World: r3wp
[gfx math] Graphics or geometry related math discussion
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Maxim 12-Jan-2009 [70x4] | also don't forget that light is additive, so sometimes, all you need to do, in visual effects, is add up an immense number of very dark particles. where they are tightly packed, it will create a ball of white, by iteself. |
the different hues, will build themselves up based on the falloff your particles are spreading out at. | |
the same probably applies wrt the way the color spreads out over the time it cools down and/or the distance from a single hot point. | |
if your base color is some kind of darkish brown, it will glow from brown to orange to yellow to white. the bluish tint usually comes from the surface which "blues" because its exposed to heat. not all metals "blue". some melt before getting that hot. | |
Anton 13-Jan-2009 [74x3] | Wow - you guys. This is very interesting, but, going too far for my purpose at the moment. I *really* like the idea of having the simplest, most robust code possible. Adding so many visual effects and detail is something for a computer game. |
I'm mostly concerned with communicating as simply and directly as possible to the user the current overall progress of some operation (multiple file download is first application). | |
(I appreciate all the technical details very much, however.) | |
Oldes 13-Jan-2009 [77] | This site is good for color picks http://www.colourlovers.com/ |
Henrik 13-Jan-2009 [78] | nice one, Oldes. |
Robert 13-Jan-2009 [79] | Yes, cool. |
Brock 13-Jan-2009 [80] | Interesting stats in the lower right corner of the page... About Colourlovers. An idea of what we could have for the AltME stats on Rebol.org as suggested in another group. |
Anton 14-Jan-2009 [81] | *That*'s the kind of website I was after, thanks Oldes. |
Maxim 28-Jan-2010 [82] | anyone know if/where I can find an implemented shortest path algorythm in rebol? I know I can do my own... but if one exists and available, I'd rather use it :-) |
Cyphre 29-Jan-2010 [83] | Maxim, do http://cyphre.mysteria.cz/a-star.r that is my very old script I used for prototyping when developing strategy games couple of years ago. It's not optimized as it is just prototype before conversion to Java but it kinda works ;) |
Gabriele 23-Feb-2010 [84] | http://www.4p8.com/eric.brasseur/gamma.html |
Gregg 23-Feb-2010 [85] | Thanks for posting that Gabriele. I had no idea. |
Geomol 24-Feb-2010 [86x3] | Yes, quite interesting. Never heard of that. |
REBOL produce a green result here, when scaling the test image to half size. view layout [image http://www.4p8.com/eric.brasseur/gamma_dalai_lama_gray.jpg image http: //www.4p8.com/eric.brasseur/gamma_dalai_lama_gray.jpg 129x111] | |
DRAW produces a gray result: i: load-image http://www.4p8.com/eric.brasseur/gamma_dalai_lama_gray.jpg view layout [box 200x200 effect [draw [scale 0.5 0.5 image i]]] | |
Henrik 24-Feb-2010 [89] | Downscaling in View and DRAW that way basically work the same (pure nearest neighbor), but it might be that View is sampling odd rows and DRAW is sampling even rows. |
Geomol 24-Feb-2010 [90] | My view test was in R2. |
Maxim 24-Feb-2010 [91x6] | the gamma issue is a standard "senior artist" debunking test for high-end effects artists hehe tell the (often ego-filled, highly paid) artist to a simple pan a starlit field (a simple sky shot at night). he will LAUGH and tell you that's its an easy thing to do... and then watch him struggle with the results, if he doesn't know his theory. what happens is that as a pixel is distributed across several pixels, it will dim. as the pixel gets closer and closer to a 1:1 position with another pixel it will pop right back. you must pre-amplify the "energy" of the light before panning, and then bring it back down... which, depending on the image & screen will usually be a value between 1.7 to 2.2. |
the final result, when facing a "junior" compositor is that the stars blink in and out of existence as the image moves... You get this blunder even in High-budget effect-heavy movies coming out of hollywood. | |
the same problem is the basis for poor font aliasing. | |
AGG has an issue on every aliased stroke, btw.... just look at a red circle on blue bg and then a blue bg on red, and you will see there is a 1-2 line offset in the circle. There is no way to fix this in R2 AGG and I think that part of the problem is based on similar gamma assumptions. also RGB pixels will affect left/right edge too, which is probably just amplifying the problem. | |
oops above should read: "and then a blue circle on red bg" | |
another thing that people do not often realize is that our eyes are also not linear... you can see each 8 bit step in the dark areas of an image, but can skip 5 steps within the brighter areas of an image without noticing it. which is why we always notice image compression in very dark parts of DVDs and not in the bright parts of it... its very surprising to me that many compression algorythms get this wrong straight out of the bat. | |
Gregg 24-Feb-2010 [97] | Well, there isn't any excuse for us to get it wrong in R3 now. :-) |
Cyphre 24-Feb-2010 [98] | Max, I tried to compare the circles example as you described and I don't see any offset here. Can you clarify? Also you can set the gamma correction for AGG antialiasing in R2. But yes, it looks the AGG filters(which are separated from the AA code) have the same gamma issue as described in the article. I believe we can fix that (hope it won't slow down things). |
AdrianS 24-Feb-2010 [99] | Is the situation wrt the range of intensity really as described in the article? I seem to recall that the receptors for the three colors in the retina are not all equal in terms of sensitivity. In particular, the eye is supposedly more sensitive to green. Why the assumption that the three colors should have the same exponential scale? |
Maxim 25-Feb-2010 [100x5] | the scale is the same, because its a question of energy distribution vs color distribution, but our green sensitivity is about 4 times higher than red or blue. |
in traditional TV signals, the green color you see actually is the luminance of the signal, so if you separate the green red and blue and look only at the green, you will see exactly the same image as a BW tv. | |
red and blue are calculated as differences from the luminance and are how the color is added to images. These other two channels of color information will in fact take a fraction of the signal bandwith that the luminance takes, and the green is calculated by the different both red and blue have from the luminance channel. which is why the SAME signal is used for both color and black and white TVs | |
digital signals work differently.. i'm not sure if they still use YCrBr (luminace, red diff, blue diff) concepts in their encoding. | |
cyphre... use this as a basis: view layout [box 200x200 effect [ draw [ push [ translate 119x119 pen none fill-pen black box -50x-30 50x50 fill-pen blue pen red line-width 3 circle 50x50 25 fill-pen red pen blue circle -50x50 25 fill-pen blue pen red circle -50x-30 25 fill-pen red pen blue circle 50x-30 25 ] ] ]] adding new black, red, blue, black, circles in betwen colors may give very poor results. sometimes 1 pixel width lines practically disapear horizontally! playing around with the line width will also have a different visual impact, since the aliasing will spread the error more or less. as I said, i know part of the issue is related to the screen's rgb sub-pixel channel components but I remember trying some of this in other softwares and the effects weren't as image degrading. to me the main defect is that you will notice a WHITE ringing effect between the red and blue on one side and a black ring on the other. I can understand the black ring, but can't explain the white one, which is why I think it coule be related to gamma issues. also, the black ring seems to be wider than it should & the effect seems the most apparent at ODD line widths, which is a bit strange too... I'm wondering if AGG has an algorithm which is trying to compensate for pixel to pixel color defects and gets it wrong. maybe it could be enhanced to support subpixel aliasing (or gets it wrong if it already does so). | |
Cyphre 28-Feb-2010 [105] | Max, I'm sorry I don't see any degrading 'ringing effect' when looking at your example. Even while looking at scaled screenshot the AA of the edges of circles looks perfectly symetric to me(did horizontal flip comparisons). I'm using average LCD display and also my eyes are getting older every day so I still might missing something. AFAIK AGG is not using any 'compensation' code. It simply computes the covers of every pixel cell using 256 levels and ofcourse uses subpixel AA(try to translate by fractions of pixel..). So the AA result is still very high-quality(though there are very few special cases limitations of the used alogrithm). If you compare it to current FSAA abilities of gfx cards 256 levels is still way more than what the current super/multisampling offers. |
Oldes 25-Oct-2010 [106x5] | I'm not sure it this is the best group, but anyway, does anybody already has a script which would take block of images as an input and will layer these images into specified area (a new image). Possibly using as less space as possible. |
If there is no such a script, I will write it. But better to ask first not to duplicate work. | |
Maybe studying the problem first could be helpful: http://www.ijcai.org/papers09/Papers/IJCAI09-092.pdf | |
or: http://www.csc.liv.ac.uk/~epa/surveyhtml.html | |
At least I now how to name the problem now: 2-D Rectangle packing :) | |
Robert 25-Oct-2010 [111x2] | Sounds like a generic optimization problem with constraints. If you are unlucky this is a NP complexity problem. |
Like the travelling salesmand. | |
Oldes 27-Oct-2010 [113] | Here it is: http://box.lebeda.ws/~hmm/rebol/rectangle-pack.r with my real life result example: http://box.lebeda.ws/~hmm/rebol/rectangle-pack-result.jpg Maybe it's not perfect, but it does what I need. |
Brock 27-Oct-2010 [114] | I've never seen anything like that before, cool. |
Pekr 27-Oct-2010 [115] | This gfx art really amazes me :-) |
Gregg 27-Oct-2010 [116] | Very cool Oldes! |
Maxim 27-Oct-2010 [117] | yes nice. |
Geomol 28-Oct-2010 [118] | Looks cool, and seem to be good result with the rectangle packing. I would like to see a PNG version without the artifacts though. :-) |
Robert 29-Oct-2010 [119] | Remembers me on the old C64 days, where graphic chars were packed in a bitmap. |
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