So I haven’t had much time to work on any personal projects recently, as my current project at Firstborn has picked up and I’ve been focusing 100% on that. Additionally, last weekend I was out in The Land that Law Forgot, better known as Las Vegas. I like to say the reason is because I am a professional sports photographer, but in reality it’s because I knew how to use a camera and won an inner-office Twitter contest.

Every year my boss along with a bunch of 35+ year old basketball fans fly out to Vegas to attend Michael Jordan’s Sr. Flight School. MJ  teaches them ways to improve their game as well as gives them all a detailed analysis of Space Jam. This year the camp didn’t happen, so the die-hard fans put on their own show and organized it themselves, sans Michael Jordan. I went along with some other Firstborners to help document the occasion though photo, video, and interpretative dance. If you’re interested, the photos are on flickr.  And yes, they actually did call it “Old Balls ’09.”

We rented a Nikon D90, which was a great camera. It can shoot HD video in up to 5 minute segments, and while it doesn’t replace having a video camera it’s a nice addition to have. The feature that blew me away the most was how well it handles low light. Yes, shooting with and ISO of 6,400 becomes fairly noisy, but really what can you expect. Additionally, the noise on the high levels of the D90 are not that much worse then the higher levels (1,600 I think being the max) on my D70. And from what I’ve seen with the D700, it handles low light and extreme ISO even better. I can’t imagine what it will be like in another five years.


Pee in the Shower: Why the all the hate?

There’s been a lot of buzz around the Brazilian public service campaign “Pee in the Shower” (or Xixi no Banho). As far as I can tell, the campaign was created by Saatchi & Saatchi and features both TV and web. (It was featured on FWA as Site of the Day over a month ago.) The idea is that if you pee while in the shower, as opposed to finishing your shower and using the toilet like normal, the average household can save 4,380 liters (that’s 1,157 gallons for us US folk). Saving water saves the rain forest.  Sounds like a good plan, and the ads have gone viral (you’ve probably seen them online somewhere by now, right?) And it makes a very valid point – as soon as I get in the shower with the water running, I get that urge. But still, there’s a lot of negative feedback.

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3D Engine Update 3: Shading improvements

So over the last week or so, I restructured my 3D engine. Nothing that would be visibly noticeable, but I feel better about where it is at right now. What I like about it, though, is that it is still not what would be probably considered “the right way” to do it. The reason I am happy about this is that it makes it my own, and I understand exactly why and how it works. Once I have a really solid understanding, then I can move towards doing it the “correct way,” but for now, my little hacked together experiment makes me happy.

One of the changes I did make is to the shaders. I added a PseudoGouraudShader, which uses gradients to draw each polygon face to try and smooth out the hard lines created by using a flat shader. I doubt this method would ever produce 100% accurate results that are identical to a gouraud shader, but it makes for interesting results. The method I am using is pretty slow, as it needs to draw each face four times, three of them being gradient fills. Each vertex’s normal is calculated from the sum of all the faces it is a part of, and that brightness value is used to draw a radial gradient on that face, the center point being the vertex. (Two examples: RGB example and dot example, the circle areas are ‘painted’ on via gradient fill) This can produce some fun effects too when played with.

I had an example of the PseudoGouraudShader last week, but it was off, it looked like alternating faces had different brightness values. Just playing around last night I found the issue, it lies with how I was calculating my normal.  When getting the cross product of the vectors, it is better to normalize the result instead of normalizing the vector before. The example below shows the two results and code snippets:


Still not perfect, but I’m not sure how close I can get using this method. I think there might still be some slight errors in the core math, which could be producing the results that look similar to the image on the left (although less intense). You can check out the live demo here.

On a last note, calculating normals and centroid over and over again for rendering can get pretty intense. In the case like this, the same normal gets calculated multiple times a render even though it hasn’t changed (because each vertex needs to get the normal of each face it is connect to). In order to boost speed, I created a caching system. When the normal is calculated, it saves it to a “stale normal” and updates an object (which I called the cached face) that tracks the position of each vertex in the face. Then, the next time the normal is called, if that cached face is not different then the real one, it just uses the stale normal instead of re-calculating.

Using RGB Channels to Compress Multiple Grayscale Images

Another experiment recently did was compress three grayscale images into one file. The reason for this would be of course file size and load time. A real-case scenario where you might need to load 3 grayscale images of the same size is loading textures for a 3D app. For instance, your model might be color dynamically, but you need to load a diffuse map, a specular map, and a bump map – all of these would be the same dimension and would be black  and white.

So all you need to do is take your three grayscale images into photoshop and layer them on top of one another. Then use the gradient map image adjustment to have each image range from red, green, or blue to black. Have the base layer be flat black, and set each of the three layers to screen. Then, once that image is loaded into Flash, you can extract each color channel and set it back to black and white with the ColorMatrixFilter. You just need to set the matrix so that each of the R,G,B rows are [0,0,0,0,255] and the last row (the alpha) is [1,0,0,0,0] for red, [0,1,0,0,0] for green, or [0,0,1,0,0] for blue. The just smoosh that transparent white image into a black bitmap, and you’re set.

Again, not entirely useful for every day cases, and it does cut down on how easy and dynamic the loaded content is, but if you’re hurting due to file size and load time, this could be something to keep in mind. In case you’re wondering – the layered color image I used in my example is 188 KB, and the blue channel saved as its own grayscale file is 132 KB.

Text to Image Transcoding

Playing around in Flash making a ‘image encoder’ that converts text into image, or String into BitmapData. Basically, I wanted to convert each character into binary, and then represent it as an image. So the first thing I did was have each character assigned a number, and then convert that into binary. Since I wanted to control what characters could be encoded, I created an array of the characters I wanted (instead of using the charCode) and used the index of the character as it’s id. Each character is converted into a 7-digit binary value (this value was based off of the array length) and then each digit is written to bitmap data, 0 as black and 1 as white.

I tried the same thing, but except with a color image. Instead of having 7 pixels representing a character, I used one pixel per character, converting each charCode into a hex value. The result is that the image is all blue, as the common used character codes are all under 255. Not a very useful exercise, but it was still sort of fun, as was converting a number into binary “manually.” (It involves a lot of use of modulo. )

The image bellow is the first chapter of Lewis Carroll’s Alice in Wonderland encoded into an image. Note: I chose Alice in Wonderland because it is copyright free, not because of the new trailer for Tim Burton movie. There’s a larger example here with the color image as well.


3D Engine Creation pt 2: Lighting & Shaders


Quick update on my current experiment building a 3D engine in Flash – I’ve added light and shaders. Shaders are special materials that are effected by the direction each face is pointing (called the normal) and another vector, in this case, a light direction. During the render process, each face calculates its brightness thus giving the illusion that light is reflection off of the mesh.

Upon researching, I found on a few occasions that the way to calculate lighting is to simply add the normalized normal and normalized light vector. This, however, seems to be slightly incorrect applicable to this situation. First, the result is another Point3D, where instead I am looking for a brightness value. Upon consulting coworker Mathieu Badimon, he suggested using the dot product of the normal and light vector. This returns a single number value, and when used to calculate brightness seems to work perfectly.

Next step? Finally tackling bitmap distortion in 3D, allowing for bitmap materials. (Which opens the doors to different types of shades as well, such as bump maps and dot3 normal mapping.) Once I’ve tackled that, I plan to completely restructure the engine, as I have a better idea now of how it can work while still sticking to my original plan of excluding a view3D. In the process of restructuring, I plan to write up the core math equations used in the most simplified way that I can, as finding some of these equations in a non-language specific explanation or simplified manor can be difficult.

Check out the new demo here. Click and drag the white dot to move the light source.