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The bear and bird have never looked better! ✔ Full widescreen support ✔ Improved 3D resolution ✔ High-resolution fonts ✔ Smoother frame rates ✔ Modernised camera controls ✔ New control options All on one Evercade cartridge.

36,041 görüntüleme • 6 gün önce •via X (Twitter)

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🔥 THE REALITY ABOUT ZCASH THEY DON’T WANT YOU TO KNOW BITCOIN WAS SUPPOSED TO BE FREEDOM. NOW IT’S SURVEILLED, CUSTODIAL, AND CONTROLLED. today almost 10% of BTC sits inside ETFs + government-controlled custodians. Fully watched. Zero privacy. Zero sovereignty. Meanwhile the world is moving into MAX CONTROL: CBDCs, tracking laws, surveillance everywhere. Bitcoin can’t hide you anymore. ZCASH CAN. Bitcoin had ONE CHANCE to add privacy years ago… and the core devs REJECTED IT. So the creators left… and built ZCASH, the upgrade Bitcoin was scared to adopt. Then everything changed: ZEC + Zashi + Intents → instant private swaps → mobile → no KYC → no CEX → NO PERMISSION That’s when the market woke up: • ZEC: $78 → $800 • ZEC VOLUME FLIPPED BTC • 1,000,000+ ZEC moved into shielded pools • 5M+ ZEC now private • Early BTC WHALES backing it • WINKLEVOSS returning to the mission Because the truth is simple: ZCASH DOES WHAT BITCOIN CAN’T. Monero? Too slow. Too dirty. Too stuck. ZEC? Clean. Encrypted. Scalable. Professional. A REAL privacy asset. And now the big boys are circling back. OG Bitcoiners. Tech elites. New capital. Everyone who still believes in REAL cypherpunk freedom. When you put it all together: ✔ BTC captured ✔ surveillance rising ✔ privacy denied ✔ Zcash born ✔ UX solved ✔ volume exploding ✔ shielded supply vertical ✔ OG support returning ✔ new money entering You get one conclusion: ZCASH IS BECOMING WHAT BITCOIN WAS MEANT TO BE. THE MARKET JUST HASN’T ACCEPTED IT YET. When this narrative catches fire… When people realize they NEED privacy again… $ZEC will already pump to $50,000

Whale.Guru

132,096 görüntüleme • 9 ay önce

🔄 Ever wondered how a substation “understands” electricity? Currents flow. Voltages fluctuate. Temperatures rise. But protection relays don’t read analog waves — they read numbers. Before a breaker trips or an alarm appears on SCADA, an invisible process converts raw electrical signals into digital intelligence. That silent hero? Analog-to-Digital Conversion (ADC). Let’s break it down step by step 👇 📡➡💻 From Analog Signal to Digital Decision 1️⃣ Low-Pass Filtering (Anti-Aliasing) ⚙️ Purpose: Remove high-frequency noise before sampling. Why? If unwanted frequencies enter the ADC, they cause aliasing — distortion that corrupts measurements. 💡 Clean input = accurate digital output. 2️⃣ Sampling 📉 The continuous analog waveform is captured at fixed time intervals. Sampling rate matters. Too slow → information loss. Too fast → unnecessary data overload. In power systems, sampling is often synchronized with system frequency (50/60 Hz). 3️⃣ Quantization 🪜 Each sampled value is approximated to the nearest discrete level. Resolution depends on ADC bits: • 8-bit → 256 levels • 12-bit → 4096 levels • 16-bit → 65,536 levels Higher resolution = finer accuracy in current and voltage measurement. 4️⃣ Encoding 🔢 Quantized values are converted into binary form. Example: Analog value → Quantized level → 110010 Now the signal is no longer a waveform — it’s data. 5️⃣ Digital Output 📲 The binary stream is transmitted to: ✔ Protection relays ✔ IEDs ✔ RTUs ✔ SCADA systems From here, algorithms detect faults, measure harmonics, calculate power, and trigger protective actions. 🧠 Without accurate ADC: ❌ Protection misoperations increase ❌ Fault detection becomes unreliable ❌ Automation decisions degrade With precise ADC: ✔ Real-time protection ✔ Advanced fault diagnostics ✔ Accurate metering ✔ Seamless IEC 61850 integration Every digital substation depends on clean, time-synchronized data. ⚡ From a simple CT secondary current to a breaker trip command — it all begins with precise sampling and conversion. Next time you analyze disturbance records or SCADA logs, remember: Behind every number lies an ADC working in microseconds.

Taha Alasemi | طه العاصمي

24,450 görüntüleme • 5 ay önce

Breaking news 🗞️ 🚨 Tesla just quietly solved a problem in Australia. The Model X is gone from our market. But the new Model Y L Premium AWD might actually be the closest thing we have to a replacement. And honestly… it makes a lot of sense. ⚡ Tesla Model Y L – Key Specs • 0–100 km/h: ~5.0 sec • Range: ~681 km WLTP • Top speed: 201 km/h • Seating: 6 adults • Supercharging: 250 kW • ~288 km added in 15 min 💰 Australian pricing (before on-road costs) Model Y Long Range AWD → $68,900 Model Y L Premium AWD → ~$74,900 So for roughly $6k more, you get: ✔ 3 rows ✔ 6 seats ✔ Much larger cabin ✔ ~400L extra cargo capacity ✔ Longer wheelbase ✔ Even more range 📊 Quick comparison Model Y Long Range AWD • 5 seats • ~600 km range • 0–100 km/h: 4.8 sec • $68,900 Model Y L Premium AWD • 6 seats • ~681 km range • 0–100 km/h: 5.0 sec • ~$74,900 So performance drops slightly, but practicality goes way up. 🇦🇺 Why this matters in Australia Since Tesla stopped selling the Model X locally, there has been a real gap in the lineup for larger families. The Model Y L doesn’t completely replace the X. You lose things like: ❌ Adaptive air suspension ❌ Driver instrument cluster ❌ Falcon Wing doors ❌ Some luxury interior touches But you still get: ✔ Tesla software ecosystem ✔ Supercharger network ✔ Massive range ✔ Practical 3-row seating And at a much lower price than a Model X ever was. 👨‍👩‍👧‍👦 Who this is perfect for • Growing families • Current Model Y owners needing more space • Former Model X buyers • Anyone considering EV9 / EX90 but wanting Tesla’s ecosystem Personally, as a Model X owner, this is the first Tesla sold in Australia that actually feels like a realistic successor. I’m seriously considering replacing my Model X with the Model Y L, possibly around the end of Q2 or mid-Q3 this year. Not a perfect Model X replacement. But for Australia right now? This might be Tesla’s smartest family vehicle yet. ⚡🇦🇺 ORDER NOW : Tesla Australia & New Zealand Tesla AI

Tesla in the Gong 🇦🇺🦘🤖🚕

21,519 görüntüleme • 5 ay önce

Goa Trip – Day 1 Lotus Sutra Beach Resort, Arambol (Review) - 4 Star Property I wanted my wife to experience the extreme North side of Goa - a vibe that’s completely different from Baga, Calangute or South Goa. Since I had explored this side earlier, I knew exactly where to stay, Lotus Sutra Beach Resort at Arambol. And trust me, the vibe hit differently. ✨ I booked their Partial Sea-Facing Hut, and the highlight of this property is simple: 👉 You open your room door, walk 100 meters and you’re standing on Arambol Beach. A true beach-touch property. Insanely accessible. The place is super green, peaceful, and perfect if you want that slow, relaxed North Goa energy. The swimming pool is nice, the ambience is chill, and everything around is walkable. ✔ Arambol Flea Market – 500 meters ✔ Arambol Sweet Lake – walking distance ✔ Beach shacks all around ✔ Perfect spot for sunset lovers We thoroughly Enjoyed our stay here and it was very relaxed day. If you want to explore the boho and artistic side of Goa, this stay is ideal. ⭐ My Ratings Hut: 6/10 Location: 9/10 Amenities: 8/10 Food: 6/10 (But you have options to eat at other Shakes nearby) 😇Redemption - This stay was fully redeemed using Scapia Points that I had accumulated through referrals. 🔥 Final Verdict If you want a beach property with a relaxed vibe, easy access, and the real Arambol feel - Lotus Sutra is a great pick for 1–2 nights. Perfect for couples who want to explore North Goa beyond the mainstream crowd.

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3D Gaussian Splatting for Real-Time Radiance Field Rendering paper page: Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.

AK

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No,it's not. They can be easily detected The Iran–US–Israel war is now a war of missile inventories, not armies. Here are the hard facts about Iran’s arsenal, underground launches, and how the war is evolving. 1️⃣ Iran’s Missile Arsenal (Before War) • ~2,500–3,000 ballistic missiles total • 14+ missile types • Largest missile stockpile in the Middle East • Ranges up to ~2,000 km (enough to strike Israel and US bases) This includes: • Shahab-3 • Ghadr-H • Sejjil-2 • Kheibar-Shekan • Khorramshahr-4 • Fateh-110 • Haj Qasem precision missiles Many travel Mach 10–15 and carry 500–1,500 kg warheads. 2️⃣ How many missiles Iran still has Estimates vary due to active combat: • ~2,000 heavy ballistic missiles may still remain in the arsenal • Some intelligence estimates put total remaining stock around 1,500–2,000 missiles • Western officials say launch rates are dropping due to destroyed launch sites Iran also has thousands of drones which are cheaper and easier to produce. 3️⃣ What weapons Iran is using now Primary strike systems: 🔹 Ballistic missiles • Kheibar-Shekan • Sejjil • Ghadr • Shahab-3 🔹 Hypersonic systems • Fattah-1 / Fattah-2 reportedly used recently 🔹 Cruise missiles • Soumar • Hoveyzeh 🔹 Drone swarms • Shahed-136 • Arash long-range drones The strategy: Overwhelm air defenses with mass launches. 4️⃣ Underground missile cities Iran launches missiles from: • mountain tunnels • underground depots • mobile TEL launchers Missiles roll out, erect, and launch within minutes — making pre-strike detection extremely difficult. This doctrine was built specifically to survive US air superiority. 5️⃣ How the war is going right now Current battlefield situation: • US-Israel strikes hit 2,000+ Iranian targets including missile bases • Iran launched hundreds of missiles and drones across the Gulf and Israel • IRGC continues retaliation despite leadership losses US and Israeli officials say: ➡ Iran’s missile capability may already be reduced by up to 80%+ in some regions due to strikes on launch infrastructure. But Iran still has enough missiles for sustained attacks. 6️⃣ Important reality Iran does NOT have a confirmed operational ICBM force yet. Most missiles are: • SRBM: 300–700 km • MRBM: 1,000–2,500 km Meaning: ✔ Israel ✔ US bases in Middle East ✔ Gulf oil infrastructure are within range. But continental US is not. 7️⃣ What happens next The war is entering a dangerous phase: • US moving air campaign deeper into Iran • Iran conserving remaining missiles • Drone and proxy attacks increasing This is becoming a long attrition war of missiles vs air defense interceptors. The side that runs out of missiles or interceptors first will lose the strategic edge.

Cultslinger07

42,652 görüntüleme • 5 ay önce

🎮 𝐅𝐞𝐛𝐫𝐮𝐚𝐫𝐲 𝟐𝟎𝟐𝟓 𝐃𝐞𝐯𝐞𝐥𝐨𝐩𝐦𝐞𝐧𝐭 𝐔𝐩𝐝𝐚𝐭𝐞 🚨 Big updates across multiple areas of Varsity this month! • Coach Schemes in Dynasty Mode – Every coach now has a unique scheme and playstyle, influencing how your team plays. Do you stick with your staff and try new strategies, or hire a coach who specializes in your preferred system? • Audio & Settings Enhancements – A custom Varsity marching band drumline is being composed to add more energy to the game. Plus, menus now have sound effects, and new resolution options (16:9 and 16:10 ultrawide) have been added. • 3D Player & Stadium Models – The new player models are fully integrated, showcasing enhanced customization and animations. Pro-style stadiums for playoffs and championships are also in development! • Motion Capture Upgrades – Defensive back (DB) movements have been refined using motion capture for better realism. We’ve also improved base locomotion (running, turning, and movement) and are hiring a full-time AAA animation specialist. This month was all about refining core gameplay features and bringing more realism to Varsity. Stay tuned for more updates as we keep pushing towards launch! Support us on Patreon for Steam Pre-Alpha PlayTest access, and don’t forget to wish list on Steam! #Varsity #HSFootballVideoGame #DynastyMode #FootballGaming #HighSchoolFootball #CoachSchemes #3DModels #MotionCapture

Varsity - High School Football Video Game

99,319 görüntüleme • 1 yıl önce

Release: LichtFeld Studio v0.5.3 is out! With 316 commits merged into master, this release is a huge step forward for LichtFeld Studio. What's new in v0.5.3 • Vulkan viewer/rendering migration: New Vulkan viewport pipeline, pass graph, VkSplat renderer, Vulkan point-cloud renderer, 3DGUT/VkSplat support, improved alpha/depth composition, tighter CUDA/Vulkan interoperability, and device matching on multi-GPU systems. • RAD + LOD workflow: Added RAD file export/import, RAD LOD viewer, Spark-style GPU LOD selection, GPU-driven page prefetching, a bounded VRAM pool, out-of-core PLY-to-RAD LOD conversion, and RAD import/export speedups of approximately 3–5×. • HiGS / macro-tile inference: Added a macro-tile inference path for the Vulkan viewer, including macro sorting, batched rasterization, composition, and capacity management. • Asset Manager: Added and significantly enhanced the Asset Manager with thumbnails, SH information, faster synchronization, import-from-URL support, docked mode, data-loading popup integration, and general UI cleanup. • Viewport export: Integrated viewport export directly into the application as a toolbar/overlay tool, added fast render_view_u8-style readback paths, fixed high-resolution clipping issues, improved orthographic export parity, resolved 32K image/video export problems, and added post-export GPU resource cleanup. • Selection and tooling: Added and reworked selection toolbar controls, the Select menu, ring selection, color eyedropper, distance-from-center selection, faster point-cloud and zoomed-out selection paths, Vulkan measurement tool fixes, and drag-and-drop scene graph improvements. • UI/RmlUi platform work: Major RmlUi redesign efforts, hot reloading for RML/RCSS/Python UI files, reactive UI/store integration, viewport toolbar flyouts, improved histogram interactions, input settings enhancements, custom TRS gizmos, and numerous panel, tooltip, and localization fixes. • Windowing and UX: Added borderless window support, title bar drag/maximize/restore behavior, work-area-aware maximize functionality, resize responsiveness and performance improvements, and DPI/UI scaling fixes. • Training and data features: Added adaptive depth loss and depth gradients for the EWA rasterizer, mask loading/application fixes, a new combined Ignore+Segment mask mode, --add-splat, --freeze, improved checkpoint and training state handling, and training speed and VRAM optimizations. • COLMAP/equirectangular support: Added SPHERICAL/equirectangular camera model support and canonical EQUIRECTANGULAR handling, along with fixes for undistortion and camera export. This release will be available to all supporters as a Windows binary via approximately in about an hour. At the same time, LichtFeld Studio remains committed to being free and open source under GPLv3 and can also be built directly from source. Please consider supporting the ongoing development of LichtFeld Studio through a donation via the portal or the supporters page. Thank you to everyone who supports this project financially, contributes code, reports bugs, provides datasets, helps with the website, and contributes in countless other ways. A special thank you to our foundational sponsor Core11 and our Gold Sponsor Volinga, whose support has helped make the current state of the software possible. Thank you as well to every donor and to all of our new Bronze Sponsors. Looking ahead to v0.6 For the next major release, work will focus primarily on stability and user experience. This includes improved cleanup workflows and the ability to modify training parameters while training is in progress. I would also like to introduce a native .licht project format that allows users to save and restore their complete editor state. You can find links to our main sponsors below. Please also visit our website to discover all our Bronze Sponsors. Hint: We do not yet have a Silver Sponsor or Platinum 😉

MrNeRF

26,219 görüntüleme • 1 ay önce

From frizzy to flawless until one tiny raindrop changed everything Watch the full transformation and wait for the ending. Made with Seedance 2.0 Prompt: A complete, continuous 3D Pixar-style animated short video. The main character is a cute young woman with big blue eyes, prominent freckles, wearing a white t-shirt. The video starts with her looking into a bathroom mirror with an angry, frustrated expression at her massive, wild, frizzy blonde curly hair. Then, the camera cuts to a close-up of a purple flat iron hair straightener smoothly gliding through her hair, instantly turning it perfectly sleek and straight. Next, she smiles brightly and proudly at the camera, showing off her long, straight blonde hair. The scene smoothly transitions to her confidently walking inside a luxury walk-in closet, now transformed into wearing an elegant, sleek black evening gown and high heels, posing with hands on hips. She then walks out onto a sunny brick balcony with the New York City skyline and Empire State Building in the background. A small, cute, smiling cartoon cloud floats directly above her head and drops a single raindrop onto her hair. Instantly, her hair explodes back into a massive, wild, frizzy cloud of blonde curls. The video ends with an extreme close-up of her face, showing wide, shocked blue eyes and an open mouth of comical defeat and utter disbelief. High-fidelity 3D render, cinematic lighting, vibrant colors, smooth animation, Disney style, 8k resolution.

Zyrella

23,178 görüntüleme • 1 ay önce

THIS ENTIRE CINEMATIC ACTION SHOT WAS GENERATED WITH AI. AND YOU CAN SEE EXACTLY HOW IT WAS MADE. Higgsfield has just open-sourced its Originals, giving creators full access to the workflow behind some of its best productions. For every project you can inspect: → the complete prompt → every image and audio reference → the exact generation settings, including model, quality and resolution This scene combines a continuous one-take camera move, large-scale naval combat, realistic explosions, character consistency and cinematic pacing, all driven by a single prompt. Nothing is hidden. You can study it, copy it, recreate it or use it as the starting point for your own projects. Full prompt: "SCENE CONTEXT One continuous shot. The camera faces down the wrecked, burning deck toward the BOW of the ship — and Eduardo, blown off the raised STERN DECK behind the camera by a blast, comes FLYING IN from ABOVE AND BEHIND — leaping off the second level, sailing in over the lens on a forward arc, through raining seawater — slams onto the MAIN deck one level below, AHEAD of the camera, and rolls through a tumbling somersault, momentum carrying him toward the bow. Two crewmen flee past him — one leaps overboard. Eduardo fights his way toward the bow under incoming fire: an explosion bursts on his LEFT — he dodges away and is knocked down; he struggles back to his feet — a second explosion on his RIGHT — he ducks and shields behind debris; then he breaks into a sprint for the bow — the camera sweeps around ahead of him and settles OFF THE BOW, FRONTAL: he leaps over the bow rail TOWARD the camera, the ship filling the background behind him — and THE INSTANT he clears the rail, a COLOSSAL explosion consumes the ship behind him: the blast wall catches him MID-AIR and he VANISHES inside it — he never escapes. The cloud overtakes the camera; the frame floods to 100% smoke and dust. The shot ENDS inside the dust: no transition, no reveal — it holds to the end. ACTIVE REFERENCES >> — lean pirate captain, dark curly hair falling free from under a dusty mustard-yellow cloth bandana, a small white shark tooth pinned to the front of the bandana above his temple, thin moustache, gold hoop earrings, cream linen shirt under a worn brown leather waistcoat, cloth sash and leather belts. 100% matches the reference; the man fighting down the deck toward the bow. >> — Eduardo's galleon: pale square sails, tall wooden sterncastle. 100% matches the reference; controls the ship's exterior — sails, masts, rigging and hull; already battle-damaged in this shot — burst bulwark, smoldering rigging, debris on the deck. >> — the deck of the same galleon seen FROM THE RAISED STERN DECK LOOKING FORWARD TOWARD THE BOW: the great wheel and brass compass binnacle in the near foreground, an ornate lantern post, a carved balustrade, a staircase descending to the long MAIN deck — weathered planking, small cannons along both rails, black gratings, coiled ropes, the mainmast amidships, the forecastle and bow in the far depth, open sea on both sides. 100% matches the reference; controls the full on-deck geography, set dressing AND the shot's base viewing direction — from the stern toward the bow. >> — calm bright sea, glittering sun path, hazy horizon. Controls water and sky atmosphere only. >> — weathered pirate crewmen (bandanas, rough shirts, vests). 100% match the reference; TWO of them appear early in the shot, fleeing — one leaps overboard. LOCATION MAP The deck of >> aboard >> on >> — the raised stern deck (wheel, binnacle, balustrade) at the BACK, the staircase down, the long main deck with cannons, gratings and the mainmast running FORWARD to the distant BOW, exactly as on the reference — the main deck now a wrecked corridor of splintered planks, fallen spars, torn rigging and small fires. The camera sits at the forward edge of the raised stern deck, just past the wheel, LOOKING FORWARD along the whole deck toward the bow — the reference's own vantage; the wheel and binnacle may edge the near foreground. The bow rail and bowsprit are the destination, background-center, open sea beyond them. Sea and smoke beyond the broken side rails; seawater from near-miss columns rains down over the deck in the opening. FIRST FRAME / BLOCKING First frame: deck level, MS, camera facing down the wrecked deck toward the BOW in the background-center — the view of >>: from the stern-deck edge the long main deck runs away to the bow and bowsprit against open sea and sky, cannons along both rails, the mainmast mid-depth, smoke streaming across the frame, small fires burning left and right, seawater spray falling across the deck like rain, the deck listing, loose gear sliding; the wheel and binnacle just behind/beside the camera, edging the near foreground. Eduardo is NOT in the first frame; within the first half second he comes off that second level behind the camera — his body sweeping in OVER the lens from above and behind, boots crossing the top of the frame, flying FORWARD and DOWN one deck-height into the depth of the shot toward the bow. FORMAT MODE One continuous shot — the camera does not cut on its own. The shot ENDS inside the dust whiteout; there is NO location change and NO reveal after it. PHASE 1 — the landing and the gauntlet: >> comes FLYING IN from ABOVE AND BEHIND the camera — blown off the stern deck by a blast, his body sweeping in over the lens and arcing DOWN-AND-FORWARD one full deck-height onto the main deck below, arms out in front of him, back to camera — falling THROUGH a curtain of seawater raining down from a collapsed near-miss column; he SLAMS onto the wet MAIN-deck planks in the depth of the frame and rolls through a hard tumbling somersault AWAY from the lens, toward the bow, water bursting off him and the boards, scattering debris, coming up to a crouch facing the bow, soaked and shaken. TWO crewmen of >> bolt past him in panic — one sprints aft past the camera, the other vaults the side rail and LEAPS OVERBOARD, legs kicking. Eduardo starts working down the deck toward the bow, camera following behind. An incoming round EXPLODES on his LEFT — a burst of flame, planks and spray — he flinches away to the right and is knocked off his feet onto the deck. He struggles up, heavy and unsteady, one hand pushing off a fallen spar — and a second round EXPLODES on his RIGHT — he ducks hard, shielding his head behind a broken mast stump, debris raining over him. PHASE 2 — the sprint, the frontal jump, the blast, the dust: he shoves off and breaks into a desperate sprint at 12 km/h for the bow — and as he runs, the camera SWEEPS AROUND him in one continuous arc, ending positioned OFF THE BOW, out over the open water, FACING BACK at the ship: now Eduardo sprints STRAIGHT AT THE CAMERA, the burning ship towering behind him. He plants one boot on the bow rail and LEAPS OVERBOARD TOWARD THE CAMERA — body launching up and out over the water, frontal, face and reaching arms filling the frame — and THE INSTANT he clears the rail, mid-air, the ENTIRE SHIP EXPLODES behind him in full view: a colossal white flash silhouetting his flying body for two frames, the whole vessel going up in one blast — and the expanding wall of flame-lit smoke and debris CATCHES HIM IN THE AIR from behind, swallowing his silhouette whole before he can fall clear — he VANISHES inside the explosion, never escaping it — and the cloud overtakes the lens, the dust filling 100% of the frame. The dust churns, a deep orange glow pulsing inside it and fading. HOLD inside the full dust to the last frame — the generation ENDS here, inside the dust. He never reaches the water; the blast takes him mid-air. OPTICS 47° neutral through the landing, the gauntlet and the jump. No drift. Focus rides Eduardo throughout; in the final dust the frame is pure particulate with no fixed plane. CAMERA Handheld chase behind him for the entire shot, deck level, always looking TOWARD THE BOW — footstep energy visible, jolted by each explosion; in phase 2 it accelerates after his sprint, then arcs around him in one unbroken move and settles off the bow over the water, FRONTAL to Eduardo — he runs and leaps straight into the lens with the ship in the background of his jump. The final blast is the WHOLE SHIP exploding behind his airborne body — a colossal flash, then the wall of smoke bursting forward, swallowing him mid-air and then the lens — the camera stays buried, holding inside the churning dust until the end. ACTION Strict order of events: flying entry from above through falling seawater → hard landing roll (somersault over one shoulder, forward momentum carrying the roll toward the bow, ending in a crouch) → two crewmen flee past, one over the side → left explosion → dodge right → knocked down → a hard, clumsy struggle back to his feet → right explosion → duck and shield behind the mast stump → shove off → full sprint to the bow, camera arcing around to meet him head-on → one boot on the rail → LEAP overboard straight toward the camera → THE INSTANT he clears the rail, the ENTIRE SHIP EXPLODES behind him → the blast wall catches him MID-AIR and swallows him whole → the cloud overtakes the camera → dust to 100% → hold in the dust → END. He never escapes and never reaches the water. Each explosion visibly moves his body: the first throws him down, the second folds him behind cover. PERFORMANCE During the gauntlet: jaw clenched, eyes fixed forward, water streaming off his face after the landing. The fleeing crewmen are pure panic — arms pumping, one glance back, the vault over the rail desperate. In the final sprint: full commitment, arms reaching for the rail, eyes wide — in the jump: full commitment, arms reaching at the lens, eyes wide — and mid-air the world behind him turns white: his flying silhouette swallowed by the blast, reaching hands the last thing visible. PHYSICS The flying entry has true ballistic momentum: he arrives on an arc from above, and the landing roll absorbs it — impact compresses the body, the somersault carries the leftover energy, no weightless float. Falling seawater has real weight — it rains in heavy drops and sheets, splashing off planks, soaking cloth so it clings and darkens. The listing deck tilts his movement; debris has weight and stops his foot when hit. The two deck explosions throw real shockwaves — planks lift, flame flashes then roll into smoke, and Eduardo's falls carry true body weight, hard contact with the deck, no bounce. The overboard crewman drops with real gravity. The final whole-ship explosion obeys mass: the shockwave arrives first — cloth and hair snap flat, the deck bucks under his planted boot — then the fireball's light, then the wall of smoke and debris, heavy pieces falling short, fine dust travelling farthest and swallowing the frame. Dust churns with internal motion, dense, filling every corner of the frame. LIGHTING High sea daylight 5600K, hardened by fire-glow accents from the deck fires and smoke shadow sweeping the deck; falling water catches the sun as bright streaks; each of the two explosions throws a brief warm flash from its side of the frame. The final whole-ship blast: two frames of white-hot overexposure flooding from behind, then deep fire-orange glow inside the rolling dust, fading toward neutral grey-brown as the frame holds and ends. AUDIO Phase 1: a whistling whoosh as he drops in, heavy water raining on planks, a THUD and clatter of the landing roll, grunt, ragged breath; panicked boots of the fleeing crewmen, a yell and a distant splash as one goes over the side; then BOOM left, ringing ears, his grunt as he hits the deck; scrabbling boots; BOOM right, debris pattering down over him. Phase 2: sprinting boots hammering the deck, the wooden knock of his boot on the bow rail, half a beat of pure wind as he hangs in the air — then ONE colossal BOOM as the whole ship goes up behind him, the deepest sound of the film, cracking timber and folding masts inside the roar, everything collapsing into a muffled ring, sound buried with the picture — the ring and the churn of dust holding to the last frame. No music. STYLE Photoreal live-action, fine film grain, real pyrotechnic and particulate language, one unbroken take, 8K master. POSITIVE LOCKS One continuous shot; the camera stays at deck level, behind Eduardo, always looking TOWARD THE BOW. The shot OPENS with Eduardo NOT in frame; he flies in from ABOVE AND BEHIND the camera, over the lens, on a forward arc toward the bow, through falling seawater, and lands in a tumbling roll ahead of the camera — he does not walk into frame and never appears standing before the landing. Exactly TWO fleeing crewmen: one runs aft, one leaps overboard — they appear only in the opening beat. The deck explosions land in strict order after his landing: first LEFT of him (he dodges and falls), then RIGHT of him (he ducks behind cover), then the final blast — the ENTIRE SHIP exploding the INSTANT he clears the bow rail — three explosions total, no more. The jump is FRONTAL: the camera faces Eduardo from off the bow, he leaps toward the lens with the exploding ship behind him in frame. HE NEVER ESCAPES: the blast wall catches him MID-AIR and he vanishes inside the explosion before he can fall clear — no water contact, no landing, no survival beat; the dust swallows him and then the lens. The deck matches >> throughout the run — the shot holds the reference's vantage: from the stern deck forward to the bow, wheel and binnacle at the near edge of frame, never ahead of him; sails, masts and hull match >>. The dust reaches 100% frame coverage and the shot ENDS inside the dust: the frame stays fully dust-filled to the last frame, no clearing, no new location, no reveal. Eduardo's head: mustard-yellow bandana with the small white shark tooth at the front, hair loose." Made with Seedance 2.0 on Higgsfield AI. Full open-sourced prompts & assets below 👇

roman

106,768 görüntüleme • 26 gün önce

Tribe Discovery Seedance 2.0 is smart enough to create truly realistic footage! What’s shown on the camera screen and the actual people being filmed look almost identical — same lighting, same movement. Made on CapCut Video Studio. Prompt: Create a 15 second, 16:9 photorealistic nighttime discovery film built around an unbranded early-2000s silver MiniDV camcorder with a flip-out LCD. The physical camcorder dominates the foreground; its LCD stays tack-sharp while the real people and jungle location behind it fall into creamy shallow-focus blur. Keep one continuous believable handheld setup: close to the camcorder, drifting, breathing and making tiny human corrections, never gimbal-smooth. 0.0–1.3s Extreme close foreground view of the closed LCD panel and the operator’s fingers. Under warm firelight and cool moonlight, the hand flips the screen open toward camera. Focus snaps naturally from the camcorder shell to the glowing LCD. Behind it: a remote indigenous tribe gathered in a jungle clearing at night, dark canopy and towering trees, all soft and indistinct. 1.3–3.5s The LCD shows two tribal men and a young woman crowding the MiniDV lens, curious and cautious, exchanging quick glances and small hand gestures while leaning close. Inside the LCD use authentic low-resolution CCD video: harsh direct-camera light, clipped skin highlights, warm reds from fire, cool cyan shadows, fine chroma noise, mild scanline texture and tiny unreadable REC/timecode icons. The exterior world stays warmer and softer, creating a convincing screen-within-screen contrast. 3.5–5.8s The operator subtly pivots right. Parallax shifts the LCD across frame while a tribesman wearing traditional woven cloth and body paint drifts through the blurred background. On the LCD, cut naturally to a low-angle wide-lens clip of a young tribeswoman crouching and slowly moving toward the lens. Allow slight exposure pumping and imperfect autofocus. 5.8–8.2s Continue the handheld orbit. A bright campfire blooms near the top edge, producing mild halation and realistic flare. The LCD shows several tribe members standing shoulder-to-shoulder, observing the camera with quiet intensity, occasionally shifting or exchanging looks, never staged or choreographed. 8.2–10.8s More people enter the soft background; one briefly passes close enough to become a large blurred shape. Keep the camcorder body on the right edge and LCD near center. Inside the LCD, jump between quick candid portraits: an elder looking steadily into the lens, a young man turning his head, then a small group of women and children leaning together. Cuts happen only inside the LCD while the outer shot remains continuous. 10.8–13.0s The operator dips the camcorder slightly, then corrects upward. Warm firelight flares from lower frame. LCD color briefly shifts greener and darker like an old auto-white-balance error, then recovers. Add one very brief analog video hiccup; no digital VFX, floating graphics or impossible distortion. 13.0–15.0s Finish on three or four tribe members bunching into the MiniDV frame, watching the camera with quiet curiosity as the real background group mirrors their energy in blur. End with a tiny handheld push toward the LCD and natural highlight bloom from the fire. VISUAL RULES: 24fps outer capture, 1/48 shutter feel, 35–50mm full-frame look, f/1.8–2.2, handheld micro-jitter, subtle rolling shutter during faster pivots, fine high-ISO grain, realistic skin, true fabric and body-paint texture, practical firelight mixed with cooler moonlight. No plastic skin, warped hands, duplicated people, morphing faces, floating objects, synthetic bokeh, perfect symmetry or glossy CGI. The MiniDV LCD must emit believable light and clearly look like footage from an older camera.

MrDejie

55,084 görüntüleme • 17 gün önce

PROMPT: Generate a continuous 15-second premium live-action broadcast TV commercial for a high-performance family kitchen blender, designed as an energetic, polished consumer-appliance advertisement emphasizing FAST BLENDING POWER. The commercial must tell a complete miniature visual story within exactly 15 seconds: a busy family needs breakfast quickly, fresh ingredients enter the blender, one touch unleashes powerful high-speed blending, a thick mixture transforms almost instantly into a perfectly smooth fruit smoothie, the family enjoys the result, and the commercial ends on a clean hero product shot with the promise: “Smooth in Seconds.” Maintain a consistent high-end contemporary commercial visual style throughout the entire sequence: photorealistic food photography, tactile ingredient detail, premium appliance surfaces, energetic but controlled camera movement, crisp natural highlights, appetizing freshness, believable family warmth, and polished broadcast-advertising finish. Shoot as if captured on an ARRI Alexa 35 cinema camera using a coordinated set of 24mm, 35mm, 50mm, 85mm, and 100mm macro cinema lenses. Preserve realistic perspective, physically plausible motion, natural depth of field, smooth highlight roll-off, subtle cinematic contrast, clean skin tones, rich food texture, controlled motion blur, and sharp product detail. The entire commercial takes place during one continuous bright weekday morning in the SAME modern family kitchen. The kitchen has warm off-white cabinetry, pale natural-oak counters, a large sunlit window frame-left, brushed stainless-steel fixtures, a small breakfast table in the background, subtle family-life details, and a clean uncluttered countertop. Warm morning sunlight enters consistently from frame-left at approximately 5200K, supplemented by soft interior fill, producing gentle directional shadows and bright natural reflections. Maintain the same architecture, counter layout, window position, furniture, appliances, background objects, lighting direction, and color palette throughout every shot. New camera angles reveal different perspectives of the same physical kitchen and must never create a different-looking location. LOCKED PRODUCT: one premium family countertop blender with a compact matte-silver motor base, black control panel, one illuminated circular speed control, large clear 1.8-liter blending pitcher, black fitted lid, stainless-steel blade assembly, sturdy black handle, and subtle unbranded front badge area. The blender’s shape, proportions, materials, controls, pitcher geometry, lid, handle, blade assembly, reflections, scale, and countertop position remain identical throughout every shot. It begins centered on the main kitchen counter and never changes location. LOCKED INGREDIENTS: fresh strawberries, banana pieces, blueberries, mango chunks, Greek yogurt, milk, and several ice cubes. Ingredients must retain recognizable colors and textures before entering the pitcher. Once added, object permanence must be respected: ingredients cannot reappear outside the blender. During blending, the mixture must transform physically and continuously from visibly chunky fruit and ice into a uniform thick pink-red smoothie. LOCKED FAMILY: a mother in her mid-30s with shoulder-length dark brown hair wearing a soft beige knit top and blue jeans; a father in his late-30s with short dark hair wearing a pale blue casual shirt; an approximately eight-year-old daughter with dark brown hair in a ponytail wearing a muted yellow T-shirt; and an approximately six-year-old son with short brown hair wearing a light green T-shirt. Preserve their exact ages, facial identity, hairstyle, wardrobe, body proportions, and appearance whenever visible. Their expressions progress naturally from hurried anticipation to impressed surprise to relaxed enjoyment. Avoid surreal food behavior, floating ingredients, impossible liquid physics, teleporting objects, changing blender geometry, inconsistent pitcher fill levels, duplicated fruit, warped hands, extra fingers, changing wardrobe, altered kitchen architecture, random background changes, excessive lens distortion, unreadable product geometry, fake plastic food textures, excessive camera shake, oversaturated grading, artificial CGI appearance, flickering light, exposure shifts, continuity resets, jumpy object positions, text artifacts, random labels, logos, watermarks, or unrelated products. 00:00–00:02.0 — OPENING PROBLEM / FAMILY MORNING RUSH. Begin with a dynamic 24mm wide establishing shot from approximately countertop height, looking diagonally across the kitchen while preserving a left-to-right spatial axis. The mother moves briskly toward the counter from frame-left as the two children wait near the breakfast area in the background, visibly eager and short on time. The father passes behind them preparing to leave. Morning sunlight streaks naturally through the frame-left window. The locked blender is already visible on the counter as the visual anchor, positioned prominently but naturally in the foreground-right. Use a smooth fast dolly-in toward the blender rather than a hard zoom. Small breakfast details suggest a busy school morning without cluttering the frame. Sound begins with subtle morning kitchen ambience, quick footsteps, a chair movement, and upbeat rhythmic music immediately establishing urgency. No spoken dialogue. 00:02.0–00:04.0 — INGREDIENT SPEED MONTAGE. Match-cut into a rapid sequence of three extremely concise food-preparation inserts totaling exactly two seconds. First, a 100mm macro close-up catches vivid strawberries and blueberries dropping into the clear pitcher, with realistic gravity, bounce, moisture, and fruit texture. Cut to banana pieces and mango chunks entering from above, maintaining the exact pitcher position and increasing fill level logically. Cut to a tight side insert as Greek yogurt, milk, and ice cubes enter last. Use crisp impact sounds synchronized with each ingredient: thump, splash, clink. Each insert changes visual information and advances the preparation; never repeat the same composition. Camera movement is minimal and precise so the speed comes primarily from editorial cutting. The blender remains OFF throughout these inserts. 00:04.0–00:05.2 — ONE-TOUCH ACTIVATION. Cut to an 85mm close-up from a low three-quarter front angle of the blender control panel. The mother’s right index finger enters naturally from frame-left and presses the illuminated circular control exactly once. Show believable fingertip compression against the control. The instant contact occurs, the control illumination brightens and the motor begins. Add a precise tactile click followed immediately by a confident rising electric motor sound. Use a subtle fast push-in timed to activation. The hand exits naturally; do not show multiple presses. 00:05.2–00:08.2 — POWER DEMONSTRATION / HERO BLENDING MOMENT. Cut to a dramatic but physically realistic 50mm close three-quarter view of the entire pitcher. The motor accelerates rapidly. Ice cubes and fruit initially tumble downward toward the stainless-steel blades, then form a powerful controlled vortex. Show the transformation continuously: recognizable strawberries, blueberries, banana, mango, yogurt, milk, and ice become progressively smaller and more integrated until the mixture turns into a completely smooth, thick pink-red smoothie. The action must communicate exceptional blending speed without supernatural physics. Condensation begins subtly on the outside of the pitcher. Tiny droplets and believable internal turbulence catch the frame-left morning light. During this three-second power demonstration, execute a controlled semicircular camera move of approximately 35 degrees around the front of the blender without crossing the established spatial axis. Begin slightly frame-left of the product and finish near frontal three-quarter. Maintain the blender base completely stable on the countertop with no unrealistic vibration or sliding. Use one brief 100mm macro insert lasting approximately 0.5 seconds to reveal the high-speed vortex and disappearing final fruit fragment, then return immediately to the matching three-quarter product angle. Sound design intensifies with a strong smooth motor whirr synchronized to the vortex, layered with the upbeat music. At approximately 00:07.6, the last visible fruit fragment disappears into the vortex. By 00:08.2 the mixture is visibly uniform, silky, and completely smooth. This transformation is the commercial’s core proof point: FAST BLENDING POWER. 00:08.2–00:09.5 — INSTANT RESULT. The motor stops cleanly. Cut to a 100mm macro beauty shot looking through the clear pitcher wall at the perfectly smooth smoothie surface settling from a gentle spiral into a glossy, uniform texture. A small central swirl collapses naturally. No chunks remain. Condensation beads on the exterior catch bright highlights. Use shallow depth of field while retaining enough pitcher edge detail to identify the product. Sound drops from the motor into a satisfying soft stop, followed by a subtle musical accent. A confident female voice-over begins: “Powerful blending…” 00:09.5–00:11.5 — POUR AND PROOF. Match the circular smoothie motion into a 50mm close-up of the mother tilting the same pitcher and pouring the thick smoothie into two clear family drinking glasses on the same countertop. The liquid forms a smooth continuous ribbon with realistic viscosity and no splashing errors. The pitcher’s remaining fill level decreases correctly. Camera tracks gently with the pour from left to right. The daughter and son appear softly out of focus beyond the glasses, watching with excited expressions. As the glasses fill, rack focus briefly from the flowing smoothie to the children’s delighted reaction. Voice-over completes: “…smooth results in seconds.” 00:11.5–00:13.0 — FAMILY PAYOFF. Cut to a warm 35mm medium shot at the breakfast counter. The two children each take one synchronized first sip from their filled glasses, then immediately exchange impressed smiles. The mother stands behind them with a relaxed satisfied expression while the father takes a filled travel cup and moves toward frame-right, suggesting the blender has saved valuable morning time. Keep performances natural rather than exaggerated. The blender remains visible in the background on its original counter position, recognizable and unchanged. Morning sunlight and the same warm neutral palette continue without variation. The music opens into a bright satisfying resolution. The daughter gives a quick authentic smile and says: “That was fast!” 00:13.0–00:15.0 — PRODUCT HERO / BRAND END FRAME. Use a clean visual match cut from the child’s smoothie glass to the locked blender standing alone in a polished hero composition on the SAME kitchen counter. Shoot on an 85mm lens at slightly below pitcher midpoint for a confident premium product perspective. The blender occupies the center-right of frame while a freshly poured smoothie glass, two strawberries, several blueberries, and one mango slice form a restrained ingredient arrangement in the lower foreground-left. These garnish ingredients are separate presentation ingredients introduced only for the hero composition and must not imply that previously blended ingredients have magically reappeared. Create a slow controlled 5% push-in during the final two seconds. Frame-left morning sunlight creates a clean edge highlight along the clear pitcher and matte-silver motor base. Maintain realistic reflections, exact product geometry, and crisp separation from the softly defocused kitchen background. At 00:13.3, introduce a clean broadcast-safe text overlay in the negative space on frame-left: “FAST BLENDING POWER” At 00:14.0, transition cleanly to the primary campaign line: “SMOOTH IN SECONDS.” Below it, smaller: “POWER FOR EVERY FAMILY MORNING.” Typography is modern, bold, minimal sans-serif, perfectly legible, horizontally aligned, broadcast-safe, with no distorted letters and no unnecessary graphical effects. Keep all typography outside the physical blender silhouette. Voice-over, confident and warm: “Fast power. Smooth mornings.” End exactly at 00:15.0 on a perfectly stable hero frame with the blender sharply resolved, smoothie glass visible, campaign line readable, music landing on a clean sonic logo accent. CAMERA AND EDITING RULES: Use motivated cuts whenever subject, visual information, camera position, action, or emotional emphasis changes. Maintain energetic medium-fast commercial pacing: wider contextual opening, rapid ingredient inserts, tactile activation close-up, high-energy blending demonstration, sensory result macro, fluid pouring shot, human reaction payoff, then a slower premium hero landing. Preserve the established 180-degree axis throughout. No camera crosses the axis unless visibly motivated, and no silent changes in object placement occur between cuts. Maintain consistent camera height for matching shot types. Screen direction remains left-to-right for preparation and family movement. Every shot must introduce new action, information, perspective, reaction, or product proof. AUDIO DESIGN: Begin with subtle morning kitchen ambience under upbeat modern percussive music. Synchronize fruit impacts, ice clinks, control click, motor acceleration, vortex intensity, motor stop, smoothie pour, drinking sounds, and final sonic logo precisely to picture. The blender motor must sound powerful but refined rather than harsh. Duck music naturally beneath the voice-over and daughter’s dialogue. No audio clipping or abrupt ambience resets between cuts. VISUAL COLOR SYSTEM: warm off-white, pale natural oak, matte silver, fresh strawberry red, blueberry blue, mango golden-yellow, and creamy smoothie pink-red. Preserve natural skin tones and realistic food saturation. Use a premium contemporary commercial grade with moderate contrast, soft highlight roll-off, clean whites, controlled blacks, and no teal-orange exaggeration. MOVEMENT AND PHYSICS: All hands interact correctly with objects. Ingredients obey gravity. Liquid volume remains continuous. The pitcher fill level increases when ingredients are added, decreases when smoothie is poured, and never resets between shots. The blender stays physically planted on the counter during operation. The motor vortex follows plausible fluid dynamics. Hair, clothing, reflections, condensation, shadows, and liquid motion react naturally. Maintain strict character consistency, product consistency, object permanence, environment continuity, lighting continuity, and forward-only time progression across the full sequence. Render the final commercial at 24 fps, 16:9 broadcast aspect ratio, UHD 3840×2160 resolution, high-bitrate cinematic master quality, natural 180-degree shutter motion blur, realistic cinema-lens behavior, subtle fine sensor texture, clean compression, no visible digital artifacts, no temporal flicker, no frame interpolation artifacts, and photorealistic high-end commercial rendering. Preserve sharp product edges and legible end-frame typography while allowing natural depth-of-field falloff. The entire finished sequence must be EXACTLY 15 seconds long. Do not extend or shorten any beat. The central visual message must be immediately understandable without dialogue: a busy family morning becomes easier because this family blender turns whole ingredients and ice into a perfectly smooth drink with exceptional speed. The emotional progression is urgency → activation → power → instant proof → family satisfaction → premium product promise. Final audience takeaway: FAST BLENDING POWER. SMOOTH IN SECONDS.

Gumvue Studio

20,808 görüntüleme • 22 gün önce

there are a few things i am laser focused on for 2026 and beyond. here is a brief summary for you, should you be interested in reading more. #1. The Starry Nights; - a 1/1/X series i am curating/creating which is a themed series and follow up to my edition work "la nuit étoilée". For this series, we will be offering exquisite print options with a custom and beautiful Muse Facktory unboxing experience. These will be our debut Muse Facktory prints open to the public and the moment we plant our flag as a true contender in the high caliber Fine Art world of prints. For the digital only collectors, the ultra high resolution artworks will stand on their own within your wallet, waiting for the day we have the means to exhibit our digital art properly and at scale. Each work is 12k pixels, for which we are building a custom viewport for them to be experienced properly, even on mobile. Printing, however, is something I truly enjoy, and the ChromaSculpt technique captures my layering process precisely and beautifully. Offering both is a must for this series, especially since all new works will be still jpgs. The exact quantity will be determined once i feel the series is complete, but not to exceed 1/1/111. It will be a ranked auction with settlement. This is all i can say for now. #2. curation of the servants of the Muse; As you know, i have the “servants of the Muse” collection of 69. When i began this series as a thank you token for 1/1 holders, i created as ERC721 for a reason. To one day bring about the 69 servants of the Muse, all in their true forms. 69 true 1 of 1s. DoomScroller, for example, is but one of the 69. There will be no 2 alike. All will be animated. All will serve at Her pleasure. These will of course only be available to 'servants of the Muse', who will have to pay a toll in order to reveal their servant. Toll price currently undetermined but i am no extractor so it will be reasonable. Some of these beasts and creatures and machines will be ungodly, some will be just, many will be grotesque, but all will serve. #3. Commissioned large scale aluminum sculpture Can’t speak to it beyond that at the moment. #4. Potential Installs and performances for Grand Skull Piano. #5. PROTO I - mounted digital art canvases specific for my animated works. #6. Whatever else the Muse commands. dyor

a.c.k.

34,441 görüntüleme • 7 ay önce

Everyone's sleeping on image-to-3D AI models. They can make your app look incredibly unique, with just a little effort. Here's how. This is my calorie tracker, built in a week with nothing but prompting. Just Claude Code + a couple APIs. The visuals are all AI-generated. I'll be sharing the full workflow + all the crazy technical stuff Claude and I did to make this work, so nobody has to struggle through it like me. Deep dive coming soon! Till then, this is the high-level idea: 1. Get a clean image of the food (or whatever your asset is) - In my app, the user describes foods via text, or attaches images (or both) - If text, an LLM extracts the food description and formats it into a specific prompt I tuned for this design, and we generate an image using Z-Image Turbo through fal - If image, we do the same thing but with FLUX.2 [dev] to edit the user image into our reference design - Originally, both used Google Nano Banana, but switching to open models cut costs and latency a ton 2. Gaussian splatting (2D image → 3D model) - I tried various 2D-to-3D options on fal and ended up with TripoSplat as my preferred balance of speed, cost, latency; this turns an image into a 3D model that looks super high quality (link below) - The app displays the 2D image while our backend generates the 3D splat - We "groom" the splat to reduce size and load time by culling low-opacity/scale points 3. Render efficiently on device Originally, it looked great but ran at 10 FPS. Getting to 120 FPS was a crazy journey. TL;DR: - SwiftUI had to go; it forced us to render each asset in independent MTKViews, which wasn't workable - Instead, we composite every dish into one full-bleed CAMetalLayer using MetalSplatter (link below) - We had to make some optimizations within MetalSplatter's code too, to reduce the overhead of sorting points per render Then I added some finishing touches like the subtle rotation and parallax as they move around. I think it turned out pretty cool :) Overall, this took some effort, but we still got it done in less than a day. Hopefully your agent can follow in the footsteps of mine and do it much faster. Keep an eye out for the bigger writeup, which'll give your agent everything it needs. If you have any questions, drop em below!

Anshu

19,931 görüntüleme • 1 ay önce

Seedance 2.0 on Higgsfield Music Videos cost thousands of dollars hut this one cost only few bucks! The quality, camera controls and lighting are actually insane. This feels closer to real music video production than anything we’ve seen from AI so far! Prompt: Image is the performer — preserve her exact identity: cornrow braids, septum ring, statement earrings, sculptural white designer top, dark indigo denim. audio1 is the finished master track — the only audio; no invented music, no new vocals. SHE RAPS THE VOCAL ON CAMERA — PRECISE LIPSYNC IS THE TOP PRIORITY. Mouth articulates every syllable of audio1 exactly on time; face visible and sharp through every vocal line, no cutaways mid-word. LIPSYNC MAP: 0.0–0.5 instrumental. 0.5–2.8 "I'm standing on the edge / Say it with your chest / Or keep it on the deck" + "Hey!" 3.2–6.7 "I walk in, whole room gets tense / I don't need luck, I'm the consequence / If you really want to test my intent / Come correct, come correct or get bent" + "Woo!" 7.5–13.7 same hook verbatim second time, escalated. 14.5–15.0 instrumental hold. Music-video route: performance, night drive exterior. Director thesis: she raps in the beams of a single car's headlights on an empty wet asphalt lot — minimal, cinematic, all attitude. Visual world: empty asphalt lot at night after rain, one matte black sedan parked with headlights on, wet ground mirroring the beams, distant sodium streetlights, light steam rising off the asphalt. Palette: headlight white, sodium amber, wet black, bone white top blazing in the beams, indigo. No neon signage, no particles. Shot flow: 0–2.8s she leans against the car hood in silhouette; on the first word she pushes off and steps into the beams — medium shot, she raps straight down the lens, double shadows fanning behind her. 2.8–3.2s on "Hey!" hard cut to a low wide: her figure blazing between the headlights. 3.2–6.7s backward-dollying medium as she stalks toward camera through the beams rapping, each snare hitting with a sharp head isolation, wet ground doubling her figure; finger to lens on "come correct". 7.5–10s cut on the kick to a tight close-up lit only by headlight glow: second hook with bared teeth intensity, breath faintly visible in the cold air, jaw snapping every consonant. 10–13.7s slow orbital around her in the beams, steam drifting through the light, she raps while carving angular vogue lines with one hand, earrings flaring. 13.7–15s on "Woo!" she stops dead center of the beams, arm high, frozen; the headlights flick to high-beam for the final frame, hold. Performance rules: cold, cocky, unbothered; articulation crisp and readable; never smiles. Continuity: same woman, same wardrobe, same lot and car. Audio intent: audio1 only, mouth locked to it; faint idle engine and wet-ground foley under the track. Quality bar: expensive cinematic rap video, no AI gloss, no glow effects. Full open-sourced prompts & assets below 👇

MrDejie

53,376 görüntüleme • 25 gün önce

As a graphics engine coder I think when you look at a flickering bug like this one in the video below it’s not immediately obvious what is going on. The key here is observation - to study this flickering/bugged render carefully - what do we see? Firstly for me it was very obvious that nearly all of the scene shadows were flashing on and off - but (but!) there was a secondary issue where some buildings and parts of the sky were also flashing purple. Hmmmm. Interesting. I initially thought then this might be two separate bugs - but because the sky purple element could only based on full screen post fx and not 3D rendering I looked at this first with a few GPU captures to step through all our post processing to find the rendering stage which made these pixels turn purple: When I did this I found the colour 3D texture LUT grading that makes our different biomes have unique colour palettes was going very wrong - colours near 0 or 1 were wrapping and making the purple elements that we see in the said sky and base parts. The only way this could happen was if the texture was corrupt (which it was not) or if the 3D texture sampling was wrapping and not clamped as intended. That was the Eureka moment - because if the post fx had the wrong texture sampler then the disappearing shadows which also require an exact texture sampler for comparing depth might be also wrong because of the same kind of texture sampling issue! So with this idea that the engine was using the wrong texture samplers, but only in very high draw call scenes like the big base here I the looked at some engine limits and found the bug very quickly - a circular dx12 descriptor buffer for samplers running out over multiple frames, reusing the wrong data for new scenes inflight. Hence the flickering, as the GPU randomly got wrong samplers for some post textures or shadow depth. Easy to fix with triple limits for future expansion and also adding an assert/debug spam in case this limit is ever reached again - QA testers would see this message and report if they ever saw a flicker with this style of bug. My bug and my bad from 2017 porting NMS to DX12 without foreseeing how massively complex bases and our game would grow.

Martin Griffiths

72,828 görüntüleme • 1 yıl önce