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10 Oct 2024 11:22:23 EDT (-0400)
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From: Orchid XP v8
Subject: Re: Back to the future [~200KBbu]
Date: 22 Jul 2008 14:13:36
Message: <48862350$1@news.povray.org>
>> OK, that's just absurd. The sofa and the rug are *exactly* the same
>> colour. How the hell can the machine tell them apart? Additionally, how
>> on earth can it tell what colour they were originally? That's
>> impossible...
> 
> Except it clearly isn't impossible, because it was done.

Well yeah, OK, I rephrase: It defies explanation.

> Adjusting the white 
> balance of the photo involves picking out something that actually is/was 
> white (like the white on the baby's shirt).  That gives the computer a 
> reference to make the adjustments from.  When photos age, they tend to 
> age consistently and the colours adjust with consistency.  The computer 
> basically is doing an "undo" on the age effect applied by real life.

But surely no scanner on Earth has sufficient resolution that you can 
amplify a signal by many orders of magnitude and not be swamped by 
noise? The photo posted contains almost no blue whatsoever, so you'd 
have to apply a ridiculous amount of gain to that channel...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Jim Henderson
Subject: Re: Back to the future [~200KBbu]
Date: 22 Jul 2008 14:31:07
Message: <4886276b@news.povray.org>
On Tue, 22 Jul 2008 19:13:38 +0100, Orchid XP v8 wrote:

>>> OK, that's just absurd. The sofa and the rug are *exactly* the same
>>> colour. How the hell can the machine tell them apart? Additionally,
>>> how on earth can it tell what colour they were originally? That's
>>> impossible...
>> 
>> Except it clearly isn't impossible, because it was done.
> 
> Well yeah, OK, I rephrase: It defies explanation.

See my explanation below. :-)

>> Adjusting the white
>> balance of the photo involves picking out something that actually
>> is/was white (like the white on the baby's shirt).  That gives the
>> computer a reference to make the adjustments from.  When photos age,
>> they tend to age consistently and the colours adjust with consistency. 
>> The computer basically is doing an "undo" on the age effect applied by
>> real life.
> 
> But surely no scanner on Earth has sufficient resolution that you can
> amplify a signal by many orders of magnitude and not be swamped by
> noise? The photo posted contains almost no blue whatsoever, so you'd
> have to apply a ridiculous amount of gain to that channel...

Except that's clearly not the case.  There is blue in the photo, though - 
that's clearly visible by looking at a breakdown of the RGB channels 
using something like the GIMP.  There's certainly more red and green in 
the photo, but just look at the outfit the baby's wearing and tell me 
there's no blue there - on the shoulders and the matching "pants" (don't 
know the word for that part of the outfit).  Along the baseboard to the 
left of the chair - that's a purplish colour there, blue is a component 
of that.

Jim


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From: Warp
Subject: Re: Back to the future
Date: 22 Jul 2008 14:44:55
Message: <48862aa7@news.povray.org>
Invisible <voi### [at] devnull> wrote:
> >> Ah, OK. Spending 20 minutes waiting for Access to load each time I 
> >> wanted to work on my assignment at college must be a false memory then...
> > 
> >   Microsoft Access for the AmigaOS was hugely popular, I suppose.

> Nope. But other database products were.

  Yeah, and they are comparable like Blender and Paint are completely
comparable.

-- 
                                                          - Warp


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From: andrel
Subject: Re: Back to the future
Date: 22 Jul 2008 15:20:14
Message: <48863329.7050903@hotmail.com>
On 22-Jul-08 15:33, scott wrote:
>> The resolution doesn't really compare, but the Amiga was targetted at 
>> normal TVs. The Amiga's 640x480 is quite near to modern DVD's 720x564.
> 
> The video chip on the Acorn was actually pretty cool, it was completely 
> programmable so you could pretty much drive anything you wanted from a 
> TV to a high resolution monitor.  Even when I got my first LCD monitor I 
> plugged it in and it worked!  If you found some weird monitor that 
> didn't quite work, chances were that someone could help you out and 
> write the config file for you.
> 
>> Thing is, up until this point, computer graphics had always been 
>> blocky things made out of a dozen flat colours. Computer graphics 
>> *looked* like computer graphics. Computer sound *sounded* like 
>> computer sound.
> 
> Well, to be honest, I don't see the *huge* leap between my BBC B from 10 
> years earlier that could do 640x256 and 16 colours to 640x480 and 32 
> colours.  I would have expected a lot more.
It is not only the number of colours, There was also the hardware to 
animate them at 25 frames per second.


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From: Orchid XP v8
Subject: Re: Back to the future
Date: 22 Jul 2008 15:23:10
Message: <4886339e$1@news.povray.org>
andrel wrote:

> It is not only the number of colours, There was also the hardware to 
> animate them at 25 frames per second.

Or, indeed, 576 scanlines per frame. ;-)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: andrel
Subject: Re: Back to the future
Date: 22 Jul 2008 15:32:23
Message: <48863602.1040509@hotmail.com>
On 22-Jul-08 13:54, John VanSickle wrote:
> Invisible wrote:
> 
>> Unfortunately, then the Amiga's hardware stood still for 20 years. 
>> While it was once a shining example of hardware far ahead of its time, 
>> it has long since been left in the dust. I don't really understand how 
>> it happened, but Commodore ended up in all sorts of financial trouble. 
>> Commodore was good it making great hardware, but hopeless at marketing 
>> it.
> 
> The management at Commodore should take all of the blame for the fall of 
> Commodore.  Developing killer new technology should have been top 
> priority.  Hindsight being 20-20, they should have designed the OS with 
> the highest possible degree of resource management (IE, not assume that 
> all graphics would be 8-bit forever), and then opened up the hardware 
> architecture and allowed clones.
> 
> As it was, some of the later CEOs did nothing more than collect their 
> salaries.

The Amiga was the de facto standard for television quality broadcasting, 
as many have also mentioned. What they should have done was pair up with 
one of the groups that were defining HDTV and force a new TV standard. 
That should have gotten rid of the deadlock that nobody was buying HDTV 
sets because there was no broadcasting. Just make the displays first for 
computers in that format. Create movies in that format that can be 
played on that machine. Then build a settop box that can receive 
broadcasts. I still think we could have had HDTV 10 years ago in this 
way with a logical path to internet connectivity. Today, TV standards 
are still a mess and not ready for the 21rst century.


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From: stbenge
Subject: Re: Back to the future
Date: 22 Jul 2008 15:40:26
Message: <488637aa@news.povray.org>
That was a compelling monologue. You brought us from the pits of 
computational hardship all the way to the clear mountaintops of current 
home computing. Good job!

Invisible wrote:
> Then there were ground-breaking AF coverdisks like Imagine 2, Real3D, 

Ugh, not Real3D! That was my *first* introduction to 3D graphics, and 
let me tell you I was *not* impressed. Back in '97-'98 it had no 
raytracing support, and the other features were all very disappointing. 
'Refraction' was simply an environment map applied to the inside of an 
object... no attempt was made to distort pre-rendered objects behind the 
refractive one. And then there was the problem of surfaces shadowing 
themselves. Strange, dark-gray lines running along a surface when you 
want it to be smooth can really piss you off, especially when it takes 
so long for the program to compute and render the image in the first place.

> - Sophisticated image processing software such as The GIMP can be 
> obtained *for free*!
> 
> - 3D graphics rendering requires nothing more than a copy of POV-Ray. 

> 
> - Complex sound editing software such as Audacity is *free*.

Thank goodness for the open-source movement!

> In fact, it seems that only high-end, professional audio and video tools 
> actually cost money any more. (I'm thinking... Cubase, Cakewalk, 
> Photoshop, Renderman, and so forth.)

Since you mention Cakewalk in your list of commercial apps, let me 
mention JazzWare as a free alternative to it. ModPlugTracker is another 
one, though it's quite different.

Sam


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From: Orchid XP v8
Subject: Re: Back to the future
Date: 22 Jul 2008 16:00:50
Message: <48863c72@news.povray.org>
stbenge wrote:
> That was a compelling monologue. You brought us from the pits of 
> computational hardship all the way to the clear mountaintops of current 
> home computing. Good job!

Why thank you! I'm glad somebody enjoyed me slacking off for the entire 
morning as much as I did. ;-)

> Invisible wrote:
>> Then there were ground-breaking AF coverdisks like Imagine 2, Real3D, 
> 
> Ugh, not Real3D! That was my *first* introduction to 3D graphics, and 
> let me tell you I was *not* impressed. Back in '97-'98 it had no 
> raytracing support, and the other features were all very disappointing. 
> 'Refraction' was simply an environment map applied to the inside of an 
> object... no attempt was made to distort pre-rendered objects behind the 
> refractive one. And then there was the problem of surfaces shadowing 
> themselves. Strange, dark-gray lines running along a surface when you 
> want it to be smooth can really piss you off, especially when it takes 
> so long for the program to compute and render the image in the first place.

Mmm, interesting. I never had any problems with it. I still have the 
coverdisk laying around somewhere I think. And the little manual they 
gave away with it. (Written by Amiga Format, not Real Software Inc.) It 
was my first introduction to ray tracing and CSG. (And basically 
modelling without triangles.)

Of course, using a point-and-click interface, it's not possible to do 
POV-Ray style tricks like positioning a sphere exactly at the end of a 
cylinder... the CLI has plus points! ;-)

Unfortunately I can't find it anywhere online, but Real3D had a rather 
nice set of glassware showing off the refraction capabilities.

Now Imagine 3D was another matter. You had to add objects to the scene 
in a certain order (!!) in order for them to reflect. As in, the 
reflective objects had to be added last. Any object added after the 
reflective one would cast no reflections. God only knows what happens if 
you want recursive reflections...

> Thank goodness for the open-source movement!

Yeah - I'm still puzzled by all that. The Amiga had a strong "shareware" 
scene, but I'm puzzled by this sudden new craze of giving away 
fully-supported commercial-grade software (sometimes that *was* 
commercial!) for free. It suddenly seems to be the "trendy" thing to do, 
and I'm not really sure how that happened.

Not that I'm complaining about it mind you!

>> In fact, it seems that only high-end, professional audio and video 
>> tools actually cost money any more. (I'm thinking... Cubase, Cakewalk, 
>> Photoshop, Renderman, and so forth.)
> 
> Since you mention Cakewalk in your list of commercial apps, let me 
> mention JazzWare as a free alternative to it. ModPlugTracker is another 
> one, though it's quite different.

I already own Cubase, but thanks. ;-)

Actually, if anybody knows of a good freeware software synthesizer and 
sequencer that's easy to set up (ideally zero-install) and runs on 
Windoze, I'd be interested. Sometimes when you're using a strange PC, 
it's nice to be able to just throw out a few bars of music using only 
what you have on your USB stick...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: stbenge
Subject: Re: Back to the future
Date: 22 Jul 2008 16:29:24
Message: <48864324@news.povray.org>
Orchid XP v8 wrote:
>> Invisible wrote:
>>> Then there were ground-breaking AF coverdisks like Imagine 2, Real3D, 
>>
>> Ugh, not Real3D!
> 
> Mmm, interesting. I never had any problems with it.

Oops, my bad. I was thinking of "Extreme 3D," by Macromedia. That's the 
one. It's horrible. I don't think I've ever crashed a program so many times!

> Now Imagine 3D was another matter. You had to add objects to the scene 
> in a certain order (!!) in order for them to reflect. As in, the 
> reflective objects had to be added last. Any object added after the 
> reflective one would cast no reflections. God only knows what happens if 
> you want recursive reflections...

I'm glad there are so many choices these days. I don't ever want to 
resort to using faked raytracing effects, unless of course, I'm making a 
video game or something.

>> Thank goodness for the open-source movement!
> 
> Yeah - I'm still puzzled by all that. The Amiga had a strong "shareware" 
> scene, but I'm puzzled by this sudden new craze of giving away 
> fully-supported commercial-grade software (sometimes that *was* 
> commercial!) for free. It suddenly seems to be the "trendy" thing to do, 
> and I'm not really sure how that happened.
> 
> Not that I'm complaining about it mind you!

When the result is something like what Blender has become, who can 
complain? Oh yeah, those people who hate Blender's interface; they 
complain. I don't think it's that horrible...

> Actually, if anybody knows of a good freeware software synthesizer and 
> sequencer that's easy to set up (ideally zero-install) and runs on 
> Windoze, I'd be interested. Sometimes when you're using a strange PC, 
> it's nice to be able to just throw out a few bars of music using only 
> what you have on your USB stick...

Have you tried searching for browser-based apps in that category? It's a 
slim chance you'll find one, but it's worth trying.

Sam


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From: Orchid XP v8
Subject: More futures
Date: 22 Jul 2008 17:00:34
Message: <48864a72@news.povray.org>
At some point in prehistory, you may all recall the level of hysteria 
around a revolutionary technology known as "multimedia". For several 
years, suddenly everything was multimedia-this and multimedia-that. I'm 
not sure exactly why, but after a while everybody sort of forgot about 
it and went back to their normal lives. But anyway, the Amiga at one 
point had several "multimedia construction kits".

One well-known one was Scala. This started out as a simple (but 
"powerful") video titling system, to be used with a genlock device. 
(Look that up if you don't know what it means.) It later evolved into a 
complete system where you could script sounds and animations together to 
produce interactive multimedia applications. (Or just do more 
complicated video editing, if you desire.)

I recall there was a Scala coverdisk, but I couldn't figure out how to 
make it do anything Oh well!



Then there was a program called Vista. (No! Wait! Come back!!) This was, 
quite simply, a fractal landscape generator and renderer. You import a 
"DEM" (Digital Elevation Map) and Vista adds some fractal noise to 
generate a landscape. Vista will then either output this as a polygon 
mesh the size of a small planet, or it will render it for you itself.

The native renderer wasn't fantastic, but it was OK. The images 
certainly were nothing like "photorealistic", but in later versions of 
the software, they started to come moderately close. Indeed, the last 
few versions even had trees and other vegetation, and streams running 
down the valleys, etc. (The trees were, of course, fractally generated 
once again.)

Again, there was a coverdisk containing an early version. While the 
graphics it produced weren't sensational, they were fairly fast (e.g., 
10 minutes to render a vast complex landscape), and it was quite fun to 
"explore" the islands you created. (The program could *build* DEMs as 
well as import real ones, IIRC. But that was disabled in the coverdisk. 
Well they gotta make you buy the real thing somehow!)

(Unfortunately, I don't have any images to show you. Suffice it to say 
that only later versions featured polygon smoothing, and I don't think 
any version had texture mapping or radiosity.)



And then there was AMOS (AMiga OS). I forget how many different editions 
were produced - AMOS, Easy AMOS, AMOS Professional, etc. In spite of the 
name, it wasn't actually an OS at all. It was a a programming language.

When you buy AMOS Professional, what you get is

- An interpretter for the AMOS language.
- An extensive IDE.
- A set of multimedia tools inclusing almost everything but the kitchen 
sink, *all* written in AMOS itself.
- No less than *seven disks* stacked full of multimedia files and demo 
programs.

Technically, AMOS is just another dialect of BASIC. It doesn't have line 
numbers, does have GOTO and GOSUB, and has procedures and functions, 
uses "$" and "#" to distinguish variable datatypes, and IIRC has local 
variables if you want them. The core language is no more powerful than that.

However, it has VERY strong multimedia capabilities. If you imagine the 
most feature-encrusted lump of software possible, AMOS was like that, 
but with bells on.

Want to load a Protracker module and put it on looping play? Two 
commands. Want to load an IFF image and cycle the colour map? Two 
commands. Want to create 3 independent framebuffers and overlay them? 
That's 3 commands. Want to load an animation and play it until the user 
presses a mouse key? That's one command.

The thing comes with a paperback manual the size of a Linux bible. (!!!) 
One time I did sit down and count the number of commands in the command 
index. I checked twice; 809 unique commands, not including the multiple 
syntaxes for each command. (!)

There was an entire seperate sublanguage called AMAL (ANimAtion 
Language) just for moving sprites around the screen. There was a tool 
for capturing and editing mouse movements to make a flight path, and 
AMAL could then animate one or more sprites along that path. AMOS also 
implements "software sprites", a trick that allows the 8 hardware 
sprites to be multiplexed into two-dozen apparently independent elements 
onscreen. Automatically.

(Alternatively, BLOBs (BLitter OBjects) do the same thing, with a 
different set of restrictions, using the Amiga's specialised BLITER 
(BLock Image TransfER) hardware.)

There was also a sprite editor, supporting sprite animations and so 
forth. Both the path editor and sprite editor were written in AMOS.

There was also another completely seperate language called... actually, 
do you know, I can't even remember! But basically, there was a large, 
complex GUI painter tool (written in AMOS), and you could attach short 
scripts in this UI sublanguage to every possible mouse event on the GUI. 
You paint your GUI, save it, and code your application to load it and 
attach scripts to it (by putting the scripts into strings). The scripts 
could change visual elements (e.g., make a button change colour when you 
click it) and invoke AMOS procedures and so forth.

The vast library of software that came with it included a sprite editor 
and animator, a fairly sophisticated sample editor, a GUI painter, an 
animation path capture and edit tool, a "resource editor" (you could put 
program strings into a file to enable easy localisation), and probably 
several other things I've forgotten.

They also apparently ran a competition for users to submit interesting 
AMOS programs, and AMOS Professional comes with several disks full of 
the results. There was several fractal generators (L-system and 
Mandelbrot/Julia), parallax scrolling demos, infinite ball trails... One 
natty little program loaded a song and played it, showing some animated 
VU meters. (There was a function to get the current intensity of any 
channel. Unfortunately, this is just the note on/note off signals, not 
actual audio loudness...)

Another even more snazzy program drew a set of disco lights and made 
them flash to the rhythem of the music. I immediately took the code 
apart to see how it managed to work so well... I discovered that the 
colours of the lights were actually *completely random*, and their 
apparent synchronisation with the music was completely psychological! 
It's amazing what the human brain can do, eh?

There were also at least 3 complete computer games written in AMOS.

- There was a standard "fly a space ship through a cave without getting 
killed" thing. (But half way through, the ship rotates and the direction 
of scrolling changes. And the levels are actually very large!)

- There was a straight-fowards Tetris clone. (But with some neat 
graphical touches. In particular, the screen showed several hundred 
colours using Copper trickery that AMOS could do for you automatically. 
And as you played the game, these colours slowly scrolled, looking 
something like a sunset in the background.) There was even a savable 
high-score table!

- There was a board game called Quatro. I forget how you play it, but it 
featured an AI that was actually quite hard to beat!

There might even have been more games than this, I can't remember.

AMOS was explicitly designed to allow 3rd party "extensions" to be 
written. (In fact the user manual contains detailed step-by-step 
descriptions of all the main AMOS data structures involved.) My dad 
purchased a few of these:

- CRAFT (Colours, Requesters, Animations, Fractals, Text) added commands 
for automatically generating colour blends (think FractInt's palette 
editor) and colour-cycling multiple subranges simultaneously. It also 
added the ability to invoke AmigaDOS requestors with arbitrary text. But 
most of all, it added built-in commands for rendering Mandelbrot/Julia 
fractals. (And, obviously, very much faster than interpretted AMOS 
code!) There were also some string-processing commands added.

- TOME (which we never actually owned) was ment to provide a tile-based 
level editor and commands to make it trivial to build platform-style 
computer games.

- IntOS added the ability to use the Amiga's native Intuition UI system 
rather than AMOS's own system. (AMOS was very nice, but it basically 
took over the whole machine for itself while running, and wouldn't play 
nice with other applications.)

Later the makers releated AMOS The Compiler, which my dad bought. It 
came with a selection of compute-intensive demos, which all sped up 
drastically when compiled. It also ment you could give your AMOS 
programs to people who don't have AMOS. (But the program will basically 
hog the whole machine while it's running.)




In the other corner was Blitz Basic. I never really used this very much, 
but I did try out an AF coverdisk containing a stripped down version. 
While AMOS liked to control the machine itself, Blitz had an explicit 
command to completely disable the OS and hit the metal directly. (Hell 
only knows what would happen on a modified Amiga!)

As the name somewhat implies, Blitz was designed to be *fast*. There was 
a Doom clone written in Blitz at one time. It was called Gloom.

http://www.mobygames.com/game/amiga/gloom/screenshots/gameShotId,71050/

As you can see, the graphics utterly sucked. I actually bought this 
game, and was very dissapointed by it. The Amiga Format review praised 
the game for being a technical milestone, but basically had nothing else 
positive to say about it. I think it got a rating of about 49% overall. 
For comparison, the excellent Flashback got 97%.

http://www.mobygames.com/game/dos/flashback-the-quest-for-identity/screenshots/gameShotId,74063/
http://www.mobygames.com/game/dos/flashback-the-quest-for-identity/screenshots/gameShotId,2983/
http://www.mobygames.com/game/jaguar/flashback-the-quest-for-identity/screenshots/gameShotId,27498/
http://www.mobygames.com/game/snes/flashback-the-quest-for-identity/screenshots/gameShotId,117925/

On a blurry old TV, those shots look pretty amazing. And the character 
animation is rotoscoped - the first time an Amiga game had had this. The 
resulting movement is increadibly fluid and life-like even to this day!

[Yes, I know none of those are Amiga shots. They don't have any. Trust 
me, it looked more or less the same.]

The later Universe game was similar:

http://www.mobygames.com/game/amiga/universe/screenshots/gameShotId,32843/
http://www.mobygames.com/game/amiga/universe/screenshots/gameShotId,32844/

Looks horribly dithered now, but on my dad's old TV it really looked 
like half a million colours. I was astounded that it could look so 
real... how times have changed, eh? (I only played a short demo from a 
coverdisk.)



And then there was The Settlers.

http://www.mobygames.com/game/dos/serf-city-life-is-feudal/screenshots/gameShotId,74247/
http://www.mobygames.com/game/dos/serf-city-life-is-feudal/screenshots/gameShotId,147479/

(Again, the Amiga shots don't show any actual gameplay, but this is more 
or less what it looked like.)

Man, you could spend *hours* playing that game! It was rated Gold by 
Amiga Format, and rightly so. There have since been several PC versions, 
which me and my dad still play. (Although sadly since going to a 
dual-core PC, none of them function for me any more... It was becoming 
quite buggy and unreliable anyway.) I still dream that some day I'll 
write my own game along these lines...




More nostalgia as I think of it!

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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