Results for "Author: reexre"
Converts Images to Cartoon! this Application uses FreeImage Lib http://freeimage.sourceforge.net/download.html) for Color Quantization And POTRACE.EXE for VECTOR GRAPHICS (http://potrace.sourceforge.net/#downloading) ------ It's Very very messy (and slow too, so Compile it before Run). But I hope you appreciate the results after trying some parameters. Enjoy. ------ Example Videos here: http://www.youtube.com/user/reexre
Create Elastic Creatures. See ScreenShot
2D Water I took inspiration from some site.... (look screenshot)
2D Physic Engine based on verlet physics. __________ Main Elements are 3: Point, Link (2 Points), and Muscle (2 Links)__________ The muscle is defined as two links (limbs) , the angle that should occur between them, and the muscle strength. __________ You Can manually change Muscles Values with Scrollbars. __________ Can interact with figure with the mouse. __________ [ V 3 ] Added Gravity On/Off. Added Save/Load Pose. __________ [ V 3.1 ] Added Muscles Speed Limiter (It Deny too Fast Muscles movement, so it's good for Stability), and Exit button __________ [ V 3.2 ] Thickness of Lines bigger than 1 for better vision. Added Collision Response with Circle Shaped Obstacles. Added Obstacles Movement and Obstacle-Obstacle Collision. __________ [ V 3.3 ] Updated sub ChangeVelocities: Fixed Bug when Bounce on Motionless-Obstacles. Now Can interact with Obstacles too. __________ [ V 4.0 ] I had a GREAT IDEA!!!: The Strength of Muscles in nature is not Constant. So I thought to apply a Decrement of Strength/energy due to the "Work" done by the Muscles. Nevertheless, this Lost of Strength/Energy is Recovered Costantly, as we do Breathing. This made the physics even more Realistic! . Added Custom Link Color, Thickness , Shape and DrawOrder. Smiling Face. (I Loose myself with VersionNumber) __________ [ V 5.0 ] Added Joints!!! Can Dynamically Add/Remove Joints! __________ [ V 5.1 ] Realistic Doll-Obstacles Collision Reaction. Break Points when to much stressed (Buggy). Removed Muscles Speed Limiter. __________ [ V 5.2 ] Doll Editor! to Customize your creatures. More Joints features. __________ [ V 5.3 ] Manage Limbs Mass in Muscle movement, manage point Mass in Collision reaction. __________ [ V 5.4 ] Little bug fixed in point Mass calculation. __________ [ V 6.0 ] Fixed missing "Option explicits" and Removed Draw Flickering... __________
Now with DIRECTX GRAPHICS!!! ----- 2D Engine based on verlet physics. ----- Main Elements are 3: Point, Link (2 Points), and Muscle (2 Links)---- The muscle is defined as two links (limbs) , the angle that should occur between them, and the muscle strength. ----- You Can manually change Muscles Values with Scrollbars. ----- Can interact with figure with the mouse. ----- [ V.3 ] Added Gravity On/Off. Added Save/Load Pose. ---- [ V3.1 ] Added Muscles Speed Limiter (It Deny too Fast Muscles movement, so it's good for Stability), and Exit button ----- Suggestions for the Physics will be very appreciated. ----- ----- To Run must have dx8vb.dll -----
CONTAINS: Genetic Algorithm Class - Simple and easy to use. + Modified ParasChopra Neural Net by www.paraschopra.com. ----- EXAMPLE PROJECTS: ----- [ FILLTHEGRID ]: Example of use of Genetic Algorithm Class (SimplyGA). ----- [ TSP WITH GA ]: Travel Salesman Problem solved by Genetic Algorithm Class (SimplyGA). ---- [ XOR ]: Xor Function performed by Neural Net.(Neural net is Trained by Genetic Algorithm Class). ----- [ FLYERS ]: NEURAL NET TRAINED BY GENETIC ALGORITHM. A Population of Individuals moves according to a Population of Neural Nets. The Goal is to stay closer to the Red Point. Before changing red point (start) position the population is evaluated. The nearest reproduce and replace the worst. (This is performed by GA.) Neural Nets are Updated by putting to Neuron Biases and Sinapses eights the Genes of GA. Net Inputs are 3: How much red point is LeftRight, how much it is FrontBack and the distance from it. Net Outputs are 2: Steer and Accellerate/brake. (This is ARTIFICIAL INTELLIGENCE) /// more will be added/updated /// 09.05.2009 Added Xor_Or_And / Improved Flyers.
Create PHOTOMOSAICS (see screenshot) ----- Create picture formed from 100's of smaller pictures. ----- Feautres: ---*Manage Mirrored tiles* ---*Manage Duplcated Tiles and Minimal Distance between them* ---*Tile Masks* ---*Rotated Tiles* ---*Blend with Source pic* ---* 10 PhotoMosaic Styles*. ------------------------------------------------ This Version Main New: Rotated Tiles
Converts Video to Cartoon! Basically it reduces the numbers of colors and applies a Contour. But everything is enhanced by simply and powerful potrace.exe that brings so cool curves. ------ -See Srceenshot(B&N in this case.)- ---------- This application uses FreeImage.dll and Potrace.exe. This files should be included in this Zip. If Not so, included Downloadhelper.vbp will bring you to that locations. It doesn't manage Audio. You can do it manually with VirtualDub. ------- V7.0 *NEW* BILATERAL FILTER. Applicable Parameters: 'Color Paramters': Brightness and Contrast, plus main 'CONTOUR Params' slider.
Picture Morphing / Deformation . *Uses Baricentric Coordinates.* Made in few hours. Little mess source code...
Sticky Physics 3D V1.0 **** .... ....
Physic Engine 2D. ** 2D physics ** Circle-Line intersection ** Line-Line Intersection ** Vector Reflaction ** Line bounce reaction ** Large Picture Scroll ** Vector Operations ** Dyinamic links ** Particle ** Vehicle ** ***** Main creature is called "bot" and is implemented by the class clsbot. It consists of: POINTS that can be pure, wheeled or motorized wheels; LINKS that work like springs and they bind the points together; MUSCLES between the links that are defined as an angle that the links should take and a strength. This Class should be used for more general pourpose, but in this case it manages the vehicle and the ground. *** New features: * Collision of not wheeled points. * Impoved doMuscles Sub. * Dynamic Links, Dynamic Muscles.
Soft body - Pressure Soft Body (inflated gas) - Shaped Pressure Soft Body. Made time ago. Contains a lot. too long to explain all. Tip: you can toss softbody around with Mouse. Enjoy
MULTIPASS BILATERAL FILTER. (V3.3) This application applies Multipass Bilateral Filter to color Images. Bilateral filtering is an Edge-preserving smoothing filter. This technique extends the concept of Gaussian smoothing by weighting the filter coefficients with their corresponding relative pixel intensities. Pixels that are very different in intensity from the central pixel are weighted less even though they may be in close proximity to the central pixel. This is effectively a convolution with a non-linear Gaussian filter, with weights based on pixel intensities. This is applied as two Gaussian filters at a localized pixel neighborhood , one in the spatial domain, and one in the intensity domain. Some Parameters make result image with a cartoon-like appearance. V3.2 UPDATE: Added 4 "Intensity Modes (Curves)" plus "Preview Mode". V3.3 UPDATE: Removed Black Borders + Movable/Hidable Panel + ProgrssBar. [ can someone speed up EFF_BilateralFilter Sub? ]
Crowd Simulation - Virtual Walkers - realistic walking in virtual world.
This application applies Multipass Bilateral Filter to color Images. Bilateral filtering is an Edge-preserving smoothing filter. This technique extends the concept of Gaussian smoothing by weighting the filter coefficients with their corresponding relative pixel intensities. Pixels that are very different in intensity from the central pixel are weighted less even though they may be in close proximity to the central pixel. This is effectively a convolution with a non-linear Gaussian filter, with weights based on pixel intensities. This is applied as two Gaussian filters at a localized pixel neighborhood , one in the spatial domain, and one in the intensity domain. Cartoon: To obtain cartoon-like results, these new effects have been implemented: * Contour * Luminance Segmentation **' Licence: GPL3 ***
Random Attractor ART. (v4.1 News: Custom Contrast)
2D Game based on my previous post "Boxes". (Yet to be inproved)
Verlet based approach for 2D game physics. 'Original C++ code written by Benedikt Bitterli Copyright (c) 2009 [The code is released under the ZLib/LibPNG license] 'Original C++ code and tutorial available at links http://www.gamedev.net/reference/programming/features/verletPhys/default.asp 'http://www.gamedev.net/reference/articles/article2714.asp 'Forum: 'http://www.gamedev.net/community/forums/topic.asp?topic_id=553845 'Conversion from C++ to Java done by Craig Mitchell Copyright (c) 2010. 'Conversion from "C++ & Java" to VB6 done by Roberto Mior Copyright (c) 2010. 'Joints Handler By Roberto Mior
EVOLUTION BATTLE v5 (Neural Network trained by genetic algorithm) Two teams; a Red one and a Cyan one fight to win battles. Orange one is the "previous battle" best of the Red team. Green one is the "previous battle" best of the Cyan team. (The nearest enemy shot of the "previous battle" best fighter of the Red team is yellow circled) At the End of each battle the team that loses Evolves (The winner team evolves with a Probability of 10%) Each fighter have 11 Inputs and 3 Outputs: Inputs Are: -Enemy Left (0 means Nearest enemy is in front. 0.5 Means Nearest enemy is At 90° Left. 1 Means Nearest Enemy is Back) -Enemy Right (0 means Nearest enemy is in front. 0.5 Means Nearest enemy is At 90° right. 1 Means Nearest Enemy is Back) -Enemy Distance -Enemy Shot Left (As Enemy Left but Refers to "Enemy Shot") -Enemy Shot Right (As Enemy Right but Refers to "Enemy Shot") -Enemy Shot Distance -Availbale Shots -Enemy Relative Orientation -My Velocity -Enemy Velocity -Enemy Relative Moving Direction Outputs Are: -Rocket Left -Rocket Right -Fire Shot (Less than 0.5 do not fire, more than 0.5 Fire) Each fighter have a maximum number of shots that can be fired simultaniously with a given delay. (Now it's set to 1 shot at a time) When fired shot reach the Boundary or hit an enemy it expires. If a fighter hits an enemy with a shot then the fighter Fitness Value is decreased. The hitten enemy is pushed by shot, his fitness increase and it can't perform normal movement for a given time (it's frozen) and his Fitness Value is increased (In this case It's drawn with a cross).(After a fighter has been hitten it becomes "Invisible" to the enemies for a time greater than the time he can't move [frozen]) The team that have the lower avarage fitness wins. (Fitness Value Start from 8000 for each fighters) Fitness is displayed with a line under the fighters. If it is good (low fitness), the line go to Right for the Red team, to Left for the Cyan team. If it is bad (high fitness), the line go to Left for the Red team, to Right for the Cyan team. Evolution is performed by genetic algorithm that modify the genes of fighters. The Genes are the values of a Neural Network wich have the above described Inputs & outputs. Neural Network activity of the "previous battle" best of the Red team (Yellow one) is displaied on a picture. Be patient, the Results of the evolution is noticiable after a long time running (a lot of generations). Program can be stopped and restarted. At the restart (both team) last Evolved fighters are loaded. (Files: Pop1.txt and Pop2.txt) One or both of these files can be deleted to start a new random team population. Enjoy!
Fluid Simulator (Smoothed Particle Hydrodynamics) V5.5 [Update: FASTER] Add Filled Circle - Motion Blur - Blobby2 Draw Style - Customizable Gravity. Old Features: - Add water Filled Rectangle - Blobby Draw Style. Based on this paper: http://www.iro.umontreal.ca/labs/infographie/papers/Clavet-2005-PVFS/pvfs.pdf. Suggestions to make the fluid looks more water-like are appreciated. (line line intersect) (Point distance from line)