I'm planning on doing a shed skin 0.9.1 "maintenance" release during
the weekend. please let me know about any problems you haven't
reported yet, or if you have/know of interesting programs that I might
play with, so I can try and pack a few more things into the release.
thanks to all those that contributed to this release!
in the meantime, it looks like shed skin 0.9 has also made it into the
debian package repository, thanks to the efforts and persistence of
paul boddie..! :-)
my 3d-printer project is almost in a state where I can start
allocating more time for shed skin and other hobbies again. hopefully
also during the weekend (while running shed skin tests) I will be able
to print my first object.. :P
after a few hours of shooting myself in the foot, I finally converted
this algorithm (well, not really an algorithm but 256 expert
decisions.. ;-)) to python, and added it to shedskin/examples.
mark.
On Jan 11, 9:42 pm, srepmub <mark.duf...@gmail.com> wrote:
> I'm planning on doing a shed skin 0.9.1 "maintenance" release during
> the weekend. please let me know about any problems you haven't
> reported yet, or if you have/know of interesting programs that I might
> play with, so I can try and pack a few more things into the release.
> thanks to all those that contributed to this release!
> in the meantime, it looks like shed skin 0.9 has also made it into the
> debian package repository, thanks to the efforts and persistence of
> paul boddie..! :-)
> my 3d-printer project is almost in a state where I can start
> allocating more time for shed skin and other hobbies again. hopefully
> also during the weekend (while running shed skin tests) I will be able
> to print my first object.. :P
> after a few hours of shooting myself in the foot, I finally converted
> this algorithm (well, not really an algorithm but 256 expert
> decisions.. ;-)) to python, and added it to shedskin/examples.
> mark.
> On Jan 11, 9:42 pm, srepmub <mark.duf...@gmail.com> wrote:
> > hi all,
> > I'm planning on doing a shed skin 0.9.1 "maintenance" release during
> > the weekend. please let me know about any problems you haven't
> > reported yet, or if you have/know of interesting programs that I might
> > play with, so I can try and pack a few more things into the release.
> > thanks to all those that contributed to this release!
> > in the meantime, it looks like shed skin 0.9 has also made it into the
> > debian package repository, thanks to the efforts and persistence of
> > paul boddie..! :-)
> > my 3d-printer project is almost in a state where I can start
> > allocating more time for shed skin and other hobbies again. hopefully
> > also during the weekend (while running shed skin tests) I will be able
> > to print my first object.. :P
> I just released 0.9.1. please let me know about any problems, before I > announce it more widely..
> On Jan 14, 8:36 pm, srepmub <mark.duf...@gmail.com> wrote: > > while looking for a new example to add for 0.9.1, I came across this > > nice image scaling algorithm:
> > after a few hours of shooting myself in the foot, I finally converted > > this algorithm (well, not really an algorithm but 256 expert > > decisions.. ;-)) to python, and added it to shedskin/examples.
> > mark.
> > On Jan 11, 9:42 pm, srepmub <mark.duf...@gmail.com> wrote:
> > > hi all,
> > > I'm planning on doing a shed skin 0.9.1 "maintenance" release during > > > the weekend. please let me know about any problems you haven't > > > reported yet, or if you have/know of interesting programs that I might > > > play with, so I can try and pack a few more things into the release.
> > > thanks to all those that contributed to this release!
> > > in the meantime, it looks like shed skin 0.9 has also made it into the > > > debian package repository, thanks to the efforts and persistence of > > > paul boddie..! :-)
> > > my 3d-printer project is almost in a state where I can start > > > allocating more time for shed skin and other hobbies again. hopefully > > > also during the weekend (while running shed skin tests) I will be able > > > to print my first object.. :P
> > > thanks, > > > mark.
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Maybe I got confused, I thought it supersample a image 16x [16 times the actual resolution], it means increase in the resolution, then, collect data points at a greater resolution, then combine pixels and downsample in a way to solve artifacts, jaggies... etc....
I know this technique is very CPU expensive, but I will be going to use it for non-realtime photo processing....
Also there are dozens of antialiasing techniques.... but, FSAA, to be more exact, the SSAA [super sampling antialiasing] variant, is considered the one with highest quality.... but, I cant find any demonstration or any interesting document about the subject....
I also know that there is an enhanced version of SSAA, from Nvidia, called Sparse Grid Supersampling [SGSSAA], that is even better, but, since it is directly implemented in hardware, and it depends on the hardware, it is impossible to deliver the very same results of AA to all people that would use the software.... it is the reason that I am very interested in implement it on software....
Anyway, maybe I am not in the right place to talk about this... hehehehehehe
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This subject is quite interesting, and would be a nice one to get in shedskin....
If you get interested in the subject, there is one other very cheap AA known as FXAA.... that works as post-processing, have a nice quality, is independent than hardware and software.... the processing is only based on color....
Notice in the examples that the edges are very smooth, you cant notice jaggies and artifacts.... but it does not make the image blurry like others AA.... and the images are have a very nice quality, but, I dont think it is better than the other I mentioned.... but it is very very easy to integrate in any engine... and works in realtime...
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sure this is fascinating stuff.. unfortunately I can't get too deep into other projects at the moment though. let me know if you have/find some working python code that we could (almost) run through shedskin.
I implemented a simple "snappy" decompressor last week, but it was too small to add to examples/. perhaps a compressor would be more interesting, but I haven't looked into this yet.
On Mon, Jan 16, 2012 at 10:48 PM, Enzo Erbano <enzo.erb...@gmail.com> wrote: > Indeed!
> This subject is quite interesting, and would be a nice one to get in > shedskin....
> If you get interested in the subject, there is one other very cheap AA known > as FXAA.... > that works as post-processing, have a nice quality, is independent > than hardware > and software.... the processing is only based on color....
> Notice in the examples that the edges are very smooth, you cant notice > jaggies and artifacts.... > but it does not make the image blurry like others AA.... and the images are > have a very nice > quality, but, I dont think it is better than the other I mentioned.... but > it is very very easy to > integrate in any engine... and works in realtime...
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Unfortunately I not found any code in python, only in Java (2 versions of supersampling, but it would be necessary to isolate only the code for supersampling because it is messed with other codes, and then translate to python) or C/C++, or even in shading language (it is the case of FXAA)...
I know that you are busy to other projects... and cant get more things to develop.... I understand, but.... the FXAA is not a big code.... most of the file is purely comments explaining how it works! Near, 6 to 10 lines of comments for each line of code, and also, there are many variations of the same code for many targets, so, isolating only the interesting version, the one with highest quality.... there is only 500 lines of code...
By the way, I think worth porting FXAA, as it is from Nvidia, and is becoming very popular... and is fast with a good quality....
The case of supersampling, using poisson disc for distribution, well, it is the most high quality AA I found of dozens techniques, but the processing it takes is really overkill.... and I bet no one will use this...
> sure this is fascinating stuff.. unfortunately I can't get too deep > into other projects at the moment though. let me know if you have/find > some working python code that we could (almost) run through shedskin.
> I implemented a simple "snappy" decompressor last week, but it was too > small to add to examples/. perhaps a compressor would be more > interesting, but I haven't looked into this yet.
> thanks, > mark.
> On Mon, Jan 16, 2012 at 10:48 PM, Enzo Erbano <enzo.erb...@gmail.com> wrote: >> Indeed!
>> This subject is quite interesting, and would be a nice one to get in >> shedskin....
>> If you get interested in the subject, there is one other very cheap AA known >> as FXAA.... >> that works as post-processing, have a nice quality, is independent >> than hardware >> and software.... the processing is only based on color....
>> Notice in the examples that the edges are very smooth, you cant notice >> jaggies and artifacts.... >> but it does not make the image blurry like others AA.... and the images are >> have a very nice >> quality, but, I dont think it is better than the other I mentioned.... but >> it is very very easy to >> integrate in any engine... and works in realtime...
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