• Turn Yourself Into an Action Figure Using ChatGPT 

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    ChatGPT Action Figure Prompts:

    Create an action figure from the photo. It must be visualised in a realistic way. There should be accessories next to the figure like a UX designer have, Macbook Pro, a camera, drawing tablet, headset etc. Add a hole to the top of the box in the action figure. Also write the text “UX Mate” and below it “Keep Learning! Keep Designing


    Use this image to create a picture of a action figure toy of a construction worker in a blister package from head to toe with accessories including a hammer, a staple gun and a ladder. The package should read “Kirk The Handy Man”


    Create a realistic image of a toy action figure box. The box should be designed in a toy-equipment/action-figure style, with a cut-out window at the top like classic action figure packaging. The main color of the box and moleskine notebook should match the color of my jacket (referenced visually). Add colorful Mexican skull decorations across the box for a vibrant and artistic flair. Inside the box, include a “Your name” action figure, posed heroically. Next to the figure, arrange the following “equipment” in a stylized layout: • item 1 • item 2 … On the box, write: “Your name” (bold title font) Underneath: “Your role or anything else” The entire scene should look like a real product mockup, highly realistic, lit like a studio product photo. On the box, write: “Your name” (bold title font) Underneath: “Your role or description” The entire scene should look like a real product mockup, highly realistic, lit like a studio product photo.


Prompt on Kling AI
The figure steps out of its toy packaging and begins walking forward. As he continues to walk, the camera gradually zooms out in sync with his movement.


    “Create image. Create a toy of the person in the photo. Let it be an action figure. Next to the figure, there should be the toy’s equipment, each in its individual blisters. 1) a book called “Tecnoforma”. 2) A 3-headed dog with a tag that says “Troika” and a bone at its feet with word “austerity” written on it. 3) a three-headed Hydra with with a tag called “Geringonça”. 4) a book titled “D. Sebastião”. Don’t repeat the equipment under any circumstance. The card holding the blister should be strong orange. Also, on top of the box, write ‘Pedro Passos Coelho’ and underneath it, ‘PSD action figure’. The figure and equipment must all be inside blisters. Visualize this in a realistic way.”

  • What’s the Difference Between Ray Casting, Ray Tracing, Path Tracing and Rasterization? Physical light tracing…

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    RASTERIZATION
    Rasterisation (or rasterization)
    is the task of taking the information described in a vector graphics format OR the vertices of triangles making 3D shapes and converting them into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes), or in other words “rasterizing” vectors or 3D models onto a 2D plane for display on a computer screen.

    For each triangle of a 3D shape, you project the corners of the triangle on the virtual screen with some math (projective geometry). Then you have the position of the 3 corners of the triangle on the pixel screen. Those 3 points have texture coordinates, so you know where in the texture are the 3 corners. The cost is proportional to the number of triangles, and is only a little bit affected by the screen resolution.

    In computer graphics, a raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels (points of color), viewable via a monitor, paper, or other display medium.

    With rasterization, objects on the screen are created from a mesh of virtual triangles, or polygons, that create 3D models of objects. A lot of information is associated with each vertex, including its position in space, as well as information about color, texture and its “normal,” which is used to determine the way the surface of an object is facing.

    Computers then convert the triangles of the 3D models into pixels, or dots, on a 2D screen. Each pixel can be assigned an initial color value from the data stored in the triangle vertices.

    Further pixel processing or “shading,” including changing pixel color based on how lights in the scene hit the pixel, and applying one or more textures to the pixel, combine to generate the final color applied to a pixel.

     

    The main advantage of rasterization is its speed. However, rasterization is simply the process of computing the mapping from scene geometry to pixels and does not prescribe a particular way to compute the color of those pixels. So it cannot take shading, especially the physical light, into account and it cannot promise to get a photorealistic output. That’s a big limitation of rasterization.

    There are also multiple problems:

    • If you have two triangles one is behind the other, you will draw twice all the pixels. you only keep the pixel from the triangle that is closer to you (Z-buffer), but you still do the work twice.

    • The borders of your triangles are jagged as it is hard to know if a pixel is in the triangle or out. You can do some smoothing on those, that is anti-aliasing.

    • You have to handle every triangles (including the ones behind you) and then see that they do not touch the screen at all. (we have techniques to mitigate this where we only look at triangles that are in the field of view)

    • Transparency is hard to handle (you can’t just do an average of the color of overlapping transparent triangles, you have to do it in the right order)


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  • sRGB vs REC709 – An introduction and FFmpeg implementations

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    1. Basic Comparison

    • What they are
      • sRGB: A standard “web”/computer-display RGB color space defined by IEC 61966-2-1. It’s used for most monitors, cameras, printers, and the vast majority of images on the Internet.
      • Rec. 709: An HD-video color space defined by ITU-R BT.709. It’s the go-to standard for HDTV broadcasts, Blu-ray discs, and professional video pipelines.
    • Why they exist
      • sRGB: Ensures consistent colors across different consumer devices (PCs, phones, webcams).
      • Rec. 709: Ensures consistent colors across video production and playback chains (cameras → editing → broadcast → TV).
    • What you’ll see
      • On your desktop or phone, images tagged sRGB will look “right” without extra tweaking.
      • On an HDTV or video-editing timeline, footage tagged Rec. 709 will display accurate contrast and hue on broadcast-grade monitors.

    2. Digging Deeper

    FeaturesRGBRec. 709
    White pointD65 (6504 K), same for bothD65 (6504 K)
    Primaries (x,y)R: (0.640, 0.330) G: (0.300, 0.600) B: (0.150, 0.060)R: (0.640, 0.330) G: (0.300, 0.600) B: (0.150, 0.060)
    Gamut sizeIdentical triangle on CIE 1931 chartIdentical to sRGB
    Gamma / transferPiecewise curve: approximate 2.2 with linear toePure power-law γ≈2.4 (often approximated as 2.2 in practice)
    Matrix coefficientsN/A (pure RGB usage)Y = 0.2126 R + 0.7152 G + 0.0722 B (Rec. 709 matrix)
    Typical bit-depth8-bit/channel (with 16-bit variants)8-bit/channel (10-bit for professional video)
    Usage metadataTagged as “sRGB” in image files (PNG, JPEG, etc.)Tagged as “bt709” in video containers (MP4, MOV)
    Color rangeFull-range RGB (0–255)Studio-range Y′CbCr (Y′ [16–235], Cb/Cr [16–240])


    Why the Small Differences Matter

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