Automated Picture Tank and Gallery for a photographer

Since my wife started working as a photographer on a daily basis the daily routine of getting all the pictures off the camera after a long day filled with photo shootings got her bored quickly.

Since we got some RaspberryPis to spare I gave it a try and created a small script which when the Pi gets powered on automatically copies all contents of the attached SD card to the houses storage server. Easy as Pi(e) – so to speak.

IMG_2322

So this is now an automated process for a couple of weeks – she comes home, get’s all batteries to their chargers, drops the sd cards into the reader and poweres on the Pi. After it copied everything successfully the Pi sends an eMail with a summary report of what has been done. So far so good – everything is on our backuped storage server then.

Now the problem was that she often does not immediately starts working on the pictures. But she wants to take a closer look without the need to sit in front of a big monitor – like taking a look at her iPad in the kitchen while drinking coffee.

So what we need was a tool that does this:

  • take a folder (the automated import folder) and get all images in there, order them by day
  • display an overview per day of all pictures taken
  • allow to see the fullsized picture if necessary
  • work on any mobile or stationary device in the household – preferably html5 responsive design gallery
  • it should be fast because commonly over 200 pictures are done per day
  • it should be opensource because – well opensource is great – and probably we would need to tweak things a bit

Since I did not find anything near what we had in mind I sat down this afternoon and wrote a tool myself. It’s opensourced and available for you to play with it. Here’s a short description what it does:

It’s called GalleryServer and basically is an embedded http server which takes all .jpg files from a folder (configurable) and offers you some handy tool urls which respons with JSON data for you to work with. I’ve written a very small html user interface with a bit of javascript (using the great html5 kickstart) that allows you to see all available days and get a nice thumbnail overview of each day – when you click on it it opens the full-size image in a new window.

It’s pretty fast because it’s not actively resizing the images – instead it’s taking the thumbnail picture from the original jpg file which the camera placed there during storing the picture. It’s got some caching and can be run on any operating system where mono / .net is available – which is probably anything – even the RaspberryPi.

Source 1: my wifes page
Source 2: 99lime html5 kickstart boilerplate
Source 3: https://github.com/bietiekay/GalleryServer

a good source of all things javascript libraries

Choosing the right javascript library is one of the key elements to create a good prototype in very short times – productive applications even. If you want to get new impressions, hints and links to those javascript libraries that will render your next project a success look no further:

Bildschirmfoto 2013-02-02 um 20.50.49

Source 1: http://pinterest.com/0x0/webdev/

an ode to the beauty of code by the example of the source code of Doom 3

It’s been a habbit to ID software to release the source code of their previous games and game engines as open source when time is due. That’s what happened with Doom 3 as well. Since beautiful code appears to a lot of developers it’s just a logical step to analyse the Doom 3 source code with the beauty-aspects in mind.

Now there are two very good examples of such analysis.

Source 1: http://kotaku.com/5975610/the-exceptional-beauty-of-doom-3s-source-code
Source 2: ftp://ftp.idsoftware.com/idstuff/doom3/source/CodeStyleConventions.doc
Source 3: http://fabiensanglard.net/doom3/index.php
Source 4: https://github.com/TTimo/doom3.gpl

Raspberry Pi gets a camera

The first signs of the upcoming camera board for the raspberry pi are showing. During the Electronica 2012 fair RS showed the board to the public for the first time.

Since it’s going to be a 25 Euro add-on for the Pi the specification is quite impressive. The OmniVision OV5647 is used as the Image Sensor – it’s bigger brother is used in iPhone 4. OmniVision says:

“The OV5647 is OmniVision’s first 5-megapixel CMOS image sensor built on proprietary 1.4-micron OmniBSI™ backside illumination pixel architecture. OmniBSI enables the OV5647 to deliver 5-megapixel photography and high frame rate 720p/60 high-definition (HD) video capture in an industry standard camera module size of 8.5 x 8.5 x ≤5 mm, making it an ideal solution for the main stream mobile phone market.

The superior pixel performance of the OV5647 enables 720p and 1080p HD video at 30 fps with complete user control over formatting and output data transfer. Additionally, the 720p/60 HD video is captured in full field of view (FOV) with 2 x 2 binning to double the sensitivity and improve SNR. The post binning re-sampling filter helps minimize spatial and aliasing artifacts to provide superior image quality.

OmniBSI technology offers significant performance benefits over front-side illumination technology, such as increased sensitivity per unit area, improved quantum efficiency, reduced crosstalk and photo response non-uniformity, which all contribute to significant improvements in image quality and color reproduction. Additionally, OmniVision CMOS image sensors use proprietary sensor technology to improve image quality by reducing or eliminating common lighting/electrical sources of image contamination, such as fixed pattern noise and smearing to produce a clean, fully stable color image.

The low power OV5647 supports a digital video parallel port or high-speed two-lane MIPI interface, and provides full frame, windowed or binned 10-bit images in RAW RGB format. It offers all required automatic image control functions, including automatic exposure control, automatic white balance, automatic band filter, automatic 50/60 Hz luminance detection, and automatic black level calibration.”

That sensor delivers RAW RGB Imagery to the RaspberryPi through the onboard camera connector interface:

this actually is a 14 MPixel test-board and not the final 5 MPixel one…

And the part that impressed me the most is that that 5 Megapixel sensor delivers it’s raw data stream and it gets h264 compressed directly within the GPU of the Raspberry Pi. 30 frames per second 1080p without noticeable CPU load – how does that sound? – Not bad for a 50 Euro setup!

Source 1: First Demo
Source 2: OmniVision OV5647 Color CMOS QSXGA Image Sensor

What happened to: realtime Radiosity lighting

Back in 2006 I wrote about a new technology which the also new company Geomerics was demoeing.

Back in 2006 everything was just a demo. Now it seems that Geomerics found some very well known customers and without noticing a lot of the current generation games graphics beauty comes from the capabilities real time radiosity lighting is adding to the graphics.

“Geomerics delivers cutting-edge graphics technology to customers in the games and entertainment industries. Geomerics’ Enlighten technology is behind the lighting in best-selling titles including Battlefield 3, Need for Speed: The Run, Eve Online and Quantum Conundrum. Enlighten has been licensed by many of the top developers in the industry, including EA DICE, EA Bioware, THQ, Take 2 and Square Enix.” (Source)

There even is a more updated version of the demo video:

Source 1: real time radiosity lighting article from 2006
Source 2: Geomerics Presentations
Source 3: More Geomerics Media

Realtime Video Effects: Time Remap

With todays processing power and the faults of current generation digital video cameras you can have a lot of fun – if you know how:

The above demonstrated effect is called Time Remapping. The description of the video tells us more about the effect itself:

The effect was discovered accidentally by a photographer called Jacques Henri Lartigues at the beginning of the 20th century (in 1912 to be precise). He took a picture of a race car with eliptical deformed tires – an effect caused by the characteristics of the camera he was using.

Source 1: http://vimeo.com/7878518
Source 2: http://en.wikipedia.org/wiki/Jacques_Henri_Lartigue
Source 3: http://bokeh.fr/blog/photographes/la-voiture-deformee-de-jacques-henri-lartigue/

gorgeous minecraft renderings – using opensource and blender

There you are – you’ve spent hundreds of hours, maybe together with friends, in a game called Minecraft. You mined and you crafted. And you built yourself your own world. Out of blocks.

“Minecraft is a game about breaking and placing blocks. At first, people built structures to protect against nocturnal monsters, but as the game grew players worked together to create wonderful, imaginative things.

It can also be about adventuring with friends or watching the sun rise over a blocky ocean. It’s pretty. Brave players battle terrible things in The Nether, which is more scary than pretty. You can also visit a land of mushrooms if it sounds more like your cup of tea.”

Those who haven’t played Minecraft yet – you’re missing out a lot. It’s fun and addictive. It seems pretty dull when you don’t know it. As soon as you got immersed in it you immediately see that it’s a lot bigger and the possibilities are a lot more varying than at first sight.

With all those blocks you can basically build your own world and humongously huge objects. It obviously takes a while in most cases because you (until you start using tools and mods) need to fit each block to the other in order to create those big objects.

So imagine you got your own world and you want to create nice renderings of it to hang on your real-world-appartment walls? You can use a very simple to use and thankfully free (open sourced) tool to do that.

It’s called McObj and it uses blender to render the exported geometry. Get it and send your renderings!

Source 1: https://github.com/quag/mcobj
Source 2: http://quag.imgur.com/minecraft__blender
Source 3: https://minecraft.net/
Source 4: http://www.pcgamer.com/2012/11/29/minecraft-renders-azeroth-and-the-pc-gamer-server/

Sintel:

After the last Open Movie Project “Bug Buck Bunny” – Sintel is the next short movie available for free download. Get it here.

“Sintel” is an independently produced short film, initiated by the Blender Foundation as a means to further improve and validate the free/open source 3D creation suite Blender. With initial funding provided by 1000s of donations via the internet community, it has again proven to be a viable development model for both open 3D technology as for independent animation film.
This 15 minute film has been realized in the studio of the Amsterdam Blender Institute, by an international team of artists and developers. In addition to that, several crucial technical and creative targets have been realized online, by developers and artists and teams all over the world.

“Sintel” commenced in May 2009, with producer Ton Roosendaal establishing a core team consisting of Colin Levy (director), David Revoy (concept art), Martin Lodewijk (story) and Jan Morgenstern (composer). In August script writer Esther Wouda was approached as a consultant, which resulted in her taking the responsibility for the entire screenplay. Esther then worked in close cooperation with Colin, David and Ton to deliver the final script early November. Meanwhile, Colin and David realized the first storyboards.

Based on a public call for artists – with over 150 respondents – the Durian artist team got established in July 2009. They first met in a pre-production week in Amsterdam in August, and all decided to join the project per October 1st. With the final movie budget still unknown, the target then still was to finish the film within 7 months, with a team of 6 artists and 2 developers. At that time the team still had the hopes to be able to realize the script in a 6-8 minute film.

In november, the Netherlands Film Fund approved on a substantial subsidy for Sintel, enough to extend the project to 10 months, with possible 1 or 2 extra artist seats in the final months. It was also by this time that breakdowns and animatic edits showed that the script had to be revised to become more compact, with a story structure using a flashback.

In the months after, Colin’s work on the Director’s Layout – 3D animatic shots – and final designs on the grand finale gradually made the movie longer, from 9 minutes in november, to almost 12 in May. Proper story telling, to absorb an audience with convincing characters and action just takes time!

With the highly anticipated extra funding from the Amsterdam Cinegrid – also funding a 4k resolution version – Ton finally could extend the team with 5 artists and a developer in March 2010. With 14 people the film then was completed for a first screening on July 18th in cinema Studio K in Amsterdam.
Three artists then stayed in Amsterdam working on final shot edits, lighting design, compositing, and on the impressive 2 minute film credits. The movie ended up with a total duration of 14m:48s, 888 seconds!

Watch it now:

Sintel

Source 1: Elephants Dream
Source 2: Big Buck Bunny 
Source 3: Sintel
Source 3: Sintel Download

visualize your source control

There’s a great tool available to create impressive visualizations of source code repositories:

“Software projects are displayed by Gource as an animated tree with the root directory of the project at its centre. Directories appear as branches with files as leaves. Developers can be seen working on the tree at the times they contributed to the project.

Currently there is first party support for Git, Mercurial and Bazaar, and third party (using additional steps) for CVS and SVN. “

 

Source: http://code.google.com/p/gource/