We Solve Your Difficult Problems: Forward Porting with Legacy Media and Code – Part 5 – Animation and Texturing
In part 5 of our raytracing port, we clean up the code a bit and then add camera/viewport animation and a checkerboard ground texture.
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In part 5 of our raytracing port, we clean up the code a bit and then add camera/viewport animation and a checkerboard ground texture.
In part 4 of our raytracer porting blog, we fix the SDL event pump, add a PNG saver with libspng, remove the preset resolution limits and add a unit test using CTest.
In our OpenCV camera calibration tutorial, we show how to get started with OpenCV by setting up the software, printing and capturing a calibration chessboard, and then calibrate the camera using the captured images.
This article discusses prompt injection attacks, which target large language models (LLMs) by manipulating inputs to force unintended or malicious behavior. It explains how prompt injection works, various defense strategies like input sanitization and privilege minimization, and the challenges in securing LLMs. Real-world examples and prevention techniques are also covered.
How AlphaPixel created a 3D interactive visualization of Mars using CesiumJS, covering the technical aspects of rendering a virtual Mars globe in a WebGL-capable browser, including configuring ellipsoids, applying real-world data layers, and adding interactivity for dynamic Mars data exploration.
The article introduces Gaussian Splats, a cutting-edge technique for rendering realistic 3D scenes from sparse photo data. It explains the basics of splats, Gaussian functions, and radiance fields, highlighting the efficiency of Gaussian Splats compared to NeRFs and photogrammetry. This approach achieves real-time performance without requiring neural networks.
The article explores adding a modern SDL-based UI to a legacy Amiga raytracer. It covers integrating SDL with CMake, updating UI code from Amiga OS, and resolving rendering performance issues. By using SDL’s cross-platform libraries, the article demonstrates how to modernize graphical functionality while preserving the original program logic.
This article details the process of compiling and running legacy Amiga-based raytracer code in Visual Studio Code. It covers updating old C code, handling missing libraries, and adapting the original environment using modern tools like CMake. The step-by-step guide ensures the code works on current systems with minimal changes.
The article explores how AlphaPixel tackles the challenges of forward porting legacy media and code, including recovering data from 1980s and 1990s hardware. Through a real-life example involving an Amiga-based raytracer project, it highlights the complexities of resurrecting old code, using modern tools to extract and convert outdated formats for modern use.
Dopamine Driven Design mocks all of the fad development management practices you are so sick of already.