Sunday, November 19, 2023

Learning-Based Data Compression: Fundamental limits and Algorithms - Shi...

Wednesday, October 11, 2023

Eulerian Video Magnification


The video accompanying our SIGGRAPH 2012 paper "Eulerian Video Magnification for Revealing Subtle Changes in the World".


Read more about it here: http://people.csail.mit.edu/mrub/vidmag/

Software and Code

 

Eulerian Video Magnification code
Matlab code and executables implementing Eulerian video processing for amplifying color and motion changes.

Phase Based Video Motion Processing code
Matlab code implementing the new and improved phase-based motion magnification pipeline.

Learning-based Video Motion Magnification code
Tensorflow implementation of the learning-based motion magnification pipeline.

Videoscope
Web interface for motion and color magnification. Upload your videos and have them magnified!

 

Wednesday, September 13, 2023

Tuesday, August 22, 2023

Was this plumber Intentionally scamming this Elderly widower?#plumbing #...


This customer’s kitchen sink has clogged three times in the last 60 days and each time the plumber charged the customer a new fee, his friend recommended this plumber so he trusted him. The plumber never put a camera down to see that the line had a grease blockage he probably would of kept on poking holes and charging this poor guy fees til the end of time had he not decided to get second opinion.... Smh what is wrong with people these days? Elderly abuse is as bad as child abuse in my eyes and it takes a real despicable individual to abuse the Elderly or Children..... Society has no place for people like that. All of my Flex Shaft cables and Flex shaft knockers come from Plumber-Tools.com, Through my extensive research and experience I've found the Plumber-Tools.com Cables are The most high quality true flex shaft cables you can find on the market, We are talking comparable if not the exact same cable as some of the bigger names in the Flex shaft world. I always call them Picote or European cables because they're more of a steel color than the goldish brass color of the RIDGID cables. The reason I had originally switched over to the Plumber-Tools.com cables was because the RIDGID cables did not seem to hold up very well, I noticed after just about six months of fairly heavy use the cable looked like it was unraveling, repairing the Ridgid cables was a serious pain at that time it required you heat the cable red hot and feed some silver brazing rod onto the damaged part of the cable before you could cut it with a grander, The Plumber Tools cables can just be cut directly with a grinder no need for heating up and brazing the cable first. That is not the only thing that set the Plumber-Tools.com cable apart from other competing brands .

Sunday, August 13, 2023

Sun Micro Systems - Scott McNealy , First Global Internet Stream Decembe...





Sun Micro Systems - Scott McNealy , First Global Internet Stream December 1992.

I need a old copy of Solaris 2.4 or 2.5 on a SparkStation or emulator to capture an Mpeg4 of this.

player will play TESTME or holliday greeting 1992 files out to local audio and standard Xwindow.

Still looking for the source code for these.

This should be a precursor to : Sun's CellB Video Encoding rfc2029

http://www.cs.columbia.edu/~hgs/rtp/drafts/draft-ietf-avt-cellb-06.txt

"CellB, derived from CellA, has been optimized for network-based video applications. It is computationally symmetric in both encode and decode. CellB utilizes a fixed colormap and vector quantization techniques in the YUV color space to achieve compression."

I came in and implemented that change to there codec in a few days, and did the stream, I have no idea what happened to that code after I left my brief contract in 1992.

John





Tuesday, August 01, 2023

Universal Media Server: Streamlining Your Media Sharing Experience

 In today's fast-paced digital age, our lives are intertwined with various smart devices. We capture memories through images, listen to music on the go, and indulge in our favorite movies and TV shows whenever we desire. However, as the number of devices we own increases, the need for seamless media sharing becomes apparent. Universal Media Server (UMS) emerges as the ultimate solution, providing a DLNA-compliant UPnP Media Server capable of effortlessly sharing video, audio, and images across most modern devices.

A Heritage of Stability: From PS3 Media Server to Universal Media Server

UMS has a rich history rooted in the popular PS3 Media Server, created by shagrath. The objective behind developing Universal Media Server was to enhance stability and file-compatibility, guaranteeing a smoother user experience. Building on the foundations of PS3 Media Server, UMS adopted an array of improvements and new features, making it a robust and versatile media server for all.

DLNA and UPnP: Powering Seamless Media Sharing

DLNA (Digital Living Network Alliance) and UPnP (Universal Plug and Play) are the technologies behind UMS's ability to share media across devices. DLNA provides a set of guidelines for compatible devices to discover and communicate with each other over a network. UPnP, on the other hand, facilitates the automatic discovery and configuration of devices within a network. These two technologies work harmoniously within UMS, enabling it to act as a bridge between various devices, ensuring your media content is accessible on all connected platforms.

Features and Benefits of Universal Media Server

1. Wide Device Compatibility: UMS supports an extensive range of devices, including smart TVs, gaming consoles, smartphones, tablets, and more. Regardless of the manufacturer, as long as the devices are DLNA-compliant, UMS will efficiently cater to your media-sharing needs.

2. Streaming on the Go: With UMS, you can enjoy your favorite videos, music, and images on the go. Whether you're lounging in your living room or traveling to a different city, as long as you have an internet connection, your media content will be just a few taps away.

3. Customizable Transcoding: Not all devices support the same media formats. UMS takes care of this by offering transcoding capabilities, converting media files on-the-fly to a format compatible with the target device. This ensures smooth playback on devices with limited format support.

4. User-Friendly Interface: UMS boasts an intuitive and user-friendly interface that simplifies the media-sharing process. Even those who aren't tech-savvy can navigate and set up the server with ease.

5. Regular Updates and Support: The development team behind UMS is dedicated to providing constant updates, bug fixes, and new features to enhance the overall user experience. Additionally, an active community of users ensures a wealth of support and assistance when needed.

Setting Up Universal Media Server

Getting started with UMS is a breeze. Simply download the software from the official website and install it on your computer. Once installed, you can customize the settings according to your preferences. Then, start adding your media libraries, and UMS will take care of the rest. Within minutes, your media will be accessible across all your connected devices.

Conclusion

In conclusion, Universal Media Server has successfully evolved from its predecessor, PS3 Media Server, to become a dependable and versatile media-sharing solution. Its DLNA-compliant UPnP Media Server capabilities, combined with its wide device compatibility and user-friendly interface, make it an ideal choice for anyone looking to streamline their media-sharing experience. With UMS, you can effortlessly share videos, audio, and images across modern devices, ensuring your cherished memories and entertainment content are always within reach. So, why wait? Embrace the world of Universal Media Server and revolutionize your media-sharing journey today.


https://github.com/UniversalMediaServer/UniversalMediaServer

https://www.universalmediaserver.com/


Saturday, May 13, 2023

Here's a simple example of a VR project in Three.js, updated for WebXR:

 Here's a simple example of a VR project in Three.js, updated for WebXR:

javascript
let renderer, scene, camera; let controller1, controller2; let xrControllerModelFactory; init(); animate(); function init() { // Set up the WebGL renderer renderer = new THREE.WebGLRenderer({ antialias: true }); document.body.appendChild(renderer.domElement); // Set up the scene scene = new THREE.Scene(); // Set up the camera camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); // Set up VR renderer.xr.enabled = true; navigator.xr.isSessionSupported('immersive-vr').then(function(supported) { if (supported) { const button = new VRButton.createButton(renderer); // You need to implement VRButton or use the one provided by Three.js examples document.body.appendChild(button); } }); // Set up controllers controller1 = renderer.xr.getController(0); scene.add(controller1); controller2 = renderer.xr.getController(1); scene.add(controller2); xrControllerModelFactory = new XRControllerModelFactory(); const controllerModel1 = xrControllerModelFactory.createControllerModel(controller1); controller1.add(controllerModel1); const controllerModel2 = xrControllerModelFactory.createControllerModel(controller2); controller2.add(controllerModel2); // Add other objects to your scene here } function animate() { renderer.setAnimationLoop(render); } function render() { // Render the scene through the camera renderer.render(scene, camera); }

In this example, we're setting up a Three.js scene with a single camera and enabling WebXR. We're also adding controllers, which will be represented in the VR scene and will move to match the movements of the user's VR controllers. Finally, we're setting up an animation loop to continuously render the scene.

Please note that this is a simple example and a real WebXR application might involve more complex setups including interaction handling, complex 3D models, and more. Remember to include the three.js library and any additional libraries like XRControllerModelFactory which is used to create 3D models of the XR controllers.

How to port code from WebVR to WebXR:

 to port code from WebVR to WebXR:

  1. Deprecated APIs: Replace all deprecated WebVR APIs with their WebXR equivalents. WebXR uses a different set of APIs that are more flexible and comprehensive than those in WebVR.

  2. Session Handling: In WebXR, instead of directly requesting a VR display and starting a VR session, you would need to ask the user agent for an XR device, then start a session.

  3. Reference Spaces: WebXR introduces the concept of reference spaces, which replace the eye-level and stage-level frames of reference in WebVR. You'll have to update your code to use these new reference spaces.

  4. Input Sources: WebXR has a more flexible and comprehensive system for handling input from a variety of devices. If your WebVR code is designed to handle input from specific devices, you'll need to update it to use the new WebXR input source APIs.

  5. Viewer and Frame Data: In WebVR, you use getFrameData() to get the data needed to render a frame. In WebXR, you use the XRFrame.getViewerPose() method.

  6. Animation Loop: In WebVR, you use VRDisplay.requestAnimationFrame(). In WebXR, you use XRSession.requestAnimationFrame().

  7. Rendering: In WebXR, you don't render to the canvas directly. Instead, you render to XRWebGLLayers that are part of an XRSession.



Sure, let's take a simple "Hello, World!" example of a rotating cube in WebVR and port it to WebXR. Note that the code snippets below are simplified for illustration purposes and might require additional setup and error handling for a full production application.

WebVR Version

javascript
let vrDisplay, frameData; initWebGL(); initWebVR(); function initWebGL() { // WebGL setup goes here } function initWebVR() { navigator.getVRDisplays().then(function(displays) { if(displays.length > 0) { vrDisplay = displays[0]; frameData = new VRFrameData(); vrDisplay.requestAnimationFrame(loop); } }); } function loop() { vrDisplay.getFrameData(frameData); render(frameData); // your rendering function vrDisplay.requestAnimationFrame(loop); }

WebXR Version

javascript
let xrSession, xrReferenceSpace; initWebGL(); initWebXR(); function initWebGL() { // WebGL setup goes here } async function initWebXR() { if (navigator.xr) { xrSession = await navigator.xr.requestSession("immersive-vr", { optionalFeatures: ['local-floor', 'bounded-floor'] }); xrSession.updateRenderState({ baseLayer: new XRWebGLLayer(xrSession, gl) }); xrReferenceSpace = await xrSession.requestReferenceSpace('local-floor'); xrSession.requestAnimationFrame(loop); } } function loop(time, xrFrame) { let xrViewerPose = xrFrame.getViewerPose(xrReferenceSpace); if (xrViewerPose) { let glLayer = xrSession.renderState.baseLayer; gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer); for (let xrView of xrViewerPose.views) { // Render from the point of view of xrView render(xrView); // your rendering function } } xrSession.requestAnimationFrame(loop); }

This code creates a VR session, sets up the WebGL context for rendering in VR, requests a 'local-floor' reference space (which provides an origin at the user's floor level), and enters the render loop.

Remember, these are simplified examples. In a real application, you would need to handle errors, manage WebGL resources, and account for different types of VR devices and input methods. You would also need a way to start and stop the VR session based on user input.

You may also want to consider using a library such as Three.js, which can handle much of this complexity for you and provides a higher-level API for 3D rendering. As of my knowledge cutoff in September 2021, Three.js has good support for both WebVR and WebXR.



The transition from WebVR to WebXR primarily involved a change in the APIs used to interact with VR/AR hardware. Here are some of the most important changes:

  1. navigator.getVRDisplays(): This was a WebVR method used to get a list of all connected VR displays. In WebXR, the equivalent function is navigator.xr.requestSession(), which requests a session for XR content. Unlike getVRDisplays(), requestSession() returns a promise for a single XRSession object instead of a list of displays.

  2. VRDisplay: This interface represented a VR display in WebVR. It has been replaced by the XRSystem interface in WebXR. XRSystem provides methods to get information about the XR device, check if a certain session mode is supported, and request an XRSession.

  3. VRDisplay.requestAnimationFrame(): This method requested an animation frame for the VR display in WebVR. In WebXR, the equivalent method is XRSession.requestAnimationFrame(). It behaves in a similar way, but is called on an XRSession object instead of a VRDisplay.

  4. VRDisplay.requestPresent(): This WebVR method was used to start presenting to the VR display. It has been replaced by the XRSession.updateRenderState() method in WebXR. Instead of directly presenting to the display, you now update the render state of the XR session.

  5. VRFrameData: This interface represented all the data needed to render a single frame in WebVR. In WebXR, the equivalent is the XRFrame interface. You use the getViewerPose() and getPose() methods of XRFrame to get the data you need for rendering.

  6. VREyeParameters: In WebVR, this interface was used to get information about the eyes of the VR display. In WebXR, the concept of eyes has been replaced with XRViews. You get a list of XRViews from an XRViewerPose object, which you can get from an XRFrame.

  7. VRDisplayCapabilities: This interface represented the capabilities of a VR display in WebVR. In WebXR, capabilities are represented by the XRSessionMode and XRSessionInit dictionaries. You check if a certain session mode is supported by using the XRSystem.isSessionSupported() method.

  8. VRStageParameters: This interface represented the stage parameters in WebVR. In WebXR, stages are represented by bounded reference spaces. You request a bounded reference space by calling XRSession.requestReferenceSpace() with the 'bounded-floor' option.

These changes reflect a shift in how the APIs conceptualize VR/AR hardware and sessions. The goal of these changes was to make the APIs more flexible, able to handle a wider range of hardware, and better aligned with how modern VR/AR hardware works.