Mercurial > cortex
changeset 219:5f14fd7b1288
minor corrections from reviewing with dad
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sat, 11 Feb 2012 00:51:54 -0700 |
parents | ac46ee4e574a |
children | c5f6d880558b |
files | org/vision.org |
diffstat | 1 files changed, 10 insertions(+), 10 deletions(-) [+] |
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1.1 --- a/org/vision.org Fri Feb 10 12:06:41 2012 -0700 1.2 +++ b/org/vision.org Sat Feb 11 00:51:54 2012 -0700 1.3 @@ -35,10 +35,10 @@ 1.4 1.5 Each =ViewPort= can have any number of attached =SceneProcessor= 1.6 objects, which are called every time a new frame is rendered. A 1.7 -=SceneProcessor= recieves a =FrameBuffer= and can do whatever it wants 1.8 -to the data. Often this consists of invoking GPU specific operations 1.9 -on the rendered image. The =SceneProcessor= can also copy the GPU 1.10 -image data to RAM and process it with the CPU. 1.11 +=SceneProcessor= recieves its =ViewPort's= =FrameBuffer= and can do 1.12 +whatever it wants to the data. Often this consists of invoking GPU 1.13 +specific operations on the rendered image. The =SceneProcessor= can 1.14 +also copy the GPU image data to RAM and process it with the CPU. 1.15 1.16 * The Vision Pipeline 1.17 1.18 @@ -91,7 +91,7 @@ 1.19 given a =Renderer= and three containers for image data. The 1.20 =FrameBuffer= references the GPU image data, but the pixel data can 1.21 not be used directly on the CPU. The =ByteBuffer= and =BufferedImage= 1.22 -are initially "empty" but are sized to hold to data in the 1.23 +are initially "empty" but are sized to hold the data in the 1.24 =FrameBuffer=. I call transfering the GPU image data to the CPU 1.25 structures "mixing" the image data. I have provided three functions to 1.26 do this mixing. 1.27 @@ -195,7 +195,7 @@ 1.28 different spatial distributions along the retina. In humans, there is 1.29 a fovea in the center of the retina which has a very high density of 1.30 color sensors, and a blind spot which has no sensors at all. Sensor 1.31 -density decreases in proportion to distance from the retina. 1.32 +density decreases in proportion to distance from the fovea. 1.33 1.34 I want to be able to model any retinal configuration, so my eye-nodes 1.35 in blender contain metadata pointing to images that describe the 1.36 @@ -245,14 +245,14 @@ 1.37 :blue 0x0000FF 1.38 :green 0x00FF00} 1.39 "Retinal sensitivity presets for sensors that extract one channel 1.40 - (:red :blue :green) or average all channels (:gray)") 1.41 + (:red :blue :green) or average all channels (:all)") 1.42 #+end_src 1.43 1.44 ** Metadata Processing 1.45 1.46 =(retina-sensor-profile)= extracts a map from the eye-node in the same 1.47 format as the example maps above. =(eye-dimensions)= finds the 1.48 -dimansions of the smallest image required to contain all the retinal 1.49 +dimensions of the smallest image required to contain all the retinal 1.50 sensor maps. 1.51 1.52 #+name: retina 1.53 @@ -461,7 +461,7 @@ 1.54 #+begin_src clojure 1.55 (in-ns 'cortex.test.vision) 1.56 1.57 -(defn test-two-eyes 1.58 +(defn test-pipeline 1.59 "Testing vision: 1.60 Tests the vision system by creating two views of the same rotating 1.61 object from different angles and displaying both of those views in 1.62 @@ -693,7 +693,7 @@ 1.63 (:use (cortex world sense util)) 1.64 (:use clojure.contrib.def) 1.65 (:import com.jme3.post.SceneProcessor) 1.66 - (:import (com.jme3.util BufferUtils Screenshots)) 1.67 + (:import (com.jme3.util Buffe rUtils Screenshots)) 1.68 (:import java.nio.ByteBuffer) 1.69 (:import java.awt.image.BufferedImage) 1.70 (:import (com.jme3.renderer ViewPort Camera))