ispace viewer (inm)
Posted by in Projects on March 9th, 2009
This is a cross-platform viewer for inspecting and playing with the parameters of my shape/appearance interpolation files (inm).
I originally created this to allow viewing of the models that I create in my research. It is in a preliminary state, but can currently be used to render captured animations on a model, while demonstrating geometry deformations and view-dependent appearance.
Files (let me know if there are any problems):
Models:
Status:
- This is an Alpha release (Mar 9)
Problems:
- Crash on exit (Mac)
- MIME types (Mac/Windows)
- Status-bar for loading
- Temporary file cleanup
Gtk Swiss Ranger
Posted by in News on March 1st, 2009
I spent some time during the last week working (and playing) around with our new time of flight scanner. Posted some code and thoughts here .
Swiss Ranger
gtk swiss-ranger
We reciently got a SR3K Swiss Ranger time of flight range finder. After trying to get some data out of thing (their API is really straightforward), I realized I was going to need something similar to their windows API (provided with the developer kit) to probe all the available parameters.
This code is the result of that work. It is not much, but gives a way to try out
the device using c/c++ in Linux. I realize that they provide sample code for python (and matlab), but there were some problems getting that to run out of the box (mostly because the drivers are 32-bit, meaning that the python interpreter has to be 32-bit, and I didn’t have a 32-bit version installed.)
After all of this, I think that the best settings are the following: AutoExposure on (with a desiredPos of about 50); Median Fitler on, AN-SWF on (whatever this is), and a extra bilateral sw filtering (my own).
The screenshots below show the contrl window and some of the display modes.
To illustrate the noiseness of the data (after only median filtering) is displayed in the blender
screenshot below. This is compared to the right image with the extra AN-SWF and bilateral filtering.
Source is also available. Requires nimage to build, but the binary should probably work as long as 32-bit versions of gtkgl-2.0 and gtk+-2.0 are installed.
Sorry about that…
Posted by in News on January 16th, 2009
It appears that my site had been hacked somehow. Sorry if it installed some stupid malware on your computer. Maybe I’ll write a script to check and see if the problem happens again.
Shape
Posted by in News on January 16th, 2009
Added a stroke mode to the shape generator.
See the project page.
Sliles and bGlass
Posted by in News on November 30th, 2008
Python
Posted by in Projects on November 29th, 2008
Blender scripts:
- blender_cams.py
Initialize a bunch of cameras around an object. - blenvis.py Some utils for saving our file format of camera parameters or inserting an animated camera viewing an object.
-
blender_render.py
Render animation or multi-camera scene in blender (you will need to edit this), but it may serve as an example of how to output from blender.
Python test proggies:
- largest_sub.py: dynamic programming to compute the largest common subsequence. Just playing around with some programming contest problems.
- kpop.py A friend had mentioned this problem to me. Given n variables, x_i, each of which can take on some set of values {a_ij}, j in m_i, generate all possible combinations of the variables. I suggested that recursion was the easiest way to do it. He said it wasn’t. I tried out both solutions.
CPuz?
Posted by in News on November 10th, 2008
I had some ideas about a modification of a common puzzle that might be fun to play. Without checking if someone else had already done this I began looking into whether it was possible (and if maps could be generated automatically). I don’t want to let the cat out of the bag but it has something to do with this puzzle.
Chi-Puzzle
Posted by in Projects on November 10th, 2008
Super chi-puzzle. Features to be listed (if I every finish)
Broken Glass
Posted by in Projects on November 10th, 2008
Simulate broken glass on the iPod touch screen. Thought this would be a neat little app, so I spent a couple hours working on it and tried to sell it on the app store. After a long review period Apple denied it. Oh well.
Might as well upload the source code. It just simulates the break randomly by creating fracture lines and stopping fractures when other intersections are encountered.
Sliles
Posted by in Projects on November 10th, 2008
A small sliding tile iPhone app. Play up to the 6×6 puzzle. Use your own image for the tiles, or remove the numbers for the tiles. App also saves the state of your game, so you can close and resume playing at a later time. Also keeps track of how many games played to date, and how many you finished or aborted.
This project was co-authored by Stephen Eliuk. Search the App store for Sliles Tile Puzzle…and buy it!.
New mocap sequence
Posted by in News on October 29th, 2008
I recently captured a new sequence of myself using three cameras. Suprisingly the silhouette-based motion capture worked okay.
Legacy coming up
Posted by in News on October 16th, 2008
I finally decided to break out (no pun intended) my old archive code from DVD. First on the list is arkanoid (a.k.a breakout). Then there is also the windows binary for bomberman, and also a pretty old version of pacman. They all served the purpose of learning more about some aspect of coding.
See the legacy project page.
Resume coming along
Posted by in News on October 16th, 2008
Uploaded a first version of my resume. Still needs some tuning, but it is better than the patchy one that was up before.
Jumbled
Posted by in News on October 16th, 2008
Jumble. When you are a CS student it is fun to try and use your skills to solve puzzles–or at least it used to be. Just added some old source code for solving jumble. Project Page. I ended up rewriting it while I was doing part of my Masters in France, as a student staying at the same place as I was needed help doing an assignment. The new version was a command-line utility that used spell.
Windows Jumble Solver
Posted by in Projects on October 16th, 2008
I used to play Jumble in the morning (you know, the word game?) with my Grandma. This was a while back, and at the time I was tired of getting stuck on some of the puzzles and decided to write some code to solve it for me. This was the result.
Legacy
Posted by in Projects on October 15th, 2008
I finally got around to pulling out some old code for test apps that I had written some years ago.
Arkanoid
First one is arkanoid (break-out):
I miss living with my parents and working at a dead end job. It gave me motivation to work on little things like this. At the time I believe I was in my third year of my undergrad degree and it was either Christmas holidays or spring break. I had just finished spraining my thumb to the point where it had dislocated and the bone came through the skin. I started working on this gem and probably only spent maybe a day or two on it. Obviously never finished but it still may be fun to play. Download the windows binary (doesn’t work in wine) and try it out.
Bomberman
Next on the list is of course Bomberman. I still have some hidden obsession with bomberman. In this case, I totally ripped off the icons for the bomberman from the game, but I remember creating the textures for the fire (and most likely the board). This piece of work features randomly generated levels, partial multi-player support, mp3 player support (not sure how to use it anymore, using fmod sound). And of course some crappy AI. When I started this project (some time in the summer of 2002), I was interested in the AI for the game. The method I implemented used a strategy where the agent keeps track of the utility of places where a bomb will explode and ignores these positions while trying to break as many bricks. He is not much of an opponent as his primary goal is to destroy the bricks, but it was fun playing around with nonetheless. Thanks to Nathan Matthews for making a title screen:
See some of the screenshots below. If you try it out, make sure that you select player1 as keyboard1 and player2 as AI. Use ‘a’, ‘w’, ‘s’, and ‘d’ to move the player; ‘z’ to drop bombs, and ‘x’ to kick/detonate when you have a special.
Pacman
Not too much interesting with this one. Sounds real, I guess. The textures of the tiles are dependent on the underlying board, which is kind of neat I guess. The space key will chomp through the walls, so you can see what I mean. I can’t remember exactly when this project was concieved, but I would have to guess around christmas time.
Gimp source and binary
Posted by in News on October 14th, 2008
Finally got around to adding some more information. Gimp integrate normals plugin and binary are now uploaded. See project page.
New shape
Posted by in News on October 14th, 2008
A separate version of the random shape generator for generating single shapes is now in the works. Will appear at http://www.neilbirkbeck.com/jshape/single.html
Oh yeah …
Posted by in News on September 11th, 2008
And I am also going to Japan…in a friggin’ week! Total impulse trip, strongly influenced by Gianthuman.
Yipee. Jimmy
Armed
Posted by in News on September 11th, 2008
It’s been a long time since I visited my code for tracking articulated objects. Today, I finally set up a capture and acquired some images of my arm in motion. I know it is pretty much the easiest case to track, but it is the first time I have used this code on a sequence that I have acquired with my own setup (and of myself too). You tube vid.
Okay, now really
Posted by in News on September 5th, 2008
It didn’t take that much longer, but I finally got the windows binary. The problem was related to initializing a std::string with a null pointer obtained from getenv (I didn’t bother figuring out exactly what the error was). But this explains why the binary worked in wine.
Other than that, and a slight problem with the dll’s for OpenAL that I compiled with the cross compiler, everything was pretty much good. Not sure why OpenAL didn’t work, but I just link to the import libraries that I created in linux, and use the dll from their website.
Oh yeah, if anyone actually reads this, you should try the demo out and let me know how if it crashes (or doesn’t load due to dlls)
First gt release (windows)
Posted by in News on September 4th, 2008
I have been trying to make the gt demo a little more functional. It is still not there, but I have added a windows binary so it is possible to play around (requires a decent graphics card). See the project page.
Looks like I jumped the gun a bit on that one…its not quite working yet.