• Photography basics: Production Rendering Resolution Charts

    , , ,
    https://www.urtech.ca/2019/04/solved-complete-list-of-screen-resolution-names-sizes-and-aspect-ratios/

     

    Resolution – Aspect Ratio 4:03 16:09 16:10 3:02 5:03 5:04
    CGA 320 x 200
    QVGA 320 x 240
    VGA (SD, Standard Definition) 640 x 480
    NTSC 720 x 480
    WVGA 854 x 450
    WVGA 800 x 480
    PAL 768 x 576
    SVGA 800 x 600
    XGA 1024 x 768
    not named 1152 x 768
    HD 720 (720P, High Definition) 1280 x 720
    WXGA 1280 x 800
    WXGA 1280 x 768
    SXGA 1280 x 1024
    not named (768P, HD, High Definition) 1366 x 768
    not named 1440 x 960
    SXGA+ 1400 x 1050
    WSXGA 1680 x 1050
    UXGA (2MP) 1600 x 1200
    HD1080 (1080P, Full HD) 1920 x 1080
    WUXGA 1920 x 1200
    2K 2048 x (any)
    QWXGA 2048 x 1152
    QXGA (3MP) 2048 x 1536
    WQXGA 2560 x 1600
    QHD (Quad HD) 2560 x 1440
    QSXGA (5MP) 2560 x 2048
    4K UHD (4K, Ultra HD, Ultra-High Definition) 3840 x 2160
    QUXGA+ 3840 x 2400
    IMAX 3D 4096 x 3072
    8K UHD (8K, 8K Ultra HD, UHDTV) 7680 x 4320
    10K  (10240×4320, 10K HD) 10240 x (any)
    16K (Quad UHD, 16K UHD, 8640P) 15360 x 8640

     

    (more…)

  • Narcis Calin’s Galaxy Engine – A free, open source simulation software

    ,

    https://www.linkedin.com/posts/narciscalin_this-2025-i-decided-to-start-learning-how-activity-7357485340300832768-1f3i

    This 2025 I decided to start learning how to code, so I installed Visual Studio and I started looking into C++. After days of watching tutorials and guides about the basics of C++ and programming, I decided to make something physics-related. I started with a dot that fell to the ground and then I wanted to simulate gravitational attraction, so I made 2 circles attracting each other. I thought it was really cool to see something I made with code actually work, so I kept building on top of that small, basic program. And here we are after roughly 8 months of learning programming. This is Galaxy Engine, and it is a simulation software I have been making ever since I started my learning journey. It currently can simulate gravity, dark matter, galaxies, the Big Bang, temperature, fluid dynamics, breakable solids, planetary interactions, etc. The program can run many tens of thousands of particles in real time on the CPU thanks to the Barnes-Hut algorithm, mixed with Morton curves. It also includes its own PBR 2D path tracer with BVH optimizations. The path tracer can simulate a bunch of stuff like diffuse lighting, specular reflections, refraction, internal reflection, fresnel, emission, dispersion, roughness, IOR, nested IOR and more! I tried to make the path tracer closer to traditional 3D render engines like V-Ray. I honestly never imagined I would go this far with programming, and it has been an amazing learning experience so far. I think that mixing this knowledge with my 3D knowledge can unlock countless new possibilities. In case you are curious about Galaxy Engine, I made it completely free and Open-Source so that anyone can build and compile it locally! You can find the source code in GitHub

    https://github.com/NarcisCalin/Galaxy-Engine