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  • Optical Illusion Freezes Water In Place [Video]

    - by Jason Fitzpatrick
    This clever optical illusion uses sound frequency and a digital camera to “freeze” water in time and space. YouTube user MrBibio explains the hack: Creating the illusion of a static flow of water using sound. Of course this isn’t my idea and plenty more refined examples already exist. I tried this same experiment years ago but using a strobe light, but it’s harsh on the eyes after a while and hard to video successfully. It only dawned on me shortly before making this that for video purposes, no strobe light is required. This is because the frame rate and shutter of the camera is doing a similar job to the strobe. The speaker-as-frequency-generator model is definitely easier on the eyes than similar experiments that rely on high-speed strobes. How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • Custom Theming now Available in Gmail

    - by Asian Angel
    This past November Google unveiled a new look for Gmail with HD themes, but you could not set up custom themes until now. Set up your new custom theme with a Light or Dark look to match up nicely with your chosen background and enjoy a more personalized experience in your inbox. This is where you will find the new custom settings on the Themes Settings Page… The confirmation screens for the new Light and Dark Custom Themes… How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me?

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  • How do walls affect lighting?

    - by Milkboat
    I have been trying to implement a simple form of lighting in my 2D game. In the screenshot, I don't think it looks very good, kind of just plastered over the top of the map. How would the wall effect how the lighting is displayed? Just looking for tips on how to make my lighting look a bit better. Right now I gave each tile a light value and I change that depending on if there is a light source near by. I don't take in account if there are any objects near by. Screenshot:

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  • Reducing brightness of large areas containing bright colours

    - by intuited
    I do most of my work in either a terminal or a web browser. I prefer my terminals to use bright colours on dark. I would really prefer that web pages tended to look this way as well, but that's not under my control. The problem is that when I switch from a light-on-dark terminal to a dark-on-light web page (like this one), my eyes have to adjust to the overall rise in screen brightness. Apparently this is bad for your eyes, in addition to being painful and annoying. It would seem to be possible for some layer of the interface to adjust the displayed colours for parts of the screen, or perhaps for particular windows, to reduce the brightness of the brighter areas of the screen. Can this be done, possibly with a Compiz extension?

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • Ubunti 12.10 wake on lan not working with Realtek 8139

    - by f.cipriani
    My pc doesn't wake up when receiving a magic packet from a pc connected to the same router. ethtool: fcipriani@ubuntu:~$ sudo ethtool eth0 Settings for eth0: Supported ports: [ TP MII ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full Supported pause frame use: No Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full Advertised pause frame use: No Advertised auto-negotiation: Yes Link partner advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full Link partner advertised pause frame use: No Link partner advertised auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: MII PHYAD: 32 Transceiver: internal Auto-negotiation: on Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000007 (7) drv probe link Link detected: yes I have enabled all the wake up features in my bios, and I have verified the magic packet gets to the pc. I suspect the main problem is that the NIC light is completely turned off after the shutdown, but even after spending a lot of time researching I can't understand if this is a limit of my network card, my mobo, or something in the OS which needs to be configured correctly in order to leave the NIC in stand by mode with the light flashing. the NIC is Realtek 8139, the motherboard Asus P5L13L-X

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Understanding Photography Lighting with a Single Egg [Video]

    - by Jason Fitzpatrick
    In this informative video, veteran photographer Joe Edelman demonstrates the basics of photography lighting with a humble egg. An egg is an excellent shape for experimenting with and studying lighting because the curved surfaces provide a nice clean gradient to study how the light wraps and falls as you move around the light source. Check out the video above to see Edelman’s full demonstration of the humble egg as a photography teaching tool. [via DIY Photography] The Best Free Portable Apps for Your Flash Drive Toolkit How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC

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  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

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  • How to Make a Laser Microscope at Home [Video]

    - by Asian Angel
    Earlier this year we shared a video that showed you how to make a microscope projector using a green laser light and a webcam lens. Today we are back with a video demonstrating an easy “at home” method using that same green laser light, a syringe, two glasses, and a blank wall. Note: Video contains some language that may be considered inappropriate. How to make a laser microscope [via Geeks are Sexy] Use Amazon’s Barcode Scanner to Easily Buy Anything from Your Phone How To Migrate Windows 7 to a Solid State Drive Follow How-To Geek on Google+

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  • Spherical harmonics lighting - what does it accomplish?

    - by TravisG
    From my understanding, spherical harmonics are sometimes used to approximate certain aspects of lighting (depending on the application). For example, it seems like you can approximate the diffuse lighting cause by a directional light source on a surface point, or parts of it, by calculating the SH coefficients for all bands you're using (for whatever accuracy you desire) in the direction of the surface normal and scaling it with whatever you need to scale it with (e.g. light colored intensity, dot(n,l),etc.). What I don't understand yet is what this is supposed to accomplish. What are the actual advantages of doing it this way as opposed to evaluating the diffuse BRDF the normal way. Do you save calculations somewhere? Is there some additional information contained in the SH representation that you can't get out of the scalar results of the normal evaluation?

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  • Hints to properly design UML class diagram

    - by mic4ael
    Here is the problem. I have just started learning UML and that is why I would like to ask for a few cues from experienced users how I could improve my diagram because I do know it lacks a lot of details, it has mistakes for sure etc. Renovation company hires workers. Each employee has some kind of profession, which is required to work on a particular position. Workers work in groups consisting of at most 15 members - so called production units, which specializes in a specified kind of work. Each production unit is managed by a foreman. Every worker in order to be able to perform job tasks needs proper accessories. There are two kind of tools - light and heavy. To use heavy tools, a worker must have proper privileges. A worker can have at most 3 light tools taken from the warehouse.

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  • DIY Sunrise Simulator Combines Microchips, LEDs, and Laser Cut Goodness

    - by Jason Fitzpatrick
    Sunrise simulators use a gradually brightening light to wake you in the morning. Check out this creative build that combines a microprocessor, addressable LEDs, and a nifty laser-cut bracket to yield a polished and wall-mountable alarm clock lamp. Courtesy of NYC-based tinker Holly, the project features a detailed build guide that references all the other projects that inspired her sunrise simulator. Hit up the link below to check out everything from her laser cut shade brackets to the Adafruit module she used to control the light timing. Sunrise Lamp Alarm Clock [via Make] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Why does Live-USB boot freeze at the moving dots?

    - by Caleb
    I am currently trying to boot into Ubuntu 12.04 x86 using a USB. I used Untetbootin to do all that boot crap and what not. But for some reason Ubuntu wont load pass that screen with the dots and the purple background. What happens is the dots all light up once, then they go back to white then they all light up at the same time and then it just gets stuck there. Ive even tried using an x64 copy (since my CPU supports it) but have no luck with that either. Ive even tried different DISTRIBUTIONS of Linux and all have failed with loading. Please help

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  • How can the original icons and fonts be restored in ubuntu 12.10?

    - by Harsh
    Recently i installed cairo-dock and changed the original ubuntu theme. then i uninstalled it. but the icons on the left side didn't restored into its original look. Somewhere I found a command sudo apt-get autoremove --purge light-themes sudo apt-get install light-themes After running this command the theme didn't changed but it seems that the font of the original ubuntu changed a little. I want the theme of ubuntu as it was when i newly installed it. Moreover, the alt+tab and some other key combination not working normally. please help.

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  • Finding Near-Earth Asteroids

    - by TATWORTH
    One of the puzzling aspects of hunting for Near Earth Asteroids is that more has been spent on Hollywood films about potential disasters should one hit the Earth than on finding them in the first place. While there are a number of on-going asteroid search programs, these are all Earth-based at the moment. The limitations of them are:Each telescope can only observe for a maximum average of 12 hours per day.As far as I am aware, all these programs are in the visible light only. (Once an asteroid is found, then radar tracking is possible when it is close.)Being Earth based they cannot see inside the Earth's orbit.The Asteroids being generally dark, do not show up well in visible light.A private group are proposing a radical alternative to this by orbiting an infra-red telescope in the orbit of Venus. In Infra-red, the asteroids are more readily seen. Here are some details: Source SPACE.com: All about our solar system, outer space and exploration

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  • how to modify shadow mapping in "3D Graphics with XNA Game Studio 4.0"?

    - by naprox
    So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point lights with a Sphere model. my first Q is how to draw a directional Light with this frame work? secondly it can do shadow mapping just for one light, how can i do shadow mapping for all or parts of the lights in the game? i just want to know how to modify this codes to do the above tasks. I've followed tutorials on MSDN and some other sites and didn't got the answer. please help me, its so urgent. and if any one wants, the complete code is here: http://www.mediafire.com/?6ct11mc1g8f891h

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  • SSRS 2008 R2 KPIs with bullet graphs

    Key Performance Indicators are typically displayed in a scorecard with stop light indicators, which are either red, amber or green light icons. The limitation for these kind of indicators is that you can see the actual and target values in two different fields as well as see the status of the KPI in red, amber or green color. If the user wants to figure out the thresholds associated with the KPI, these values are generally not visible. Further, representing the threshold values in the scorecard itself defeats the purpose of the scorecard. The scorecard should display the KPI's status in the most summarized form and use a minimal amount of space on the dashboard. In this tip we would look at how to address this issue.

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  • How to acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

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  • Use Adwaita Dark for Libre Office and possibly other apps too?

    - by Relik
    I would like to know how to force some apps to use the Adwaita dark theme. I noticed by default that the movie player and photo viewer apps in gnome shell use Adwaita Dark while most other apps use the Light variant. I would really like to set Libre Office to use Dark instead of Light. How would I go about doing this? I found the site below, but the instructions seem a bit outdated and they do not work for GTK3. http://urukrama.wordpress.com/2008/07/13/setting-a-custom-gtk-theme-for-specific-applications/

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  • Sample code and slides for my TechDays10 (Belgium) talks

    - by Laurent Bugnion
    The source code for my MVVM talk titled “Understanding the MVVM Pattern” given at TechDays 2010 in Antwerpen, Belgium, is available online. It is actually the same code than the MIX10 one, but I added the Windows Phone 7 MVVM Light application (available in the folder titled “Mix10.MvvmDemo2-End”. Note: before unpacking the zip file, you should right click on it, and select properties / Unblock. I also published the slides for my two talks: Understanding the MVVM Pattern A day in the life of a WPF/SL integrator As far as I know, the videos will be online soon, stay tuned and I will announce when it is the case. Get Started page for the MVVM Light Toolkit: http://www.galasoft.ch/mvvm/getstarted   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • How to acheive a smoother lighting effect

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

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  • Phone complains that identical GLSL struct definition differs in vert/frag programs

    - by stephelton
    When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 _position; lowp vec4 _ambient; lowp vec4 _diffuse; lowp vec4 _specular; bool _isDirectional; mediump vec3 _attenuation; // constant, linear, and quadratic components }; uniform Light u_light; I know the struct is identical because its included from another file. These shaders work on a linux implementation and on my Android 3.0 tablet. Both shaders declare "precision mediump float;" The exact error is: Uniform variable u_light type/precision does not match in vertex and fragment shader Am I doing anything wrong here, or is my phone's implementation broken? Any advice (other than file a bug report?)

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  • rotating spheres

    - by Dave
    I want to continuously rotate 2 spheres, however the rotation does not seem to work. Here is my code: float angle = 0.0f; void light(){ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); // Create light components GLfloat positionlight1[] = { 9.0, 5.0, 1.0, 0.0 }; GLfloat positionlight2[] = {0.2,2.5,1.3,0.0}; GLfloat light_ambient1[] = { 0.0, 0.0, 1.0, 1.0}; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, positionlight1); glLightfv(GL_LIGHT1, GL_POSITION, positionlight2); } void changeSize(int w, int h) { if (h==0) // Prevent A Divide By Zero By { h=1; // Making Height Equal One } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glViewport(0,0,w,h);// Reset The Current Viewport // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix // Reset The Modelview Matrix } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); //set where to start the current object glTranslatef(0.0,1.2,-6); glRotatef(angle,0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); //end the current object transformations glPushMatrix(); //set where to start the current object glTranslatef(0.0,-2,-6); glRotatef(angle,0,-2,-6); glutSolidSphere(0.5,50,50); glPopMatrix(); //end the current object transformations angle=+0.1; glutSwapBuffers(); } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Hello World"); // register callbacks light(); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); // enter GLUT event processing loop glutMainLoop(); return 1; } Graphicstest::Graphicstest(void) { } In the renderscene where i draw,translate and rotate my 2 spheres. It does not seem to rotate the spheres continuously. What am i doing wrong?

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