## It's not just Cubes Marching

With the cubes running, a block would expand to those around it. In fact, with the default settings for the Marching Cubes algorithm, the result is a Rhombicuboctahedron, shown below.

That is the result of considering the eight vertices of a set of cubic blocks as input for the gear cube algorithm.

## It's Cubes Marching

Hope for?

We do not need to establish cubes and see which vertices are covered or exposed. Instead, we can establish vertices directly.

See the video gear cube algorithm for a demonstration. Note that the set of vertices used as input for the gear cube algorithm does not form cubes. Instead, there are only three vertices (one isolated, two contiguous).

The linked video shows how the following entry:

Results in the following output:

As you can see, we end up with an octahedron (similar to the one shown in the question) that comes from the isolated vertex. In addition to an elongated square bipyramid that comes from the two contiguous vertices.

See the 15 settings of the original Marching Cubes article:

The tetrahedron is formed by the second configuration of the 15 shown above (the one with a single highlighted vertex), which is applied to the eight cubes surrounding the isolated vertex.

## The other algorithms

I want to draw attention to the fact that Marching Cubes is not the only solution. There are also Octahedra marching and Tetrahedra marching. Unfortunately, information about these is less abundant.

## graphics: economical way to soften the character's point of contact with the ground

The view of my game is always semi topdown. I'm trying to make the point of contact between the characters and the floor plan more grounded without rendering hundreds of sprites.

One thing that I think might work well is simply hide Some pixels of each object that is, that is, 2 cm from the ground.

See the GIF below for an example I did in Photoshop:

• Check the depth z before rendering: if it is very close, then randomly do not render the pixel
• randomly write "incorrect" depth buffer values ​​for the ground plane
• a small 2 cm layer on the ground plane that only writes z values; draw this before the character

As I am still in the research phase, I would also like to explore other possibilities.

• Is there a game that has done something similar that I can seek inspiration?
• Is there already a well established way of doing this?

## Rescaling – How to soften a pixelated image before printing?

I have a lot of images like this one that are completely pixelated, and my friend wants to make large prints to hang in her house. How can I soften them so they don't appear pixelated? If I apply anti aliasing, would that be enough? If so, what kind of anti aliasing? Is there a good way to convert them to vector graphics? What level of image quality do people usually need to make a large print look good?

To be clear, these images have several resolutions, including 800×600 and 960×720. Each pixel acquires one of exactly three colors. It has not yet softened or averaged in these images.

## How to soften a tight zoom ring?

After a fall, our Nikon Af-S 24-70 mm 2.8G ED zoom ring was quite tight, especially between 50 and 70 mm.
We can not send it to the service at this time, since we need it every day and we do not have any replacement. Is there any way to soften it safely by ourselves?

## Photo editing: How to soften the gradient of a sky overexposed in a raw file?

I'm editing a backlit portrait. The reverse sky is mostly overexposed, but some information was retained in the upper left corner of the frame. I recorded both in JPG and in RAW (Canon CR2)

This is the unedited jpg version (detail)

:

This is the CR2 I'm working on.

I am changing the upper section of the base tonal curve, not being able to achieve the smoothness of an unedited jpg.

My goal is to achieve a smooth gradient from blue to white.

I'm working on Darktable 2.0.6, Linux Ubuntu Studio 19.04, and the box was shot on Canon 80D – Sigma ART 18-35mm 1.8f

## Photo editing: How to soften the gradient and preserve the saturation of a sunny sky overexposed in a raw file?

I'm editing a backlit portrait. The reverse sky is mostly overexposed, but some information was retained in the upper left corner of the frame. I recorded both in JPG and in RAW (Canon CR2)

This is the unedited jpg version (detail)

:

This is the CR2 I'm working on.

I am trying different tonal curves, not being able to achieve the smoothness of an unedited jpg. My goal is to achieve a smooth gradient from blue to white.

I'm working on Darktable 2.0.6, Linux Ubuntu Studio 19.04, and the frame was shot on Canon 80D – Sigma ART 18-35 1.8f

## Ford Mustang 2019 Blue 2.3L

All hours are GMT. The time now is 08:40 PM.

Copyright ® 2009 – 2015 BlackHatKings.com

BlackHatKings.com – Web, Internet Marketing & SEO Forums

All hours are GMT. The time now is 08:40 PM.

.

## javascript – How to soften the sprites in the web canvas?

I am building a simple web based 2d game. And I'm using canvas, but my sprites do not move smoothly.

Code: https://github.com/antonmedv/bit-biplanes

Demonstration: https://medv.io/bit-planes/

Sometimes the movement seems smooth, others do not.

I'm using `requestAnimationFrame`. Each frame is less <16ms and the FPS meters show 60. But the movements are not smooth.

How to soften the movement of the sprites in the web canvas?

## Any code / algorithm / paper to soften video?

I have implemented in a third-party software, the NVidia Optix Denoiser, but it has problems with the animations, since it presents a small flicker, so entering a temporary soft could be a good idea, but I found nothing related to this, obviously, I'm sure there should be many algorithms for that, since third-party add-ons like Motion Smooth in the Nuke software.

Any idea / code / paper?