In this article on Instructable is explained how to turn a ti calculator into an intervalometer for a DLSR, by simply using its communication cable and writing a little script:
Turn a TI Graphing Calculator into an Intervalometer and Create Time Lapse Videos.
The author tested it with a ti-83+ and a Canon Rebel, but ti-84, ti-89 and other cameras are also discussed in the comments. Other combinations can be found all over the web.
In this 2mn video,
Adam Cole briefly introduces how a flow visualization technique, known as schlieren photography, can be used with high speed camera to film the propagation of sound through air.
This is an announcement that got all my attention. Since Twitter is a mess to find anything older than a day, here is the list so far:
, Sutherland et al., ACM Computing Surveys, 1974 A Characterization of Ten Hidden-Surface Algorithms
, Paul Heckbert, IEEE Computer Graphics and Applications, 1986 Survey of Texture Mapping
, Matt Pharr et al., proceedings of SIGGRAPH, 1997 Rendering Complex Scenes with Memory-Coherent Ray Tracing
, Ramamoorthi & Hanrahan, proceedings of SIGGRAPH, 2001 An Efficient Representation for Irradiance Environment Maps
, Ragan-Kelley et al. ACM Transactions on Graphics, 2011 Decoupled Sampling for Graphics Pipelines
, Franklin C. Crow, Communications of the ACM, 1977 The Aliasing Problem in Computer-Generated Shaded Images
Ray Tracing Complex Scenes, Kay & Kajiya, proceedings of SIGGRAPH, 1986
, Greene et al., proceedings of SIGGRAPH, 1993 Hierarchical Z-buffer Visibility
, Gu et al., ACM Transactions on Graphics, 2002 Geometry Images
, Edwin Catmull, proceedings of SIGGRAPH, 1978 A Hidden-Surface Algorithm with Anti-Aliasing
, Goral et al., proceedings of SIGGRAPH, 1984 Modeling the Interaction of Light Between Diffuse Surfaces
“The first radiosity paper, with the real physical Cornell box (which I’ve actually have seen in real life!)”
, Lance Williams, proceedings of SIGGRAPH, 1983 Pyramidal Parametrics
, Paul Debevec, proceedings of SIGGRAPH 2008 Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography
“Influence on gfx proportional to title length!”
, Juan Pineda, proceedings of SIGGRAPH, 1988 A parallel algorithm for polygon rasterization
, Beers et al., proceedings of SIGGRAPH 1996 Rendering from compressed textures
“This one (out of 3) of the 1st texture compression papers ever! Uses VQ so probably not something you want today, but major eye opener!”
, P. Bergeron, IEEE Computer Graphics and Applications, 1986 A general version of Crow’s shadow volumes
“Generalized SV. Nice trick”
, Kurt Akeley, proceedings of SIGGRAPH 1993 Reality engine graphics
“Paper describes MSAA, guard bands, etc etc”
, Hakura and Gupta, proceedings of ISCA 1997 The design and analysis of a cache architecture for texture mapping
“Classic texture $ paper!”
, Lokovic and Veach, proceedings of SIGGRAPH 2000 Deep shadow maps
“Lots of inspiration here!”
, Cook et al., proceedings of SIGGRAPH 1987 The Reyes image rendering architecture
“Sooo good & mega-influential!”
, Lance Williams, proceedings of SIGGRAPH 1978 Casting curved shadows on curved surfaces
“*the* shadow map paper!”
, Myer and Sutherland, Communications of the ACM 1968 On the design of display processors
“Wheel of reincarnation”
, Paul S. Heckbert, Communications of the ACM 1988 Ray tracing Jell-O brand gelatin
, Torborg and Kajiya, Proceedings of SIGGRAPH 1996 Talisman: Commodity realtime 3D graphics for the PC
, Durand et al., Proceedings of SIGGRAPH 2005 A Frequency Analysis of Light Transport
(behind a paywall), S. Zhukov, A. Iones, G. Kronin, Eurographics 1998 An Ambient Light Illumination Mode
“First paper on ambient occlusion, AFAIK. Not that old…”
Posted in Rendering, Science |
Tagged ACM, ambient occlusion, anti-aliasing, compressed textures, culling, deep shadow maps, diffuse, environment mapping, global illumination, HDR, IEEE, light transport, MSAA, paper, photograhy, radiosity, rasterization, ray tracing, reading list, Reyes, shadow map, shadow volumes, SIGGRAPH, subsurface scattering, texture mapping |
This is the third day at
Revision, and my contribution this year is the talk I gave yesterday. Unlike last year, this seminar is not technical at all but focused on the design aspect and, to some extent, how it relates to the technical one. The context is demomaking, but many ideas are still valid in other media.
There were some issues with the recording unfortunately, which means some elements are missing (you will notice some blanks at the beginning). In particular after 5mn, there is an important point which was completely cut out. The text was:
Throwing a new technique at whatever you’re doing is not going to make it any better. It’s only going to change what you can achieve. There are two sides of image creation: the technical one and the artistic one. Different techniques allow to do different things, and the more techniques you master, the better you understand what you can and cannot do with them, and how to do it. Technique becomes a tool that changes how you can express yourself.
the slides with notes (~5MB), or a low quality version (~1MB).
For more demoscene related talks, here is the
full list of seminars at Revision 2013.
Posted in Demoscene, Design, Rendering |
Tagged cinematography, composition, demomaking, demoscene, filmmaking, photograhy, Revision, Saarbrücken, seminar, storytelling, talk, talk I gave |