source code for a simple terrain-particle colliding detection algorithm

January 1st, 2011

collide

Very simple but useful algorithm , It helps me build games which involved realistic physical visual effect. change the depth map of  terrain, it can reshape to a whole new type of game , for example Golf, Maze, or Space ball

the code is wrote in as 2.0

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Pose recognition using Microsoft Kinect depth sensor

January 1st, 2011

kintectitle

This month I’m working on build a pose recognition middleware ,the whole setup is based on openCV, it’s a legendary opensource image processing and machine vision computing toolbox.

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  or to get the limb’s position and direction.

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Golf Game with flash 10.1 api

January 1st, 2011

golfgametitle

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.

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Berlingske 260 years timeline

June 15th, 2009

bl

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.

http://www.260.dk/

the simulation of pigment flow on bibulous paper(1)

April 14th, 2009

 

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 HANGphd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。

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Seam Carving for Content-Aware Image Resizing on flash platform

March 4th, 2009

 

I’ve read the paper about seam carving technology long time ago ,the arithmetic is invented in 2007, the main idea for this technology is about analysis the content of image and find the prior removable pixels when resize it, to make this work ,they find out a energy function to evaluate the importance of each pixel, and then find out the less important pixel path though top to bottom(or left to right), finally remove all of the pixels(or insert new pixels) align the pixel path , which been named as “seam”.

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real time fluid simulation on 2D surface

February 12th, 2009

This is also a part of my graduation thesis project, for simulate the oil pigment flow on canvas, based on the Navie-Stokes equations  http://en.wikipedia.org/wiki/Navier-Stokes_equations

most of the ideas are got from

http://www.cs.berkeley.edu/b-cam/Papers/Bargteil-2006-ASL/

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live camera face detection in flash

February 12th, 2009

My master’s graduation thesis is about use computer to simulate the human painting process to draw a oil painting , I’v start some previously study of image analysis, this week I did this project for live face detection. I picked up several elegent approachs from several papers and integrate them together, get this great result.

the program now is still not stable enough, I’ll release the sourcecode when I fix the bugs.

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