November 10, 2005

Still kicking, but mostly coding

Tags: — 6:47am

No blog posts (or even blog reading!) for the last while, because I am completely flooded with assignments right now. The CS 454 (Dist’d Systems) assignment I am working on right now, building a working RPC system, it taking forever. And mostly because the assignment specifications, while detailed, have left more questions than answers in some areas. Thus, I have been implementing it fairly slowly, piece by piece. At least they gave the entire class an 8 day extension… but I am guessing that is because the specs are so vague. I think this is the first time in my CS career at UW that a class was given a huge multi-day extension.

I have not even started my graphics assignment which is due Tuesday. And it is the creation of a ray tracer! That is also going to take forever. I am guess the blog posting will be slow for a while longer. In the meantime, here are some cool graphics related stories I had noted a few days (probably weeks) ago.

BD-Tree: Output-Sensitive Collision Detection for Reduced Deformable ModelsCMU scientist honoured for novel method of using computers to simulate collisions of objects

Dr. Doug L. James, assistant professor of computer science and robotics at Carnegie Mellon University, has developed new methods to make computers simulate collisions a thousand times faster than previous methods.

In a computer, the shape of an object is typically represented by tens of thousands of tiny triangles. In conventional programs, when an object collides with something, the shape of each triangle is recomputed, based on physical principles.

“In most cases, things don’t touch each other all over their surfaces,” he explained. So, using what he calls “bounded deformation trees,” the computer does detailed computations only for those triangles that are touching. That reduces the amount of computing drastically and thus speeds up the entire process.

SwiftShader Software Renderer

TransGaming’s SwiftShader technology provides the world’s fastest pure software 3D renderer with DirectX 9.0 class features, according to the company, including support for Pixel and Vertex Shaders. SwiftShader is built to provide the same APIs that developers are already using for their games and applications. This makes it possible to directly integrate SwiftShader into applications without any changes to source code. Direct3D 8 and Direct3D 9 compatible APIs are available immediately.

HDR (High Dynamic Range) Technology

HDR, or High Dynamic Range, is a lighting process that’s been designed to emulate in-game or artificially generated lighting to closely mirror the changes we see in the real world.

In simpler terms, HDR allows you to make the objects brighter by allowing them to use the full brightness capabilities of the monitor and not just the brightness level at which they have been shot with (or rendered with) in the scene.

October 4, 2005

LightSpace builds a 3D Monitor using 20 liquid crystal scattering shutters

Tags: — 2:52am

LightSpace Technologies has created a cool (albeit retro looking) 3D display using a number of liquid crystal shutters. The result is a screen which is actually 3D, with 20 different z-positions!

LightSpace 3D Display

The DepthCube z1024 3D Display is a rear-projection volumetric display in which a high-speed DLP(TM)
video projector sends a series of 3D image slices into a 3D projection volume. The projection volume is
composed of a physically deep stack of 20 electrically-switchable liquid crystal scattering shutters. At any
instant in time 19 of scattering shutters are transparent and only one is in a white scattering state. We
switch a single shutter into the scattering state and project onto it the appropriate image slice
corresponding to its physical depth. Since each image slice is stopped in the projection volume at the
correct depth, the DepthCube produces a 3D image that is truly deep.

A patented 3D anti-aliasing hardware algorithm virtually eliminates the visual discontinuities between
layers so that the 3D image appears to be completely smooth and continuous.

Why I blog this? It would be damn fun to play with for the graphics course I am currently taking.

via Video Thing via Future Feeder

July 10, 2005

Reactive Colours and the autistic community

Reactive Colours is an innovative project that is developing software to promote enjoyment and social interaction in severely autistic children.

It is using an non-commercial open source development model, and is aiming to include the autistic and Asperger’s community as developers and contributors to the project.

Sounds great. I’ve highlighted some of Mind Hacks interview with project leader Wendy Keay-Bright.

Wendy undertook a feasibility study which strongly indicated that this therapeutic way of working with computers could have particular resonance for children on the autistic spectrum.

The design of the software prioritises the computer as a medium. The computer becomes an environment where exploration and play, which are vital in the learning process, can occur spontaneously. This contrasts with the generally accepted notion that the mouse, keyboard, screen and even programming code, are purely functional components in a system.

Many computer programmes for autistic children focus on task or making progress, and this in some cases, can lead to the feeling of failure or children can become ‘locked in’ to a task and resist communication with others.

A highly significant goal in autism education is the achievement of joint attention tunnels. With this in mind it has been encouraging to witness children share their Reactive Colours activity session (which we are calling ‘Reactivities’) with their peers in monitored classroom environments.

This has been most dramatic in a multi-sensory environment using the interactive whiteboard where children use their hands and bodies to choreograph stunning visual effects.

Multi sensory stimuli can be alarming for some children, however the Reactivities reward touch and sound with simple forms - colour, shape and words and deliberately avoids sensory overload.

High levels of anxiety are very commonly found in children on the autistic spectrum. The experience of playing with Reactivities on the computer is entirely intuitive; the reactive graphics focus on spontaneous mark-making and cause and effect.

Expressive mark-making can relieve tension and outwardly represent inner experiences. Rhythm, sound, space, velocity, colour, shape and movement are created and controlled by the individual as they experiment with the mouse, keyboard and microphone input devices. This expression of creativity is personal, unique and ultimately satisfying.

Children are content to choose and explore, take turns and co-operate with others, all of which are significant for individuals on the autistic spectrum. The capacity to have fun is an almost universal human coping mechanism for dealing with stress, however for many autistic children this vital tool for releasing energy is not realised.

From our early experience of developing Reactive Colours with young autistic children we have seen opportunities for structured and parallel play that may help to create a calm environment for participatory learning.

And a note:

Although the Reactive Colours website has not yet been officially launched, (we are aiming to do this Spring 2006 when the Reactivities have been completely iterated with users) we would encourage anyone interested in the project to post their details on the forum and visit the site regularly for updates.

Teachers, parents and advisors who would like to participate in evaluating the prototype software can email Wendy for more information.

But Reactive Colours does have a blog.

Why I blog this? I met a women on Friday night who works with two autistic children. I asked her a number of questions about how these children experience the world. I was trying to figure out how technology could help these children, or help her help these children even more than she already is. So when I stumbled across the Reactive Colours project today, I knew it made sense to make a post and pass this information on to her and all of my other readers.

May 7, 2005

Human perceptual responses to disappearing objects vs appearing objects

Tags: — 10:59am

The human brain has access to a massive amount of visual sensory data. Researchers have conducted some interesting studies to figure out how our brain decides what small window of that data we direct our attention to. The researchers determined that when we notice an object appearing, we pay attention to it for an extended period of time (1/3 of a second). But, when we notice an object disappearing we immediately direct our attention elsewhere.

[The appearing object effect] was first observed by Michael Posner — if an object appears in one part of our field of view, it temporarily delays our ability to detect another object appearing near it. The effect begins about a third of a second after the first object appears and lasts about a second. If the second object appears sooner than that, we actually notice it quicker. Subsequent research revealed that the effect became progressively smaller at greater and greater distances from the spot where the first object appeared — surprisingly, we’re quicker to spot other objects appearing farther away from the original object.

See Cognitive Daily for the full article, including the research on disappearing objects.

March 23, 2005

Amazing Interactive Surfaces

Tags: — 1:32pm


Talk about sensory overload! A company called Lightspace has created an amazing LED powered interactive lighting system that looks mighty fun.

Lightspace is a revolutionary entertainment system that combines the latest lighting and interactive technologies to produce a recreational experience that will provide hours of fun to children and adults of all ages. The system is capable of storing and running a potentially limitless variety of interactive programs and can be used by any number of participants simultaneously. Lightspace creates an engaging experience that will draw young children, teenagers and adults. Lightspace provides significant return on investment by generating the repeat-customer business so critical for family entertainment center growth and profitability.

This looks awesome, I can think of a number of ways this could add value in a club or a restaurant environment. It could be part of the dance floor, and also be part of the tables and walls - you could allow people to order using the interactive visual interface. I think it would be great fun for a certain type of techno-crowd. We are used to interacting with interfaces - and this one looks extremely fun!

The Lightspace™ system is comprised of programmable LED lit tiles that are assembled together to form a floor of any size or shape. At the heart of the Club Scene product is the Lightspace™ Management System (LMS). The LMS provides DJs and VJs complete control over the floor so that they can effectively integrate it into their current routine or create a totally new immersive experience.

Why I blog this? I am very interested in interactive display technology, and this is one of the best examines I have seen. I would even consider something like this in my house, so I could design personalized visuals to go with the music I am producing.

via pasta and vinegar
via Chris O’Shea’s blog. He has made a few cool posts this week - I suggest checking out his site.