Computer Vision Experiment: 3D scanning on the cheap.
While working on my 3D editor back in 2010, I wrote a custom routine to automatically create a spherical mesh out of any set of arbitrary points in 3D space and got tired of testing it with semi-random points in space.
So, a quick trip to the local Canadian Tire (a kind of hybrid between a hardware store, a home improvement store, a car part store, and a house applicance store) to buy
- a 20$ laser level guide,
- add a web cam (already had it, worth about $10),
- a quickly written bit of code,
and voila:
I built myself a 3D scanner for 30$. click for bigger version
Some more experimenting with a cheap low quality webcam for extra challenge (Moar with less!).
This time its a barcode scanner with no controlled light source.
I wanted to scan barcodes with just the ambient lighting so I had to design an image filter that would amplify the picture's contrast and reconstruct the dark and light zones from a very low quality source.
I was then able feed the corrected image to a barcode decoding neural network.
Optimizing GLES2.0 Shaders : The case of scale2x on PowerVR SGX 530
From >200ms down to a usable 30ms.
OpenPandora forum user sebt3 started testing out scaling filter shaders on the SGX530 for use the OpenPandora console, the first working version ended up way too slow to be of any use.
Another forum user, FSO, improved the speed a bit (160ms to 180ms per frame).
Sometime when working late during crunch time fun stuff happen...
This is one of many such event where food in our house has suffered from sudden anthropomorphisation syndrome.
Back in the fridge they went to await breakfast time.
My wife has already warned me I'm gonna be the one having to meet our kid's eventual teachers and explain whatever unusually fertile imagination our kid will have demonstrated.
An early preview of my new game using a tiled, procedural 3D world engine with a focus on small memory footprints targetting embedded systems such as cellphones, tablets and portable consoles.
Similar to Minecraft and other tiled games, with full 3D range of over +/-2000000000 tiles in all 3 axes, +/-9000000000000000000 for a 64bit-ranged build (supported even on 32bit architectures) and raytraced dynamic soft shadows.
The engine is currently being tested on OMAP3 SoC embedded systems such as the OpenPandora console, BeagleBoard development board and Nokia N900.
It is also running on 32bit as well as 64bit PCs and Macs natively.
Currently a memory footprint as low as 50MB and a minimum of 350Mhz processor (ARM Cortex-A8) is achievable.
The game including graphics is less than 2MB currently.
I made this little game in 1999 as a first step into Game Boy Color programming.
This homebrew game was released for free (as in beer) at a competition organized by Bung (a flash cartrige maker) who wanted to demonstrate the purpose of their products to indie game developers.
The game is free to download, copy, distribute and play in its unmodified form.
You may include the ROM as part of any software packages and/or devices (including commercially sold ones) as long as the source is not misrepresented.
A first prototype for the "4K Executable Graphics" competitions.
The executable is 1616 bytes using UPX (2178 bytes uncompressed)
including VESA RGB/BGR 24/32bit detection, automatic resolution selection and VGA fallback.
I'm a video gaming industry veteran with over 12 years of experience that has garnered numerous team and individual accolades. I've had the pleasure of working in 4 countries and with teams from all over the world.
My focus is realtime computer performance with vast expertise in 3D rendering, multi-threading, compression, networking, code portability and compatibility, debugging, multi-platform and cross-platform development with a focus on modern technologies.
I am often called upon to solve stability and performance issues in ongoing projects saving both time and money, sometimes to rescue whole projects from cancellation.
From the start, my first title Project S-11 which I created as the co-founder of Paragon 5 was critically acclaimed as "the best the GBC is going to see in terms of space shooters" and "the most furious shooter on the Game Boy Color".
Fluent in French, English and Japanese, I often travel around the world to meet and share with other professional about the latest technologies and development techniques.
Lately, I have been doing research combining Reconfigurable Computing and Stream Processing with a focus on realtime interactive applications such as video games and realistic physic simulations.