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Software debugging 3D controller.
Via the Intronix logic analyser, 20 signals are connectd to the 3D controller board. All timings are controlled, software are tested. With this simple tools, development goes fast and easy.
The board is now ready to put on the setup for final calibration and tests.
Flowchart software:
www.flickr.com/photos/fotoopa_hs/6875454823/
Harware timing overviuew:
www.flickr.com/photos/fotoopa_hs/6840451517/
Final Setup 2012:
www.flickr.com/photos/fotoopa_hs/6760414583/
Shema:
www.flickr.com/photos/fotoopa_hs/6588955345/
PCB:
www.flickr.com/photos/fotoopa_hs/6601939711/
Layout:
www.flickr.com/photos/fotoopa_hs/6595256381/
Update: 2012 Feb 18
The complete wiring is done. The software is written and is now being tested. Most functions are working now. Still perform the mechanical adjustment and the recordings can begin. Synchronization between cameras is done. Both of these flashes power can be adjusted through the beautiful central control. In repeat mode by continue detection, both cameras take 3 frames per second on. Next week I hope to take the first 3D pictures into the field.
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-...
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
RAM wiring finished, BNC connector for clock input, and a little breadboard (mostly for hooking things up to SPI)
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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).
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.
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.
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