What effect or similar to it is shown in this video? - photoshop

https://www.youtube.com/watch?v=CmftPUqQ0nE at 3:42 suddenly the photo becomes grainy or something. I can't replicate it since the uploader disabled the comments section and description is not helpful as well.

An effect like this can be achieved with a high pass filter. To do this, duplicate the layer (Ctrl+J, Cmd+J on a Mac). Put a high pass filter on the top layer (fairly small radius, i.e. less than around 2 pixels) and then set the blend mode of the layer to overlay.
EDIT: If you convert to a smart object before applying the high pass filter, you can play with the radius afterwards.

Related

libgdx tiledmap flicker with Nearest filtering

I am having strange artifacts on a tiledmap while scrolling with the camera clamped on the player (who is a box2d-Body).
Before getting this issue i used the linear filter for the tiledmap which prevents those strange artifacts from happening but results in Texture bleeding (i loaded the tiledmap straight from a .tmx file without padding the tiles).
However now i am using the Nearest filter instead which gets rid of the bleeding but when scrolling the map (by walking the character with the cam clamped on him) it seams like a lot of pixel are flickering around. The flickering results can get better or worse depending on the cameras zoom value.
But when I use the "OrthoCamController" class from the libgdx-Utilities which allows to scroll the map by panning with the mouse/finger i don't get these artifacts at all.
I assume that the flickering might be caused by bad camera-position values received by the box2d-Body's position.
One more thing i should add here: The game instance runs in 1280*720 display mode while my gamecam renders only 800*480. Wen i change the gamecam's rendersolution to 1280*720 i don't get those artifacts but then the tiles are way too tiny.
Has anyone experienced this issue or knows how to fix that? :)
I had a similar problem with this, and found it was due to having too small a decimal value for the camera position.
I think what may be happening is some sort of rounding with certain tile columns/rows in the tilemap renderer.
I fixed this by rounding to a set accuracy, like so:
camera.position.x = Math.round(player.entity.getX() * scalePosition) / scalePosition;
Experiment with various values, but I got it working by using the tile size as the scalePosition value.
About tilesets, I posted a solution here: Getting gaps between tiled textures with libgdx
I've been using that method with Tiled itself. You will have to adjust "margin" and "spacing" when importing tilesets in Tiled to get the effect working.
It's 100% working for me :)

windows 8 metro app designing for multiple Resolution

I am designing a simple music app where the user gets to play instruments i.e. Drums, and the problem that I am facing is with resolutions.
The drums are images, which I have converted them into buttons. Everything looks great at the state that I have designed it.
However, when I switch to other resolution states, the button(image) are distorted, e.g. skewed, scaled, and looks nasty.
I have tried designing or arranging them via selecting 'Enable state Recording', but the specific designs for that state are not being saved.
Have you tried the approaches discussed here? http://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspx For the actual button sizes, make sure you are not fixing the width/height with pixel values. Use * weighted rows and columns to layout your grids and have the buttons autosize to fill a given cell in the grid. Then match with the appropriate image resource per the article.
Grids are great for dividing up available space but they can't account for changes in aspect ratios. If your items are still set to Stretch (or Fill) then they can end up out of aspect ratio. Another option is to design the entire layout at a fixed size (let's say 1024 x 768 or 1366 x 768) and wrap the entire thing in a ViewBox. ViewBox will scale all elements equally and maintain the aspect ratio, adding letterboxing (or empty space) on the sides / top & bottom if necessary. This might be a better approach for a drum kit.
Hope that helps.
Redid the whole project of designing again.
This time, I put the image inside a specific grid and that made things lot better. :)

Get size of an expanding circle in a CABasicAnimation at any point in time

I would like to know how I can get the diameter (or radius) of an expanding circle animation at a at any point in time during the animation. I will end up stoping the animation right after I get the size as well, but figure I couldn't stop and remove it form the layer until I get the size of the circle.
For an example of how the expanding circle animation is implemented, it is a variation on the implementation shown in the addGrowingCircleAtPoint:(CGPoint)point method in the answer in the iPhone Quartz2D render expanding circle question.
I have tried to check various values on the layers, animation, etc but can't seem to find anything. I figure worse case I can attempt to make a best guess by taking the current time it is into its animation and use that to figure where it "should" be at based on its to and from size states. This seems like overkill for what I would assume is a value that is incrementing someplace I can just get easily.
Update:
I have tried several properties on the Presentation Layer including the Transform which never seems to change all the values are always the same regardless of what size the circle is at the time checked.
Okay here is how you get the current state of the an animation while it is animating.
While Rob was close he left out two pieces of key information.
First from the layer.presentationLayer.subLayers you have to get the layer you are animating on, which for me is the only sub layer available.
Second, from this sub layer you cannot just access the transform directly you have to do it by valueForKeyPath to get transform.scale.x. I used x because its a circle and x and y are the same.
I then use this to calculate the size of the circle at the time of the based on the values used to create the Arc.
I assume what you're trying to get to is the current CATransform3D, and that from that, you can get to your circle size.
What you want is the layer.presentationLayer.transform. See the CALayer docs for details on the presentationLayer. Also see the Core Animation Rendering Architecture.

Manipulating / Resizing / Scaling an image in vb.net

Imagine I have a rectangle say 400px x 300px. Then let’s say I want to load an image in that. All of this is very easy using Sytem.Drawing.DrawImage.
Rectangle http://img576.imageshack.us/img576/2363/rectangle.gif
But then I want to leave the left hand side as 300px but change the right hand side to 250 px. I can draw the box using 4 DrawLines but I don’t know how to squash the image into the new shape. I want the right hand side of the shape to be 250, the left size 300 and the top and bottom 400px.
Resized http://img85.imageshack.us/img85/3479/rectangle2.gif
I can’t use DrawImage as it expects the left and right sizes to be the same. Is there a way to manipulate the image into the new shape?
I've looked at other questions, but they only apply where the left and right hand side is equal.
Any thoughts on how to squash an image into a shape which did not have parallel sides?
(If it helps, I'm happy to sacrifice image quality to fit the right shape.)
Disclaimer: I work for Atalasoft.
Our DotImage product has a command called QuadrilateralWarpCommand that can do this. It's in DotImage Photo.
What you want to do is non-trivial (but also very powerful).
#Heinzi is correct, the general class is called warp transformations. What you're trying to do is specifically a perspective transformation. At a high level, it involves running the individual coordinates through a transformation matrix to get their new positions, and then doing interpolation between pixel values based on the old and new locations.
This article talks about some transformations, one of them being a sheer, so it might be helpful overall. I'm not sure, I haven't read it closely. In general, you want to google for something approximately like "c# image transformation" or "c# image perspective transform".
Depending on what you're planning on using it for, buying a library might be the best way to go about it, although there is a lot to learn about image manipulation by doing it yourself.
I did not find a solution to your problem, but I have some information which might help you along:
What you want is called a warp transformation.
As far as I know, the .net framework natively supports this kind of transformation only for a GraphicsPath, namely, the GraphicsPath.Warp method. Unfortunately, I don't think that this will help you, unless you are willing to redraw your image using a .net GraphicsPath object.
If you need the transformation directly in the UI layer, your UI library might help: Silverlight, for example, includes the PlaneProjection class, which can be used for such effects; in WPF, the 3D engine might be useful for this (requiring more programming effort, through).

Is it possible to animate markers in ArcMap?

I'm completely new to ArcGIS and ArcMap, but someone suggested this program to me for a project I'm working on.
I would like to animate individual entities on a map, and was wondering if it is possible to do so in ArcMap. I asked this earlier here and a member directed me to a tutorial on animating in ArcGIS. The animation in the guide was over a map spread (ie. each pixel on the map displays, say, a different color to indicate population data in the area). However I realized that if I zoom in a lot, eventually the image will degenerate into pixels, which is why I need an actual object to mark a certain point. I checked some online tutorials and it seems like we can place markers on the map. Can someone tell me if it is possible to animate these markers (for example via a for-loop)? And if so, could you point me in a direction where to start?
Thanks in advance!
You can animate layers in ArcMap is the short answer. Its not as simple as using the timeline feature in Google Earth for example though. But then ArcMap is much more than just a visualization tool.
This help page on the ESRI web help looks like a good place to start.
I'm not 100% sure what you mean by the image degenerates into pixels. Are you saying that the markers were single points in the layer. Unlike Google Earth you are not confined to simply plotting points on the map. You can draw completely arbitrary shapes in ArcMap, which can be defined to cover actual areas of the map, so when you zoom-in the shape gets larger.
The way you need to load data into ArcMap to produce an animation isn't too simple. There might be other ways to do this, but the way I know of is to generate a NetCDF file. This file contains a 3D matrix of layer data, where each layer is separated through time. Because you generate a matrix, you are effectively placing a raster image over the map. Thus if you want to cover a large area, each matrix becomes large, and you multiply that by the number of time slices you wish to animate over.
Once you have a NetCDF file with your data in however, getting ArcMap to animate it and produce say a .avi file is pretty simple.
You could try just loading some of the example NetCDF datasets into ArcMap to see how/if they will work to get you started.
Hope that helps.
The upcoming v10 will have better time-aware capabilities, which will allow for animation.