Results for "Author: reexre"
Sketch Pictures. Gabor Filter and Strokes. See Screenshot. *** 1.7 -Minor Improvements *** 1.6 -Reported by Robert Bug now Fixed *** 1.5 -Load Settings from previous Rendered Picture (Works only with picture created since this version) *** 1.0 -Faster Gabor Filtering -SOBEL Edge detection -BackGround: Angles By HUE, Angles By Edges Angles, No Strokes: Blurred Source Pic. -No Auto Save -Save As -Hidable/movable panel
Bezier ART. See Screenshot.
This application applies Multipass Bilateral Filter to color Images. Bilateral filtering is an Edge-preserving smoothing filter. This technique extends the concept of Gaussian smoothing by weighting the filter coefficients with their corresponding relative pixel intensities. Pixels that are very different in intensity from the central pixel are weighted less even though they may be in close proximity to the central pixel. This is effectively a convolution with a non-linear Gaussian filter, with weights based on pixel intensities. This is applied as two Gaussian filters at a localized pixel neighborhood , one in the spatial domain, and one in the intensity domain. Some Parameters make result image with a cartoon-like appearance. [ can someone speed up EFF_BilateralFilter Sub? ]
Physical Modelling Synthesis to create sounds of Electric guitar / bass guitar . [ Movable pickups , Frets Slide ] http://www.youtube.com/watch?v=yZhstUIitYc http://www.youtube.com/watch?v=4DbVcyov8nw
NEW:Draw arc of a given Radius tangent to two lines - Line Offset - Fast Atan2 Approx. - Circle Line Intersection - Line Line Intersection - Circle Circle Intersection - Circle from 3 Points - Tangents of 2 Circles - Vector Projection - Vector Reflection - Nearest point on Line - Angle Difference
EVOLVING CREATURES (Roberto Mior) [Upadte 3] - GA better Adaptive Mutation Prob - Added Rotational Velocity for Input (2: >0 and 20 - Particle draw style [Upadte 2] - Smoothed point touching ground function (Sort of pressure) - Smoothed Length Added by Brain - Improved creature physics - X Velocity Air Resistence - Better management of tasks. - Particle System - Increased output links Excursion. - CyclesForScreenFrame 12->16 CyclesForVideoFrame BrainClock [Update 1] - Very Faster - Inputs/outputs Display - SIN Function instead of EXP in NN Activation function - Added Hidden layer with a number of neurons equal to 1.5 times the Number of Outputs - 3 sons per Generation - Better StayOnGround Fitness function - Other ----- This is a typical example of how evolution works. A population of (customizable) Creatures try to Evolve according to some tasks. A Creature is composed by springs and a neural network. There are "intelligent" and "dumb" springs. First ones change their rest length according to the neural network outputs. The other simply react to external forces to mantain their invariable rest lengths. The Creature's Neural Network Inputs are: "No-Brain" Springs Tensions, Points touching ground, Creature Rotation (DX and DY), Height from ground, X and Y Velocities. The Creature's Neural Network Outputs are: "Intelligent" springs rest lengths. EVOLUTION (genetic algorithm): At Each generation there are 3 sons wich parents are "randomly" choosen from the best previous generation creatures. (Some sons mutate their genes with low probability (M)). Then sons are Evaluated. (This 3 sons replace the previous generation worst creatures) TASKS: Creature's evaluation is based on Task(s) to perform. These are: WALK (Distance walked) DON'T JUMP (Minimize avg height from ground) AVG HEIGHT (Average Creature middle point height) MAX HEIGHT (Creature Max Height Reached) VERTICALITY * (Rotate by -/+90°) HORIZONTALITY * (Keep initial orientation)[even 180°] *(Rotation is based on the 2 (left-Right) most external links.) These task can be mixed together. (for some complex tasks/creatures it's a little bit diffcult to find the best proportions) Each Creature performs a score (called "fitness") VIDEOS: http://www.youtube.com/playlist?p=PL52307
This is a typical example of how evolution works. A population of (customizable) Creatures try to Evolve according to some tasks. A Creature is composed by springs, "muscles" and a neural network. There are "intelligent" and "dumb" springs. First ones change their rest length according to the neural network outputs. The other simply react to external forces to mantain their invariable rest lengths. From V6 there are "muscles". Muscle is an angle constrain between two links. The NN outputs determinate even the Angle that they must have. The Creature's Neural Network Inputs are: Vx,Vy & "Pressure" of touching ground Points, Creature Rotation (DX and DY), Height from ground, X Y Velocities and Rotational Velocity. The Creature's Neural Network Outputs are: "Intelligent" springs rest lengths and Muscles rest angles. EVOLUTION (genetic algorithm): At Each generation there are 3 sons wich parents are "randomly" choosen from the best previous generation creatures. (Some sons mutate their genes with low probability (M)). Then sons are Evaluated. (This 3 sons replace the previous generation worst creatures)
My Pencil Sketch Effect 2ND. (see Screenshot) (V4 new background mode) [Gabor Filter - SOBEL (Jähne et al. [1999] variation) ]
RVO. Reciprocal Velocity Obstacle. Crowd Simulation - Video:http://www.youtube.com/watch?v=fN594d80Klg
Draws a sunflower using PHI (Golden Ratio - Golden Number - Fibonacci ). - Video: http://www.youtube.com/watch?v=kWiuFGCI5TU
Google Speak more than 100 character. (and save the MP3) Thanks to Leandro Ascierto
Converts Images to Cartoon! this Application uses FreeImage Lib http://freeimage.sourceforge.net/download.html) for Color Quantization And POTRACE.EXE for VECTOR GRAPHICS (http://potrace.sourceforge.net/#downloading) ------ It's Very very messy (and slow too, so Compile it before Run). But I hope you appreciate the results after trying some parameters. Enjoy. ------ Example Videos here: http://www.youtube.com/user/reexre
Create Elastic Creatures. See ScreenShot
2D Water I took inspiration from some site.... (look screenshot)
2D Physic Engine based on verlet physics. __________ Main Elements are 3: Point, Link (2 Points), and Muscle (2 Links)__________ The muscle is defined as two links (limbs) , the angle that should occur between them, and the muscle strength. __________ You Can manually change Muscles Values with Scrollbars. __________ Can interact with figure with the mouse. __________ [ V 3 ] Added Gravity On/Off. Added Save/Load Pose. __________ [ V 3.1 ] Added Muscles Speed Limiter (It Deny too Fast Muscles movement, so it's good for Stability), and Exit button __________ [ V 3.2 ] Thickness of Lines bigger than 1 for better vision. Added Collision Response with Circle Shaped Obstacles. Added Obstacles Movement and Obstacle-Obstacle Collision. __________ [ V 3.3 ] Updated sub ChangeVelocities: Fixed Bug when Bounce on Motionless-Obstacles. Now Can interact with Obstacles too. __________ [ V 4.0 ] I had a GREAT IDEA!!!: The Strength of Muscles in nature is not Constant. So I thought to apply a Decrement of Strength/energy due to the "Work" done by the Muscles. Nevertheless, this Lost of Strength/Energy is Recovered Costantly, as we do Breathing. This made the physics even more Realistic! . Added Custom Link Color, Thickness , Shape and DrawOrder. Smiling Face. (I Loose myself with VersionNumber) __________ [ V 5.0 ] Added Joints!!! Can Dynamically Add/Remove Joints! __________ [ V 5.1 ] Realistic Doll-Obstacles Collision Reaction. Break Points when to much stressed (Buggy). Removed Muscles Speed Limiter. __________ [ V 5.2 ] Doll Editor! to Customize your creatures. More Joints features. __________ [ V 5.3 ] Manage Limbs Mass in Muscle movement, manage point Mass in Collision reaction. __________ [ V 5.4 ] Little bug fixed in point Mass calculation. __________ [ V 6.0 ] Fixed missing "Option explicits" and Removed Draw Flickering... __________
Now with DIRECTX GRAPHICS!!! ----- 2D Engine based on verlet physics. ----- Main Elements are 3: Point, Link (2 Points), and Muscle (2 Links)---- The muscle is defined as two links (limbs) , the angle that should occur between them, and the muscle strength. ----- You Can manually change Muscles Values with Scrollbars. ----- Can interact with figure with the mouse. ----- [ V.3 ] Added Gravity On/Off. Added Save/Load Pose. ---- [ V3.1 ] Added Muscles Speed Limiter (It Deny too Fast Muscles movement, so it's good for Stability), and Exit button ----- Suggestions for the Physics will be very appreciated. ----- ----- To Run must have dx8vb.dll -----
CONTAINS: Genetic Algorithm Class - Simple and easy to use. + Modified ParasChopra Neural Net by www.paraschopra.com. ----- EXAMPLE PROJECTS: ----- [ FILLTHEGRID ]: Example of use of Genetic Algorithm Class (SimplyGA). ----- [ TSP WITH GA ]: Travel Salesman Problem solved by Genetic Algorithm Class (SimplyGA). ---- [ XOR ]: Xor Function performed by Neural Net.(Neural net is Trained by Genetic Algorithm Class). ----- [ FLYERS ]: NEURAL NET TRAINED BY GENETIC ALGORITHM. A Population of Individuals moves according to a Population of Neural Nets. The Goal is to stay closer to the Red Point. Before changing red point (start) position the population is evaluated. The nearest reproduce and replace the worst. (This is performed by GA.) Neural Nets are Updated by putting to Neuron Biases and Sinapses eights the Genes of GA. Net Inputs are 3: How much red point is LeftRight, how much it is FrontBack and the distance from it. Net Outputs are 2: Steer and Accellerate/brake. (This is ARTIFICIAL INTELLIGENCE) /// more will be added/updated /// 09.05.2009 Added Xor_Or_And / Improved Flyers.
Create PHOTOMOSAICS (see screenshot) ----- Create picture formed from 100's of smaller pictures. ----- Feautres: ---*Manage Mirrored tiles* ---*Manage Duplcated Tiles and Minimal Distance between them* ---*Tile Masks* ---*Rotated Tiles* ---*Blend with Source pic* ---* 10 PhotoMosaic Styles*. ------------------------------------------------ This Version Main New: Rotated Tiles
Converts Video to Cartoon! Basically it reduces the numbers of colors and applies a Contour. But everything is enhanced by simply and powerful potrace.exe that brings so cool curves. ------ -See Srceenshot(B&N in this case.)- ---------- This application uses FreeImage.dll and Potrace.exe. This files should be included in this Zip. If Not so, included Downloadhelper.vbp will bring you to that locations. It doesn't manage Audio. You can do it manually with VirtualDub. ------- V7.0 *NEW* BILATERAL FILTER. Applicable Parameters: 'Color Paramters': Brightness and Contrast, plus main 'CONTOUR Params' slider.
Picture Morphing / Deformation . *Uses Baricentric Coordinates.* Made in few hours. Little mess source code...