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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).
Video of Flatland in 3D mode with wireframes and bounding boxes (courtesy of the API I'm using). While it looks interesting, it's not terribly practical and this "feature" won't be in the final version.
Fed up with wiring up LEDs just for debugging code. Now it's just 'plug-n-play'.
Shipping of the boards took 4 weeks again ;-(
A few theories:
1) Mailing in December simply sucks
2) Someone at the customs office hates me
3) New regulations to pester people by delaying shipments
4) Extensive scanning of mail for illegal / hazardous substances
5) Some sort of conspiracy against purple PC-boards
6) All of the above
A simple Arduino-library for the MBI5030 can be found on github.
The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |
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.
Game: The Witcher 3: Wild Hunt
Tools used: Nvidia Ansel
San Jose, California, USA. Shot with a Canon F1 with Canon FD 50mm 1.2L lens, on Kodak Trix 400 at f3.5 1/500. Developed with D76 and scanned using a Minolta Dimage Multi II.
This is a 1.8V to 3.3V smart card emulator, featuring an MSP430F2274 for its advanced debugging features. I don't have many of these to hand out, but I might manufacture the GoodCard20 (1.8V to 5V) in bulk.
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
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.
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.
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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 ;)
Trace step by step for any bugs and errors till you get a perfect automation job that works smoothly
#FixTheWorld or #GiveUP newsletter no.33
Debugging Democracy: How Polarisation and #Deepfakes Manufacture Reality
The Invisible Hands Dismantling Democracy = #TruthDecay 😱
Civil war is arriving near U soon!!??
Can we #FixOurWorld 👩🏭?
check out full blog post here: 👉 tiny.cc/TruthDecay_Flickr
8 more dalle3 creations in the blog post, click through to see which one you like/prefer!
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
upper left is the LED bargraph (for debugging and cool factor). upper right is the pair of i2c connectors (one input and one feed-thru for daisy chaining). bottom right is the pcf8574 PE chip. far right is the 3x3 pin array for selecting the 3 bits (a0,a1,a2) of the PE chip.
6 bits on the PE chip are mapped to 3 chip-selects, a clock and a data line. this allows each of the 3 PGA2311 chips to be accessed with their own CE line (or logic OR them to talk to them all; like a broadcast).
building this by hand took about half a day. I like to take my time and have a neat layout, both on top of the board and below.
wire is kynar wire-wrap wire. still useful for something ;)
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).
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
ZoomCharts at DevClub.lv: Developing a Javascript SDK
On January 15, 2015, ZoomCharts Co-Founder and CTO Viesturs Zariņš presented at DevClub.lv - a community of Latvian IT specialists that gather monthly and host free talks, presentations, and events to allow the local IT community to share knowledge, network, and communicate. Zariņš discussed the unique challenges faced in developing JavaScript SDK.
Here is a brief overview of his PowerPoint presentation on ZoomCharts, the world’s most interactive data visualization software that will support all your data presentation needs with incredible speed.
What is ZoomCharts?
What defines ZoomCharts advanced data visualization software? It is NOT another HTML5 charts library. It is:
- Interactive
- Fast
- Touch enabled
- Supports big data
A long time ago
DOS 6.2 allowed for:
- 320x240x8bpp
- Direct access to pixels on screen
- Assembler for performance
Today, the Web has finally caught up in the graphics department. Now, we have access to:
- Multiple browsers and rendering technologies
- Multiple resolutions
- Performance that varies by browser and device
Development setup:
- We write in JavaScript
- Commit to GitHub
- Build system in JavaScript
- Debug in Chrome
- Run automated tests
- Like WebStorm (and Vim)
Graphics:
Canvas (fast)
SVG (slow)
WebGL (>50%)
Interactive animations:
Zoom in and out of the graph, drag and drop data, all with your mouse or trackpad.
Graceful degradation:
High FPS (frames per second) lets you scale graphics with low image degradation.
Third party libraries:
- Raphael
- Hammer.js
- Leaflet
- Moment.js
Challenges:
- Responsive design: layouts can shift and look nice on desktop screens vs. not so nice on vertical, mobile screens
- Big screen resolutions: uses devicePixelRatio for sharp rendering, but no hardware acceleration beyond 2048x2048
- Safari compatibility: with 100% CPU, input events are blocked and browser locks up; strange code offers fixes
- HTML on canvas: DOM is slow; basic HTML markup must be parsed and rendered manually; text caching helps
Support:
- Process: TrialSupportBuy
- 1 day issue resolution
- #1 Tell me what I did wrong
- #2 Can you do…
Testing:
- Automated tests on every GIT push
Automatically:
- Compare images
- Record performance
- View errors in console
Interactive testing:
- Next step: record and playback
BrowserStack:
- Interactive mode
- Automated: Selenium API
Debugging:
Chrome Developer tools (F12)
- Debugging
- Profiling
- Timeline
Remote debugging available: developer.chrome.com/devtools/docs/remote-debugging
Future:
- More charts
- Extension API
- Memory allocation tracking
- WebGL
We are looking for statically-typed language:
- Error checking
- Performance
- Superior minification
- Easy to write and read
- Easy to call from JS
Building
Custom build script:
- Compile
- Minify
- Extract documentation
- Embed customer data
Check out ZoomCharts products:
Network Chart
Big network exploration
Explore linked data sets. Highlight relevant data with dynamic filters and visual styles. Incremental data loading. Exploration with focus nodes.
Time Chart
Time navigation and exploration tool
Browse activity logs, select time ranges. Multiple data series and value axes. Switch between time units.
Pie Chart
Amazingly intuitive hierarchical data exploration
Get quick overview of your data and drill down when necessary. All in a single easy to use chart.
Facet Chart
Scrollable bar chart with drill-down
Compare values side by side and provide easy access to the long tail.
ZoomCharts
The world’s most interactive data visualization software
#zoomcharts #interactive #data #interactivedata #datavisualization #interactivedatavisualization #chart #graph #charts #graphs #Javascript #JavascriptSDK #DevClubIV #Latvia #PowerPoint #PowerPointpresentation #fast #bigdata