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My first test with the new Gemini Deep Think 3 🔥🔥🔥 Build a complete Three.js scene in a single HTML file that renders a fully 3D interior room indistinguishable from a classical oil painting hanging in a museum. The Painterly Rendering System Write custom GLSL shaders that replace all...

20,940 görüntüleme • 5 ay önce •via X (Twitter)

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PROMPT DROP 🚨 for Creators & NFT Collectors. 🎨 Minting the Self: Genesis of the Living Canvas🪽 The prompt is optimised to inherit the style, colour palette, and personality of your character. 💀 Drop your creations below 🌐 Keen to see what you mint 👀 🚨PROMPT👇🏼 Use the provided PFP/NFT character as the primary reference. The character must remain fully recognizable and true to its original design—preserve exact facial features, proportions, textures, materials, color palette, accessories, and overall personality. All elements in the scene must adapt to and harmonize with the character’s unique visual style—whether that is cartoon, anime, voxel, hyper-realistic, or stylized 3D. Create a hyper-detailed fine art studio scene where the character stands before a massive canvas. The painting on the canvas is a fully completed, master-level version of the same character, rendered in a refined, elevated interpretation of its original style. The character’s signature identity feature (mask, face, helmet, eyes, or defining trait) must be 100% complete, sharp, and highly detailed—serving as the focal anchor of the composition. They hold a paintbrush dripping with material true to their world (oil paint, neon energy, pixels, liquid chrome, etc.), and the colors precisely match their original palette—visually linking the act of painting to the formation of their body. The studio environment subtly inherits the character’s aesthetic and personality: Color grading aligns with the character’s palette (dark, vibrant, pastel, neon, etc.) Props and materials reflect their universe (futuristic, street, fantasy, minimal, luxury) Lighting style matches their mood (soft cinematic, harsh contrast, neon glow, ethereal light) A large window casts natural or stylized light consistent with the character’s world, enhancing texture, depth, and atmosphere. Paint or material drips from both the canvas and the character, seamlessly blending creator and creation, reality and artwork. Style Output: ultra-detailed, cinematic composition, faithful to the character’s original art direction, enhanced with fine art realism and high-end 3D rendering, 8K resolution, museum-quality lighting, rich textures, depth of field, and tactile detail.

BiBi

11,129 görüntüleme • 3 ay önce

Wow Sora is so amazing, I wanted to really push it to the limits and see how it would handle a very complex prompt: “A 45-45-90 right triangle divides in half within itself repeatedly to create an organized fractal structure with self similarity, increasing in size from small at the top left to large at the bottom right, the whole structure is gradually growing from the top left point as the origin to create a seamless loop over 8 seconds, the individual triangles form platforms like a staircase descending downwards and have small rounded corners, as they move towards the bottom of the screen they each divide in half and one half moves downwards slightly to create another step and then the halves should divide in half again and one moves downwards to create one more step, after the second division curved cut-outs inside the triangles emerge upwards in a mechanical motion to form a continuous winding curved path towards the top of the structure, the edges of the path cutouts should be visible in the floor before they emerge so the viewer can anticipate the path being formed, after the path pieces move into place three Adélie penguins hop upwards along the path chasing a bright turquoise butterfly, the penguins should be hopping like the penguins in the following videos [ and should be progressing up the path while staying visually centered onscreen, the animation of the triangle platforms dividing and path forming and penguins hopping should be visually clear from top to bottom and arranged in such a way that you can look anywhere in the image to focus on a certain part of the story yet also be able to follow along from top to bottom to watch how the story unfolds throughout the image, the platforms should all be made of an elegant slightly reflective light wooden floor and white walls like a contemporary art museum, as each path segment moves upwards into place it is revealed that it is built on reflective chrome columns, lighting in the room is dark except for a single spotlight following the penguins and thin neon tube lighting around the edge of each triangle platform placed just below the floor level so that when the platforms divide and descend it reveals the neon light from the platform behind it which lights up the edges of the newly formed triangles and makes their form clear to the viewer's eye, some more neon lights inside the edge of the gap left by the path segments rising to form the path, the large dark triangle that makes up the upper right corner should be divided repeatedly by subtly glowing lines in a similar structure to the main layout but moving in the opposite direction as if to suggest that the 45-45-90 triangle on which the whole structure is based is being gradually disintegrated over time into a series of smaller identical triangles and emotionally relatable architecture as a frame for the penguins at the center to make them seem like the protagonist of the piece even though the true protagonist is the triangle itself, in the style of shapiro500, isometric 3d, beautiful lighting, best quality, masterpiece, hyperdetailed 4k, octane render” but I don't have Sora access so I made it by hand with Cinema 4D instead

Gavin Shapiro 🐧

176,839 görüntüleme • 2 yıl önce

🎓 Learn how to create a Cherry Wood Material in a matter of seconds in my latest video series (AAA) Pro Tips! ____________________________________________________ In this video, the steps are as follows: 1. Create a slightly red-colored fill layer with high gloss to act as the woods base material. 2. Add a second fill layer with a black mask, and inside that mask add a stripes greyscale set to planar projection. These stripes will act as the wood rings and should be projected onto your mesh in a natural way. The stripes should also be set to max softness, and followed by a Directional Noise 3 with a blend mode set to Difference. 3. Add a levels to tweak the mask and add an anchor point to the mask as well. 4. Create another fill layer with a dark brown diffuse, and store the information from the anchor point into its mask. Apply a levels to increase its intensity, and then add a fill layer up top with the anchorpoint information applied again, but set its blending mode to Subtract. 5. Create an additional fill layer with a very dark diffuse channel. Add a mask to the fill layer and inside its mask add a fill layer containing the anchorpoint information, from the Wood Rings. This fill layer can now be used to add some dark contrast to the center of the wood rings 6. A warp filter should also be used to apply some subtle imperfections to the wood rings and grain. Now we are left with a very nice result of Cherry wood! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips. Let me know below what you would like to learn in future videos! 👇 Happy Texturing! 💚 #gameart #texturing

Cohen Brawley

25,184 görüntüleme • 2 yıl önce

Once upon a time, two cousins saved the world before their iced coffee got warm. Seedance 2.0 on DomoAI official prompt PART 1 — "A GOLDEN MORNING" (0–15 seconds) Visual Style: Soft watercolor illustration, warm pastel palette, gentle painted textures, thick storybook outlines, Pixar-meets-picture-book warmth. Every frame should look like it could be lifted from a printed children's book page. Music: Gentle music box melody, soft and dreamy. ✂️ CUT 1 — The Town Wakes Up (0–3s) Prompt: Storybook illustrated wide shot of a tiny golden town at sunrise. Cobblestone streets, pastel shop fronts, flowers in window boxes. Soft watercolor sky in peach and lavender. A warm narrator title card fades in like a book page turning. Camera gently pushes forward. No characters yet — just the world breathing awake. Painterly, soft, magical. Children's picture book aesthetic. ✂️ CUT 2 — They Appear (3–6s) Illustrated medium shot. Two heroic girls stroll into frame side by side down the golden street. The blonde girl has long wavy golden hair catching the morning light, bright blue eyes, wearing a blue superhero shirt with a red-and-gold crest, a flowing tan coat and red skirt. Beside her, a tall dark-haired girl in a full navy blue superhero suit with a flowing red cape. Both hold iced drinks with green straws. They walk in easy, comfortable silence. Warm amber light. Storybook illustration style — soft outlines, gentle cel-shading, children's book warmth. ✂️ CUT 3 — The Little Girl Watches (6–9s) Storybook close-up at child's eye level. A tiny girl with pigtails presses her nose against a bakery window, eyes wide with wonder as the two superhero cousins pass outside. Illustrated golden reflections on the glass. Warm, tender, magical. The moment feels frozen — like a painting inside a book. No dialogue. Just wonder. 🗣️ Only Dialogue in Part 1: KARA: (kneeling gently to the little girl, soft smile) "The real kind. Just like you'll be someday." ✂️ CUT 4 — The Cloud Arrives (9–12s) Illustrated wide shot. The warm golden sky above the town slowly shifts. A single large storybook storm cloud — illustrated with soft curling edges, not scary, like a cloud from a picture book — drifts in from the horizon. The cousins look up slowly. Their expressions go calm and ready. Camera tilts upward toward the cloud. The warm light dims slightly to cool lilac. Still painterly and safe — this is a children's story. ✂️ CUT 5 — Drinks Down. Capes Up. (12–15s) Slow illustrated close-up. Two iced drinks placed gently side by side on a low stone wall. Camera pulls back in slow motion. The cousins stand tall, side by side, capes beginning to lift in the rising wind. Their silhouettes are bold and warm against the shifting sky. The frame freezes — like the last illustration before a chapter turn. Storybook page texture overlays softly. Painterly. Heroic. Tender. #DomoAI #DomoAICPP

Sharon Riley

31,389 görüntüleme • 17 gün önce

Barry marrying Lady Lyndon should be his triumph. He's climbed from Irish outsider to the middle of the aristocracy, and the marriage hands him the wealth, the title, the land, and the standing he's chased for most of the film. Then Kubrick declines to shoot it as romance. He shoots it as a painting of a transaction. The guests barely move. The composition is flat and formal, everyone arranged on the canvas rather than living inside the moment, and the slow zoom-out pulls the wedding back into something more like a historical portrait — symmetrical, distant, frozen. Barry is getting everything he ever wanted, and the image is already dead. No warmth in the room, no sense of destiny. Lady Lyndon looks less like a bride entering a love story than a figure being quietly filed into an arrangement. He's won his seat at the table, and the win is hollow before the marriage has started. Which is where the look of the film does its real work. Barry Lyndon was built to pass for the eighteenth century preserved in oil. Kubrick and John Alcott shot by natural light where they could, and for the candlelit interiors Kubrick used ultra-fast Zeiss f/0.7 lenses that had been made for NASA — glass fast enough to expose a scene by three candles. The point wasn't only beauty. It was to make everyone look trapped inside history. The wedding is the clearest case. On the surface it's a masterpiece of faces, light and ritual. Underneath it's ice. Barry has finally entered the world he wanted, and Kubrick frames that world as rigid and airless. He doesn't look like a man beginning a marriage. He looks like a man stepping into a portrait that's about to become his cell.

Best of Kubrick

35,292 görüntüleme • 3 gün önce

Gemini 2.5 Flash demolishes my Galton Board test, I could not get 4omini, 4o mini high, or 03 to produce this. I found that Gemini 2.5 Flash understands my intents almost instantly, code produced is tight and neat. The prompt is a merging of various steps. It took me 5 steps to achieve this in Gemini 2.5 Flash, I gave up on OpenAI models after about half an hour. My iterations are obviously not exact. But people can test with this one prompt for more objective comparison. Please try this prompt on your end to confirm: -------------------------------------------------- Create a self-contained HTML file for a Galton board simulation using client-side JavaScript and a 2D physics engine (like Matter.js, included via CDN). The simulation should be rendered on an HTML5 canvas and meet the following criteria: 1. **Single File:** All necessary HTML, CSS, and JavaScript code must be within this single `.html` file. 2. **Canvas Size:** The overall simulation area (canvas) should be reasonably sized to fit on a standard screen without requiring extensive scrolling or zooming (e.g., around 500x700 pixels). 3. **Physics:** Utilize a 2D rigid body physics engine for realistic ball-peg and ball-wall interactions. 4. **Obstacles (Pegs):** Create static, circular pegs arranged in full-width horizontal rows extending across the usable width of the board (not just a triangle). The pegs should be small enough and spaced appropriately for balls to navigate and bounce between them. 5. **Containment:** * Include static, sufficiently thick side walls and a ground at the bottom to contain the balls within the board. * Implement *physical* static dividers between the collection bins at the bottom. These dividers must be thick enough to prevent balls from passing through them, ensuring accurate accumulation in each bin. 6. **Ball Dropping:** Balls should be dropped from a controlled, narrow area near the horizontal center at the top of the board to ensure they enter the peg field consistently. 7. **Bins:** The collection area at the bottom should be divided into distinct bins by the physical dividers. The height of the bins should be sufficient to clearly visualize the accumulation of balls. 8. **Visualization:** Use a high-contrast color scheme to clearly distinguish between elements. Specifically, use yellow for the structural elements (walls, top guides, physical bin dividers, ground), a contrasting color (like red) for the pegs, and a highly contrasting color (like dark grey or black) for the balls. 9. **Demonstration:** The simulation should visually demonstrate the formation of the normal (or binomial) distribution as multiple balls fall through the pegs and collect in the bins. Ensure the physics parameters (restitution, friction, density) and ball drop rate are tuned for a smooth and clear demonstration of the distribution. #OpenAI Sam Altman Greg Brockman AshutoshShrivastava Aidan McLaughlin

RameshR

247,923 görüntüleme • 1 yıl önce

Universities teach many erroneous models. One example of a misleading teaching is the Newtonian model of the prism. A man named Johann Goethe corrected and complimented Newton's model about 100 years after Newton. It is not the same light passing through the prism and distributing. It is a brand-new light with each beam of color. The primary light hitting the prism is extinguished by the electrons making up the glass of the prism itself. Those same electrons re-emit a brand new light from each angle. That process happens at the rate of c. Serving the illusion that the original white light came it... separated and exited to continue on. Most people rely on outdated text books or the Pink Floyd album cover "Dark Side of the Moon" to get their information about light and color and prisms. The depictions of light "splitting" and "bending" through a prism based on their color is false. (See first comments for attached images and substantiation) I filmed these videos playing around with prisms, lasers, magnifying glasses, mirrors, slits, and colored filters. I've gained my own perspectives on light and color over the years from real world, hands-on experimentation and observation. Most people have never held a real glass prism their own hands and done the tests to see for themselves. 2 prisms for $10 Harmonics of Light and Sound: This guy said his units were confiscated by the FBI and he was threatened not to pursue manufacturing them. The unit is simply a light with a magnifying glass and colored filters to isolate the light. Like burning an ant with a focal point... but with a specific color. The lens can spin and create a stroboscopic effect in an isolated band. The inventor claimed it healed stuff. Dinshah Spectro-Chrome Machine - Tour and Explanation Magenta monochromatic ray of shadow - Pehr Sahlstrom: Color and Physics, Newton versus Goethe - Pehr Sahlstrom: Thomas Joseph Brown Color Theory: Clay Taylor Color Theory: Testing the "Rightness" of relativity. The impossibility of proving something through experiments. Laser and Mirror observation: It's never the same light. Re-emission Example: I put this interactive page together going back and forth with ChatGPT to code using Javascript. Here is a video playing with the slide controls to show 3 different sinewaves (3 different lights/emissions). The packets are ALWAYS in phase from medium to medium. The frequency shifts BECAUSE the velocity of light shifts. NOT a Doppler shift of "the same light" distorting within the same frame of reference. It's a brand new light at each point. The incoming light is a different frame of reference. All the light you ever see is the re-emitted light from the electrons making up yourself. Propagation and Re-Emission of Light: Dr. Edward Dowdye Slides - LOTS of math and context. E.H. Dowdye, Can Stars BEND LIGHT? General Relativity and Gravity with Dr. Edward Dowdye Challenges to Gravitational Lensing and More: 71 Part Video Series (Each vid is 1 min - 1 and a hafl min) The Rebirth of Classical Physics - Time, Light & Gravity Classical Physics vs Relativity - History, Examples and Alternatives: Illusions of Relativity: Space-Time vs Real-Time The Rebirth of Classical Physics: Time, Light & Gravity - Article Packed with Info & Links Thought Experiment for Light and Absolute Time. (This scenario got me banned from talking on a Podcast.) "Too off the rails."

TheRealVerbz (Jason Verbelli)

44,361 görüntüleme • 1 yıl önce

Someone ran Claude Code on a beach where any device overheats and that spot suddenly turned out to be the best home for the most powerful AI in the world. This is the reMarkable Paper Pro. A paper tablet for notes with no browser and no social media and not a single app. He sat down right on the sand in the open sun and brought up Claude Code on Opus 4.6 over the Claude API on the paper screen and opened his project ~/repos/webs while the waves broke a few steps away. For years every device had the same trouble outside. In direct sun the screen glares and washes out and heats up and instead of your work you see your own reflection. But e-ink does not blast its own light into your face. It reflects the sunlight like the page of a book. And here is what came out of it. The very thing that kills any normal screen outside turned into fuel for this one. The brighter the sun the sharper the picture because it has nothing to glare with and nothing to wash out. And then comes the thing no laptop on a beach will give you. Your eyes do not get tired. You can watch Opus think on max effort for an hour and it reads like a book in the sun and not a backlight you squint into. The picture only comes alive. In bright light it does not fade but turns sharper and higher in contrast than it ever was in a room. The charge lasts for days. E-ink barely touches the battery so there is no outlet anywhere on the sand and the tablet does not care. It weighs as much as a notebook. The whole setup folds into a beach bag like a pad with a pen on top. Everything on the screen is for real. Claude Code v2.1.110 and Opus 4.6 on the Claude API and the project ~/repos/webs open right on the e-ink in the middle of the sand. In my opinion this is the most unexpected home for an AI this year. Not an office with the blinds drawn and not a monitor cranked to full brightness but a quiet sheet of paper on the sand that open sun only makes better and on it the most powerful Claude writes code right on the page like a pen.

Blaze

89,297 görüntüleme • 14 gün önce

The Ultimate Peanut Butter Stuffed Brownie If there was ever a reason to skip the store-bought box and go "old school" in the kitchen, this is it. These aren't just brownies; they’re a thick, fudgy, decadent experience that combines the richness of dark chocolate with a creamy, molten peanut butter center. The Taste: Imagine a velvety, dark chocolate base that’s almost truffle-like in texture, punctuated by the salty-sweet crunch of mini peanut butter cups. The middle layer of warm, gooey peanut butter ties it all together for a bite that is pure indulgence. How to Make It: Prepare your favorite fudgy brownie batter (extra dark cocoa powder is key here). Pour half the batter into a lined pan and level it out. Add a generous layer of mini dark chocolate peanut butter cups. Pour a thick layer of melted creamy peanut butter over the cups. Top with the remaining batter and bake until the edges are set but the center still has a slight jiggle. Pro-Tip: For those perfect, clean "bakery-style" slices, let the brownies cool completely in the fridge for at least two hours before cutting. Use a hot knife (dipped in warm water and wiped dry) for every single slice! The Pairing: These are incredibly rich, so they pair perfectly with a cold glass of whole milk or a scoop of classic vanilla bean ice cream. If you’re feeling bold, try them alongside a cup of strong, black coffee—the bitterness of the coffee cuts through the sweetness perfectly.

The_Hemp_Hottie🌿🔥

57,298 görüntüleme • 2 ay önce

Look at this crucifixion. There are no nails. There is no blood, no wound, no crown of thorns. And you are not looking up at Christ, the way every crucifixion in history has asked you to. You are looking down at him, from above, as if you were God... The painting is Christ of Saint John of the Cross, made by Salvador Dalí in 1951, and it hangs in the Kelvingrove Art Gallery in Glasgow. It began, as so much of Dalí's work did, with a dream. He had been struck by a small, almost crude drawing made in the sixteenth century by the Spanish mystic Saint John of the Cross. While imprisoned in Toledo, the friar had a vision of the crucifixion seen from an impossible angle, from above, looking down on the bowed head and outstretched arms, and he sketched it quickly. Nothing like it existed in the entire tradition of Christian art. Centuries later, Dalí saw a reproduction, and it stayed with him. Then, in 1950, he had what he called a "cosmic dream." In his own words, written beneath his studies for the painting: "I saw this image in color and which in my dream represented the nucleus of the atom. This nucleus later took on a metaphysical sense; I considered it the very unity of the universe, the Christ." In the dream he saw Christ hovering above the bay of Port Lligat, the little Spanish fishing village where he lived, and a voice said to him: "Dalí, you must paint this Christ." He began the next morning. At first he intended to include the wounds, but near the end, he dreamed again, and this time he saw Christ with none of it. No nails. No blood. No thorns. He erased suffering from the cross entirely. To get the body right, he hired a Hollywood stuntman and had him suspended from an overhead gantry in the studio, so he could study exactly how a real human body hangs in the air, how gravity pulls at it. The result is a figure of impossible calm, floating in a dark sky above an ordinary harbor where two fishermen go about their day, unaware of what is happening above them. Dalí painted the moment as it might be seen from outside of time, from above the world, where the horror has been lifted away and what remains is the shape of the thing itself: a man, suspended between the sky and the sea, at the center of everything. Saint John of the Cross, whose small drawing began all this, once wrote a line that could serve as the caption to this painting: "In the evening of life, we will be judged on love alone." I started my newsletter because the past is full of masterpieces like this one, and so few people ever stop to show us why they matter. Every week I try to. If that is something you'd like to be part of, you can join through the link in my bio, and if you'd like to support my work, a paid subscription is what makes it possible. Thanks for reading.

James Lucas

100,695 görüntüleme • 3 gün önce

🎓Learn how to create a powerful Torn Fabric smart material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a base fill layer containing no information. We will use this layer to call out the core effects. Add a black mask to this layer and inside that mask add a paint layer and draw a simple pill shape. 2. Next, add a blur directional and be sure the direction is the same direction that your fabric is flowing to. 3. Add a UV border generator set to subtract to mask out any uv seams followed by an anchorpoint. Additionally, add a messy Fibers 3 fill layer set to overlay. 4. Use a levels to adjust the mask along with a sharpen filter. A warp filter should also be added to introduce some randomness. Add an anchor point at the top of the mask as well. 5. Create another fill layer with its opacity channel set to black and apply a black mask to the fill layer. Inside its mask retrieve the anchorpoint information from the previous fill layer. 6. Create an additional fill layer with a bright diffuse color along with a black mask applied to it. Add the anchorpoint information from the previous mask into its mask as well and this should give us some white fibers on the edges. Now we have a torn fabric effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #tutorial #3dmodeling #hardsurface #texturing

Cohen Brawley

78,791 görüntüleme • 2 yıl önce

I built a Three.js rendering study inspired by Tiny Glade’s painterly aesthetic, and got it running at 120fps in the browser. Over the past few weeks, I’ve been studying how stylized games achieve that soft, handcrafted look in real time. Tiny Glade was a huge inspiration, and I wanted to use the browser as a constraint: no compute shaders, no native GPU access, and single-threaded JavaScript. As part of this study, I implemented: - GPU-driven instanced brick walls with procedural noise jitter and elastic build animations - Tree, bush, and flower rendering with billboard card expansion, wind sway, and grow animations - Procedural grass with terrain conformance and interactive push deformation - Animated water with layered noise, interactive ripples, and Fresnel-based reflections - Procedural terrain with slope-aware triplanar materials, dirt paths, and rocks - A 7-pass post-processing stack with TAA, bloom, depth of field, painterly filtering, ACES tonemapping, 3D LUT color grading, and film grain The hardest part wasn’t writing any single shader. It was making all of these systems work together at high frame rates inside WebGL, where every millisecond counts and performance problems compound quickly across animation, materials, post-processing, and scene management. Some techniques in this study were inspired by analyzing Tiny Glade’s rendering approach, while others were original implementations built from scratch from visual reference. That contrast taught me a lot: recreating an effect is one challenge, but designing your own shaders and systems to achieve a similar feel is a very different one. This is a private educational rendering study. Some temporary placeholder content is being used during the research phase, and any public or production version would use original or properly licensed assets. Huge credit to Pounce Light for the incredible art direction and rendering work in Tiny Glade: Three.js #gamedev #webgl #threejs #rendering #graphics #realtimerendering #shaderdev

Ibrahim Boona

58,625 görüntüleme • 3 ay önce

Thought experiment for people regarding the concept of Absolute Time. Absolute means NO EXCEPTIONS. We are NOT looking back in time when we see galaxies and stars. We are NOT looking back in time 1.25 seconds when we see the moon. We're Not looking back in time 3 minutes when we see Mars. We're Not looking back in time 8.33 minutes when we see the Sun. If an astronaut lit a matchstick on Mars, the distant observer would see predator heat waves at the top of the matchstick in real-time while the matchstick started to blacken towards the astronaut's fingers. But there would be no orange light from that chemical reaction or flame seen. If the matchstick burnt out before the packet of orange light from that particular chemical reaction made it to Earth… then the distant observer would just see a disembodied orange flash of light with a lag. But the Earth-bound observer would never actually see the flame associated with the orange wavelength it put out. The wavelength of color emitted by the flame is not a recording of reality. If the orange light is 650 Thz, that means there are 650 trillion individual and separate bursts of orange light pulsating in 1 second. NOT that "the same light" is "waving" 650 trillion times a second and that light is a recording of reality. There are 650 trillion brand-new lights flashing in 1 second. Each Hertz is a brand-new emission and packet unto itself. Time does not re-emit 650 trillion times a second, nor is a photon a particle or a packet of reality acting like the frame of a reel of footage. The orange light that already left the flame will continue to propagate out until it meets the electrons making up the distant observer. But remember, it is never the same light within that packet. And the electrons making up the observer will absorb all of those different lights within that packet and re-emit brand-new lights that produce the product of illumination. A photon is a massless packet of energy, spherically expanding at the rate of c from the source it comes from. Illumination is the result of that energy being absorbed and RE-emitted by any other electrons that did not output that primary packet. But time is not associated with the same light. It's never the same light and time does not re-emit between packets. Time is not relative. Do NOT allow your mind Carte Blanche to think along the lines of relative time. DROP IT for this thought experiment. We are thinking along the lines of ABSOLUTE TIME/ Galilean VARIANCE. What does absolute time mean? It means time is constant in ALL frames of reference. Any frequency shifts between atomic clocks IS a literal change in the speed of light. But relativity forbids the speed of light from Ever changing, so relativity (Lorentz INVARIANCE) invented the concept of the 4th dimension and space-time. Because Relativity doesn't allow light speed to shift.. they interpret the same frequency shift between atomic clocks as being conclusive, irrefutable evidence that time and reality itself shifts. Rather than say it's just that ONE clock being affected by Earth's gravity and the oscillation of that ONE cesium clock is being altered compared to other clocks. People don't realize that in relativity... time dilation is SYMMETRICAL! Not even most relativists know their own theory. If Clock A and Clock B are synchronized and together... and then they accelerate apart... Einstein said Clock A would see Clock B as being slower itself. And Clock B would view Clock A as slower than ITself. NOT that only one observer would see back in time and the other would see forward or not at all. No... BOTH observers are supposed to see each other BACK in time relative to each other according to Einstein and the consequence of the math. It doesn't make ANY sense!! But relativists toss that part of time dilation under their 4th dimensional rug. The rug is woven from threads of gold that only the smart people can see apparently. So... here's a thought experiment/ Gedankenexperiment for absolute time. NO paradoxes... no nonsense or confusion. What do you see in a club? You see disco lights changing and a color wheel effect. You see everyone in REAL-TIME. Not just because they are so close to the lights. Light is not a recording of reality. Light is simply color. Illuminating reality in a certain color. Just because you can't see something yet or the color hasn't reached you doesn't mean it isn't happening in real-time. Zoom out and look at the people in the club through binoculars a mile away. You are still looking at them in real-time. The colors are shifting with a delay in the club. Now look at the club through a telescope from the surface of the moon. You're still looking at the people in real-time. But now there is a lag of the colors shifting by 1.25 seconds because it takes light 1.25 seconds to travel from the Earth to the moon. Now look at the club through an even bigger telescope from the surface of Mars. You're still looking at the people in real-time, but now there is a lag of the colors shifting by 3 minutes because it takes light 3 minutes to travel from Earth to Mars. fr you are a third hypothetical observer zoomed out and watching the person from Mars AND seeing the club on Earth... you're still seeing everything happening in real-time as well. But you see the colored wavepackets traveling with a delay to the observer on Mars. And the disco color wheel effect is just lagging before it affects the observer from Mars and the observer on the Moon. It doesn't matter how far you zoom out! There is only now to observe. But there WILL be a lag and delay for a given color/wavepacket to reach distant observers. But all points in space are already illuminated by other starlight. So if you're too far away... you'll just see the club in real-time but without any disco lights. Just see them in white light because that's the source already illuminating the scene. This is where it gets the most difficult because people think light itself is a recording of reality that replays a scene from where it came from. But another punch in the gut of relativity is that in order to see REFLECTED light... that would require a TWO-WAY transit. Which means the light would have to be sent out... record the scene of a distant event and then RETURN in order to REplay the event. Which means it would take 6 minutes to see the club from Mars by that logic and 2.5 seconds to see the club from the moon by that logic. The difference in tick rates between clocks has NOTHING to do with time dilation. Wait.. what?! How can that be? Because a clock itself doesn't represent all of time and reality. The difference between clocks is a "Transverse relative time shift." If the only light in the universe was from the lighter… the only way a distant observer would be able to see the astronaut on Mars is if the astronaut held down the button of the lighter for longer than 3 minutes. It takes 3 minutes for the packet of light to travel from Mars to Earth. The distant observer would never be able to see Mars, unless the light stretched from Mars all the way to Earth, and illuminated the path between Mars and Earth. And that would take 3 minutes for the boundary and first part of that wave packet to reach Earth. But if the distant observer wanted to observe Mars in real-time… then that packet of light would have to be on for longer than 3 minutes. So if the astronaut on Mars flicked the lighter at 12:00, the distant observer on Earth wouldn't see anything until 12:03. If the light was on for 3 minutes and 10 seconds, and the distant observer is 3 light minutes away... the distant observer would be able to see Mars in real-time for 10 seconds starting at 12:03. In the 20 second video clip of the rotating planet with shifting colors... just imagine you're a couple light minutes or light seconds away. You're still seeing the planet spin in real-time. But there is simply a delay of switching colors. You are Not looking back in time. It's just a color wheel effect from a great distance away. That's it!! There are many major flaws which tarnish people's critical thinking on this thought experiment. 1. Light does NOT ricochet or bounce. Electrons absorb, emit and re-emit ALL electromagnetic radiation. The electrons, making up the glass of a mirror will absorb the incoming light and re-emit a brand-new light as an equal and opposite reaction. NOT that "the same light" bounced off the mirror and continued on within the same frame of reference.  2. Light is NOT a recording of reality. 3. It is NOT the same light being observed from a source. It's never the same light. Each Hertz is a new light. Think of half of a sine wave as being its own emission. On an oscilloscope, a stimulus generates a peak which initiates an equal and opposite trough. Or vice versa. That repeating process is not "the same light." If you cut and paste that sine wave to another sine wave, the boundary between the waves will always be in phase. (thus refraction) 4. The speed of light is NOT the same in ALL frames of reference, no matter what. 5. Light is NOT made of particles and waves that flip back-and-forth. 6. Time is NOT connected to the speed of light. Time remains constant regardless if you accelerate towards or away from a clock. The clocks themselves will indeed be off! But that's an affect on the electrons making up the atomic clock affecting the oscillation of the isotope which is ASSUMED to ALWAYS be the same. So ANY difference in oscillation is treated as a literal distortion in space-time. 7. Space and time are not linked at all. That is a mathematical artifice under Lorentz invariance. Time is relative under Lorentz invariance. But time is absolute under Galilean VARIANCE. When people hear or see the word GALILEAN... their brains switch to auto pilot to "aether theory" and "classical physics." What people don't realize is that aether theory used Galilean INVARIANCE. Rather than space-time being used as an excuse to explain the difference in frequencies between atomic clocks... it was originally aether being used as an excuse to keep the speed of light the same. But None of those things are valid! We are thinking under the framework of Galilean VARIANCE! Completely new revolutionary model returning to Isaac Newton and Classical physics but without the corpuscular theory (particle) theory for light... without a particle-wave duality... without an aether... without a 4th dimension. Just good ol elementary math within 3D Euclidean space. Everything happening in real-time, right now. This reformulation of Galilean transformations was offered by Dr. Edward Dowdye in 1991 called The Extinction Shift Principle. Effectivity as opposed to Relativity. If light required a two-way transit, in order to travel out… Record an event, and travel back to replay the recording…  then it would take 6 minutes to see the astronaut on Mars instead of 3.  Remember… They say the SAME light is a recording, and must travel there and travel back in order to REplay. Relativity says time is relative: t' ≠ t time is NOT the same from all frames of reference) and t = tₒ / √1 - v²/c² but Galilean Variance says time is not relative: t' = t (Time IS the same from all frames of reference) and τ_tr = τₒ / √1 - v²/c² Relativity says c' = c (The velocity of light is the same from all frames of reference) but Galilean variance says c' ≠ c (The velocity of light is NOT the same from all frames of reference) and that c' = c ± v (The velocity of light in one frame of reference is dependent upon the velocity of the light source relative to an observer in another frame of reference. Whether that light source is approaching or receding away from that observer) Relativity says E = mc² (Energy and mass are universally equivalent and literally interchangeable under All conditions.) but Galilean variance says E = Δmc² = mₒc² (Energy changes in a system are the result from changes in mass. mₒ represents the original mass. Mass and energy do not literally interchange. There is an equivalence, not an interchange.) The Rebirth of Classical Physics: Time, Light & Gravity Star light and illumination: Flicking a Lighter on Mars visual example:

TheRealVerbz (Jason Verbelli)

16,608 görüntüleme • 1 yıl önce

Andrei Tarkovsky on the problems he had with Sci-fi movies— especially Stanley Kubrick's '2001: A Space Odyssey' (1968) & how he intended to make 'Solaris' (1972): "Interviewer: The majority of directors of science-fiction movies think it necessary to impress the viewer's imagination with the concrete details of everyday life on other worlds or the details of a spacecraft's construction, which often crowd out the central idea of the film. I think Kubrick's '2001: A Space Odyssey' (1968) is guilty of that. Tarkovsky: For some reason, in all the Science-fiction films I've seen, the filmmakers force the viewer to examine the details of the material structure of the future. More than that, sometimes, like Kubrick, they call their own films premonitions. It's unbelievable! Let alone that '2001: A Space Odyssey' (1968) is phony on many points even for specialists. For a true work of art, the fake must be eliminated. I would like to shoot 'Solaris' in a way that the viewer would be unaware of any exoticism. Of course, I'm referring to the exoticism of technology. For example, if one shoots a scene of passengers boarding a trolley, which, let's say, we'd never seen before or known anything about, then we'd get something like Kubrick's moon-landing scene. On the other hand, if one were to shoot a moon landing like a common trolley stop in a modern film, then everything would be as it should. That means to create psychologically, not an exotic but a real, everyday environment that would be conveyed to the viewer through the perception of the film's characters. That's why a detailed "examination" of the techno logical processes of the future transforms the emotional foundation of a film, as a work of art, into a lifeless schema with only pretensions to truth. Design is design. Painting is painting. And a film is a film. One should "separate the firmament from the waters" and not engage in making comic books. When cinema moves out from under the power of money, namely, the costs of production, when there will be a method for the author of a work of art to record reality as with a pen and paper, paints and canvas, chisel and marble, "X" and the filmmaker, then we'll see. Then cinema will be the foremost art and its muse the queen of all the others." (Andrei Tarkovsky's interview with Naum Abramov, 1970) [P.S: On this day, 54 years ago, 'Solaris' (1972) premiered in Moscow, Soviet Union.]

DepressedBergman

82,496 görüntüleme • 5 ay önce

So how is the Sega Dreamcast's very own native port of Mario Kart 64 coming along? Well, lets take a look at some footage I just captured directly from my DC of jnmartin's latest build! Minor texture corruption is still present on some of the sprites here and there, plus there's no audio yet, BUT MY OH MY! She's running like a dream and looks SHARP as hell at with progressive scan at twice the resolution! You'll immediately notice virtually all of the texture corruption on the text and UI sprites have been fixed. You can now actually see your item box, and clouds are drawn properly in the background, rather than over the top of the scene in the foreground. Somehow, along with fixing all of this in the past few days, jnmartin has also found the time to get the monitors in the backgrounds of Luigi's Raceway and Wario Stadium correctly projecting a view of the scene onto their screens. This somewhat-advanced effect (for the time) was actually done on the N64 (in this game) WITHOUT doing a secondary render-to-texture pass, which requires submitting the scene a second time to the GPU. Instead, the framebuffer was divided into small, tiled chunks (1/6 of its total size), with only a single small chunk getting updated per frame. This way, the amount of direct VRAM access from the CPU (which is typically slow as hell) is kept to a minimum within the duration of a particular frame, with multiple frames being required to update the entire screen. But anyway, she's starting to look and play incredibly well, and those of us with early access to the builds have been thoroughly enjoying revisiting this title on our favorite platform!

Falco Girgis

45,534 görüntüleme • 1 yıl önce