Light blinking detection in Windows Phone 7 - windows-phone-7

Is there a way to detect a blinking light as captured by the phone's camera? No filming, just turn on camera and detect any blinking lights captured.

No, without any coding this is not possible.
To program this is you would need to do this:
Use the Camera/Photo class to capture frames and do some image analysis to find areas going lighter and darker.

Related

How can I edit the Unreal FPS fire animation montage?

The unreal first person firing animation montage pulls the arms too far back.
Is there a way to edit the firing montage so that I can reduce the amount of distance the animation pulls the arm back?
Thanks.
No, i don't think it's possible, because the montage is playing an animation on slots, etc... But you can't change the animation. You can find some animations online and replace it with the default one.
You would have to export the animation into blender or some other 3d editing software and edit the animations to your liking and then simply reimport. There's no other way to edit the animation.
The only technique i know of and i am highly against it is simply try to change the animation blend in and out times so animation is transitioning out before it would come too far to back to the camera.

Fullscreen and transparent OpenGL window in Xlib

I'm trying to create a fullscreen and transparent OpenGL window in XLib, with the purpose of applying shaders to the screen. Imagine applying a blur or pixelate effect, for example. For now, i'm trying to do something really simple, such as rendering the current date in the middle, blurring the background and that's it.
What's the appropriate setup for this? Should i capture the desktop when my app launches and use that as a bitmap to manipulate in my shader? Or should i actually make some kind of transparency protocol?

Simulate the effect of device back-light to image perception of humans

Even if we see the exact same image in a device (e.g. iPad), we perceive it different when the back-light is different. For example if we look at the following two images, they are both same image but the latter one has no back-light (disregard the reflections), and we perceive it different. My question is how can I simulate the effect of no back-light, without actually dimming it but playing with the original image? Maybe applying some kind of semi-transparent black mask?
Full backlight
No backlight
Yes, you can simulate it. Physically it's a very simple effect, and only your eyes make it look like a more complicated illusion.
It's just a combination of two layers:
the photo (backlight)
the reflection (no backlight image)
The reflection simply exists all the time. The backlight image is turned on or off. In terms of implementation these are additive layers (sum of pixel values).
Eyes only perceive backlight on/off as a complete change of the image, because the eyes adjust to overall brightness level of the screen.
If you're implementing that in code:
make sure you use linear light colorspace for processing (remove gamma correction, process pixels, apply gamma correction).
when displaying the image on screen, normalize brightness (since to display the effect on screen you have to have it brighter than the actual real-world effect, and you have lower dynamic range to work with).

Cross-eyed effect on Nvidia 3D Vision with three.js

I would like to ask you if there is some support or some plugin in three.js for 3D active glasses.
I have Nvidia 3D Vision active glasses and for my web application I need to implement cross-eye effect in tree.js.
Can you please help me with it?
Doing 3D stereo with active glasses is not a matter of plugin for three.js. If you read
Active Shutter 3D System you will see that you need a way to turn off the right eye while displaying the left eye followed by an off left eye which displaying the right eye content. So you need to synchronize the glasses with the display. And displays need to be of higher Herz than normal (ie. 60Hz) in order to be able to keep a real-time feel to the rendering. This limitation cannot be overcome in a browser window.

GDI+ DrawImage() with transparent bitmap to a printer

Does anybody have any pointers on how to successfully draw a bitmap that has
an alpha channel using Graphics::DrawImage() when the Graphics context is
created based on a printer HDC? The printer drivers don't generally support alpha blending - so is there an alternative to rendering everything to an offscreen bitmap and just sending that to the printer. This is often not feasible, especially for high res printing to large format printers.
What kind of printer is that? Regular printers don't print white. Create in-memory image and 'flatten' it (remove alpha channel) and then print the result.
Have you tried drawing a white rectangle to initialize the image before you call the DrawImage method?
The whole point is that I need the line-drawn graphics behind the image to be visible. I did try filling the rectangle first the with RGBA color of (255, 255, 255, 0) but this does not help. Pixels with an alpha value of zero do get printed as fully transparent but partially transparent pixels are drawn fully opaque.
Thanks for asking this question because I was just thinking of perhaps trying to use GDIplus to see whether it could get me around the problems I'm still facing getting patterned diamond shapes to print correctly. Although nowadays alpha-blending does appear to work on most printers, there are still some that draw black corners on the diamonds.
Aside from alpha-blending, I've also tried using diamond-shaped clip regions to surround the shape, but normally the printers that don't support alpha-blending don't seem to support polygonal clip-regions either. I've tried copying from the printer-dc into a bitmap to prime it before drawing the diamond on top, hoping that this will allow me to put back (in the corners) what was there before. This doesn't work either because it appears that the problem boils down to the fact that the printer driver doesn't actually know what is being printed on what part of the page.
In my case, my next plan is to try using a large bitmap brush for drawing the diamond fill directly to the printer hdc. I suspect there's a moderate chance that this too will fail for certain printers. It sounds like it may not be an option for what you were doing.

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