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> <channel><title>Zach Archer Blog &#187; Graphics</title> <atom:link href="http://blog.zacharcher.com/category/graphics/feed/" rel="self" type="application/rss+xml" /><link>http://blog.zacharcher.com</link> <description>Friend to analog and digital alike</description> <lastBuildDate>Tue, 10 Jan 2012 06:24:29 +0000</lastBuildDate> <language>en</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>Son of Strange Attractors</title><link>http://blog.zacharcher.com/2011/04/16/son-of-strange-attractors/</link> <comments>http://blog.zacharcher.com/2011/04/16/son-of-strange-attractors/#comments</comments> <pubDate>Sun, 17 Apr 2011 07:33:40 +0000</pubDate> <dc:creator>Zach</dc:creator> <category><![CDATA[Flash]]></category> <category><![CDATA[Graphics]]></category> <category><![CDATA[attractors]]></category> <category><![CDATA[strange]]></category> <guid
isPermaLink="false">http://blog.zacharcher.com/?p=306</guid> <description><![CDATA[I rewrote my strange attractor generator, in Flash: Try it. Click to generate new attractors. The attractor coefficients are still chosen randomly. But now, attractors that explode/collapse are rejected. Also, attractors that create "boring" shapes (by drawing the same pixels repeatedly) are discarded. It's a little slow, but I'm sure the speed could be improved using [...]]]></description> <content:encoded><![CDATA[<p>I rewrote my strange attractor generator, in Flash:</p><p
style="text-align: center;"><a
href="http://zacharcher.com/lab/20110416_attractor/attractor.swf"><img
class="aligncenter" title="Strange Attractor" src="http://zacharcher.com/lab/20110416_attractor/attractor_thumb.png" alt="" width="327" height="335" /></a></p><p
style="text-align: left;"><a
href="http://zacharcher.com/lab/20110416_attractor/attractor.swf">Try it</a>. Click to generate new attractors.</p><p
style="text-align: left;">The attractor coefficients are still chosen randomly. But now, attractors that explode/collapse are rejected. Also, attractors that create "boring" shapes (by drawing the same pixels repeatedly) are discarded. It's a little slow, but I'm sure the speed could be improved using Pixel Bender.</p><p
style="text-align: left;">Also, <a
href="http://zacharcher.com/lab/20110416_attractor/attractor_source.zip">here's the source code</a>. (Compile with Flash CS5.)</p><div
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isPermaLink="false">http://blog.zacharcher.com/?p=291</guid> <description><![CDATA[Yes indeed, I created my own showreel! Watch: regular, or HD version. (Vimeo, 4:00) The clips have a bias towards art and animation, because: 1). It shows well in a video, 2). This reel was created for an application to an artist's colony. (More on that later.) The intro &#38; outro animations (the flying moths) [...]]]></description> <content:encoded><![CDATA[<p>Yes indeed, I created my own showreel!</p><p
style="text-align: center;"><a
href="http://vimeo.com/22465804"><img
class="aligncenter" title="A few moths" src="http://zacharcher.com/blog_pics/2011/moth_animation_thumb.jpg" alt="" width="368" height="275" /></a></p><p>Watch: <a
href="http://vimeo.com/22308668">regular</a>, or <a
href="http://vimeo.com/22465804">HD version</a>. (Vimeo, 4:00)</p><p>The clips have a bias towards art and animation, because: 1). It shows well in a video, 2). This reel was created for an application to an artist's colony. (More on that later.)</p><p><span
id="more-291"></span>The intro &amp; outro animations (the flying moths) were created specifically for the reel. They're my favorite clips, yet they took less than a day to assemble. The moths were left-over from an old project (you'll see an experimental <a
href="http://soundcloud.com/2mm">Too Many Moths</a> interface within the video), and I felt the convergence motion was a strong opener.</p><p>The moths were composited in Flash. They were arranged semi-randomly, then the image was "baked" onto their wings &amp; body. I flew them backwards, and recorded their positions on each frame. Then I reset the moths and flew them forward, again tracking their flight paths.</p><p>Actually, this was done in memory, so it was very quick. My laptop needed 3 seconds to arrange, bake, &amp; move 120 moths. Then the harness presented me with the frozen frame, so I could evaluate how well the moths covered the images. If the coverage was bad, I hit a key to build new moths from scratch.</p><p>When I found a nice arrangement, I hit another key which stepped through the animation, and rendered each frame at a ridiculously high resolution (2160x1440, to cope with scaling problems in Adobe Premiere, unfortunately). The frames were <a
href="https://github.com/mikechambers/as3corelib">encoded as .PNG's</a> and <a
href="http://labs.findsubstance.com/2008/04/03/as3-upload-encode-images/">uploaded to a PHP script running on localhost</a>, which saved the 200+ images to disk. The intro took about 20 minutes to render &amp; export. The outro, being more complicated, took over an hour.</p><p>Looking at the reel, I'm happy to present so many types of work — animation, audio programming, visual design, interactives, games, kiosks, websites. These four years have been amazing.</p><div
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isPermaLink="false">http://blog.zacharcher.com/?p=203</guid> <description><![CDATA[I was inspired by Roger Alsing's supposed "genetic" image compression. It begs for further experimentation! Here's my second batch of image reconstruction using Times New Roman characters. The algorithm is a brute-force affair: New characters are colored &#38; positioned randomly. Any characters that make the canvas look more like the original image are saved. And [...]]]></description> <content:encoded><![CDATA[<p>I was inspired by <a
href="http://rogeralsing.com/2008/12/11/genetic-gallery/">Roger Alsing's supposed "genetic" image compression</a>. It begs for further experimentation!</p><p>Here's my second batch of image reconstruction using Times New Roman characters. The algorithm is a brute-force affair: New characters are colored &amp; positioned randomly. Any characters that make the canvas look more like the original image are saved. And that's about it. Oh, and the font sizes start large (5120pt) and end small (10pt), so that fine details have a chance of survival.</p><p><a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMonarch_1.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMonarch_1.jpg" alt="monarch_1" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMonarch_2.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMonarch_2.jpg" alt="monarch_2" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMonarch_3.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMonarch_3.jpg" alt="monarch_3" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMonarch_4.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMonarch_4.jpg" alt="monarch_4" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMonarch_5.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMonarch_5.jpg" alt="monarch_5" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMonarch_6.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMonarch_6.jpg" alt="monarch_6" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMonarch_7.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMonarch_7.jpg" alt="monarch_7" /></a> <img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/monarch.jpg" alt="monarch_original" /></p><p><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/mona.jpg" alt="mona_original" /> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMona_204.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMona.jpg" alt="mona_reconstruction" /></a><br
/> <a
href="http://www.youtube.com/watch?v=RIB8QOytKcY&amp;fmt=14">Time lapse of the Mona Lisa reconstruction on YouTube, with silly music.</a></p><p><a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMoth_0.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMoth_0.jpg" alt="moth_0" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMoth_1.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMoth_1.jpg" alt="moth_1" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMoth_2.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMoth_2.jpg" alt="moth_2" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMoth_3.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMoth_3.jpg" alt="moth_3" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMoth_4.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMoth_4.jpg" alt="moth_4" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMoth_5.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMoth_5.jpg" alt="moth_5" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMoth_6.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMoth_6.jpg" alt="moth_6" /></a> <a
href="http://zacharcher.com/lab/20100218_image_reconstruction/outMoth_7.png"><img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/outMoth_7.jpg" alt="moth_7" /></a> <img
src="http://zacharcher.com/lab/20100218_image_reconstruction/thumbs/moth.jpg" alt="moth_original" /></p><p>My first batch uses a different algorithm. Each canvas allocates a certain quantity of letters, and progressively mutates them, trying to mimic the original image as closely as possible. This technique is more akin to image compression. This batch is still in progress, it's very slow. I'll post these when they're ready!</p><div
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isPermaLink="false">http://blog.zacharcher.com/?p=184</guid> <description><![CDATA[Have you seen (or played) the demo for Polynomial, the space shooter? Quick! Watch the video: I spent a couple hours generating strange attractors in Flash, just a simple 2D version for now. Click to play: Click the black region to generate new polynomial coefficients and redraw. You will have to click many times to [...]]]></description> <content:encoded><![CDATA[<p>Have you seen (or played) the demo for <a
href="http://dmytry.pandromeda.com/games/index.html">Polynomial</a>, the space shooter? Quick! Watch the video:</p><p><object
width="560" height="340"><param
name="movie" value="http://www.youtube.com/v/2Q6RaOgmanc&#038;hl=en_US&#038;fs=1&#038;"></param><param
name="allowFullScreen" value="true"></param><param
name="allowscriptaccess" value="always"></param><embed
src="http://www.youtube.com/v/2Q6RaOgmanc&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p><p>I spent a couple hours generating strange attractors in Flash, just a simple 2D version for now. Click to play:<br
/> <a
href="http://zacharcher.com/lab/20091212_strange_attractor/StrangeAttractor.html"><br
/> <img
src="http://zacharcher.com/lab/20091212_strange_attractor/attractor_image.png" alt="Here Be Strange Attractors" /></a></p><p>Click the black region to generate new polynomial coefficients and redraw. <strong>You will have to click many times to generate something interesting</strong>. That's the nature of fractals, I'm afraid. Some coefficients are automatically thrown out if the drawing exceeds a certain size. Unfortunately, the inverse is not true: the code isn't smart enough to trash any drawings that shrink to microscopic size.</p><p>I believe that you can stabilize any coefficients by scaling the values of each coefficient, gradually nudging them larger/smaller until the drawing is stable. I'll try this when I get more time. I've been gung-ho on my first proper iPhone app, trying to finish it before Christmas! Stay tuned...</p><p>Also, <a
href="http://zacharcher.com/lab/20091212_strange_attractor/strange_attractor.zip">here's the source code for the strange attractor harness</a>! Enjoy.</p><div
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isPermaLink="false">http://blog.zacharcher.com/?p=139</guid> <description><![CDATA[By request, here's a quick 'n dirty test harness, and sample code, for NTSC artifacts in the style of the 8-bit Nintendo Entertainment System (NES): Click the animation to change scale &#38; scroll speed. Source code &#38; .fla: nes_ntsc.zip The .pbk code is not optimized yet. The code is fairly explicit, I tried to explain [...]]]></description> <content:encoded><![CDATA[<p>By request, here's a quick 'n dirty test harness, and sample code, for NTSC artifacts in the style of the 8-bit Nintendo Entertainment System (NES):</p><p><a
href="http://zacharcher.com/lab/20090315_nes_ntsc/nes_ntsc_harness.swf"><img
class="alignnone" title="NES NTSC screencap" src="http://zacharcher.com/lab/20090315_nes_ntsc/nes_ntsc_screencap.png" alt="" width="301" height="249" /></a></p><p>Click the animation to change scale &amp; scroll speed.</p><p>Source code &amp; .fla: <a
href="http://zacharcher.com/lab/20090315_nes_ntsc/20090315_nes_ntsc.zip">nes_ntsc.zip</a></p><p>The .pbk code is not optimized yet. The code is fairly explicit, I tried to explain how it works in the comments. <a
href="http://slack.net/~ant/libs/ntsc.html">Blargg's pages</a> have better explanations tho.</p><p>The test harness lets you select two flavors of the effect. The numbers 8 and 12 denote the width of the lowpass window used for applying crosstalk. 12 is more processor-intensive, but will look "smoother", which may not be what you want. The mathematics can be reduced to a few (long) lines, which should reduce processor overhead; I want to do this in the future. <a
href="http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/#comments">unic0rn left some nice comments</a> suggesting more routes to optimization.</p><p>The filter still needs some tuning. Areas of solid (non-black) color have diagonal stripes in them. I believe that normalizing the strengths of the filters will fix this.</p><p>To be continued...</p><div
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title='See more bookmark and sharing options...' href='http://blog.zacharcher.com/2009/03/15/8-bit-ntsc-artifacts-using-pixel-bender/#bookmarkify' rel='nofollow'><small>More&nbsp;&raquo;</small></a></div></div>]]></content:encoded> <wfw:commentRss>http://blog.zacharcher.com/2009/03/15/8-bit-ntsc-artifacts-using-pixel-bender/feed/</wfw:commentRss> <slash:comments>4</slash:comments> </item> <item><title>Fractal Transform, made with Pixel Bender</title><link>http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/</link> <comments>http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/#comments</comments> <pubDate>Mon, 29 Dec 2008 09:06:11 +0000</pubDate> <dc:creator>Zach</dc:creator> <category><![CDATA[Flash]]></category> <category><![CDATA[Graphics]]></category> <category><![CDATA[fractal]]></category> <category><![CDATA[julia]]></category> <category><![CDATA[pixel bender]]></category> <guid
isPermaLink="false">http://blog.zacharcher.com/?p=79</guid> <description><![CDATA[I made a Pixel Bender filter that performs Julia Set transformations on images. It looks great when it animates, the colors morph and twist like mathematical slime. Try it (Flash Player 10 required): JuliaTile.swf Source code: julia_tile_src.zip. Pixel Bender code is in src/shader/. The default image is Seattle's Space Needle. You can upload custom images. [...]]]></description> <content:encoded><![CDATA[<p>I made a Pixel Bender filter that performs Julia Set transformations on images. It looks great when it animates, the colors morph and twist like mathematical slime. Try it (Flash Player 10 required): <a
href="http://zacharcher.com/lab/20081229_julia_filter/JuliaTile.swf">JuliaTile.swf<br
/> </a></p><p><a
href="http://zacharcher.com/lab/20081229_julia_filter/JuliaTile.swf"><img
class="alignnone" title="Julia Set sample" src="http://zacharcher.com/lab/20081229_julia_filter/julia_sample.png" alt="" width="357" height="393" /></a></p><p>Source code: <a
href="http://zacharcher.com/lab/20081229_julia_filter/julia_tile_src.zip">julia_tile_src.zip</a>. Pixel Bender code is in <code>src/shader/</code>.<a
href="http://zacharcher.com/lab/20081229_julia_filter/julia_tile_src.zip"><br
/> </a></p><p>The default image is Seattle's Space Needle. You can upload custom images. Very large images may set your processor on fire.</p><p><span
id="more-79"></span>Parameters: <strong>Iterations</strong> sets how many times the Julia formula is applied per pixel. The iteration increments appear smooth, not stepped, because the code tweens across the destination coordinates of the two nearest iterations. <strong>Complex X&amp;Y</strong> are the real &amp; imaginary values of the transform constant. <strong>Bias X&amp;Y</strong> is something I hacked in, it skews the coordinates in a linear way, becoming more intense with each iteration.</p><p>The <strong>Fill Types</strong> are as follows:</p><ul><li>0: Pixels out of range are transparent; no fill.</li><li>1: Repeats the nearest edge pixel.</li><li>2: Repeats the source image, mirroring every other copy to create a smooth transition.</li><li>3: Repeats the source image without mirroring.</li></ul><p>The filter needs more features before it's "done", hopefully it's still enjoyable. The Pixel Bender code took about 30 minutes to write; the Flex wrapper took much longer.</p><p>Despite its limited feature set, Pixel Bender is pretty cool. My only misgiving is that Pixel Bender's runtime performance is never as good as I hope. I have another filter in the works that mimics NTSC television artifacts, but the performance is abysmal. The code can still be optimized; stay tuned.</p><div
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