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Dynamic interpolation No.9
https://t.co/YdlnK5aod5
#NFTs #NFTartists #nftcollectors #NFTcollection #NFTdrop #cryptoart #cryptoartist
Moar points = more data, I only have a few depth values outside of Pacifica Archipelago which is why you get this pattern but this looks like it's going to work really well for the the Globe.
Left: Revised Interpolation
Right: Point Coverage.
Total Points: 3,219
40 minutes of points later... I'm a little unsure how the it will suss out. Too much or not enough detail is gonna be weird to nail down with so much interpolation.
Raster Cell Size 30KM, Natural Neighbour Interpolation.
(1) Test Points to DEM (30KM), (2) Pacifica DEM from Contours (5km resolution)
And I managed to find a way to fix the weird interpolation in Sharp mode by setting the device to 720p instead of 1080p. It does the rest of the scale/crop in OBS, similar to what I do for Retro AVS. Some uneven+rectangular pixels in the scaled output, but no more blurry pixels!
@MapleMash I love this thought so much I made 2 characters like that and made them date! Lookit how skinny they are in these pics!
(Art by Peachiesheepie, MrSpiffy, Batspid and InterpolationK)
Love how much smoother interpolation is with StyleGAN3. Here's an example with my botanical model.
#StyleGAN3 #AIart #MachineLearning #ArtificialIntellligence #digitalart
POV: Bao got you with a dn joke
This was my first time doing frame by frame animation. I used AI interpolation to double the framerate.
#baort #whalelustration
@TaranstingVFX @autodesk @AdskMaya Good to hear other artists feel the same way, thought i was going insane with the hairstyle im working on. Why hasn't anyone made a way to use tubes to control the shape of the clump, i know u can use that to convert to guides but the interpolation it what's causing issues.
my new #pixelart interpolation algorithm smooths out the animation by taking into account every frame at once, instead of only two at a time
Thinking about how awful the Karna vs Siegfried fight woulda been if ufotable did it. My eyes would either bleed from the beams, or I'd claw them out after seeing people trying to add in interpolation or make it 60 fps
Here's my experiment I mentioned—take a 250px-height sprite, add an outline, then double sprite size with no pixel interpolation and add 1-px steps to just the outline, leaving the rest at the "original" resolution. The red in the image is just for demonstrative purposes
this video is literally trying to kill me with the shitty 60fps frame interpolation AND comic sans subtitles
Stable, simultaneous and proportional 4-DoF prosthetic hand control via synergy-inspired linear interpolation: a case series: https://t.co/rt7Wfy8Qb4
LINEAR INTERPOLATION is one of the simplest—yet most powerful—mathematical tricks used in #gamedev. 📈
And is at the heart of most PROCEDURAL ANIMATIONS. 🦾
This tutorial covers everything you need to master it:
🔸 The Mathematics
🔸 The Unity/C# code
https://t.co/pI63oHoeLZ
Valeria have a bendy & flexible rig, & magic in the facial rig, it is designed to mimic the stop motion animation. Take a look at the pose library to get an idea of how facial rig works, and when switching between facial shapes use constant interpolation. https://t.co/83llohn7mm
Making these hitboxes is hell. The actual attack part of his anims are too fast to rely on hitbox interpolation so I have to jankily slap capsule boxes to cover the area where he would have swung. And it's exactly what Nintendo did too