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From: John VanSickle
Subject: Re: How far can you go spotting goofs in movies?
Date: 14 Dec 2007 18:16:43
Message: <47630edb@news.povray.org>
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Warp wrote:
> This must be an extreme case:
>
> http://www.ms-studio.com/typecasting.html
>
> Example (when talking bout L.A. Confidential):
>
> "A newspaper dated 1953 has headlines set in Helvetica Black (1959) and
> Univers (1957) - typefaces which weren't commonly available in the U.S.
> until the sixties."
My own goof spotting in movies is limited to CGI films, and that's when
I can see what are supposed to be solid objects intersecting (there's a
scene in the Iron Giant where this happens), or when the use of normal
perturbation to simulate a pavement crack is painfully obvious (in, to
my surprise, a scene in Pixar's _Cars_).
Regards,
John
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Mike the Elder wrote:
> I know a clone of this guy. Furthermore, he insists on giving out this
> "valuable" information in the theater WHILE everyone is trying to watch the
> movie.
I was watching Hackers or some movie like that, where the guy is held on
a boat by mobsters, trying to break into some remote compter, getting
smacked around every couple minutes just to make it exciting. The geeks
around me were all like "that isn't how you break a password" and "why
doesn't he just use the ssh hole?" when someone else commented "I bet
there's a mob boss three rows back going 'that isn't how you pistol-whip
somebody.'"
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 14 Dec 2007 20:00:26
Message: <47632729@news.povray.org>
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John VanSickle <evi### [at] hotmail com> wrote:
> My own goof spotting in movies is limited to CGI films, and that's when
> I can see what are supposed to be solid objects intersecting (there's a
> scene in the Iron Giant where this happens), or when the use of normal
> perturbation to simulate a pavement crack is painfully obvious (in, to
> my surprise, a scene in Pixar's _Cars_).
In Chicken Little it bothered me that soft shadow borders were evenly
soft, without taking into account the distance between the shadowing object
and the surface onto which the shadow was being cast. That is, for example,
when a character was standing on the ground, its shadow border was equally
smooth right where its feet touched the ground as at the part of the shadow
farthest away.
--
- Warp
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From: Nicolas Alvarez
Subject: Re: How far can you go spotting goofs in movies?
Date: 14 Dec 2007 21:35:31
Message: <47633d73$1@news.povray.org>
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Warp escribió:
> In Chicken Little it bothered me that soft shadow borders were evenly
> soft, without taking into account the distance between the shadowing object
> and the surface onto which the shadow was being cast. That is, for example,
> when a character was standing on the ground, its shadow border was equally
> smooth right where its feet touched the ground as at the part of the shadow
> farthest away.
>
Really? I have even seen a trick to do *correct* soft shadows in
realtime with fairly basic OpenGL features. I can't believe they didn't
do proper shadows on a pre-rendered movie...
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From: Darren New
Subject: Re: How far can you go spotting goofs in movies?
Date: 14 Dec 2007 22:04:53
Message: <47634455@news.povray.org>
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Warp wrote:
> In Chicken Little it bothered me that soft shadow borders were evenly
> soft, without taking into account the distance between the shadowing object
> and the surface onto which the shadow was being cast.
That sucks. I don't really want to buy an HDTV because I can still see
all the digital compression artifacts after working on image compression
code for a few years. Must be awful to be so attuned to CGI stuff that
it can distract you from the content of a movie to notice stuff like the
edges of shadows not being right. :-)
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 04:37:21
Message: <4763a050@news.povray.org>
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Darren New <dne### [at] san rr com> wrote:
> That sucks. I don't really want to buy an HDTV because I can still see
> all the digital compression artifacts after working on image compression
> code for a few years.
Finland switched to digital TV broadcasting recently (not necessarily
a good thing IMO), but I haven't bothered buying any kind of receiver
(too expensive, especially for the cable version).
I recently was at a home where they were watching TV and I got to watch
it from really close. I was shocked at the bad quality of the image! It was
full of mpeg compression artifacts. It was almost like watching a youtube
video in full-screen.
It seems that digital TV broadcasts use less than half the bitrate of
a typical DVD, and you can sometimes spot mpeg artifacts even in DVD movies.
No wonder the image quality of the digital TV was so bad.
I clearly remember how they advertised digital TV as increasing the
image quality compared to analog broadcasts. BS.
--
- Warp
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 05:26:55
Message: <4763abef@news.povray.org>
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Darren New wrote:
> "I bet
> there's a mob boss three rows back going 'that isn't how you pistol-whip
> somebody.'"
roflcakes!
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Warp wrote:
> Darren New <dne### [at] san rr com> wrote:
>> That sucks. I don't really want to buy an HDTV because I can still see
>> all the digital compression artifacts after working on image compression
>> code for a few years.
>
> Finland switched to digital TV broadcasting recently (not necessarily
> a good thing IMO), but I haven't bothered buying any kind of receiver
> (too expensive, especially for the cable version).
>
> I recently was at a home where they were watching TV and I got to watch
> it from really close. I was shocked at the bad quality of the image! It was
> full of mpeg compression artifacts. It was almost like watching a youtube
> video in full-screen.
>
> It seems that digital TV broadcasts use less than half the bitrate of
> a typical DVD, and you can sometimes spot mpeg artifacts even in DVD movies.
> No wonder the image quality of the digital TV was so bad.
>
> I clearly remember how they advertised digital TV as increasing the
> image quality compared to analog broadcasts. BS.
>
The signal to noise ratio is much better for digital. Simply because
they broadcast the artifacts so if you receive them correctly that is
within specifications. What you would have preferred is a better signal
to disturbance ratio, where the signal is the original uncompressed
signal and the disturbance is anything, noise or artifact that is in the
received image different from the original. These are two entirely
different concepts and you can not blame an advertiser to choose the one
that suits the paying company best.
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From: Gail Shaw
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 07:07:28
Message: <4763c380@news.povray.org>
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"Warp" <war### [at] tag povray org> wrote in message
news:47625b72@news.povray.org...
> This must be an extreme case:
>
I remember going to watch WaterWorld with some of my 1st year physics
class, the evening after our final exam. We tore it to shreds/
Comments about spring constant, static friction, pressure gradients and the
like.
Fortunatly it was a big movie house, and we were towards the back
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 07:12:53
Message: <4763c4c5$1@news.povray.org>
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Gail Shaw wrote:
> I remember going to watch WaterWorld with some of my 1st year physics
> class, the evening after our final exam. We tore it to shreds/
>
> Comments about spring constant, static friction, pressure gradients and the
> like.
>
> Fortunatly it was a big movie house, and we were towards the back
LOL! I almost want to mate with you...
Don't watch The Matrix. Awesome film, but... not very physically
correct. (Especially the implied perpetual motion machine.) Fortunately,
that doesn't detract too much.
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Gail Shaw
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 07:22:47
Message: <4763c717@news.povray.org>
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"Orchid XP v7" <voi### [at] dev null> wrote in message
news:4763c4c5$1@news.povray.org...
> Don't watch The Matrix. Awesome film, but... not very physically
> correct. (Especially the implied perpetual motion machine.) Fortunately,
> that doesn't detract too much.
Watched it, loved it, didn't like the sequels.
If every violation of physics made me hate a movie, I wouldn't watch any,
ever
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 07:24:48
Message: <4763c790$1@news.povray.org>
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Gail Shaw wrote:
> "Orchid XP v7" <voi### [at] dev null> wrote in message
> news:4763c4c5$1@news.povray.org...
>
>> Don't watch The Matrix. Awesome film, but... not very physically
>> correct. (Especially the implied perpetual motion machine.) Fortunately,
>> that doesn't detract too much.
>
> Watched it, loved it, didn't like the sequels.
Likewise.
> If every violation of physics made me hate a movie, I wouldn't watch any,
> ever
Well, I don't know, a few get it right. They are a minority though...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 08:43:18
Message: <4763d9f6@news.povray.org>
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andrel <a_l### [at] hotmail com> wrote:
> The signal to noise ratio is much better for digital. Simply because
> they broadcast the artifacts so if you receive them correctly that is
> within specifications. What you would have preferred is a better signal
> to disturbance ratio, where the signal is the original uncompressed
> signal and the disturbance is anything, noise or artifact that is in the
> received image different from the original. These are two entirely
> different concepts and you can not blame an advertiser to choose the one
> that suits the paying company best.
White noise has been exchanged for mpeg artifacts. Not much of an
improvement, IMO.
Moreover, one could argue that in areas with bad reception the situation
has got worse. With analog TV bad reception means more white noise, but
at least you get to see and hear something, which may be quite important
if you are eg. watching the news or weather report.
With digital TV, however, bad reception means that the broadcast stops
playing at moments.
The human visual system is more permissive of noise than intermittent
playback. Intermittent playback may even mean incomprehensible message.
--
- Warp
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 08:46:02
Message: <4763da9a@news.povray.org>
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Orchid XP v7 <voi### [at] dev null> wrote:
> Don't watch The Matrix. Awesome film, but... not very physically
> correct.
Inside the virtual world anything is possible, so no physical laws apply.
In the real world, however, they should still apply. Of course some of the
things might be explained by extremely advanced technology ("any sufficiently
advanced technology is indistinguishable from magic").
--
- Warp
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 08:53:35
Message: <4763dc5f$1@news.povray.org>
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Warp wrote:
> White noise has been exchanged for mpeg artifacts. Not much of an
> improvement, IMO.
Not necessarily white - multipath interference results in ghosting. But
then, so do certain compression artifacts, so...
> With digital TV, however, bad reception means that the broadcast stops
> playing at moments.
Indeed. Analogue goes from crystal clear to utterly unrecognisable in a
smooth progression. Digital goes from crystal clear to nothing at all in
a single big jump.
Still, digital gives you the possibility to use error-correcting codes
to try to combat poor reception. And boosting a digital signal offers
more possibilities for error correction than in an analogue system.
Clearly my TV must be *very* bad. I've yet to see any compression
artifacts in any digital broadcast or DVD. (Except some of the DVDs I
burned myself...)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 08:55:10
Message: <4763dcbe$1@news.povray.org>
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Warp wrote:
> Orchid XP v7 <voi### [at] dev null> wrote:
>> Don't watch The Matrix. Awesome film, but... not very physically
>> correct.
>
> Inside the virtual world anything is possible, so no physical laws apply.
> In the real world, however, they should still apply. Of course some of the
> things might be explained by extremely advanced technology ("any sufficiently
> advanced technology is indistinguishable from magic").
That's true. And that explains why people can fly and survive impossibly
long drops and so forth. But as one reviewer pointed out, "Trinity can
defy physics. But the guy she's attacking is just a normal guy. Why
doesn't such a high-placed kick make him spin rather than just
translating backwards?" (The answer, obviously, is that the latter is
drastically easier to film, and still looks cool.)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 08:58:15
Message: <4763dd76@news.povray.org>
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Orchid XP v7 <voi### [at] dev null> wrote:
> That's true. And that explains why people can fly and survive impossibly
> long drops and so forth. But as one reviewer pointed out, "Trinity can
> defy physics. But the guy she's attacking is just a normal guy. Why
> doesn't such a high-placed kick make him spin rather than just
> translating backwards?" (The answer, obviously, is that the latter is
> drastically easier to film, and still looks cool.)
If Trinity can manipulate the simulated physics in the virtual world,
surely she can also manipulate the way in which her victim physically
reacts to her kick?
--
- Warp
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 09:01:10
Message: <4763de26$1@news.povray.org>
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Warp wrote:
> Orchid XP v7 <voi### [at] dev null> wrote:
>> That's true. And that explains why people can fly and survive impossibly
>> long drops and so forth. But as one reviewer pointed out, "Trinity can
>> defy physics. But the guy she's attacking is just a normal guy. Why
>> doesn't such a high-placed kick make him spin rather than just
>> translating backwards?" (The answer, obviously, is that the latter is
>> drastically easier to film, and still looks cool.)
>
> If Trinity can manipulate the simulated physics in the virtual world,
> surely she can also manipulate the way in which her victim physically
> reacts to her kick?
Plausible. But then, why not just manipulate the laws of physics so the
man goes flying without having to physically kick him? :-D (Or better
yet, make it so all the oxygen in the room mysteriously vanishes...)
But then, that wouldn't be very exciting, would it?
Given that it seems that these guys can only "bend" the laws of physics,
rather than utterly disregard them, maybe they can only enhance or
reduce physical effects that are already happening or something? Who knows.
OMG... geeks! o_O
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Mueen Nawaz
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 10:06:30
Message: <4763ed76@news.povray.org>
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Warp wrote:
> If Trinity can manipulate the simulated physics in the virtual world,
> surely she can also manipulate the way in which her victim physically
> reacts to her kick?
That's a stretch. It's simpler to say that whoever designed that
virtual reality didn't know much physics...
--
"Honey, answer the phone." "Okay. BaRRING! BRRNG! BaRR"
/\ /\ /\ /
/ \/ \ u e e n / \/ a w a z
>>>>>>mue### [at] nawaz org<<<<<<
anl
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 10:11:44
Message: <4763eeaf@news.povray.org>
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Orchid XP v7 <voi### [at] dev null> wrote:
> Plausible. But then, why not just manipulate the laws of physics so the
> man goes flying without having to physically kick him? :-D (Or better
> yet, make it so all the oxygen in the room mysteriously vanishes...)
I think the movie establishes that while they can manipulate the
physics of the simulated world through their neural connection, it's
not easy and what they can do is limited. They are not all-powerful.
(After all, some people such as Neo can manipulate it more than others.)
It's plausible to think that eg. making a kick helps them manipulate
the physics more easily than trying to create the same effect without
the kick since performing a kick in the virtual world triggers some
physics simulation routines, which they can more easily just slightly
nudge to get a stronger effect. It's just a much slighter "tampering"
of the physics engine routine than it would be without the kick.
It sounds plausible also with the overly long jumps: They just can't
manipulate the system to transport them to the roof of the other building.
They have to trigger the physics simulation by making an actual jump, and
then just "nudge" it slightly to boost the jump.
--
- Warp
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 10:14:18
Message: <4763ef4a@news.povray.org>
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Mueen Nawaz <m.n### [at] ieee org> wrote:
> Warp wrote:
> > If Trinity can manipulate the simulated physics in the virtual world,
> > surely she can also manipulate the way in which her victim physically
> > reacts to her kick?
> That's a stretch.
It may be retconning, but it's still plausible.
--
- Warp
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 10:20:51
Message: <4763f0d2@news.povray.org>
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Warp <war### [at] tag povray org> wrote:
> If Trinity can manipulate the simulated physics in the virtual world,
> surely she can also manipulate the way in which her victim physically
> reacts to her kick?
Another possible explanation is that by tampering the physics routine
of the simulation for herself she also causes perturbances and errors,
deliberate or not, to objects se interacts with during the tampering.
--
- Warp
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Warp wrote:
> I recently was at a home where they were watching TV and I got to watch
> it from really close. I was shocked at the bad quality of the image! It was
> full of mpeg compression artifacts.
So it's not just me. (Probably the same thing in the USA going on.)
But then, I also notice compression artifacts on the analog TV
sometimes, because some part of the transfer from camera to TV goes
through a digital link. Especially noticable if you (say) look at the
crowd behind a football player as he runs down the field with the camera
tracking.
First noticed watching Tour de France, when you (well, we) had the extra
problem of translating PAL frame rates to NTSC. Very disturbing. :-)
> With digital TV, however, bad reception means that the broadcast stops
> playing at moments.
Yeah, and Sprint has the fewest dropped calls. How do they do it? They
turn up the time-out from 4 seconds to 9 seconds, so if you lose the
call for 6 seconds, it's not a dropped call, even tho there's no sound
going either way. :-)
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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Warp wrote:
> Inside the virtual world anything is possible, so no physical laws apply.
Oh, I thought the "perpetual motion" bit was referring to tapping the
electricity of humans being fed other humans. :-) I mean, the energy has
to come from *somewhere*. At least Zion had a credible power source.
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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Warp wrote:
> It sounds plausible also with the overly long jumps: They just can't
> manipulate the system to transport them to the roof of the other building.
And it makes sense that the agents could do much more, including
"teleporting" somewhere else by taking over a different
human-simulation. </geek>
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 15 Dec 2007 15:13:12
Message: <47643557@news.povray.org>
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Darren New <dne### [at] san rr com> wrote:
> Oh, I thought the "perpetual motion" bit was referring to tapping the
> electricity of humans being fed other humans. :-) I mean, the energy has
> to come from *somewhere*.
Well, the people would need to be fed somehow, so it comes from food?
Of course a different question is that the entire humans-used-for-energy
is completely implausible because humans are poor batteries, and there
certainly are much efficient ways to convert natural resources to energy.
That's the reason why many fans decide to ignore that explanation and retcon
it so that the people are actually used for computing power, not as energy
sources. (Of course this also is an implausible explanation because it's,
once again, not a very energy-efficient way of getting computing power...)
--
- Warp
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Warp wrote:
> Darren New <dne### [at] san rr com> wrote:
>> Oh, I thought the "perpetual motion" bit was referring to tapping the
>> electricity of humans being fed other humans. :-) I mean, the energy has
>> to come from *somewhere*.
>
> Well, the people would need to be fed somehow, so it comes from food?
>
> Of course a different question is that the entire humans-used-for-energy
> is completely implausible because humans are poor batteries, and there
> certainly are much efficient ways to convert natural resources to energy.
> That's the reason why many fans decide to ignore that explanation and retcon
> it so that the people are actually used for computing power, not as energy
> sources. (Of course this also is an implausible explanation because it's,
> once again, not a very energy-efficient way of getting computing power...)
Maybe the 'power' being extracted isn't electrical or purely
computative; imagination is something computers are traditionally bad at
that one would assume if it could somehow be harnessed, humans are
convenient sources thereof. *shrug*
--
Tim Cook
http://empyrean.digitalartsuk.com
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D++(---) G(++) e*>++ h+ !r--- !y--
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Warp wrote:
> Darren New <dne### [at] san rr com> wrote:
>> Oh, I thought the "perpetual motion" bit was referring to tapping the
>> electricity of humans being fed other humans. :-) I mean, the energy has
>> to come from *somewhere*.
>
> Well, the people would need to be fed somehow, so it comes from food?
I believe at one point they stated they were fed from the bodies of the
dead. If you "scorch the sky" so that solar-powered robots can't
continue to function, I'm not sure you can grow enough photosynthetic
food to feed the people from which you extract electricity.
Of course, that's beside the point of the movie. :-)
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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In article <47645798$1@news.povray.org>, z99### [at] bellsouth net says...
> Warp wrote:
> > Darren New <dne### [at] san rr com> wrote:
> >> Oh, I thought the "perpetual motion" bit was referring to tapping the
> >> electricity of humans being fed other humans. :-) I mean, the energy h
as
> >> to come from *somewhere*.
> >
> > Well, the people would need to be fed somehow, so it comes from food?
> >
> > Of course a different question is that the entire humans-used-for-ene
rgy
> > is completely implausible because humans are poor batteries, and there
> > certainly are much efficient ways to convert natural resources to energ
y.
> > That's the reason why many fans decide to ignore that explanation and r
etcon
> > it so that the people are actually used for computing power, not as ene
rgy
> > sources. (Of course this also is an implausible explanation because it'
s,
> > once again, not a very energy-efficient way of getting computing power.
..)
>
> Maybe the 'power' being extracted isn't electrical or purely
> computative; imagination is something computers are traditionally bad at
> that one would assume if it could somehow be harnessed, humans are
> convenient sources thereof. *shrug*
>
Actually, the explanation was, "a combination of human electrical power
and blah, blah micro fusion", or some similar gibberish. Kind of like
the people where being used as a startup battery to keep the main energy
system running, and it was so closely tied into the network of power
that you couldn't unplug all the people, without having the system shut
down. Though, why they didn't use some of that power to make something
else, which wouldn't need that...
--
void main () {
If Schrödingers_cat is alive or version > 98 {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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From: John VanSickle
Subject: Re: How far can you go spotting goofs in movies?
Date: 16 Dec 2007 12:29:21
Message: <47656071$1@news.povray.org>
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Warp wrote:
> Darren New <dne### [at] san rr com> wrote:
>> Oh, I thought the "perpetual motion" bit was referring to tapping the
>> electricity of humans being fed other humans. :-) I mean, the energy has
>> to come from *somewhere*.
>
> Well, the people would need to be fed somehow, so it comes from food?
>
> Of course a different question is that the entire humans-used-for-energy
> is completely implausible because humans are poor batteries, and there
> certainly are much efficient ways to convert natural resources to energy.
> That's the reason why many fans decide to ignore that explanation and retcon
> it so that the people are actually used for computing power, not as energy
> sources. (Of course this also is an implausible explanation because it's,
> once again, not a very energy-efficient way of getting computing power...)
I seem to recall reading that operating frequency of the human brain is
on the order of 40Hz.
I wonder how long it would take a human brain to render POV-Ray...
Regards,
John
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From: Charles C
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 02:26:15
Message: <47662497@news.povray.org>
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2c on The Matrix:
I felt let-down for a different reason: With the strong
the-world-isn't-really-real theme, I was very disappointed that the
waking-up-to-the-real-world part of The Matrix had humans as
familiar-old-flesh-and-blood-humans and not figments of software (or
something else) at their core being. OTOH, I suppose it's not exactly
fair to say this since that's like asking for a whole different plot to
go with a theme or two.
Spotting goofs in movies:
I could be wrong but I _think_ I saw one spot in the new Beowolf movie
where the (older) king was not animated when somewhat obscured by other
characters.
2c on Digital TV:
14 months to go in the USA before analog over-the-air goes away. :(
Given that, I'll be looking for digital tuners, but they aren't
available yet per http://www.ntia.doc.gov/dtvcoupon/index.html at least
if you want the gov. discount. Where I live I'm not too worried about
the difference between the analog slope (reception) and the digital
cliff. But I'm not too impressed by the artifacts which I witnessed for
myself in a store. The thing is I'm not sure what kind of source I was
watching or what cheap converter it might've gone through etc, so it's
hard to judge.
Charles
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> Clearly my TV must be *very* bad. I've yet to see any compression
> artifacts in any digital broadcast or DVD. (Except some of the DVDs I
> burned myself...)
Different channels use different bit-rates, the TV station pays per channel
bandwidth so it's up to them how many channels they broadcast in their
bandwidth.
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And lo on Sat, 15 Dec 2007 13:43:18 -0000, Warp <war### [at] tag povray org> did
spake, saying:
> andrel <a_l### [at] hotmail com> wrote:
>> The signal to noise ratio is much better for digital. Simply because
>> they broadcast the artifacts so if you receive them correctly that is
>> within specifications. What you would have preferred is a better signal
>> to disturbance ratio, where the signal is the original uncompressed
>> signal and the disturbance is anything, noise or artifact that is in the
>> received image different from the original. These are two entirely
>> different concepts and you can not blame an advertiser to choose the one
>> that suits the paying company best.
>
> White noise has been exchanged for mpeg artifacts. Not much of an
> improvement, IMO.
>
> Moreover, one could argue that in areas with bad reception the
> situation has got worse.
Yup, I'm on the very edge of the transmitor's range. The sound often
vanishes in a se..es o. bli.s and b.ops while
parts of the pi
cture eith er fr
eeze or get shunte
d around the place
before settling back a second or two later. Then again here in the UK
post-switchover the transmission power will be boosted so that should be
an improvement. Still highly annoying on a punchline or in the middle of a
tense scene -
"and the murderer is none o.her t..n ..ss ....le ...self."
<gasp>
"and that concludes this week's episode"
What, what?
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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Warp nous apporta ses lumieres en ce 2007/12/14 05:31:
> This must be an extreme case:
>
> http://www.ms-studio.com/typecasting.html
>
> Example (when talking bout L.A. Confidential):
>
> "A newspaper dated 1953 has headlines set in Helvetica Black (1959) and
> Univers (1957) - typefaces which weren't commonly available in the U.S.
> until the sixties."
>
When I first watched Star War in the movie, when it was still new and fresh. I
immediately noticed the seams between the ships and the background sky. I mean,
those light to middle blue flickering/shifting lines around the ships where very
disturbing and distracting.
--
Alain
-------------------------------------------------
Experience hath shewn, that even under the best forms of government those
entrusted with power have, in time, and by slow operations, perverted it
into tyranny.
Thomas Jefferson
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And lo on Sat, 15 Dec 2007 15:11:44 -0000, Warp <war### [at] tag povray org> did
spake, saying:
> Orchid XP v7 <voi### [at] dev null> wrote:
>> Plausible. But then, why not just manipulate the laws of physics so the
>> man goes flying without having to physically kick him? :-D (Or better
>> yet, make it so all the oxygen in the room mysteriously vanishes...)
>
> It sounds plausible also with the overly long jumps: They just can't
> manipulate the system to transport them to the roof of the other
> building.
> They have to trigger the physics simulation by making an actual jump, and
> then just "nudge" it slightly to boost the jump.
Thanks you know that always kind of bugged me, why jump from building to
building when you could just 'tell' the Matrix that the co-ordinates that
represent your position as here are really there. As previously mentioned
the real answer is "Because it looks cooler to film", but as internal
logic goes your position makes sense.
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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And lo on Mon, 17 Dec 2007 07:26:08 -0000, Charles C <"nospam a
nospam.com"> did spake, saying:
> 2c on The Matrix:
> I felt let-down for a different reason: With the strong
> the-world-isn't-really-real theme, I was very disappointed that the
> waking-up-to-the-real-world part of The Matrix had humans as
> familiar-old-flesh-and-blood-humans and not figments of software (or
> something else) at their core being. OTOH, I suppose it's not exactly
> fair to say this since that's like asking for a whole different plot to
> go with a theme or two.
>
> Spotting goofs in movies:
> I could be wrong but I _think_ I saw one spot in the new Beowolf movie
> where the (older) king was not animated when somewhat obscured by other
> characters.
>
> 2c on Digital TV:
> 14 months to go in the USA before analog over-the-air goes away. :(
> Given that, I'll be looking for digital tuners, but they aren't
> available yet per http://www.ntia.doc.gov/dtvcoupon/index.html at least
> if you want the gov. discount. Where I live I'm not too worried about
> the difference between the analog slope (reception) and the digital
> cliff. But I'm not too impressed by the artifacts which I witnessed for
> myself in a store. The thing is I'm not sure what kind of source I was
> watching or what cheap converter it might've gone through etc, so it's
> hard to judge.
Woah woah you get a $40 coupon! While here in the UK we pay a licence fee
to the BBC, who in turn are part of the Freeview (digital) broadcast group
and we also have to buy an set-top box (or new TV) before they turn off
the signal and we get squat? Something ain't right here.
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 11:23:20
Message: <4766a278$1@news.povray.org>
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John VanSickle wrote:
> I seem to recall reading that operating frequency of the human brain is
> on the order of 40Hz.
>
> I wonder how long it would take a human brain to render POV-Ray...
I heard 200 MHz, but even so... I would think the human brain could run
POV-Ray quite fast. Sure, low clock speed, but it's *insanely* parallel. :-D
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Nicolas Alvarez
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 11:37:01
Message: <4766a5ad$1@news.povray.org>
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Orchid XP v7 escribió:
> John VanSickle wrote:
>
>> I seem to recall reading that operating frequency of the human brain
>> is on the order of 40Hz.
>>
>> I wonder how long it would take a human brain to render POV-Ray...
>
> I heard 200 MHz, but even so... I would think the human brain could run
> POV-Ray quite fast. Sure, low clock speed, but it's *insanely* parallel.
> :-D
>
Are you sure about the brain being so parallel?
The problem is the low RAM (short term memory). If you try to think
about a dozen things at a time, there's lots of swapping and greatly
reduced performance.
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From: Bill Pragnell
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 11:40:13
Message: <4766a66d@news.povray.org>
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Phil Cook wrote:
> And lo on Sat, 15 Dec 2007 15:11:44 -0000, Warp <war### [at] tag povray org>
> did spake, saying:
>
>> Orchid XP v7 <voi### [at] dev null> wrote:
>>> Plausible. But then, why not just manipulate the laws of physics so the
>>> man goes flying without having to physically kick him? :-D (Or better
>>> yet, make it so all the oxygen in the room mysteriously vanishes...)
>>
>> It sounds plausible also with the overly long jumps: They just can't
>> manipulate the system to transport them to the roof of the other
>> building.
>> They have to trigger the physics simulation by making an actual jump, and
>> then just "nudge" it slightly to boost the jump.
>
> Thanks you know that always kind of bugged me, why jump from building to
> building when you could just 'tell' the Matrix that the co-ordinates
> that represent your position as here are really there. As previously
> mentioned the real answer is "Because it looks cooler to film", but as
> internal logic goes your position makes sense.
The Matrix is not a film that can be rationally dissected IMO; it's all
utter nonsense from beginning to end (why use humans as batteries? even
if you do, why bother keeping their minds active with all that
complicated VR? leave them vegetative!), albeit very exciting and
stylish nonsense. When it comes to the extra abilities exhibited by the
'free' humans in the Matrix, almost all explanations make a degree of
sense. What bothers me is how limited the Agents are. If they can dodge
bullets and hijack 'slaved' human avatars, it should be impossible to
land a punch or even see them coming...
As for leaping buildings, I like to think that Morpheus and co simply
don't know how to tell the Matrix to teleport them. With some effort and
practice (and maybe augmenting their avatars prior to connection) they
can perform some highly nifty feats sometimes verging on the superhuman,
but only Neo with his more 'fundamental' mental connections with the
Matrix can do the truly superhuman. And even he can't teleport. Ha! What
a loser.
:-)
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 11:49:35
Message: <4766a89f$1@news.povray.org>
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Bill Pragnell wrote:
> What bothers me is how limited the Agents are. If they can dodge
> bullets and hijack 'slaved' human avatars, it should be impossible to
> land a punch or even see them coming...
Indeed, why not just make them invunerable to all damage? You can't kill
something invincible.
(Perhaps they didn't design in that feature when they built the Matrix?
Who knows. But after building it 5 times, you'd think that'd learn...)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 11:52:23
Message: <4766a947$1@news.povray.org>
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Nicolas Alvarez wrote:
> Orchid XP v7 escribió:
>> John VanSickle wrote:
>>
>>> I seem to recall reading that operating frequency of the human brain
>>> is on the order of 40Hz.
>>>
>>> I wonder how long it would take a human brain to render POV-Ray...
>>
>> I heard 200 MHz, but even so... I would think the human brain could
>> run POV-Ray quite fast. Sure, low clock speed, but it's *insanely*
>> parallel. :-D
>>
>
> Are you sure about the brain being so parallel?
>
> The problem is the low RAM (short term memory). If you try to think
> about a dozen things at a time, there's lots of swapping and greatly
> reduced performance.
Is that a problem with the brain, or just the way it's wired up?
If you just see the brain as a collection of several trillian
transistor-like switches with an astonishingly dense connection set
with, further more, is rewirable, it certainly looks pretty parallel in
theory.
Of course, unless somebody figures out how to grow braincells and wire
them up so as to create a programmable device, this is all kind of
academic. ;-)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 12:38:56
Message: <4766b430@news.povray.org>
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Somehow it feels that they went digital before the technology was really
ready for it. I wonder why is it. Whose interest does it serve (besides
temporarily boosting digibox sales)?
--
- Warp
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 12:43:23
Message: <4766b53b@news.povray.org>
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Bill Pragnell <bil### [at] hotmail com> wrote:
> The Matrix is not a film that can be rationally dissected IMO; it's all
> utter nonsense from beginning to end
I disagree. Most of the things have plausible explanations. A few of
them might be far-fetched retconning, but they are still plausible.
--
- Warp
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From: Warp
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 12:46:18
Message: <4766b5ea@news.povray.org>
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Orchid XP v7 <voi### [at] dev null> wrote:
> (Perhaps they didn't design in that feature when they built the Matrix?
> Who knows. But after building it 5 times, you'd think that'd learn...)
There was a reason why the Architect even allowed people to get free and
for a "the one" to be born every time. As he said, the very first Matrix
was perfect, but failed (because of some aspect of human psychology). He had
to introduce imperfections in the next designs. I assume that he consciously
*allowed* some people to get free (or deliberately turned a blind eye on
them).
--
- Warp
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Orchid XP v7 wrote:
> Of course, unless somebody figures out how to grow braincells and wire
> them up so as to create a programmable device, this is all kind of
> academic. ;-)
Old news, dude.
http://www.newscientist.com/article.ns?id=dn6573
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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From: Orchid XP v7
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 17:04:52
Message: <4766f284$1@news.povray.org>
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Darren New wrote:
> Old news, dude.
>
> http://www.newscientist.com/article.ns?id=dn6573
Interesting. I swear to God I saw this exact story debuncked on
Snopes.com... [Except it was an FPS, not a fighter plane.]
Well, maybe I *did* read that, and it has since become an actual reality.
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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From: Kevin Wampler
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 17:14:46
Message: <4766f4d6$1@news.povray.org>
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Warp wrote:
> Moreover, one could argue that in areas with bad reception the situation
> has got worse. With analog TV bad reception means more white noise, but
> at least you get to see and hear something, which may be quite important
> if you are eg. watching the news or weather report.
> With digital TV, however, bad reception means that the broadcast stops
> playing at moments.
> The human visual system is more permissive of noise than intermittent
> playback. Intermittent playback may even mean incomprehensible message.
I was in Las Vegas during a wind storm couple of months back, and they
eventually had to switch the televisions in the sports betting area from
digital (some sort of HDTV in this case) to analogue for exactly this
reason. People were not so pleased when the picture and sound cut out
right before a big play was about to be made. It ended up being a
pretty good advertisement for analogue television though.
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From: Darren New
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 17:24:39
Message: <4766f727@news.povray.org>
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Kevin Wampler wrote:
> I was in Las Vegas during a wind storm couple of months back, and they
> eventually had to switch the televisions in the sports betting area from
> digital (some sort of HDTV in this case) to analogue for exactly this
> reason.
Maybe I'm dense, but I'm not sure I understand what a wind storm has to
do with whether the TV is broadcast in analog or digital. Was it shaking
the tower too much or something? Or did it knock down the digital
antenna? Was the problem at the arena or the broadcaster?
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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From: Kevin Wampler
Subject: Re: How far can you go spotting goofs in movies?
Date: 17 Dec 2007 17:26:17
Message: <4766f789@news.povray.org>
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I assume that you're familiar with this site?
http://www.intuitor.com/moviephysics/
It has a list of movie reviews at the bottom (none for Waterworld
unfortunately). They did give a special nomination to "The Core" though
for having the worst physics of any movie they'd ever seen:
http://www.intuitor.com/moviephysics/core.html
Gail Shaw wrote:
> I remember going to watch WaterWorld with some of my 1st year physics
> class, the evening after our final exam. We tore it to shreds/
>
> Comments about spring constant, static friction, pressure gradients and the
> like.
>
> Fortunatly it was a big movie house, and we were towards the back
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Orchid XP v7 wrote:
> Well, maybe I *did* read that, and it has since become an actual reality.
I can't find it on snopes (for good or bad), but I've seen similar
results in several fairly respectable magazines online.
--
Darren New / San Diego, CA, USA (PST)
It's not feature creep if you put it
at the end and adjust the release date.
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