Processing is a flexible software sketchbook and a language for learning how to code within the context of the visual arts. Since 2001, Processing has promoted software literacy within the visual arts and visual literacy within technology. There are tens of thousands of students, artists, designers, researchers, and hobbyists who use Processing for learning and prototyping.
» Free to download and open source
» Interactive programs with 2D, 3D or PDF output
» OpenGL integration for accelerated 2D and 3D
» For GNU/Linux, Mac OS X, Windows, Android, and ARM
» Over 100 libraries extend the core software
Given an input video and a simple user-provided text instruction describing the desired content, our method synthesizes dynamic objects or complex scene effects that naturally interact with the existing scene over time. The position, appearance, and motion of the new content are seamlessly integrated into the original footage while accounting for camera motion, occlusions, and interactions with other dynamic objects in the scene, resulting in a cohesive and realistic output video.
Since spending a lot of time recently with SDXL I’ve since made my way back to SD 1.5
While the models overall have less fidelity. There is just no comparing to the current motion models we have available for animatediff with 1.5 models.
To date this is one of my favorite pieces. Not because I think it’s even the best it can be. But because the workflow adjustments unlocked some very important ideas I can’t wait to try out.
Performance by @silkenkelly and @itxtheballerina on IG
7:59-9:50 Justine Bateman: “I mean first I want to give people, help people have a little bit of a definition of what generative AI is— think of it as like a blender and if you have a blender at home and you turn it on, what does it do? It depends on what I put into it, so it cannot function unless it’s fed things.
Then you turn on the blender and you give it a prompt, which is your little spoon, and you get a little spoonful—little Frankenstein spoonful—out of what you asked for. So what is going into the blender? Every but a hundred years of film and television or many, many years of, you know, doctor’s reports or students’ essays or whatever it is.
In the film business, in particular, that’s what we call theft; it’s the biggest violation. And the term that continues to be used is “all we did.” I think the CTO of OpenAI—believe that’s her position; I forget her name—when she was asked in an interview recently what she had to say about the fact that they didn’t ask permission to take it in, she said, “Well, it was all publicly available.”
And I will say this: if you own a car—I know we’re in New York City, so it’s not going to be as applicable—but if I see a car in the street, it’s publicly available, but somehow it’s illegal for me to take it. That’s what we have the copyright office for, and I don’t know how well staffed they are to handle something like this, but this is the biggest copyright violation in the history of that office and the US government”
TouchDesigner is a visual development platform that equips you with the tools you need to create stunning realtime projects and rich user experiences.
Whether you’re creating interactive media systems, architectural projections, live music visuals, or simply rapid-prototyping your latest creative impulse, TouchDesigner is the platform that can do it all.
In the increasingly popular technique of mapping projector outputs to real-world objects, TouchDesigner is the tool of choice. With an integrated 3D engine to accurately model and texture real-world objects, completely configurable multiprojector output options, and one of the most powerful realtime graphics engines available, TouchDesigner is ready for the unique requirements of any projection mapping project.
In color technology, color depth also known as bit depth, is either the number of bits used to indicate the color of a single pixel, OR the number of bits used for each color component of a single pixel.
When referring to a pixel, the concept can be defined as bits per pixel (bpp).
When referring to a color component, the concept can be defined as bits per component, bits per channel, bits per color (all three abbreviated bpc), and also bits per pixel component, bits per color channel or bits per sample (bps). Modern standards tend to use bits per component, but historical lower-depth systems used bits per pixel more often.
Color depth is only one aspect of color representation, expressing the precision with which the amount of each primary can be expressed; the other aspect is how broad a range of colors can be expressed (the gamut). The definition of both color precision and gamut is accomplished with a color encoding specification which assigns a digital code value to a location in a color space.
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