made a cute convolution kernel explainer infographic
for maxvanleeuwen.com/unblur
#convolution #imageprocessing
made a cute convolution kernel explainer infographic
for maxvanleeuwen.com/unblur
#convolution #imageprocessing
I un-blurred this video
This works on digital blurs, too. Some blur types are more 'safe' than others
Read more about the process of deconvolution here: maxvanleeuwen.com/unblur
Don't blur sensitive information.
Certain blur types can be un-blurred, I wrote about how this works here: maxvanleeuwen.com/unblur
#imageprocessing
attempting to unblur Captain Disillusion's image
This was the furthest I got!
Not sure if just ringing artifacts, or perhaps a Captain coming out of an egg? π£
Hi @captaindisillusion.bsky.social!
Would you be up for sharing another image, using AE Camera Lens Blur instead? I'd love to give that a shot! :)
(AE Fast Box Blur defaults to 3 iterations, which dampens high frequencies more strongly)
Here's my deconvolve attempt, still needs some imagination..
I published Bitmoji Crowds to the Asset Library!
π§π§ββοΈπ§ββοΈπ§π§ββοΈ
(it's a handy shader that makes audiences for your games)
easy to use and super performance-friendly, also works on Spectacles!
#LensStudio #AugmentedReality #shaders #Spectacles #AR #gamedev
// x^6 in 3 different ways (GLSL) // 1. pow: slowest (3 slow operations) float a = pow(x, 6.); // under the hood this uses pow(x, y) = 2^{y*log2(x)} // 2. naive: slightly faster (5 fast operations) (often auto-optimized by compiler into option 3) float a = x * x * x * x * x * x; // 3. binary exponentiation: fastest (3 fast operations) float x2 = x * x; // 1 operation float a = x2 * x2 * x2; // +2 operations
shader trickery:
in some cases, pow() can be optimized using binary exponentiation!
modern compilers sometimes do this for you, but it's a good habit to have
#shaders #maths #programming #gamedev
I did a very fun collab with the #Spectacles: Multiplayer racing with physical steering wheels ποΈ
Snap built the installation, and I teamed up with the great Nina Lijzenga to develop the game
It was shown at Lens Fest & AWE!
More info: maxvanleeuwen.com/project/spec...
#AR #AugmentedReality
November 6, I'll be hosting a talk at nextReality festival in Hamburg!
Come join me - I'll go over everything the Spectacles (AR glasses) can do and more, showing fun projects and weird experiments!
nextrealityfestival.com/en/our-speak...
@nextrealityhamburg.bsky.social #augmentedreality #AR
WIP sundial in AR! π°οΈπ
using the sun's real-time position + my self-shadowing renderer (LUX)
the dial is rotated based on latitude. then its shadow reads solar time!
sundial from muzea.malopolska.pl/en/objects-l...
#gamedev #AugmentedReality #shaders
Using the sun's real-time location in AR, for more realistic shadows!
My Lens Studio code uses GPS + time of day to track the sun and moon in the sky ππ
Asset Library & GitHub: github.com/max-van-leeu...
Lens: www.snapchat.com/lens/1b41e32...
#augmentedreality #gamedev
updated my Nuke tools for Nuke 16 / PySide 6 compatibility!
will update on Nukepedia soon, in the meantime find them at maxvanleeuwen.com/downloads and github :)
#nuke #vfx #compositing #foundry
I added highscores to AR Flower Drawing!
The length is now added to a global leaderboard. Let's see how long they can get π·πΊπͺ»
If you have Spectacles, go try and break my humble record of 20.77m / 68'2''!
#augmentedreality #snapAR #gamedev #lensstudio
Sprite Crop: a simple & useful Lens Studio shader!
(I posted it to the Asset Library just now :)
crop a texture and automatically resize to fill. great for UI elements & sprite sheets
Texture credit: assetstore.unity.com/packages/2d/...
#AugmentedReality #gamedev #SnapAR #lensstudio
The vibrancy node in Lens Studio's shader graph
2. Vibrancy
A saturation boost where saturation is lowest. With option to preserve skin tones.
#vibrance #saturation
A Cubic Bezier curve
I'm sharing 2 new Lens Studio subgraphs!
1. Cubic Bezier (CSS-style)
Create a custom falloff using 4 values, like in CSS: cubic-bezier.com#.19,.67,.83,...
Download: github.com/max-van-leeu...
#shaders #lensstudio #ar #gamedev
had an idea for a new emoji so I officially proposed it to @unicode.org
my proposal & more info: maxvanleeuwen.com/emoji
if you have ideas too: proposal form is open till end of July! unicode.org/emoji/proposals.html
I'll hear back from them in November π€
AE Pixel Repeat 1.1 is out!
It's on discount this week @aescripts.com :)
Transparency now works in Visualizations, and I fixed a couple small issues.
Download: aescripts.com/pixel-repeat/
AoM water shader in Lens Studio, explained:
the water uses repeating sprite sheet animations for bump (normals) and highlights (emission) in a simple PBR setup
the waves are on separate planes w/ 2 static textures (cross-fading and animated stretch)
π super simple, but effective π
#gamedev #xr
Age of Mythology in AR!
> Experiment/Fan art (not affiliated)
I wanted to see what AoM & Age of Empires would look like in Augmented Reality :)
Captured in real-time on the Spectacles!
#xr #gamedev #augmentedreality #ageofmythology #ageofempires
Go check out my AE plugin Pixel Repeat!
aescripts.com/pixel-repeat
#aftereffects #glitch
@aescripts.bsky.social
My first ever After Effects plugin is live!
Pixel Repeat is perfect for glitch art, looping patterns and stylized distortions.
Go check it out! aescripts.com/pixel-repeat
#aftereffects #glitchart
#augmentedreality #immersivetech #gamedev
#augmentedreality #immersivetech #gamedev
#augmentedreality #immersivetech #gamedev
#augmentedreality #immersivetech #gamedev
#augmentedreality #immersivetech #gamedev
#augmentedreality #immersivetech #gamedev
#augmentedreality #immersivetech #gamedev