flipink 1.1 release note
The flipink version 1.1 is available in appstore now :
https://itunes.apple.com/app/id609426490
New features and fixes:
1. Improve undo/redo performance
2. Fix crashing bug while loading texture asynchronously
3. Add navigation to previous picked colors in Color Picker
4. Generate PDF for a book and share to other applications
5. Sharing pages to Flickr and Instagram
6. Support Pressure Stylus Pogo Connect
7. Improve Color Picker accuracy and usability
The app store app: Flipink
Today we submitted the app “flipink” to app store, hopefully it will get approved in one week : ). this is the most complex project I have ever built with my parter Perry, more than 50 thousands lines of code really make me exhausted.
Perry is a great iOS programmer, he did all the database,painting tray UI, file management and SNS sharing modules of this app, I did the 3D UI, openGL accelerated painter and designed the icons, UI, and animations.
Filed under small beer in my life | Comments (3)Pigment movement & deposition simulation
source code for a simple curved surface-particle colliding simulation algorithm

Very simple but useful algorithm, it has been used in my golf game, compare to setup a whole 3D physic engine in the game, using this class is far more easier and faster.
the code is wrote in as 2.0
Filed under my flash work | Comment (0)Pose recognition using Microsoft Kinect depth sensor

This month I’m working on build a pose recognition middleware ,the whole setup is based on openCV.
I tried a simple way to do the gesture recognition: first use harr-like feature to find the face, then flood fill to get the connected area ,which suppose to be body , then use some sort of AAM(http://en.wikipedia.org/wiki/Active_appearance_model), ASM (http://en.wikipedia.org/wiki/Active_shape_model) or just simple integral steping model to get the limb’s position and direction.
Filed under my openGL work | Comment (0)Golf Game with flash 10.1 api

I made a Golf Game last month for the company I joined in recently ,this Golf game is based on the new flash 10.1 API, thanks for the enhanced matrix3d class, my lite 3D flash engine can do more serious 3D rendering than before.
The movement of the golf ball is calculated real time by a very simple terrain collide algorithm , each time when the colliding happen, it will recalculate the angle of velocity based on the slop of terrain’s colliding point .
I also made a scene edit tool for editing the terrain, plants and physical properties, it’s based on Adobe AIR.
Filed under my flash work | Comment (1)Berlingske 260 years timeline

This is a Timeline for the Newspaper company Berlingske, Berlingske have very very very long history, it funded in 260 years ago? even older than Hans Christian Andersen
This is just one of the small projects when I work in in2media.dk
Very simple website, no complicate technology.
Filed under my flash work | Comment (1)the simulation of pigment flow on bibulous paper(2)
the simulation of pigment flow on bibulous paper(1)
The original idea of this article is from Dr. Chu’s PhD thesis,(http://visgraph.cs.ust.hk/MoXi/ ),In that project ,he proposed a novel approach for simulate brush and pigment interact with bibulous paper, especially calligraphy brush work with chinese “Xuan” paper. I tried to reconstruct the system during the vacation of Easter, and come up some different idea for improve the simulation quality.
本文参考香港大学CHU SIU HANG的phd学位论文(http://visgraph.cs.ust.hk/MoXi/ ),并对作者的观点提出一些不同的看法和改进意见,探讨如何使用流体力学模型模拟颜料在可渗透材料上的物理运动,以实现尽可能逼真的画笔效果。
Filed under my openGL work | Comment (0)




