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Glest 2.0
Glest is a project for making a free 3d real-time customizable strategy game. more>>
Glest is a project for making a free 3D real-time customizable strategy game.
Current version is fully playable, includes single player game against CPU controlled players, two factions with their corresponding tech trees, units, buildings and some maps.
Main features:
Customize every aspect of the game
- Custom units can be defined using XML files. Its posible to define its basic parameters (hp, mp, armor, sight, requirements and much more), its skills and commands and the 3d models associated with them.
- Custom upgrades can be defined. Its posibble to define how and what units they affect, its requirements and more.
- Custom factions can be defined by grouping a set of units and upgrades.
- Custom resources can be defined.
- Custom tech-trees can be defined by grouping a set of factions and resources.
- Custom tilesets can be defined. Its posible to define the surface textures, object 3d models (such as trees os rocks), ambient sounds and more.
- Maps can be edited with the glest map editor.
Graphics: OpenGL 1.3 graphics
- Heightmap terrain.
- Free camera movement (translation, rotation and zoom).
- Own 3d format that can be exported from 3dsmax using the g3d export plugin.
- Real-time shadows, projected or shadow mapped.
- Keyframe animated 3d models.
- Particle systems for rain, snow, fire and spells.
- Classical 3d effects: transparency, lighting, fog etc...
A.I.: ARTIFICIAL INTELIGENCY
- A* based pathfinding algorithm.
- Basic AI for computer controlled players.
Enhancements:
- New Magic units:Tower of Souls, Golem, Daemon giant, Drake rider
- New Tech units:Aerodrome, Air ballista, Rider, Ornithopter, Airship
- New Magic upgrades
- New Tech upgrades
- New animations for existing units
- Shared vision between allies
- New particle blending
- Players now start on the location indicated in the game settings menu
- Score system
- HTML documentation
- Increased projectile accuracy
- Optimized particle rendering
- Loads of balance changes
<<lessCurrent version is fully playable, includes single player game against CPU controlled players, two factions with their corresponding tech trees, units, buildings and some maps.
Main features:
Customize every aspect of the game
- Custom units can be defined using XML files. Its posible to define its basic parameters (hp, mp, armor, sight, requirements and much more), its skills and commands and the 3d models associated with them.
- Custom upgrades can be defined. Its posibble to define how and what units they affect, its requirements and more.
- Custom factions can be defined by grouping a set of units and upgrades.
- Custom resources can be defined.
- Custom tech-trees can be defined by grouping a set of factions and resources.
- Custom tilesets can be defined. Its posible to define the surface textures, object 3d models (such as trees os rocks), ambient sounds and more.
- Maps can be edited with the glest map editor.
Graphics: OpenGL 1.3 graphics
- Heightmap terrain.
- Free camera movement (translation, rotation and zoom).
- Own 3d format that can be exported from 3dsmax using the g3d export plugin.
- Real-time shadows, projected or shadow mapped.
- Keyframe animated 3d models.
- Particle systems for rain, snow, fire and spells.
- Classical 3d effects: transparency, lighting, fog etc...
A.I.: ARTIFICIAL INTELIGENCY
- A* based pathfinding algorithm.
- Basic AI for computer controlled players.
Enhancements:
- New Magic units:Tower of Souls, Golem, Daemon giant, Drake rider
- New Tech units:Aerodrome, Air ballista, Rider, Ornithopter, Airship
- New Magic upgrades
- New Tech upgrades
- New animations for existing units
- Shared vision between allies
- New particle blending
- Players now start on the location indicated in the game settings menu
- Score system
- HTML documentation
- Increased projectile accuracy
- Optimized particle rendering
- Loads of balance changes
Download (0.49MB)
Added: 2006-04-11 License: GPL (GNU General Public License) Price:
1751 downloads
Snow Path Formation Simulator 0.5.3
Snow Path Formation Simulator it graphically displays the formation of paths in the snow formed by people. more>>
Snow Path Formation Simulator is a program that models the process of people forming very distinct, and yet not always altogether logical looking, paths in the snow as they walk across open spaces.
The evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
<<lessThe evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
Download (0.10MB)
Added: 2005-04-25 License: GPL (GNU General Public License) Price:
1646 downloads
Kraptor Final 2004
Kraptor is a classic shoot em up scroller game, where you must fight against tons of bad dudes. more>>
Kraptor is a classic shoot em up scroller game, where you must fight against tons of bad dudes.
The game offers high speed action, with massive destruction and lots of fun. Kraptor features a powerful engine for 2D shooter scroller games. Massive destruction, powerful weapons, all that you always wanted in this kind of games! It is also multi-platform (DOS, Win32, Linux and more!)
Main features:
- FULL SOURCE CODE AVAILABLE FREE (Under MIT license)
- Works on many platforms, including DOS, Windows and Linux!
- Supports all resolutions, like 320x200, 640x480, 1024x768, etc.; even those bizarre ones, like 160x120, 320x400, etc.
- Uses stereo positional sound (you hear the ships flying around you)
- Has a incredible particle system, that let all sorts of particle effects in the explosions, fire on the ground, the ships going down in flames,and the weapons can let a trail of smoke, beams, etc
- Has a dynamic fire, smoke and explosions system based on layers and on-fly rendering, that let show a massive destruction effect on the air and ground.
- Has a dynamic enviroment sub-engine to render rain, snow, etc.
- The ships explodes into pieces, and the builds on the ground blows up in a chain-explosion effect.
- Enemys of any size, and custom IAs and weapons.
- All kind of animated bad dudes, from tiny ones to big bad bosses.
- All the flying objects cast shadows over the background, with perspective correction.
- Support for animations and cinematic, with sound and subtitles.
- A on-fly translation system with UNICODE and UTF-8 support, that can translate on the fly all the GUIs to other language.
- Multiple weapons for player and enemies.
- Has original music sound-track.
- You can lower/raise the detail level, in low detail, the game runs good even on a 486 DX2!
- Original story, with cool movies.
- Realistic huge hi-res backgrounds levels.
- Original high quality stereo sounds and music
- Support for Spanish and English translation on-fly
- Black market shop to buy new weapons, upgrade ship, etc.
- GUI driven interface like the one used in Unre*l.
- You can Save / Load your game
<<lessThe game offers high speed action, with massive destruction and lots of fun. Kraptor features a powerful engine for 2D shooter scroller games. Massive destruction, powerful weapons, all that you always wanted in this kind of games! It is also multi-platform (DOS, Win32, Linux and more!)
Main features:
- FULL SOURCE CODE AVAILABLE FREE (Under MIT license)
- Works on many platforms, including DOS, Windows and Linux!
- Supports all resolutions, like 320x200, 640x480, 1024x768, etc.; even those bizarre ones, like 160x120, 320x400, etc.
- Uses stereo positional sound (you hear the ships flying around you)
- Has a incredible particle system, that let all sorts of particle effects in the explosions, fire on the ground, the ships going down in flames,and the weapons can let a trail of smoke, beams, etc
- Has a dynamic fire, smoke and explosions system based on layers and on-fly rendering, that let show a massive destruction effect on the air and ground.
- Has a dynamic enviroment sub-engine to render rain, snow, etc.
- The ships explodes into pieces, and the builds on the ground blows up in a chain-explosion effect.
- Enemys of any size, and custom IAs and weapons.
- All kind of animated bad dudes, from tiny ones to big bad bosses.
- All the flying objects cast shadows over the background, with perspective correction.
- Support for animations and cinematic, with sound and subtitles.
- A on-fly translation system with UNICODE and UTF-8 support, that can translate on the fly all the GUIs to other language.
- Multiple weapons for player and enemies.
- Has original music sound-track.
- You can lower/raise the detail level, in low detail, the game runs good even on a 486 DX2!
- Original story, with cool movies.
- Realistic huge hi-res backgrounds levels.
- Original high quality stereo sounds and music
- Support for Spanish and English translation on-fly
- Black market shop to buy new weapons, upgrade ship, etc.
- GUI driven interface like the one used in Unre*l.
- You can Save / Load your game
Download (10MB)
Added: 2005-08-11 License: GPL (GNU General Public License) Price:
1537 downloads
PlanetPenguin Racer 0.5 alpha
PlanetPenguin Racer is an OpenGL racing game featuring Tux, the Linux mascot. more>>
PlanetPenguin Racer is an FREE OpenGL racing game featuring Tux, the Linux mascot.
The goal of the game is to slide down a snow- and ice-covered mountain as quickly as possible. It is based on the GPL version of TuxRacer.
<<lessThe goal of the game is to slide down a snow- and ice-covered mountain as quickly as possible. It is based on the GPL version of TuxRacer.
Download (6.4MB)
Added: 2005-09-26 License: GPL (GNU General Public License) Price:
1488 downloads
Root-Portal 0.5.2
Root-Portal is a GNOME program that monitors files, processes etc and displays changes. more>>
Root-Portal is a GNOME program that monitors files, processes etc and displays changes either directly to the desktop or in a transparent border-less window. This is useful for monitoring system logs and for providing feedback on system activities.
Root Portal is a way to do stuff on your desktop in the background. We find it useful as a monitor of system log files such as /var/log/messages and /var/log/xferlog and /var/log/httpd/access_log etc etc.
You can have as many spots, or portals of text on the screen as you want in varying size and varying font and colour and practically any other property you care to think of. They can have the added advantage of being transcient so that you can still see your background picture underneith the text.
As well as this, using the roottext module, you can run programs such as xsnow and the snow flakes will not disappear because of the text, they will pass through it. Using the module such as gnometext allows you to shade the background and put alternate images as backgrounds for your portals.
You may also shade these custom backgrounds, the only disadvantage to this system is that programs such as xsnow cannot mix their graphics with this and disappear behind them. The only other difference between the two is that the root text can handle non-fixed sized fonts with a breeze.
Because the gnome module is using zvt, it currently does no like non-fixed sized fonts too much at all. We are hoping the author of zvt will change this in later releases of his library. As well as the file tailing facility to monitor log files, there is also a loading monitor, to show you when a new process has been created and when a process has been destroyed.
Basically this is a pretty anti-paranoia program for people who sit at their desktops and wonder who is doing what to them from the outside, what is running what on their system, and why their harddisk is suddenly ticking over for no reason *aha, crond is doing something weird*
<<lessRoot Portal is a way to do stuff on your desktop in the background. We find it useful as a monitor of system log files such as /var/log/messages and /var/log/xferlog and /var/log/httpd/access_log etc etc.
You can have as many spots, or portals of text on the screen as you want in varying size and varying font and colour and practically any other property you care to think of. They can have the added advantage of being transcient so that you can still see your background picture underneith the text.
As well as this, using the roottext module, you can run programs such as xsnow and the snow flakes will not disappear because of the text, they will pass through it. Using the module such as gnometext allows you to shade the background and put alternate images as backgrounds for your portals.
You may also shade these custom backgrounds, the only disadvantage to this system is that programs such as xsnow cannot mix their graphics with this and disappear behind them. The only other difference between the two is that the root text can handle non-fixed sized fonts with a breeze.
Because the gnome module is using zvt, it currently does no like non-fixed sized fonts too much at all. We are hoping the author of zvt will change this in later releases of his library. As well as the file tailing facility to monitor log files, there is also a loading monitor, to show you when a new process has been created and when a process has been destroyed.
Basically this is a pretty anti-paranoia program for people who sit at their desktops and wonder who is doing what to them from the outside, what is running what on their system, and why their harddisk is suddenly ticking over for no reason *aha, crond is doing something weird*
Download (0.42MB)
Added: 2005-10-21 License: GPL (GNU General Public License) Price:
1463 downloads
Tux Racer 0.61
Tux Racer is a very fun arcade game for Linux. more>>
Tux Racer is a very fun arcade game for Linux.
The main goal in Tux Racer is to have fun! Race down mountainous terrain as quickly as possible, while collecting herring to increase your score!
Main features:
- Fun, easy to learn
- Exciting 3D courses
- Sophisticated physics result in thrilling rides down the mountains
- Collect herring while avoiding obstacles for high scores
- Race over a variety of surfaces, including fluffy snow and slick ice
- Race in various weather conditions and lighting conditions
- Create your own courses using any paint program such as The GIMP (no 3D modeller required)
- Suitable for all ages.
<<lessThe main goal in Tux Racer is to have fun! Race down mountainous terrain as quickly as possible, while collecting herring to increase your score!
Main features:
- Fun, easy to learn
- Exciting 3D courses
- Sophisticated physics result in thrilling rides down the mountains
- Collect herring while avoiding obstacles for high scores
- Race over a variety of surfaces, including fluffy snow and slick ice
- Race in various weather conditions and lighting conditions
- Create your own courses using any paint program such as The GIMP (no 3D modeller required)
- Suitable for all ages.
Download (0.62MB)
Added: 2005-12-21 License: GPL (GNU General Public License) Price:
1425 downloads
Worminator 3.0R2.1
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen. more>>
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen.
In Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
<<lessIn Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
Download (0.17MB)
Added: 2006-03-06 License: GPL (GNU General Public License) Price:
1334 downloads
Debt Payoff Calculator 0.0
Debt Payoff Calculator is a simple set of PHP (5) scripts that will allow users of a web site to enter their monthly income. more>>
Debt Payoff Calculator is a simple set of PHP (5) scripts that will allow users of a web site to enter their monthly income, monthly budget, and outstanding debts.
The system can then generate a debt payoff report predicting how long it will take to pay off the debts.
The algorithm is:
1. Get total monthly income.
2. Get total monthly expenses.
3. Amount available for debt service is income - expenses;
4. Compute the "kicker" as %20 of Available, reduce available by this amount.
5. Compute the ratio of each debt to total debts.
6. Multiply Available by each ratio to get the potential payment.
7. For the smallest debt, add the kicker.
8. Test if any debts would be paid off
8a. If a debt could be paid off, make the payment, adjust the last debt pointer.
8b. Add any excess funds to the other potentials, using ratio2 which excludes the debt to be paid off.
8b. Repeat 8.
9. Make the remaining payments for debts not paid off.
Repeat 5-9 until all debts paid off.
Print the table of payments.
Enhancements:
- This release has been tested with Internet Explorer and Mozilla as clients.
<<lessThe system can then generate a debt payoff report predicting how long it will take to pay off the debts.
The algorithm is:
1. Get total monthly income.
2. Get total monthly expenses.
3. Amount available for debt service is income - expenses;
4. Compute the "kicker" as %20 of Available, reduce available by this amount.
5. Compute the ratio of each debt to total debts.
6. Multiply Available by each ratio to get the potential payment.
7. For the smallest debt, add the kicker.
8. Test if any debts would be paid off
8a. If a debt could be paid off, make the payment, adjust the last debt pointer.
8b. Add any excess funds to the other potentials, using ratio2 which excludes the debt to be paid off.
8b. Repeat 8.
9. Make the remaining payments for debts not paid off.
Repeat 5-9 until all debts paid off.
Print the table of payments.
Enhancements:
- This release has been tested with Internet Explorer and Mozilla as clients.
Download (0.007MB)
Added: 2006-03-28 License: GPL (GNU General Public License) Price:
1309 downloads
Xsnow 1.42
Xsnow is the X-windows application that will let it snow on the root, in between and on windows. more>>
Xsnow application is the X-windows application that will let it snow on the root, in between and on windows.
Santa and his reindeer will complete your festive-season feeling.
How to compile:
To build:
xmkmf
make depend
make
To run:
./xsnow
or:
./xsnow& (in the background)
To install (be root):
make install
make install.man
If xmkmf does not work and you cannot get a working Makefile that way then try compiling yourself, eh, xsnow this way:
cc -o xsnow snow.c -lXext -lX11 -lXpm -lm -lsocket -lnsl
gcc, SUN Solaris users without a C-compiler, but with gcc installed, try the following two commands. The first compiles Xsnow, the second links Xsnow.
gcc -c -O2 -I/usr/openwin/include -DSVR4 -DSYSV xsnow.c
gcc -o xsnow xsnow.o -O2 -L/usr/openwin/lib -lXext -lX11 -lXpm -lm -lsocket -lnsl
Note: Xsnow-1.41 needs the Xpm library. It is available from:
ftp://ftp.x.org/contrib/libraries/
The current Xpm version is xpm3.4k
Enhancements:
- All you KDE-users can now be even happier with a KDE-enabled Xsnow 1.42!
- The snow will magnificently wipe out your icons, but not to worry, theyre not really gone.
- By wiping with a window or something you can make them reappear.
- Car owners are used to this for years. Thanks to Robin Hogan who figured this out for xpenguin.
<<lessSanta and his reindeer will complete your festive-season feeling.
How to compile:
To build:
xmkmf
make depend
make
To run:
./xsnow
or:
./xsnow& (in the background)
To install (be root):
make install
make install.man
If xmkmf does not work and you cannot get a working Makefile that way then try compiling yourself, eh, xsnow this way:
cc -o xsnow snow.c -lXext -lX11 -lXpm -lm -lsocket -lnsl
gcc, SUN Solaris users without a C-compiler, but with gcc installed, try the following two commands. The first compiles Xsnow, the second links Xsnow.
gcc -c -O2 -I/usr/openwin/include -DSVR4 -DSYSV xsnow.c
gcc -o xsnow xsnow.o -O2 -L/usr/openwin/lib -lXext -lX11 -lXpm -lm -lsocket -lnsl
Note: Xsnow-1.41 needs the Xpm library. It is available from:
ftp://ftp.x.org/contrib/libraries/
The current Xpm version is xpm3.4k
Enhancements:
- All you KDE-users can now be even happier with a KDE-enabled Xsnow 1.42!
- The snow will magnificently wipe out your icons, but not to worry, theyre not really gone.
- By wiping with a window or something you can make them reappear.
- Car owners are used to this for years. Thanks to Robin Hogan who figured this out for xpenguin.
Download (0.055MB)
Added: 2006-04-13 License: Freeware Price:
1292 downloads
flickr-karamba 0.1
Flickr-karamba will automatically download pictures from Flickr.com and show them on your Desktop. more>>
Flickr-karamba will automatically download pictures from Flickr.com and show them on your Desktop. They are filtered with tags(you can search for serveral tags, sepperated by comma [beach, snow]).
In this early version, you can only see public photos. Oh, and please be aware: python+flickr api=slooow performance...
Requires:
- Python Imaging Library
flickr-karamba uses flickr.py
And now enjoy my first superkaramba theme, and feel free to post bugs/comments.
<<lessIn this early version, you can only see public photos. Oh, and please be aware: python+flickr api=slooow performance...
Requires:
- Python Imaging Library
flickr-karamba uses flickr.py
And now enjoy my first superkaramba theme, and feel free to post bugs/comments.
Download (0.013MB)
Added: 2006-06-23 License: GPL (GNU General Public License) Price:
1220 downloads
rmp3 0.5.2
rmp3 is a receiver for the rmp3 broadcast protocol. more>>
rmp3 is a receiver for the rmp3 broadcast protocol. This protocol uses teletext data transmitted in the VBI (vertical blanking interval) of TV transmissions to broadcast mp3-files (e.g. RadioMP3 and MegaRadio). rmp3 currently is a command-line application. A GUI is forthcoming.
rmp3 is free software and released under the GNU General Public License. See the file COPYING for more information. See the file AUTHORS, too.
The rmp3 protocol is designed to be used by MEGARADIO http://www.megaradio.net/
to broadcast their program via NBC Europe TV.
NBC Europe TV can be received:
Via analog cable-TV in Germany. Some areas have only part-time reception.
Check http://www.kabelanschluss.com/ for details.
Via Eutelsat HOTBIRD (almost everywhere in Europe) with a *digital* (DVB) receiver. You either need a digital set-top box that re-inserts the teletext stream into the analog signal routed to your TV card. Or you need a DVB-s card and a direct connection to your satellite dish.
Note that NBC Europe cannot be received with an analog satellite receiver. And no, NBC Europe is not on Astra -- do not confuse it with CNBC.
Since rmp3 is a data service you need a pretty good reception of the TV signal. Even if you barely see any snow in the TV picture you may still get too many errors for it to be usable. Check the cable to your TV card (short cables are better) and the finetuning (xawtv: cursor left/right). Use rmp3 -v to check the signal quality indicator (Q=10 is perfect, lower numbers are worse).
Of course this means you either need an (analog) TV card or a (digital)
DVB-S card supported by Linux. It is probably a good idea to get the card
running with a program to watch TV *before* you try running rmp3. xawtv
and alevt are the most popular choices for watching TV and browsing teletext.
Please see the Linux FAQs for details.
The authors of rmp3 would like to point out that we wrote rmp3 but we
are NOT RESPONSIBLE for the RADIO PROGRAM that is broadcast by MEGARADIO!
Please DO NOT COMPLAIN TO US about the music they play or the quality
of the MP3s they send. We cant do anything about it!
In particular MEGARADIO at the time of this writing (August 2002) has the
following problems:
The stream is sent either at 96 kbit/s or 128 kbit/s depending on the time of the day. Although they claim that the former is required because an additional teletext magazine is sent, there is no technical reason for that. If the stream is sent with the correct speed (see below) there is enough room in the VBI to send the teletext magazine even at 128 kbit/s.
The stream is sent too fast (106% for 96 kbit/s and 114% for 128 kbit/s)! But without a correct stream timing listening to the stream is a pain. Since your soundcard can only play at a fixed rate some buffer will inevitably overflow after a short time. You will her a popping noise in the audio and a piece of the song is lost. Note that file saving is
not affected. If you both listen to the stream and save the stream, files will be saved ok even if the audio fails. The only workaround we can offer is to increase the queue length (e.g. rmp3 -Q 1000 will allocate around 900K). But this just delays the problem. You will soon see asynchronous output if you use multiple plugins.
The 128 kbit/s MP3 files are of low quality. Apparently they are not generated with the best encoding and not from an uncompressed source.
All MP3 file names are in UPPERCASE and are missing all special characters. The save script tries to compensate for that but this is of course not perfect.
The MP3 files have ID3 tags now, but they are in UPPERCASE and incomplete.
There are no covers or structured song names, yet.
The are a few violations of the rmp3 protocol which may lead to corrupted MP3 files if there are many errors or gaps in the stream (the stream ID is not changed and empty garbage files are sent).
Sometimes there are long pauses between songs or the rmp3 stream is stopped and then started again. Just have a bit of patience. Sigh.
All of this may be obsolete by the time you read this (we hope so).To find the latest unofficial rumors and gossip about MEGARADIO, please visit: http://www.rettet-radiomp3.de/forum/ (in German only)
Enhancements:
- added Jens V4L 0.9.x stuff
<<lessrmp3 is free software and released under the GNU General Public License. See the file COPYING for more information. See the file AUTHORS, too.
The rmp3 protocol is designed to be used by MEGARADIO http://www.megaradio.net/
to broadcast their program via NBC Europe TV.
NBC Europe TV can be received:
Via analog cable-TV in Germany. Some areas have only part-time reception.
Check http://www.kabelanschluss.com/ for details.
Via Eutelsat HOTBIRD (almost everywhere in Europe) with a *digital* (DVB) receiver. You either need a digital set-top box that re-inserts the teletext stream into the analog signal routed to your TV card. Or you need a DVB-s card and a direct connection to your satellite dish.
Note that NBC Europe cannot be received with an analog satellite receiver. And no, NBC Europe is not on Astra -- do not confuse it with CNBC.
Since rmp3 is a data service you need a pretty good reception of the TV signal. Even if you barely see any snow in the TV picture you may still get too many errors for it to be usable. Check the cable to your TV card (short cables are better) and the finetuning (xawtv: cursor left/right). Use rmp3 -v to check the signal quality indicator (Q=10 is perfect, lower numbers are worse).
Of course this means you either need an (analog) TV card or a (digital)
DVB-S card supported by Linux. It is probably a good idea to get the card
running with a program to watch TV *before* you try running rmp3. xawtv
and alevt are the most popular choices for watching TV and browsing teletext.
Please see the Linux FAQs for details.
The authors of rmp3 would like to point out that we wrote rmp3 but we
are NOT RESPONSIBLE for the RADIO PROGRAM that is broadcast by MEGARADIO!
Please DO NOT COMPLAIN TO US about the music they play or the quality
of the MP3s they send. We cant do anything about it!
In particular MEGARADIO at the time of this writing (August 2002) has the
following problems:
The stream is sent either at 96 kbit/s or 128 kbit/s depending on the time of the day. Although they claim that the former is required because an additional teletext magazine is sent, there is no technical reason for that. If the stream is sent with the correct speed (see below) there is enough room in the VBI to send the teletext magazine even at 128 kbit/s.
The stream is sent too fast (106% for 96 kbit/s and 114% for 128 kbit/s)! But without a correct stream timing listening to the stream is a pain. Since your soundcard can only play at a fixed rate some buffer will inevitably overflow after a short time. You will her a popping noise in the audio and a piece of the song is lost. Note that file saving is
not affected. If you both listen to the stream and save the stream, files will be saved ok even if the audio fails. The only workaround we can offer is to increase the queue length (e.g. rmp3 -Q 1000 will allocate around 900K). But this just delays the problem. You will soon see asynchronous output if you use multiple plugins.
The 128 kbit/s MP3 files are of low quality. Apparently they are not generated with the best encoding and not from an uncompressed source.
All MP3 file names are in UPPERCASE and are missing all special characters. The save script tries to compensate for that but this is of course not perfect.
The MP3 files have ID3 tags now, but they are in UPPERCASE and incomplete.
There are no covers or structured song names, yet.
The are a few violations of the rmp3 protocol which may lead to corrupted MP3 files if there are many errors or gaps in the stream (the stream ID is not changed and empty garbage files are sent).
Sometimes there are long pauses between songs or the rmp3 stream is stopped and then started again. Just have a bit of patience. Sigh.
All of this may be obsolete by the time you read this (we hope so).To find the latest unofficial rumors and gossip about MEGARADIO, please visit: http://www.rettet-radiomp3.de/forum/ (in German only)
Enhancements:
- added Jens V4L 0.9.x stuff
Download (0.60MB)
Added: 2006-07-21 License: GPL (GNU General Public License) Price:
1192 downloads
Chart::EPS_graph 0.01d
Chart::EPS_graph creates line graphs in PostScript as *.eps format. more>>
Chart::EPS_graph creates line graphs in PostScript as *.eps format.
SYNOPSIS
# Create anew a 600 x 600 points (not pixels!) EPS file
my $eps = Chart::EPS_graph->new(600, 600);
# Choose minimum required display info
$eps->set(
label_top => Graph Main Title,
label_y1 => Y1 Axis Measure (Units),
label_y2 => Y2 Axis Measure (Units),
label_x => X Axis Measure (Units),
);
# Choose 6 of 13 named chans, 4 at left, 2 at right
$eps->set(
names => @all_13_name_strings,
data => @all_13_data_arefs,
y1 => [7, 8, 10, 11],
y2 => [9, 12],
);
# Choose optional graph features
$eps->set(
label_y1_2 => Extra Y1 Axis Info,
label_y2_2 => Extra Y2 Axis Info,
label_x_2 => Extra X Axis Info,
# Any common browser color no matter how hideous.
bg_color => DarkOliveGreen,
fg_color => HotPink,
web_colors => [Crimson, Lime, Indigo, Gold, Snow, Aqua],
# Any known I font no matter how illegible
font_name => ZapfChancery-MediumItalic,
font_size => 18,
# See POD about this one. But in brief:
# If set to "1" channel innumeration gaps will be closed.
# If set to "0" (the default) they will be left as they are.
close_gap => 0,
# If the 0th channel is not for the X axis (the default) then the
# data point count is used as the X axis, which you may scale.
# So if X were Time in seconds, with no 0th channel having acutally
# recorded it, but each data point were known to be 0.5 seconds...
$self->{x_is_zeroth} = 0; # Boolean, so 1 or 0.
$self->{x_scale} = 2; # Have 10th datapoint show as 20, etc.
);
# Write output as EPS
$eps->write_eps( cwd() . /whatever.eps ); # Write to a file.
# View, convert or edit the EPS output
$eps->display(); # Display in viewer (autodetects gv or gsview.exe).
$eps->display(GS); # Convert to PNG via Ghostscript.
$eps->display(GIMP); # Open for editng in The GIMP.
<<lessSYNOPSIS
# Create anew a 600 x 600 points (not pixels!) EPS file
my $eps = Chart::EPS_graph->new(600, 600);
# Choose minimum required display info
$eps->set(
label_top => Graph Main Title,
label_y1 => Y1 Axis Measure (Units),
label_y2 => Y2 Axis Measure (Units),
label_x => X Axis Measure (Units),
);
# Choose 6 of 13 named chans, 4 at left, 2 at right
$eps->set(
names => @all_13_name_strings,
data => @all_13_data_arefs,
y1 => [7, 8, 10, 11],
y2 => [9, 12],
);
# Choose optional graph features
$eps->set(
label_y1_2 => Extra Y1 Axis Info,
label_y2_2 => Extra Y2 Axis Info,
label_x_2 => Extra X Axis Info,
# Any common browser color no matter how hideous.
bg_color => DarkOliveGreen,
fg_color => HotPink,
web_colors => [Crimson, Lime, Indigo, Gold, Snow, Aqua],
# Any known I font no matter how illegible
font_name => ZapfChancery-MediumItalic,
font_size => 18,
# See POD about this one. But in brief:
# If set to "1" channel innumeration gaps will be closed.
# If set to "0" (the default) they will be left as they are.
close_gap => 0,
# If the 0th channel is not for the X axis (the default) then the
# data point count is used as the X axis, which you may scale.
# So if X were Time in seconds, with no 0th channel having acutally
# recorded it, but each data point were known to be 0.5 seconds...
$self->{x_is_zeroth} = 0; # Boolean, so 1 or 0.
$self->{x_scale} = 2; # Have 10th datapoint show as 20, etc.
);
# Write output as EPS
$eps->write_eps( cwd() . /whatever.eps ); # Write to a file.
# View, convert or edit the EPS output
$eps->display(); # Display in viewer (autodetects gv or gsview.exe).
$eps->display(GS); # Convert to PNG via Ghostscript.
$eps->display(GIMP); # Open for editng in The GIMP.
Download (0.024MB)
Added: 2006-10-27 License: Perl Artistic License Price:
1093 downloads
Imager::Color 0.54
Imager::Color is a Perl module with color handling for Imager. more>>
Imager::Color is a Perl module with color handling for Imager.
SYNOPSIS
$color = Imager::Color->new($red, $green, $blue);
$color = Imager::Color->new($red, $green, $blue, $alpha);
$color = Imager::Color->new("#C0C0FF"); # html color specification
$color->set($red, $green, $blue);
$color->set($red, $green, $blue, $alpha);
$color->set("#C0C0FF"); # html color specification
($red, $green, $blue, $alpha) = $color->rgba();
@hsv = $color->hsv(); # not implemented but proposed
$color->info();
if ($color->equals(other=>$other_color)) {
...
}
This module handles creating color objects used by imager. The idea is that in the future this module will be able to handle colorspace calculations as well.
new
This creates a color object to pass to functions that need a color argument.
set
This changes an already defined color. Note that this does not affect any places where the color has been used previously.
rgba
This returns the rgba code of the color the object contains.
info
Calling info merely dumps the relevant colorcode to the log.
equals(other=>$other_color)
equals(other=>$other_color, ignore_alpha=>1)
Compares $self and color $other_color returning true if the color components are the same.
Compares all four channels unless ignore_alpha is set. If ignore_alpha is set only the first three channels are compared.
You can specify colors in several different ways, you can just supply simple values:
simple numeric parameters - if you supply 3 or 4 numeric arguments, you get a color made up of those RGB (and possibly A) components.
a six hex digit web color, either RRGGBB or #RRGGBB
an eight hex digit web color, either RRGGBBAA or #RRGGBBAA.
a 3 hex digit web color, #RGB - a value of F becomes 255.
a color name, from whichever of the gimp Named_Colors file or X rgb.txt is found first. The same as using the name keyword.
You can supply named parameters:
red, green and blue, optionally shortened to r, g and b. The color components in the range 0 to 255.
# all of the following are equivalent
my $c1 = Imager::Color->new(red=>100, blue=>255, green=>0);
my $c2 = Imager::Color->new(r=>100, b=>255, g=>0);
my $c3 = Imager::Color->new(r=>100, blue=>255, g=>0);
hue, saturation and value, optionally shortened to h, s and v, to specify a HSV color. 0 new(hue=>120, value=>1, saturation=>0.5);
web, which can specify a 6 or 3 hex digit web color, in any of the forms #RRGGBB, #RGB, RRGGBB or RGB.
my $c1 = Imager::Color->new(web=>#FFC0C0); # pale red
gray or grey which specifies a single channel, from 0 to 255.
# exactly the same
my $c1 = Imager::Color->new(gray=>128);
my $c1 = Imager::Color->new(grey=>128);
rgb which takes a 3 member arrayref, containing each of the red, green and blue values.
# the same
my $c1 = Imager::Color->new(rgb=>[255, 100, 0]);
my $c1 = Imager::Color->new(r=>255, g=>100, b=>0);
hsv which takes a 3 member arrayref, containting each of hue, saturation and value.
# the same
my $c1 = Imager::Color->new(hsv=>[120, 0.5, 1]);
my $c1 = Imager::Color->new(hue=>120, v=>1, s=>0.5);
gimp which specifies a color from a GIMP palette file. You can specify the filename of the palette file with the palette parameter, or let Imager::Color look in various places, typically "$HOME/gimp-1.x/palettes/Named_Colors" with and without the version number, and in /usr/share/gimp/palettes/. The palette file must have color names.
my $c1 = Imager::Color->new(gimp=>snow);
my $c1 = Imager::Color->new(gimp=>snow, palette=>testimg/test_gimp_pal);
xname which specifies a color from an X11 rgb.txt file. You can specify the filename of the rgb.txt file with the palette parameter, or let Imager::Color look in various places, typically /usr/lib/X11/rgb.txt.
my $c1 = Imager::Color->new(xname=>blue) # usually RGB(0, 0, 255)
builtin which specifies a color from the built-in color table in Imager::Color::Table. The colors in this module are the same as the default X11 rgb.txt file.
my $c1 = Imager::Color->new(builtin=>black) # always RGB(0, 0, 0)
name which specifies a name from either a GIMP palette, an X rgb.txt file or the built-in color table, whichever is found first.
channel0, channel1, etc, each of which specifies a single channel. These can be abbreviated to c0, c1 etc.
channels which takes an arrayref of the channel values.
Optionally you can add an alpha channel to a color with the alpha or a parameter.
These color specifications can be used for both constructing new colors with the new() method and modifying existing colors with the set() method.
<<lessSYNOPSIS
$color = Imager::Color->new($red, $green, $blue);
$color = Imager::Color->new($red, $green, $blue, $alpha);
$color = Imager::Color->new("#C0C0FF"); # html color specification
$color->set($red, $green, $blue);
$color->set($red, $green, $blue, $alpha);
$color->set("#C0C0FF"); # html color specification
($red, $green, $blue, $alpha) = $color->rgba();
@hsv = $color->hsv(); # not implemented but proposed
$color->info();
if ($color->equals(other=>$other_color)) {
...
}
This module handles creating color objects used by imager. The idea is that in the future this module will be able to handle colorspace calculations as well.
new
This creates a color object to pass to functions that need a color argument.
set
This changes an already defined color. Note that this does not affect any places where the color has been used previously.
rgba
This returns the rgba code of the color the object contains.
info
Calling info merely dumps the relevant colorcode to the log.
equals(other=>$other_color)
equals(other=>$other_color, ignore_alpha=>1)
Compares $self and color $other_color returning true if the color components are the same.
Compares all four channels unless ignore_alpha is set. If ignore_alpha is set only the first three channels are compared.
You can specify colors in several different ways, you can just supply simple values:
simple numeric parameters - if you supply 3 or 4 numeric arguments, you get a color made up of those RGB (and possibly A) components.
a six hex digit web color, either RRGGBB or #RRGGBB
an eight hex digit web color, either RRGGBBAA or #RRGGBBAA.
a 3 hex digit web color, #RGB - a value of F becomes 255.
a color name, from whichever of the gimp Named_Colors file or X rgb.txt is found first. The same as using the name keyword.
You can supply named parameters:
red, green and blue, optionally shortened to r, g and b. The color components in the range 0 to 255.
# all of the following are equivalent
my $c1 = Imager::Color->new(red=>100, blue=>255, green=>0);
my $c2 = Imager::Color->new(r=>100, b=>255, g=>0);
my $c3 = Imager::Color->new(r=>100, blue=>255, g=>0);
hue, saturation and value, optionally shortened to h, s and v, to specify a HSV color. 0 new(hue=>120, value=>1, saturation=>0.5);
web, which can specify a 6 or 3 hex digit web color, in any of the forms #RRGGBB, #RGB, RRGGBB or RGB.
my $c1 = Imager::Color->new(web=>#FFC0C0); # pale red
gray or grey which specifies a single channel, from 0 to 255.
# exactly the same
my $c1 = Imager::Color->new(gray=>128);
my $c1 = Imager::Color->new(grey=>128);
rgb which takes a 3 member arrayref, containing each of the red, green and blue values.
# the same
my $c1 = Imager::Color->new(rgb=>[255, 100, 0]);
my $c1 = Imager::Color->new(r=>255, g=>100, b=>0);
hsv which takes a 3 member arrayref, containting each of hue, saturation and value.
# the same
my $c1 = Imager::Color->new(hsv=>[120, 0.5, 1]);
my $c1 = Imager::Color->new(hue=>120, v=>1, s=>0.5);
gimp which specifies a color from a GIMP palette file. You can specify the filename of the palette file with the palette parameter, or let Imager::Color look in various places, typically "$HOME/gimp-1.x/palettes/Named_Colors" with and without the version number, and in /usr/share/gimp/palettes/. The palette file must have color names.
my $c1 = Imager::Color->new(gimp=>snow);
my $c1 = Imager::Color->new(gimp=>snow, palette=>testimg/test_gimp_pal);
xname which specifies a color from an X11 rgb.txt file. You can specify the filename of the rgb.txt file with the palette parameter, or let Imager::Color look in various places, typically /usr/lib/X11/rgb.txt.
my $c1 = Imager::Color->new(xname=>blue) # usually RGB(0, 0, 255)
builtin which specifies a color from the built-in color table in Imager::Color::Table. The colors in this module are the same as the default X11 rgb.txt file.
my $c1 = Imager::Color->new(builtin=>black) # always RGB(0, 0, 0)
name which specifies a name from either a GIMP palette, an X rgb.txt file or the built-in color table, whichever is found first.
channel0, channel1, etc, each of which specifies a single channel. These can be abbreviated to c0, c1 etc.
channels which takes an arrayref of the channel values.
Optionally you can add an alpha channel to a color with the alpha or a parameter.
These color specifications can be used for both constructing new colors with the new() method and modifying existing colors with the set() method.
Download (0.83MB)
Added: 2006-10-27 License: Perl Artistic License Price:
1092 downloads
Tornado 1.3
Tornado project is a clone of the original C64 game. more>>
Tornado project is a clone of the original C64 game.
The goal of the game is to destroy the opponents house with certain weather phenomena: rain, snow, hail, lightning, and the tornado.
The game can be played together (two players), against the computer (or two computer players against each other) or over a TCP connection.
<<lessThe goal of the game is to destroy the opponents house with certain weather phenomena: rain, snow, hail, lightning, and the tornado.
The game can be played together (two players), against the computer (or two computer players against each other) or over a TCP connection.
Download (0.050MB)
Added: 2006-11-13 License: GPL (GNU General Public License) Price:
1076 downloads
HDR Visual Difference Predictor 1.6
HDR Visual Difference Predictor (HDR VDP) is a perceptual metric that can predict whether differences between two images. more>>
Visual difference metrics can predict whether differences between two images are visible to the human observer or not. Such metrics are used for testing either visibility of information (whether we can see important visual information) or visibility of noise (to make sure we do not see any distortions in images, e.g. due to lossy compression).
The image below shows how two input images, a reference image (upper left) and a distorted image (lower left), are processed with the VDP to produce a probability of detection map (right). Such probability of detection map tells how likely we will notice a difference between two images for each part of an image.
Red color denotes high probability, green - low probability. Red color is mostly present in the areas where there is a snow covered path. Because of smooth texture of the snow, there is not much visual masking and distortions are easily visible.
Although there are dozens of visible difference metrics that serve a similar purpose, our Visual Difference Predictor for HDR images (HDR-VDP) has two unique advantages: firstly, our metric works with a full range of luminance values that can be meet in a real word (HDR images), and secondly, we offer a complete source code for free.
High Dynamic Range Visible Difference Predictor (HDR-VDP) can work within the complete range of luminance the human eye can see. An input to our metric is a high dynamic range (HDR) image, or an ordinary 8-bits-per-color image, converted to the actual luminance values. The proposed metric takes into account the aspects of high contrast vision, like scattering of the light in the optics (OTF), nonlinear response to light for the full range of luminance, and local adaptation.
<<lessThe image below shows how two input images, a reference image (upper left) and a distorted image (lower left), are processed with the VDP to produce a probability of detection map (right). Such probability of detection map tells how likely we will notice a difference between two images for each part of an image.
Red color denotes high probability, green - low probability. Red color is mostly present in the areas where there is a snow covered path. Because of smooth texture of the snow, there is not much visual masking and distortions are easily visible.
Although there are dozens of visible difference metrics that serve a similar purpose, our Visual Difference Predictor for HDR images (HDR-VDP) has two unique advantages: firstly, our metric works with a full range of luminance values that can be meet in a real word (HDR images), and secondly, we offer a complete source code for free.
High Dynamic Range Visible Difference Predictor (HDR-VDP) can work within the complete range of luminance the human eye can see. An input to our metric is a high dynamic range (HDR) image, or an ordinary 8-bits-per-color image, converted to the actual luminance values. The proposed metric takes into account the aspects of high contrast vision, like scattering of the light in the optics (OTF), nonlinear response to light for the full range of luminance, and local adaptation.
Download (0.13MB)
Added: 2007-01-05 License: GPL (GNU General Public License) Price:
1028 downloads
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