4.60GHz)(全コア4.1GHz/最大4.8GHz)/キャッシュ19.25MB/14コア/28スレッド/TDP165W)784ドル https //ark.intel.com/content/www/jp/ja/ark/products/198014/intel-core-i9-10940x-x-series-processor-19-25m-cache-3-30-ghz.html Core i9-10920X(FCLGA2066/動作周波数3.5GHz(最大4.60GHz)(全コア4.3GHz/最大4.8GHz)/キャッシュ19.25MB/12コア/24スレッド/TDP165W)689ド https //ark.intel.com/content/www/jp/ja/ark/products/198012/intel-core-i9-10920x-x-series-processor-19-25m-cache-3-50-ghz.html Core i9-10900X(FCLGA2066/動作周波数3.7GHz(最大4.50GHz)(全コア4.3GHz/最大4.7GHz)/キャッシュ24.75MB/10コア/20スレッド/TDP165W)590ドル https //ark.intel.com/content/www/jp/ja/ark/products/198019/intel-core-i9-10900x-x-series-processor-19-25m-cache-3-70-ghz.html 第10世代 Comet Lake-S ソケット:LGA 1200(Intel 400シリーズ) 10コア化。 Core i9がIntel Thermal Velocity Boost対応。 Core i9/Core i7がTurbo Boost Max Technology 3.0対応。 Core i9/Core i7/Core i5/Core i3がHyper-Threading対応。 ▼全て表示する i9 i9-10900K(LGA1200/動作周波数3.70GHz(最大5.30GHz)/キャッシュ20MB/10コア/20スレッド/TDP125W)グラフィックUHD 630、488ドル/参考価格72,000円 https //ark.intel.com/content/www/jp/ja/ark/products/199332/intel-core-i9-10900k-processor-20m-cache-up-to-5-30-ghz.html amazonで検索 楽天市場で検索 i9-10900KF 472ドル/ i9-10900(LGA1200/動作周波数2.80GHz(最大5.00GHz)/キャッシュMB/10コア/20スレッド/TDP65W)グラフィックUHD 630、439ドル https //ark.intel.com/content/www/jp/ja/ark/products/199328/intel-core-i9-10900-processor-20m-cache-up-to-5-20-ghz.html amazonで検索 楽天市場で検索 i9-10900F 422ドル/ i9-10900T i7 i7-10700K(LGA1200/動作周波数3.80GHz(最大5.10GHz)/キャッシュ16MB/8コア/16スレッド/TDP125W)グラフィックUHD 630、374ドル/参考価格56,000円 https //ark.intel.com/content/www/jp/ja/ark/products/199335/intel-core-i7-10700k-processor-16m-cache-up-to-5-00-ghz.html amazonで検索 楽天市場で検索 i7-10700KF 349ドル/ i7-10700(LGA1200/動作周波数2.90GHz(最大4.70GHz)/キャッシュMB/8コア/16スレッド/TDP65W)グラフィックUHD 630、323ドル/参考価格 https //ark.intel.com/content/www/jp/ja/ark/products/199316/intel-core-i7-10700-processor-16m-cache-up-to-4-80-ghz.html amazonで検索 楽天市場で検索 i7-10700F 298ドル/ i7-10700T i5 i5-10600K 262ドル/ i5-10600KF 237ドル/ i5-10600 213ドル/ i5-10600T i5-10500 192ドル/ i5-10500T i5-10400(LGA1200/動作周波数2.90GHz(最大4.30GHz)/キャッシュMB/6コア/12スレッド/TDP65W)グラフィックUHD 630、182ドル/参考価格26,000円 https //ark.intel.com/content/www/jp/ja/ark/products/199271/intel-core-i5-10400-processor-12m-cache-up-to-4-30-ghz.html amazonで検索 楽天市場で検索 i5-10400F 157ドル/ i5-10400T i3 i3-10320 154ドル/ i3-10300 143ドル/ i3-10300T i3-10100(LGA1200/動作周波数3.60GHz(最大4.30GHz)/キャッシュMB/4コア/8スレッド/TDP65W)グラフィックUHD 630、122ドル/参考価格14,000円 https //ark.intel.com/content/www/jp/ja/ark/products/199283/intel-core-i3-10100-processor-6m-cache-up-to-4-30-ghz.html amazonで検索 楽天市場で検索 i3-10100T ■2021追加 i3-10325 i3-10305 i3-10305T i3-10105(LGA1200/動作周波数3.70GHz(最大4.40GHz)/キャッシュ6MB/4コア/8スレッド/TDP65W)グラフィックUHD 630、ドル/参考価格,000円 https //ark.intel.com/content/www/jp/ja/ark/products/201894/intel-core-i3-10105-processor-6m-cache-up-to-4-40-ghz.html amazonで検索 楽天市場で検索 i3-10105F i3-10105T Pentium G6600 グラフィックUHD 630 G6500 グラフィックUHD 630 http //ark.intel.com/content/www/jp/ja/ark/products/199287/intel-pentium-gold-g6500-processor-4m-cache-4-10-ghz.html G6500T グラフィックUHD 630 G6400 グラフィックUHD 610 http //ark.intel.com/content/www/jp/ja/ark/products/199288/intel-pentium-gold-g6400-processor-4m-cache-4-00-ghz.html G6400T ■2021追加 G6605 グラフィックUHD 630 G6505 グラフィックUHD 630 G6405 グラフィックUHD 610 G6505T グラフィックUHD 630 G6405T グラフィックUHD 610 Celeron G5920 G5900 https //ark.intel.com/content/www/jp/ja/ark/products/199268/intel-celeron-processor-g5900-2m-cache-3-40-ghz.html G5900T ■2021追加 G5930 G5930T G5950 第11世代 Rocket Lake-S 製造:14nm ソケット:LGA 1200(Intel 500シリーズ)(要BIOS対応、B460/H410は非対応) Core i9/Core i7/Core i5にグラフィックUHD 750/730追加。 i3/Pentium/Celeronは発売なし。 ▼全て表示する i9 i9-11900K グラフィックUHD 750 i9-11900KF i9-11900 グラフィックUHD 750 amazonで検索 楽天市場で検索 i9-11900F i9-11900T グラフィックUHD 750 i7 i7-11700K i7-11700KF i7-11700 グラフィックUHD 750 https //www.intel.co.jp/content/www/jp/ja/products/sku/212279/intel-core-i711700-processor-16m-cache-up-to-4-90-ghz/specifications.html amazonで検索 楽天市場で検索 i7-11700F i7-11700T i5 i5-11600K i5-11600KF i5-11600(LGA1200/動作周波数2.80GHz(最大4.80GHz)/キャッシュ12MB/6コア/12スレッド/TDP65W)グラフィックUHD 750、ドル/参考価格,000円 i5-11600T i5-11500(LGA1200/動作周波数2.70GHz(最大4.60GHz)/キャッシュ12MB/6コア/12スレッド/TDP65W)グラフィックUHD 750、ドル/参考価格,000円 i5-11500T i5-11400(LGA1200/動作周波数2.60GHz(最大4.40GHz)/キャッシュ12MB/6コア/12スレッド/TDP65W)グラフィックUHD 730、ドル/参考価格,000円 amazonで検索 楽天市場で検索 i5-11400F i5-11400T i3 なし Pentium なし Celeron なし 第12世代 Alder Lake 製造:10nm(Intel7) ソケット:LGA 1700(Intel 600シリーズ) i7/i9は高性能Pコア+省電力Eコア。ターボあり。ターボ3.0あり。 i5-12600KF/i5-12600Kは高性能Pコア+省電力Eコア。ターボあり。 i5/i3は高性能Pコアのみ。ターボあり。 Pentium/Celeronは高性能Pコアのみ。ターボなし。 新型CPUクーラー RS1(Pentium/Celeron),RM1(i3/i5/i7),RH1(i9) Pコア(Peformance-Cores) Eコア(Efficient-Cores) i9 i9-12900K 参考価格79800 i9-12900KF 参考価格76800 12900(LGA1700/Pコア動作周波数2.40GHz(最大5.00GHz)、Eコア動作周波数1.80GHz(最大3.80GHz)、ターボ最大5.10GHz/キャッシュ30MB/8+8コア/16+8スレッド/TDP65W)グラフィックUHD 770、538-568ドル/参考価格 https //www.intel.co.jp/content/www/jp/ja/products/sku/134597/intel-core-i912900-processor-30m-cache-up-to-5-10-ghz/specifications.html 12900F(LGA1700/Pコア動作周波数2.40GHz(最大5.00GHz)、Eコア動作周波数1.80GHz(最大3.80GHz)/キャッシュMB/8+8コア/16+8スレッド/TDP65W)グラフィックなし、ドル/参考価格 12900T i7 i7-12700K 参考価格58000 i7-12700KF 参考価格53000 i7-12700(LGA1700/Pコア動作周波数2.10GHz(最大4.80GHz)、Eコア動作周波数1.60GHz(最大3.60GHz)、ターボ最大4.90GHz/キャッシュ25MB/8+4コア/16+4スレッド/TDP65W)グラフィックUHD 770、373-383ドル/参考価格48,800円 https //www.intel.co.jp/content/www/jp/ja/products/sku/134591/intel-core-i712700-processor-25m-cache-up-to-4-90-ghz/specifications.html amazonで検索 楽天市場で検索 i7-12700F(LGA1700/Pコア動作周波数2.10GHz(最大4.80GHz)、Eコア動作周波数1.60GHz(最大3.60GHz)/キャッシュMB/8+4コア/16+4スレッド/TDP65W)グラフィックなし、ドル/参考価格43,800円 i7-12700T i5 i5-12600K 参考価格39000 i5-12600KF 参考価格37000 i5-12600(LGA1700/動作周波数3.30GHz(最大4.80GHz)/キャッシュMB/6コア/12スレッド/TDP65W)グラフィックUHD 770、245-255ドル/参考価格32,800 https //www.intel.co.jp/content/www/jp/ja/products/sku/96149/intel-core-i512600-processor-18m-cache-up-to-4-80-ghz/specifications.html i5-12500(LGA1700/動作周波数3.00GHz(最大4.60GHz)/キャッシュMB/6コア/12スレッド/TDP65W)グラフィックUHD 770、222-232ドル/参考価格30,800 https //www.intel.co.jp/content/www/jp/ja/products/sku/96144/intel-core-i512500-processor-18m-cache-up-to-4-60-ghz/specifications.html i5-12400(LGA1700/動作周波数2.50GHz(最大4.40GHz)/キャッシュ18MB/6コア/12スレッド/TDP65W)グラフィックUHD 730、211-221ドル/参考価格27,800 https //www.intel.co.jp/content/www/jp/ja/products/sku/134586/intel-core-i512400-processor-18m-cache-up-to-4-40-ghz/specifications.html amazonで検索 楽天市場で検索 i5-12400F(LGA1700/動作周波数2.50GHz(最大4.40GHz)/キャッシュMB/6コア/12スレッド/TDP65W)グラフィックなし、ドル/参考価格24,800 https //www.intel.co.jp/content/www/jp/ja/products/sku/134586/intel-core-i512400-processor-18m-cache-up-to-4-40-ghz/specifications.html amazonで検索 楽天市場で検索 i5-12600T i5-12500T i5-12400T i3 i3-12300(LGA1700/動作周波数3.50GHz(最大4.40GHz)/キャッシュMB/4コア/8スレッド/TDP60W)グラフィックUHD 730、ドル/参考価格,000円 i3-12100(LGA1700/動作周波数3.30GHz(最大4.30GHz)/キャッシュ12MB/4コア/8スレッド/TDP60W)グラフィックUHD 730、134-144ドル/参考価格,000円 https //www.intel.co.jp/content/www/jp/ja/products/sku/134584/intel-core-i312100-processor-12m-cache-up-to-4-30-ghz/specifications.html amazonで検索 楽天市場で検索 i3-12100F(LGA1700/動作周波数3.30GHz(最大4.30GHz)/キャッシュ12MB/4コア/8スレッド/TDP60W)グラフィックなし、ドル/参考価格,000円 https //www.intel.co.jp/content/www/jp/ja/products/sku/134584/intel-core-i312100-processor-12m-cache-up-to-4-30-ghz/specifications.html amazonで検索 楽天市場で検索 i3-12300T i3-12100T Pentium G7400(LGA1700/動作周波数3.70GHz(最大なし)/キャッシュ6MB/2コア/4スレッド/TDP46W)グラフィックUHD 710、ドル/参考価格,000円 G7400T Celeron G6900(LGA1700/動作周波数3.40GHz(最大なし)/キャッシュ4MB/2コア/2スレッド/TDP46W)グラフィックUHD 710、ドル/参考価格,000円 G6900T 第13世代 製造:10nm(Intel7) ソケット:LGA 1700(Intel 700シリーズ)(要BIOS対応) i5が高性能Pコア+省電力Eコア対応。ターボあり。 廉価クラスのPentium/Celeronは発売なし。 i9 i9-13900K i9-13900KF i9-13900(LGA1700/Pコア動作周波数2.0GHz(最大5.2GHz)、Eコア動作周波数1.50GHz(最大4.20GHz)、ターボ最大5.60GHz/キャッシュ20MB/8+16コア/16+16スレッド/TDP65W)グラフィックUHD 770、549-579ドル/参考価格,000円 https //www.intel.co.jp/content/www/jp/ja/products/sku/230499/intel-core-i913900-processor-36m-cache-up-to-5-60-ghz/specifications.html i9-13900F 524ドル/参考価格,000円 https //www.intel.co.jp/content/www/jp/ja/products/sku/230502/intel-core-i913900f-processor-36m-cache-up-to-5-60-ghz/specifications.html i9-13900T i7 i7-13700K i7-13700KF i7-13700(LGA1700/Pコア動作周波数2.1GHz(最大5.1GHz)、Eコア動作周波数1.50GHz(最大4.10GHz)、ターボ最大5.20GHz/キャッシュ20MB/8+8コア/16+8スレッド/TDP65W)グラフィックUHD 770、384-394ドル/参考価格56,980円 https //www.intel.co.jp/content/www/jp/ja/products/sku/230490/intel-core-i713700-processor-30m-cache-up-to-5-20-ghz/specifications.html amazonで検索 楽天市場で検索 i7-13700F 359ドル/参考価格,000円 https //www.intel.co.jp/content/www/jp/ja/products/sku/230491/intel-core-i713700f-processor-30m-cache-up-to-5-20-ghz/specifications.html amazonで検索 楽天市場で検索 i7-13700T i5 i5-13600K i5-13600KF i5-13600 255ドル/参考価格,000円 i5-13500 232ドル/参考価格,000円 i5-13400(LGA1700/Pコア動作周波数2.5GHz(最大4.6GHz)、Eコア動作周波数1.80GHz(最大3.30GHz)、ターボ最大4.60GHz/キャッシュ20MB/6+4コア/12+4スレッド/TDP65W)グラフィックUHD 730、221-231ドル/参考価格34,380円 https //www.intel.co.jp/content/www/jp/ja/products/sku/230495/intel-core-i513400-processor-20m-cache-up-to-4-60-ghz/specifications.html amazonで検索 楽天市場で検索 i5-13400F 196ドル/参考価格,000円 https //www.intel.co.jp/content/www/jp/ja/products/sku/230501/intel-core-i513400f-processor-20m-cache-up-to-4-60-ghz/specifications.html amazonで検索 楽天市場で検索 i5-13600T i5-13500T i5-13400T i3 i3-13100(LGA1700/Pコア動作周波数3.4GHz(最大4.5GHz)/キャッシュ12MB/4コア/8スレッド/TDP60W)グラフィックUHD 730、134-144ドル/参考価格21,980円 https 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Control Panel Reference SynthEyes has the following control panels · Summary Panel · Rotoscope Control Panel · Feature Control Panel · Tracking Control Panel. · Lens Control Panel. · Solver Control Panel. · Coordinate System Control Panel. · 3-D Control Panel. · Lighting Control Panel. · Flex/Curve Control Panel. Select via the control panel selection portion of the main toolbar. The Graph Editor icon appears in the toolbar area to indicate a nominal workflow, but it launches a floating window. Additional panels are described below · Add Many Trackers Dialog · Advanced Features · Clean Up Trackers · Coalesce Nearby Trackers · Curve tracking control · Finalize Trackers · Fine-Tuning Panel · Green-screen control · Hard and Soft Lock Controls · Hold Tracker Preparation Tool · Image Preparation · Spinal Editing Control The shot-setup dialog is described in the sectionOpening the Shot. Spinners SynthEyes uses spinners, the stacked triangles on the right of the following graphic ( ), to permit easy adjustment of numeric fields on the control panels. The spinner control provides the following features · Click either triangle to increase or decrease the value in steps, · Drag within the control to smoothly increase and decrease the value, · Turns red on key frames, · Right-click to remove a key, or if none, to reset to a predefined value, · Shift-drag or -click to change the value much more rapidly, · Control-drag or -click to change the value slowly for fine-tuning. Tool Bar New, Open, Save, Undo, Redo. Buttons. Standard Windows (only). Use the Undo/Redo menu items instead to see what function will be undone or redone. (Control Panel buttons). Changes the active control panel. Forward/Backward (/). Button. Changes the current playback and tracking direction. Reset Time. Button. Resets the timebar so that the entire shot is visible. Fill. Button. The camera viewport is reset so that the entire image becomes visible. Shift-fill sets the zoom to 1 1 horizontally. Viewport Configuration Select. List box. Selects the viewport configuration. Use the viewport manager on the Window menu to modify or add configurations. Camera01. Active camera/object. Click to cycle through the cameras and objects. Play Bar Rewind Button. Rewind back to the beginning of the shot. Back Key Button. Go backwards to the previous key of the selected tracker or object. Frame Number. Numeric Field. Sequential frame number, starting at zero or at 1 if selected on thepreferences. Forward Key Button. Go forward to the next key of the selected tracker or object. To End Button. Go to the last frame of the shot. Frame Backwards. Button. Go backwards one frame. Auto-repeats. Play/Stop/. Button. Begin playing the shot, forwards or backwards, at the rate specified on the View menu. Frame Forward. Button. Go forwards one frame. Auto-repeats. Summary Panel Auto.(the big green one)Run the entire match-move process create features(blips), generate trackers, and solve. If no shot has been set up yet, you will be prompted for that first, so this is truly a one-stop button. See alsoSubmit for Batch. Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Green Screen.Brings up thegreen-screencontrol dialog. Zoom Lens.Check this box if the camera zooms. On Tripod.Check this box if the camera was on a tripod. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Fine-tune.Performs an extra stage of re-tracking between the initial feature tracking and the solve. Thisfine-tuning passcan improve the sub-pixel stability of the trackers on some shots. Settings.Launches the settings panel for fine-tuning. Run Auto-tracker.Runs the automatic tracking stage, then stops. Solve.Runs the solver. Not solved.This field will show the overall scene error, in horizontal pixels, after solving. Coords(共同作用).Initiates a mode where 3 trackers can be clicked to define a coordinate system. After the third, you will have the opportunity to re-solve the scene to apply the new settings. Same as *3 on the Coordinate System panel. 3つのトラッカーが座標系を定めるためにクリックすることができるモードを始めます。 第3の後、新しいセッティングを適用するためにシーンを再解析することがあると思います。 座標系パネルの*3と同じです。 Master Solution Reset ().Clear any existing solution points and object paths. Rotoscope Control Panel The roto panel controls the assignment of a shot s blips to cameras or objects. The roto mask can also be written as an alpha channel or RGB image using the image preprocessor. Spline/Object List. An ordered list of splines and the camera or object they are assigned to. The default Spline1 is a rectangle containing the entire image. A feature is automatically assigned to the camera/object of thelastspline in the list that contains the feature. Double-click a spline to rename it as desired. Camera/Object Selector. Drop-down list. Use to set the camera/object of the spline selected in the Spline/Object List. You can also selectGarbageto set the spline as a garbage matte. Show this spline. Checkbox. Turn on and off to show or hide the selected spline. Also see the View/Only Selected Splines menu item. Key all CPs if any. Checkbox. When on, moving any control point will place a key on all control points for that frame. This can help make keyframing more predictable for some splines. Enable. Button. Animatable spline enable. Create Circle. Lets you drag out circular splines. Create Box. Lets you drag out rectangular splines. Magic Wand. Lets you click out arbitrarily-shaped splines with many control points. Delete. Deletes the currently-selected spline. Move Up. Push button. Moves the selected spline up in the Spline/Object List, making it lower priority. Move Down. Push button. Moves the selected spline down in the Spline/Object List, making it higher priority. Shot Alpha Levels. Integer spinner. Sets the number of levels in the alpha channel for the shot. For example, select 2 for an alpha channel containing only 0 or 1(255), which you can then assign to a camera or moving object. Object Alpha Level. Spinner. Sets the alpha level assigned to thecurrentcamera or object. For example, with 2 alpha levels, you might assign level 0 to the camera, and 1 to a moving object. The alpha channel is used to assign a feature only if it is not contained in any of the splines. Import Tracker to CP. Button. When activated, select a tracker then click on a spline control point. The tracker s path will be imported as keys onto the control point. Feature Control Panel Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Clear all blips.Clears the blips from all frames. Use to save disk space after blips have been peeled to trackers. Blips this frame. Push button. Calculates features (blips) for this frame. Blips playback range. Push button. Calculates features for the playback range of frames. Blips all frames. Push button. Calculates features for the entire shot. Displays the frame number while calculating. Once started, can’t be interrupted! Delete. Button. Clears the skip frame channel from this frame to the end of the shot, or the entire shot if Shift is down when clicked. Skip Frame. Checkbox. When set, this frame will be ignored during automatic tracking and solving. Use (sparingly) for occasional bad frames during explosions or actors blocking the entire view. Camera paths are spline interpolated on skipped frames. Advanced. Push button. Brings up a panel with additional control parameters. Link frames. Push button. Blips from each frame in the shot are linked to those on the prior frame (depending on tracking direction). Useful after changes in splines or alpha channels. Peel. Mode button. When on, clicking on a blip adds a matching tracker, which will be utilized by the solving process. Use on needed features that were not selected by the automatic tracking system. Peel All. Push button. Causes all features to be examined and possibly converted to trackers. To Golden. Push button. Marks the currently-selected trackers as “golden,” so that they won’t be deleted by the Delete Leaden button. Delete Leaden. Push button. Deletes all trackers, except those marked as “golden.” All manually-added trackers are automatically golden, plus any automatically-added ones you previously converted to golden. This button lets you strip out automatically-added trackers. Tracking Control Panel The tracker panel has two variations with different sizes for the tracker view area, and slightly different button locations. The wider version gives a better view of the interior of the panel, especially on high-resolution displays. The smaller version is a more compact layout that reduces mouse motion, and because of the reduced size, is better for use on laptops. Select the desired version using theWider tracker-view panelpreference. Tracker Interior View. Shows its interior---the inner box of the tracker.Left Mouse Drag the tracker location.Middle Scroll Advance the current frame, tracking as you go.Right Mouse Add or remove a position key at the current frame. Or, cancel a drag in progress. Create. Mode Button. When turned on, depressing the left mouse button in the camera view creates new trackers. When off, the left mouse button selects and moves trackers. Delete. Button (also Delete key). Deletes the selected tracker. Finish. Button. Brings up the finalize dialog box, allowing final filtering and gap filtering as a tracker is locked down. Lock. Button. Non-animated enable, turn on when tracker is complete; will then be locked. Tracker Type.,,,. Button. Toggles the tracker type among normal match-mode, dark spot, bright spot, or symmetric spot. Direction. Button. Configures the tracker for backwards tracking it will only track when playing or stepping backwards. Enable. Button. Animated control turns tracker on or off. Turn off when tracker gets blocked by some thing, turn back on when it becomes visible again. Contrast. Number-less spinner. Enhances contrast in the Tracker Interior View window. Bright. Number-less spinner. Turns up the Tracker Interior View brightness. Color. Rectangular swatch. Sets the display color of the tracker for the camera, perspective, and 3-D views. Now. Button. Adds a tracker position key at the present location and frame. Right-click to remove a position key. Shift-right-click to truncate, removing all following keys. Key. Spinner tells SynthEyes to automatically add a key after this many frames, to keep the tracker on track. Key Smooth. Spinner. Tracker s path will be smoothed for this many frames before each key, so there is no glitch due to re-setting a key. Name. Edit field. Adjust the tracker s name to describe what it s tracking. Pos. H and V spinners. Tracker s horizontal and vertical position, from –1 to +1. You can delete a key (border is red) by right-clicking. Shift-right-clicking will truncate the tracker after this frame. Size. Size and aspect spinners. Size and aspect ratio (horizontal divided by vertical size) of the interior portion of the tracker. Search. H and V spinners. Horizontal and vertical size of the region (excluding the actual interior) that SynthEyes will search for the tracker around its position in the preceding frame. Preceding implies lower-numbered for forward tracking, higher-numbered for backward tracking. Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the 2-D data for each frame from this tracker. Higher values cause a closer match, lower values allow a sloppier match.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. Also see ZWTs below. Exact. For use after a scene has already been solved set the tracker s 2-D position to the exact re-projected location of the tracker s 3-D position. A quick fix for spurious or missing data points, do not overuse. See the section onfiltering and filling gaps. Note applied to a zero-weighted-tracker, error will not become zero because the ZWT will re-calculate using the new 2-D position, yielding a different 3-D and then 2-D position. F n.nnnhpix.(display field, right of Exact button) Shows the distance, in horizontal pixels, between the 2-D tracker location and the re-projected 3-D tracker location. Valid only if the tracker has been solved. ZWT. When on, the tracker s weight is internally set to zero—it is a zero-weighted-tracker (ZWT), which does not affect the camera or object s path at all. As a consequence, its 3-D position can be continually calculated as you update the 2-D track or change the camera or object path, or field of view. The Weight spinner of a ZWT will be disabled, because the weight is internally forced to zero and special processing engaged. The grayed-out displayed value will be the original weight, which will be restored if ZWT mode is turned off. T n.nnnhpix.(display field, right of ZWT button) Shows the total error, in horizontal pixels, for the solved tracker. This is the same error as from the Coordinate System panel. It updates dynamically during tracking of a zero-weighted tracker. Lens Control Panel Field of View. Spinner. Field of view, in degrees, on this frame. Focal Length. Spinner. Focal length, computed using the current Back Plate Width on Scene Settings. Provided for illustration only. Add/Remove Key., Button. Add or remove a key to the field of view (focal length) track at this frame. Known. Radio Button. Field of view is already known (typically from an earlier run) and is taken from the field of view seed track. May be fixed or zooming. You will be asked if you want to copy the solved FOV track to the seed FOV track—do that if you want to lock down the solved FOV. Fixed, Unknown. Radio Button. Field of view is unknown, but did not zoom during the shot. Fixed, with Estimate. Radio Button. Camera did not zoom, and a reasonable estimate of the field of view is available and has been set into the beginning of the lens seed track. This mode can make solving slightly faster and more robust.Important verify that you know, and have entered, the correct plate size before using any on-setfocal lengthvalues. A correct on-set focal length with an incorrect plate size makes the focal length useless, and this setting harmful. Zooming, Unknown. Radio Button. Field of view zoomed during shot. Lens Distortion. Spinner. Show/change the lens distortion coefficient. Calculate Distortion. Checkbox. When checked, SynthEyes will calculate the lens distortion coefficient. You should have plenty of well-distributed trackers in your shot. Add Line. Checkbox. Adds an alignment line to the image that you can line up with a straight line in the image, adjust the lens distortion to match, and/or use it for tripod or lock-off scene alignment. Kill Line. Checkbox. Removes the selected alignment line (the delete key also does this). Control-click to delete all the alignment lines at once. Axis Type. Drop-down list. Not oriented, if the line is only there for lens distortion determination, parallel to one of the three axes, along one of the three (XYZ) axes, or along one of the three axes, with the length specified by the spinner. Configures the line for alignment. - . Button. Swaps an alignment line end for end. The direction of a line is significant and displayed only for on-axis lines. Length. Spinner. Sets the length of the line to control overall scene sizing during alignment. Only a single line, which must be on-axis, can have a length. Atnnnf.Button. Shows(not set)if no alignment lines have been configured. This button shows the (single) frame on which alignment lines have been defined and alignment will take place; clicking the button takes you to this frame. Set each time you change an alignment line, or right-click the button to set it to the current frame. Align!Button. Aligns the scene to match the alignment lines defined—on the frame given by theAt…button. Other frames are adjusted correspondingly. To sequence through all the possible solutions,control-click this button. Solver Control Panel Go!Button. Starts the solving process, after tracking is complete. Master Reset. Button. Resets all cameras/objects and the trackers on them, though all Disabled camera/objects are left untouched. Control-click to clear the seed path, and optionally the seed FOV (after confirmation). Error. Number display. Root-mean-square error, in horizontal pixels, of all trackers associated with this object or tracker. Seeding Method.Upper drop-down list controlling the way the solver begins its solving process, chosen from the following methods Auto. List Item. Selects the automatic seeding(initial estimation) process, for a camera that physically moves during the shot. Refine. List item. Resumes a previous solving cycle, generally after changes in trackers or coordinate systems. Tripod. List Item. Use when the camera pans, tilts, and zooms, but does not move. Refine Tripod. List item. Resumes a previous solving cycle, but indicates that the camera was mounted on a tripod. Indirect. List Item. Use for camera/objects which will be seeded from links to other camera/objects, for example, a DV shot indirectly seeded from digital camera stills. Individual. List Item. Use for motion capture. The object s trackers are solved individually to determine their path, using the same feature on other “Individual” objects; the corresponding trackers are linked in one direction. Points. List Item. Seed from seed points, set up from the 3-D trackers panel. Use with on-set measurement data, or afterSet Allon the Coordinate Panel. You should still configure coordinate system constraints with this mode some hard locks and/or distance constraints. Path. List Item. Uses the camera/object s seed path as a seed, for example, from a previous solution or a motion-controlled camera. Disabled. List Item. This camera/object is disabled and will not be solved for. Directional Hint. Second drop-down list. Gives a hint to speed the initial estimation process, or to help select the correct solution, or to specify camera timing for “Individual” objects. Chosen from the following for Automatic objects Automatic. List Item. In automatic seeding mode, SynthEyes can be given a hint as to the general direction of motion of the camera to save time. With the automatic button checked, it doesn’t need such a hint. Left. List Item. The camera moved generally to its left. Right. List Item. The camera moved generally to its right. Up. List Item. The camera moved generally upwards. Down. List Item. The camera moved generally downwards. Push In. List Item. The camera moved forward (different than zooming in!). Pull Back. List Item. The camera moved backwards (different than zooming out!). Camera Timing Setting. The following items are displayed when “Individual” is selected as the object solving mode. They actually apply to the entire shot, not just the particular object. Sync Locked. List Item. The shot is either the main timing reference, or is locked to it (ie, gen-locked video camera). Crystal Sync. List Item. The camera has a crystal-controlled frame rate (ie a video camera at exactly 29.97 Hz), but it may be up to a frame out of synchronization because it is not actually locked. Loosely Synced. List item. The camera s frame rate may vary somewhat from nominal, and will be determined relative the reference. Notably, a mechanical film camera. Slow but sure. Checkbox. When checked, SynthEyes looks especially hard (and longer) for the best initial solution. Constrain. Checkbox for experts. When on, constraints set up using the coordinate system panel are applied rigorously, modifying the tracker positions. When off, constraints are used to position, size, and orient the solution, without deforming it. Seealignment vs constraints. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Begin. Spinner and checkbox. Numeric display shows an initial frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the begin frame solution. Either manually or automatically, the camera should have panned or tilted only about 30 degrees. If the camera does something wild between the automatically-selected frames, or if their data is particularly unreliable for some reason, you can manually select the frames instead. The selected frame will be selected as you adjust this, and the number of frames in common shown on the status line. End. Spinner and checkbox. Numeric display shows a final frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the end frame solution. World size. Spinner. Rough estimate of the size of the scene, including the trackers and motion of the camera. Transition Frms. Spinner. When trackers first become usable or are about to become unusable, SynthEyes gradually reduces their impact on the solution, to maintain an undetectable transition. The value specifies how many frames to spread the transition over. Filter Frms. Spinner. Controls post-solving path filtering. If this control is set to 3, say, then each frame s camera position is a (weighted) average of its position within 3 frames earlier and 3 frames later in the sequence. A larger number creates a smoother path, butincreaseserrors. Overall Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the data for each frame from this object s trackers. Lower values allow a sloppier match, higher values cause a closer match, for example, on a high-resolution calibration sequence consisting of only a few frames.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. More. Button. Brings up or takes down the Hard and Soft Lock Controls dialog. Axis Locks. 7 Buttons. When enabled, the corresponding axis of the current camera or object is constrained to match the corresponding value from the seed path. These constraints are enforced either loosely after solving, with Constrain off, or tightly during solving, with Constrain on. See the section onConstraining Camera or Object Position. Animated. Right-click to remove a key on the current frame. L/R. Left/right axis (ie X) F/B. Front/back axis (Y or Z) U/D. Up/down axis (Z in Z-up or Y in Y-up) FOV. Camera field of view (available/relevant only for Zoom cameras) Pan. Pan angle around ground plane Tilt. Tilt angle up or down from ground plane Roll. Roll angle from vertical Never convert to Far.Normally, SynthEyes monitors trackers during 3-D solves, and automatically converts trackers to Far if they are found to be too far away. This strategy backfires if the shot has very little perspective to start with, as most trackers can be converted to far. Use this checkbox if you wish to try obtaining a 3-D solve for your nearly-a-tripod shot. Coordinate System Control Panel Tracker Name. Edit. Shows the name of selected tracker, or change it to describe what it is tracking. Camera/Object. Drop-down list. Shows what object or camera the tracker is associated with; change it to move the tracker to a different object or camera on the same shot (or, you can clone it there for special situations). Entries beginning with asterisk(*) are on a different shot with the same aspect and length; trackers may be moved there, though this may adversely affect constraints, lights, etc. *3. Button. Starts and controls three-point coordinate setup mode. Click it once to begin, then click on origin, on-axis, and on-plane trackers in the camera view, 3-D viewports, or perspective window. The button will sequence through Or, LR, FB, and Pl to indicate which tracker should be clicked next. Click this button to skip from LR (left/right) to FB (front/back), or to skip setting other trackers. After the third tracker, you will have the opportunity to re-solve the scene to apply the new settings. Seed Lock Group X, Y, Z.Buttons. Multi-choice buttons flip between X, X+, X-; Y, Y+, Y-; and Z, Z+,Z- respectively. These buttons control which possible coordinate-system solution is selected when there are several possibilities. Only significant when the tracker is locked on one or two axes. X, Y, Z. Spinners. An initial position used as a guess at the start of solving (if seed checkbox on), and/or a position to which the tracker is locked, depending on the Lock Type list. Seed. Mode button. When on, the X/Y/Z location will be used to help estimate camera/object position at the start of solving, if Points seeding mode is selected. Peg. Mode button. If on, and the Solver panel s Constrain checkbox is on, the tracker will be pegged exactly, as selected by the Lock Type. Otherwise, the solver may modify the constraints to minimize overall error. See documentation for details and limitations. Far. Mode button. Turn on if the tracker is far from the camera. Example If the camera moved 10 feet during the shot, turn on for any point 10,000 feet or more away. Far points are on the horizon, and their distance can not be estimated. This button states yourwish, SynthEyes may solve a tracker as far anyway, if it is determined to have too little perspective. Lock Type. Drop-down list. Has no effect if Unlocked. The other settings tell SynthEyes to force one or more tracker position coordinates to 0 or the corresponding seed axis value. Use to lock the tracker to the origin, the floor, a wall, a known measured position, etc. See the section onLock Mode Details. If you select several trackers, some with targets, some without, this list will be empty—right-click the Target Point button to clear it. Target Point. Button. Use to set up links between trackers. Select one tracker, click the Target Point button to select the target tracker by name. Or, ALT-click (Mac Command-Left-Click) the target tracker in the camera view or 3-D viewport. If the trackers are on the same camera/object, the Distance spinner activates to control the desired distance between the trackers. You can also lock one or more of their coordinates to be identical, forcing them parallel to the same axis or plane. If the trackers are on different camera/objects, you have created a link the two trackers will be forced to the same location during solving. If two trackers track the same feature, but one tracker is on a DV shot, the other on digital camera stills, use the link to make them have the same location. Right-click to remove an existing target tracker. Dist. Spinner. Sets the desired distance between two trackers on the same object. Solved. X, Y, Z numbers. After solving, the final tracker location. Error. Number. After solving, the root-mean-square error between this tracker s predicted and actual positions. If the error exceeds 1 pixel, look for tracking problems using the Tracker Graph window. [FAR]. This will show up after the error value, if the tracker has been solved as far. Set Seed. Button. After solving, sets the computed location up as the seed location for later solver passes using Points mode. All. Button. Sets up all solved trackers as seeds for subsequent passes. Exportable. Checkbox. Uncheck this box to tell savvy export scripts not to export this tracker. For example, exporting to a compositor, you may want only a half dozen of a hundred or two automatically-generated trackers to be exported and create a new layer in the compositor. Non-exportable points are shown in a different color, somewhat closer to that of the background. 3-D Control Panel Creation Mesh Type. Drop-down. Selects the type of object created by the Create Tool. Create Tool. Mode button. Clicking in a 3-D viewport creates the mesh object listed on the creation mesh type list, such as a pyramid or Earthling. Most mesh objects require two drag sequences to set the position, size, and scale. Note that mesh objects are different than objects created with the Shot Menu s Add Moving Object button. Moving objects can have trackers associated with them, but are themselves null objects. Mesh objects have a mesh, but no trackers. Often you will create a moving object and its trackers, then add a mesh object(s) to it after solving to check the track. Object name. Editable drop-down. The name of the object selected in the 3-D or camera viewports. Changeable. Delete. Button. Deletes the selected object. Lock Selection. Mode button. Locks the selection in the 3-D viewport to prevent inadvertent reselection when moving objects. World/Object. Mode button. Switches between the usual world coordinate system, and the object coordinate system where everything else is displayed relative to the current object or camera, as selected by the shot menu. Lets you add a mesh aligned to an object easily. Move Tool. Mode button. Dragging an object in the 3-D viewport moves it. Rotate Tool. Mode button. Dragging an object in the 3-D viewport rotates it about the axis coming up out of the screen. Scale Tool. Mode button. Dragging an object in the 3-D viewport scales it uniformly. Use the spinners to change each axis individually. Make/Remove Key., Button. Adds or removes a key at the current frame for the currently-selected object. Show/Hide. Button. Show or hide the selected mesh object. Object color. Color Swatch. Object color, click to change. X/Y/Z Values. Spinners. Display X, Y, or Z position, rotation or scale values, depending on the currently-selected tool. Size. Spinner. This is an overall size spinner, use it when the Scale Tool is selected to change all three axis scales in lockstep. Whole. Button. When moving a solved object, normally it moves only for the current frame, allowing you to tweak particular frames. If you turn on Whole, moving the object moves the entire path, so you can adjust your coordinate system without using locks. If you do this, you should set up some locks subsequently and switch to Point or Path seeding, or you will have to readjust the path again if you re-solve.Hint Whole mode has some rules to decide whether or not to affect meshes. To force it to include all meshes in the action, turn onWhole affects mesheson the 3-D viewport and perspective window s right-click menu. Blast. Button. Writes the entire solved history onto the object s seed path, so it can be used for path seeding mode. Reset. Button. Clears the object s solved path, exposing the seed path. Cast Shadows. (Mesh) Object should cast a shadow in the perspective window. Catch Shadows. (Mesh) Object should catch shadows in the perspective window. Back Faces. Draw the both sides of faces, not only the front. Invert Normals. Make the mesh normals point the other way from their imported values. Lighting Control Panel New Light. Button. Click to create a new light in the scene. Delete Light. Button. Delete the light in the selected-light drop-down list. Selected Light. Drop-down list. Shows the select light, and lets you change its name, or select a different one. Far-away light. When checked, light is a distant, directional, light. When off, light is a nearby spotlight or omnidirectional(point) light. Compute over frames This, All, Lock. In the (normal) This mode, the light s position is computed for each frame independently. In the All or Lock mode, the light s position is averaged over all the frames in the sequence. In the All mode, this calculation is performed repeatedly for “live updates.” In the Lock mode, the calculation occurs only when clicking the Lock button. New Ray. Button. Creates a new ray on the selected light. Delete Ray. Button. Delete the selected ray. Previous Ray ( ). Button. Switch to the previous lower-numbered ray on the selected light. Ray Number. Text field. Shows something like 1/3 to indicate ray 1 of 3 for this light. Next Ray ( ). Button. Switch to the next higher ray on the selected light. Selected Ray Source. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. Target. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. If the source and target trackers are the same, it is a reflected-highlight tracking setup, and the Target button will show “(highlight).” For highlight tracking to be functional, there must be a mesh object for the tracker to reflect from. Distance. Spinner. When only a single ray to a nearby light is available, use this spinner to adjust the distance to the light. Leave at zero the rest of the time. Flex/Curve Control Panel Theflex/curvecontrol panel handles both object types, which are used to determine the 3-D position/shape of a curve in 3-D, even if it has no discernable point features. If you select a curve, the parameters of its parent flex (if any) will be shown in the flex section of the dialog. New Flex. Creates and selects a new flex. Left-click successively in a 3-D view or the perspective view to lay down a series of control points. Right-click to end. Delete Flex. Deletes the selected flex (even if it was a curve that was initially clicked). Flex Name List. Lists all the flexes in the scene, allowing you to select a flex, or change its name. Moving Object List. If the flex is parented to a moving object, it is shown here. Normally, “(world)” will be listed. Show this 3-D flex. Controls whether the flex is seen in the viewports or not. Clear. Clears any existing 3-D solution for the flex, so that the flex s initial seed control points may be seen and changed. Solve. Solves for the 3-D position and shape of the flex. The control points disappear, and the solved shape becomes visible. All. Causes all the flexes to be solved simultaneously. Pixel error. Root-mean-square (~average) error in the solved flex, in horizontal pixels. Count. The number of points that will be solved for along the length of the flex. Stiffness. Controls the relative importance of keeping the flex stiff and straight versus reproducing each detail in the curves. Stretch. Relative importance of (not) being stretchy. Endiness. (yes, made this up) Relative importance of exactly meeting the end-point specification. New Curve. Begins creating a new curve—click on a series of points in the camera view. Delete. Deletes the curve. Curve NameList.Shows the currently-selected curves name among a list of all the curves attached to the current flex, or all the unconnected curves if this one is not connected. Parent Flex List.Shows the parent flex of this curve, among all of the flexes. Show.Controls whether or not the curve is shown in the viewport. Enable.Animated checkbox indicating whether the curve should be enabled or not on the current frame. For example, turn it off after the curve goes off-screen, or if the curve is occluded by something that prevents its correct position from being determined. Key all.When on, changing one control point will add a key on all of them. Rough.Select several trackers, turn this button on, then click a curve to use the trackers to roughly position the curve throughout the length of the shot. Truncate.Kills all the keys off the tracker from the current frame to the end of the shot. Tune.Snaps the curve exactly onto the edge underneath it, on the current frame. All.Brings up theCurve Tracking Controldialog, which allows this curve, or all the curves, to be tracked throughout an entire range of frames.
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http //cdn.helloproject.com/img/rotation/f7313ccd17e491d73dcac98715c8484da204ba54.jpg http //cdn.helloproject.com/img/rotation/37be52a02fc4cb2991c1804c789acedc7a744a66.jpg http //cdn.helloproject.com/img/release/o/95212af215b5cf819fa3eabdc25f3d6fca81f9f2.jpg http //cdn.helloproject.com/img/release/o/af487d913712e23c3d3dbff9a7a5d201acd3b03d.jpg http //cdn.helloproject.com/img/release/o/96caca573b3aaa26d69935b1aa6d6a496fdf7442.jpg http //cdn.helloproject.com/img/release/o/7dbd1a8bc1d568c5583bafab1e368944b9ad8572.jpg http //cdn.helloproject.com/img/release/o/71478624c07390bd71c58a5f723d4bfca3a09ef5.jpg http //cdn.helloproject.com/img/release/o/0fa1676d9b0a50d28a263559f6d723ad931387d6.jpg http //cdn.helloproject.com/img/rotation/37be52a02fc4cb2991c1804c789acedc7a744a66.jpg http //cdn.helloproject.com/img/rotation/8c85dae1576f8c0875949c4ee9d6767c8b9b01aa.jpg http //cdn.helloproject.com/img/release/o/943d66157dbe5886c12eae41036969ad503f2708.jpg http 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//ucon.favclip.com/api/download/e2532959-68a8-4afe-8398-4a8409a2a1e6?.jpg http //ucon.favclip.com/api/download/17b49bd6-8da5-4030-b46d-ab0579cb7574?.jpg http //ucon.favclip.com/api/download/3227032a-2eab-49ae-81d2-1546753a4030?.jpg http //ucon.favclip.com/api/download/339b3b7b-75c8-4436-89d5-41d5eaa56807?.jpg http //ucon.favclip.com/api/download/5d30bc2f-acb5-4e0f-ae2a-ce2b9bfee546?.jpg アンジュルム:新メンバー上國料萌衣 出身地・熊本に「帰りたい」 http //mantan-web.jp/2016/04/28/20160428dog00m200019000c.html http //storage.mantan-web.jp/images/2016/04/28/20160428dog00m200019000c/001_size10.jpg http //storage.mantan-web.jp/images/2016/04/28/20160428dog00m200019000c/007_size10.jpg http //storage.mantan-web.jp/images/2016/04/28/20160428dog00m200019000c/009_size10.jpg http //storage.mantan-web.jp/images/2016/04/28/20160428dog00m200019000c/010_size10.jpg http //storage.mantan-web.jp/images/2016/04/28/20160428dog00m200019000c/011_size10.jpg http 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http //news.dwango.jp/2016/09/20/105387/idol/ http //pbs.twimg.com/media/CszOB0TUkAIMOBC.jpg orig#.jpg http //news-img.dwango.jp/wp-content/uploads/2016/09/IMG_1135.jpg http //news-img.dwango.jp/wp-content/uploads/2016/09/IMG_0914.jpg http //news-img.dwango.jp/wp-content/uploads/2016/09/IMG_0973.jpg http //news-img.dwango.jp/wp-content/uploads/2016/09/IMG_0976.jpg http //news-img.dwango.jp/wp-content/uploads/2016/09/IMG_1018.jpg http //news-img.dwango.jp/wp-content/uploads/2016/09/IMG_1032.jpg http //news-img.dwango.jp/wp-content/uploads/2016/09/IMG_1120.jpg アンジュルム竹内が下克上宣言「モー娘倒してナンバーワンになる!」 http //www.tokyo-sports.co.jp/entame/entertainment/607462/ http //www.tokyo-sports.co.jp/wp-content/uploads/2016/10/d4df17dc5a58ee4dd79b7756ffdab171.jpg アンジュルム:新メンバー・笠原桃奈、加入後初シングルで「1位とりたい」 http //mantan-web.jp/2016/10/19/20161019dog00m200020000c.html http //storage.mantan-web.jp/images/2016/10/19/20161019dog00m200020000c/002_size10.jpg http 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このページ名(Name of this Page)→【ライブ技術一覧/コンテスト Contest】 ライブ技術一覧 メニューMENU 1各自で研究開発中の投影ボードとスクリーンの一部 2手作りライブ等の為の技術情報 Technology for the Vocaloid Handmade Live Concert 3将来応用可能なライブ関連技術及び研究 Research and Development for Future Mascot and Vocaloid Development マスコットキャラ及びボーカロイドの作成と育成 ギミック Gimmick of Live Concert コンテスト Contest スクリーンに投影可能なテスト素材動画 Videos for Testing メンバー募集案内 Member Request ライブ録画技術 Video Recording Technique 動画作成のコツとMMD [Tips for Making Video & MMD]+MEMO 参考文献 References 各自で研究開発中のKinectと遠隔操作等の一部 Remote Control & Kinect 各自で研究開発中の同期システム Synchronization System 技術関係のMEMO 技術関係のMEMO2 perm 過去のライブの反省会等の一部 過去のライブの反省会等の一部 MEMO 配信と動画up技術 Streaming and Uploading Tech of Video ライブ技術一覧/コンテスト Contest ライブ技術一覧/コンテスト Contest The new voice of Yume competition! (SRP-Yumeの声募集のコンテスト:ボーカロイド候補の声募集中) 英語と追加オプションで日本語 参加希望者は、Youtube, Soundcloud, Mp3, Wav. video file等のファイルを下記までお送りください。 Yume is the official mascot of the Vocaloid concert group Synthesized Reality Productions. imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 http //synthreality.com/wp-content/uploads/YumeMMDwall_1280X720.png Synthesized Reality Productions 8月9日 8 36 · We have started to get in tracks for the new voice of Yume competition! So fare we have some great Stuff! But is there is still time!! It end on August 25th! Tag your friends! This is a exclusive SRP contract for the new Yume! This is the dream! You could be the next Vocaloid. Please sing, talk or more! and send to English please, Japanese is a plus! synthesizedrealityproductions @ gmail.com (Please change @ to @) It can be Youtube, Soundcloud, Mp3, Wav. or even a video file! We are looking for a female voice! Sorry guys! Not this time!! Again all entries must be in by August 25. Good Luck and Thank You! SRP http //www.facebook.com/SynthesizedRealityProductions/posts/315731811940780 [MMDPV] Nekomimi Archive [SRP s YUME Cathood vers.] http //www.youtube.com/watch?v=gLRUvq02rPM Please find the separate page for the information of Synthesized Reality Productions SRP. LIVE/海外/Vocaloid Concerts of Synthesized Reality Productions SRP please find the separate page. TECH/日本/Hatsune Miku Hako Vision (Box Vision) Production Contest of making 3D Video for Hako Vision (Box Vision) Hatsune Miku 3D Modeling Contest for 3D Printer DELMO 3Dプリンター用フィギュアデータ共有サイト「DELMO」で初音ミク3Dモデリングコンテスト 募集期間 2014年8月17日(日)まで 「DELMO」初音ミク3Dモデリングコンテスト http //delmo.jp/miku_contest http //delmo.jp/ Music 「Music」というテーマを反映させた 「初音ミク」「鏡音リン」「鏡音レン」「巡音ルカ」「MEIKO」「KAITO」のそれぞれのキャラクターの 3Dプリンター出力用3Dデータ(STL形式)を募集しております。 Data for 3D Printer STL形式 Participant s 3D models http //delmo.jp/modelings/contest3d Technical Tips http //delmo.jp/stl_modeling LIVE/日本/Hatsune Miku マジカルミライ Magical Mirai Japan 2014
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