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Re: What are you working on? [Re: Sajeth] #410956
11/11/12 11:58
11/11/12 11:58
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
A "text based" strategy spacegame for Android:

Last edited by Joozey; 11/11/12 11:58.

Click and join the 3dgs irc community!
Room: #3dgs
Re: What are you working on? [Re: Joozey] #411256
11/14/12 20:27
11/14/12 20:27
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Uh, Joozey, nice! But how is this supposed to work out, what is the player doing? or supposed to smile I'm just curious.

I finished the Gabor Wavelet Transform, which is basically the same as above, but parallelized and for a family of wavelets, applied on one image. The goal is to find approximated positions of the features in an image. Today it's Tiffany's turn:



You see in the upper section the used filters, which represent differently aligned edges in different scales (broader edges and thinner edges), whereas the smaller kernels represent detail structures and bigger kernels represent bigger changes in the underlying image.

The second section shows the complex responses re + im * i of the image convolved with the complex kernels (whereas only the real-valued terms are shown).

The third section show the magnitude sqrt(re*re + im*im) and the orientation atan(im, re) of the convolution results. The magnitudes form some kind of a likelihood map, in which each pixel stores a response to the filter. The higher the response, the more probably it is to find that feature at that position. For example, sharph borders of the eyelids, the eyebrows and wrinkles between the nose the mouth generate for thin horizontally wavelets strong results; this doesn't happen, though for broader versions, which are capturing bigger structures, like fingers, the arm, hair strands and the like.

The orientation map encodes for each pixel the orientation of the surface at that very pixel, relative to the given orientation of the wavelet. These relative angles are very useful in the actual face detection step, when accurate landmarks of the face are to be found in the image.

Re: What are you working on? [Re: HeelX] #411259
11/14/12 20:33
11/14/12 20:33
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
nice, what references did you use for your implementations?

Re: What are you working on? [Re: Hummel] #411261
11/14/12 20:47
11/14/12 20:47
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
The main papers are Face detection and recognition using maximum likelihood classifiers on Gabor graphs and Face recognition by elastic bunch graph matching. They describe how Gabor Wavelets can be used to specify arbitrary textures; especially faces and how to recognize them. The technique is suprisingly easy to implement, very robust and outperforms lots of other systems on the market, especially on different lighting conditions, which is a problem on its own. I used a stripped down version in my BSc-thesis (C++/OpenCV) for head pose recognition; if you read pp.16-23, you get a basic idea about it.

Last edited by HeelX; 11/14/12 20:51.
Re: What are you working on? [Re: HeelX] #412012
11/21/12 22:01
11/21/12 22:01
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
I guess Elaine is checking me out. At least my similarity functions tell me so grin


Re: What are you working on? [Re: HeelX] #412052
11/22/12 10:47
11/22/12 10:47
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Light Prepass Renderer with XNA Gamestudio:


Last edited by MasterQ32; 11/22/12 10:48. Reason: Maybe some explanation

Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #412055
11/22/12 11:39
11/22/12 11:39
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Nice!

Re: What are you working on? [Re: HeelX] #412078
11/22/12 14:14
11/22/12 14:14
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
thanks
i try to create the horrorgame now in XNA because i ran into problems with gamestudio (strange rendering behaviour)
also i can be much more flexible in rendering and stuff

only collision worries me atm (but i think physX or other engines can help me here)

maybe someone has an advice which physic engine is easy to use


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #412412
11/27/12 00:26
11/27/12 00:26
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Just some little code to help me coding XNA like Gamestudio laugh

This scheduler allows me to use "yield return 1;" like "wait(1);"
Works like a charme and has some advantages:
Different RunLevels allow me to disable/enable specific actions without a complex approach (just a binary & with scheduler runlevel and action runlevel)



Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #412549
11/28/12 22:42
11/28/12 22:42
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
Just merged Firedrakes master branch with the unstable branch increasing the code size to a whopping 15k lines (yes, code. Without comments and blank lines). Merge commit: aa0189d993fa2ef3a58b7af9006ac4f42dacb581.
The end0.3.0 is near, just a few small things are still missing... hopefully I can get it done by december 5th so I can release it exactly one year after the first commit. But yeah... Let's see if that happens.

This is how everything running looks like:

(I envy you and your graphic related projects, my projects never make for good screenshots frown )

And this is how things look like when nothing is running (I guess I need to write a VGA driver sometimes, I'm running out of screenspace for the stacktraces with libio):
http://img.widerwille.com/L93b

Oh, and I also started working on some documentation for libio.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
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