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The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |
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40 Grad Urban Art Festival Düsseldorf
Ein Gemeinschaftsprojekt von Düsseldorfer Künstler e.V., Farbfieber e.V., Kinderclub Kiefernstrasse, Pretty Portal
One can say that Jason Momoa has hit gold this year 2014. He is now starring in the series The Red Road which will be aired on the Sundance Channel in USA on the 27th Feb. Unfortunately we who live in Scandinavia cannot get this channel but hopefully either the Swedish National TV will buy the series or I will have to wait until it will be released on dvd/blu-ray in the nearest future.
Jason Momoa is smouldering hot and dangerous judging by the amazing trailers I have seen and he can finally show the many facetted talents he possesses as actor. Although he has proven his talents already as Khal Drogo in Game of Thrones, as Ronon in Stargate Atlantis and lately as Keegan in the Bullet to the head.
At the same time he has finished his own directed film "Road to Paloma", which I read, is to be released this summer. He stars in a film called "Debug", a Sci-Fi, and this film is in post-production right now. "Wolves", a film by David Hayter, Jason Momoa stars in this film as well and it will be released this year in Canada and hopefully hit the cinemas in Europe next year if all goes well.
With all this said one can pronounce the year 2014 as The Official Jason Momoa Year. He has indeed worked very hard, maybe harder than before to get this far and I congratulate him for his efforts. Keep up this awesome work Jason, we love you and hope to see more of you on the cinema/tv screens in the nearest future! Cheers! /A
Link to 12 min footage of The Red Road:
www.buzzfeed.com/jacelacob/sundance-channel-the-red-road-...
These are screenshots from a video I made for the SPV3 mod for Halo: Combat Evolved (The video itself has not been uploaded yet. Will be soon). The video plays in the background while the mod installs. The images are also used as backgrounds for the mods loader.
Methods and tools used:
Halo Custom Edition
Open Sauce
SPV3.1.0
Debug Command
Camera commands/Freeze time
Reshade 3.0
- Ambient Light (default settings + lens effects)
- Magic Bloom
- MXAO (tweaked per shot)
- Depth Haze (for certain shots, disabled in-game fog when I used it)
- Marty McFly Depth of Field (tweaked per shot)
- SMAA
After Effects CC 2017
- Film and Camera Lens Emulation (filter flares, lens flares, lens distortion, chromatic aberration, film grain)
- Color Correction (white balance, shadow balancing and exposure)
- Color Grading
I will likely update all of these shots. I am currently working on a 4K version of the video and I am tweaking a couple things in all the shots along the way.
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After several rounds of debug revisions, Kirika Butterfly is finally ready for first print!
www.shapeways.com/product/TRWXP3Z7P/kirika-butterfly-hair...
How to debug a C/C++ program with GDB command-line debugger
If you would like to use this photo, be sure to place a proper attribution linking to xmodulo.com
Hello, all right?
These pictures were taken using the following mods:
- Debug console enabler;
- Improved sign effects;
- PhotoMode 2inOne; and
- STLM; and
- Swamp zone lighting mod.
Tile frustum light culling using an OpenCL kernel that divides the screen up into 32x32 pixel tiles. For each tile, the kernel then finds the minimum and maximum Z depth of the pixels in that tile through a reduction.
With this information, a bounding frustum is created for each tile and each point light's position + attenuation (affected area) in view space is then culled against this frustum.
The idea is that you can then get a list of all the lights that are affecting each tile, cutting down on the number of fragments you need to process for shading. In the lighting shader, you figure out which tile the frag coords fall under and then shade using the lights listed in that tile's light index buffer.
This can be used in both deferred rendering as well as forward rendering (and extended in Forward+ rendering). Looking forward to trying out light indexed forward rendering... I'm a little sick of no transparency and material challenges with full deferred ;)
I'm currently using 2 separate kernels for min/max reduction and light culling - need to combine these as a next step for speed.
Debug view of the buffers used for light culling - Final Render, Linear Depth Buffer, Min Z for each tile (Max Z is also calculated, but not displayed in this debug view), Light "heat map" showing number of lights affecting each tile (provides a visual idea of how much processing each tile will need to perform, not actually used for rendering).
Early days of the control software for a sound reactive light installation for a client, in full debug mode.
Don't have the design of the structure/final light positions yet so it's all just a bit random.
Using the excellent code from here:
visiblevisible.org/teaching/avsys/blog/?p=48 ( based on www.davebollinger.com/works/p5/fftoctana/ ) to get nice clean bins to work with.
Sound comes in, beat detection is done at different frequencies and triggers lights via DMX, what exactly the reaction of the lights will be is going to depend a bit on the final design of the structure.
Connecting the logic analyzer again to test the radio communication stability. I'm trying to use SPI as fast as possible but going just a bit too fast sometimes gives strange results.
Silicon Valley Debug is a kind of activist organization. They also have a darkroom, but unfortuately they don't give classes at times I can attend.
Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade
I was right to be suspicious. Looking at the same data in one of Pajek's 3D modes we can immediately spot at least one problem.
The two isolates (circled) really shouldn't exist. There's no way that a crawl of two users' "friends" (the people that they follow) could throw up isolates.
And are there really no friends in common? That sounds suspicious. We'll re-test with a known data set.
Onwards and upwards
For more on this, see this post on Twitter Social Network Analysis
each port expander (PE) has its own debug bargraph led chip (right). to latch the relay, write 'x' and 'binary-invert-x' to the 2 PE's. each relay will then be clicked into the '0' or '1' position.
NB: this is not what the final product will look like (lol). it is very handy to be able to see the byte values of the PE chips and so I soldered the display chips directly to the back of the board. not recommended as a general soldering technique but it does seem to work ;)
Lots of repaint (red) areas can be seen here. This was before I started putting blocks like walls, bad guys and so forth on the GPU via transform3d().
Debug options are also shown in the UI where elements of the game like the "pulse" effect, background images (sprites) and so on can be disabled as a way of testing performance. Live DOM stats are also displayed. The game uses hundreds of DIV elements.
You can also try it with the debug options enabled via profile=1.
The full write-up on the game itself, history etc., is on my personal site (from 2012).