#what about AI assisted cameras that automatically adjust for lighting & shake
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artists curating the details of ai assisted rendering are definitely still making conscious choices about their own art...? like how is that even an argument lol. do people who think like this have any such arguments about blending brushes? or photographs? every day i see people making the same arguments about what constitutes "real" art and every day i swear they are inching closer to outright saying that real art can't be created using computers at all. it's silly.
#real questions:#is it cheating to use any photoshop tool or only certain ones?#are collages art?#is datamoshing art?#is rotoscoping art?#is ai art art again if i paint over it?#is it cheating or laziness to use a projector to scale images up before tracing them?#how do you consider the ethics of somebody who hand draws the images they train their own ai model on?#is photography really art when the camera does all the work?#what about AI assisted cameras that automatically adjust for lighting & shake?#have always been a little annoyed but mostly intrigued by people's wildly inconsistant values#wrt what they consider real or worthwhile art#m
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The Watchers Complex
A short ghost/cosmic horror story by Glennis
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Jake fumbled with his keys, struggling to balance the last box of his belongings while unlocking the door to his new apartment. The smart lock beeped cheerfully, a stark contrast to his weary mood. As he stepped inside, the lights automatically flickered to life, illuminating the sleek, modern space he now called home.
"Welcome home, Jake," the apartment's AI assistant chimed. "Would you like me to adjust the temperature?"
"No thanks," Jake muttered, setting down the box with a heavy thud. He gazed around the empty living room, devoid of the warmth and memories that had filled his old place. But those memories were tainted now, poisoned by the bitter end of his relationship with Sarah.
Jake shook his head, trying to dispel thoughts of his ex. This move was supposed to be a fresh start, a chance to leave the pain behind and begin anew. The Nexus Apartments promised cutting-edge technology and unparalleled security – the perfect place to lose himself in work and forget about his heartache.
As he began unpacking, Jake's phone buzzed with a notification. It was a message from the building's management:
"Welcome to Nexus Apartments! As our resident security consultant, you now have access to the complex's camera feeds. Please review the system at your earliest convenience."
Jake sighed, remembering the agreement he'd made with the management. In exchange for a significant discount on rent, he'd agreed to help set up and monitor the building's state-of-the-art security system. It had seemed like a good idea at the time – a distraction from his personal life and a chance to put his skills to use.
After a few hours of halfhearted unpacking, Jake decided to take a break and check out the security system. He booted up his laptop and logged into the building's network, bringing up a grid of camera feeds from around the complex.
The system was impressive, with high-definition cameras covering every angle of the building's exterior and common areas. Jake flicked through the feeds, familiarizing himself with the layout. As he watched, he noticed a flicker of movement in one of the hallway cameras.
Leaning closer, Jake squinted at the screen. For a moment, he thought he saw a dark shape dart across the frame, but when he rewound the footage, there was nothing there. He rubbed his eyes, chalking it up to fatigue from the move.
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"Just tired," he muttered to himself. "Time to call it a night."
As Jake settled into bed, he couldn't shake the uneasy feeling that had crept over him. The apartment felt too quiet, too sterile. He tossed and turned, eventually drifting into a fitful sleep.
In the early hours of the morning, Jake was jolted awake by a piercing scream. He sat bolt upright, heart racing, before realizing it had come from outside. Rushing to the window, he peered down at the street below, but saw nothing out of the ordinary.
Shaken, Jake decided to check the security feeds. He pulled up the exterior cameras, rewinding to a few minutes earlier. At first, he saw nothing unusual, but then a flash of movement caught his eye. He paused the footage, zooming in on a shadowy figure near the building's entrance.
The image was grainy and distorted, but Jake could make out what looked like a woman in a long, flowing dress. Her face was obscured, but there was something off about her posture – almost as if she were floating rather than standing.
As Jake watched, the figure seemed to flicker and disappear, like a faulty hologram. He blinked, rubbing his eyes in disbelief. When he looked back at the screen, the figure was gone.
"What the hell?" Jake muttered, rewinding the footage again. But no matter how many times he replayed it, he couldn't find any trace of the mysterious woman.
Unnerved, Jake decided to head down to the lobby to investigate. The hallway outside his apartment was eerily quiet, the smart lighting dimmed to a soft glow. As he approached the elevator, Jake felt a sudden chill, as if a cold breeze had swept through the corridor.
The elevator arrived with a cheerful ding, but as Jake stepped inside, he couldn't shake the feeling that someone – or something – was watching him. He turned, half-expecting to see a figure lurking in the shadows, but the hallway remained empty.
In the lobby, Jake found no sign of disturbance. The night security guard, a middle-aged man named Frank, looked up from his crossword puzzle with mild interest.
"Everything alright, Mr. Chen?" Frank asked, setting aside his pen.
Jake hesitated, unsure how to explain what he'd seen. "Did you hear anything unusual a little while ago? Maybe a scream?"
Frank furrowed his brow, shaking his head. "Can't say that I did. It's been quiet as a tomb down here all night."
Jake suppressed a shiver at Frank's choice of words. "And you haven't seen anyone coming or going in the last hour or so?"
"Nope," Frank replied, glancing at the lobby's security monitors. "Just you. Why do you ask?"
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Jake debated whether to mention the strange figure he'd seen on the cameras, but decided against it. He didn't want to sound crazy on his first night in the building.
"No reason," he said, forcing a smile. "Just thought I heard something. Must have been dreaming."
As Jake headed back to his apartment, he couldn't shake the feeling that something was very wrong. The building seemed different somehow – colder, more oppressive. As he passed by the other apartments, he could have sworn he heard muffled whispers and the sound of shuffling feet behind closed doors.
Back in his own unit, Jake pulled up the security feeds again, determined to find some explanation for what he'd seen. He spent hours poring over the footage, but found nothing concrete – just fleeting shadows and inexplicable glitches in the video.
As dawn broke, Jake finally gave up and collapsed into bed, his mind racing with possibilities. He drifted into an uneasy sleep, plagued by dreams of dark figures and echoing screams.
The next few days passed in a blur of unpacking and settling in. Jake threw himself into his work, both his day job as a software engineer and his duties as the building's security consultant. He told himself that the incident on his first night had been nothing more than a combination of stress and an overactive imagination.
But as the week wore on, Jake couldn't ignore the growing sense of unease that permeated the building. Other tenants began to complain of strange noises in the night – scratching sounds in the walls, whispers in empty rooms, and the sensation of being watched.
Jake did his best to reassure them, chalking it up to the quirks of a new building and overly sensitive smart home systems. But privately, he was becoming more and more concerned. The security cameras continued to pick up anomalies – fleeting shadows, unexplained temperature drops, and occasional glitches that seemed to obscure entire sections of the building.
One evening, as Jake was reviewing the day's footage, he noticed something that made his blood run cold. In one of the hallway cameras, he saw a familiar figure – the woman in the flowing dress he'd glimpsed on his first night. This time, the image was clearer, and Jake could make out more details.
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The woman's dress was old-fashioned, reminiscent of Victorian-era clothing. Her long, dark hair obscured most of her face, but what Jake could see looked pale and gaunt. As he watched, the woman turned slowly, seeming to look directly into the camera. Jake felt a chill run down his spine as he realized her eyes were completely black, like empty sockets.
Just as he was about to call building security, Jake's phone rang, startling him. It was Lisa, one of his neighbors from down the hall.
"Jake?" Lisa's voice was trembling. "I'm sorry to bother you, but something really weird is happening in my apartment. The lights keep flickering, and I swear I can hear someone whispering, but there's no one here. Can you come check it out?"
Jake hesitated, glancing back at the frozen image of the ghostly woman on his screen. "Sure, Lisa. I'll be right there."
He grabbed a flashlight and hurried down the hall to Lisa's apartment. As he approached, he noticed the temperature seemed to drop dramatically. His breath fogged in the air as he knocked on Lisa's door.
The door creaked open, revealing Lisa's pale, frightened face. "Thank god you're here," she said, ushering him inside. "It's gotten worse in the last few minutes."
Jake stepped into the apartment, immediately noticing the oppressive atmosphere. The air felt thick and heavy, and there was a faint smell of decay that made his stomach turn.
"Have you called building maintenance?" Jake asked, trying to keep his voice steady.
Lisa nodded. "They said they'd send someone up, but that was an hour ago. No one's come."
As if on cue, the lights in the apartment began to flicker wildly. Jake heard a low, guttural moan that seemed to emanate from the walls themselves. Lisa let out a terrified whimper, clutching Jake's arm.
"We need to get out of here," Jake said, pulling Lisa towards the door. But as they reached for the handle, it began to rattle violently, as if someone – or something – was trying to force its way in.
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Jake and Lisa backed away, their hearts racing. The temperature in the room plummeted, their breath coming out in visible puffs. The moaning grew louder, and Jake could have sworn he heard his name being called in a raspy, inhuman voice.
Suddenly, the lights went out completely, plunging them into darkness. Jake fumbled for his flashlight, his hands shaking as he switched it on. The beam cut through the darkness, illuminating a horrifying sight.
Standing in the corner of the room was the woman from the security footage. Up close, Jake could see that her skin was a sickly gray color, her flesh seeming to rot and slough off in places. Her mouth hung open in a silent scream, revealing rows of sharp, blackened teeth.
Lisa let out a blood-curdling shriek, and Jake felt his own throat constrict with terror. He grabbed Lisa's hand and bolted for the door, which mercifully opened this time. They ran down the hallway, the sound of shuffling footsteps echoing behind them.
As they reached the elevator, Jake risked a glance back. The hallway was empty, but he could have sworn he saw a dark shape lingering at the edge of his vision. The elevator arrived with a ding that seemed obscenely cheerful given the circumstances.
Once inside, Jake jabbed the button for the lobby repeatedly, willing the doors to close faster. As the elevator began its descent, he turned to Lisa, who was shaking uncontrollably.
"What the hell was that?" she whispered, her eyes wide with fear.
Jake shook his head, struggling to find words. "I don't know. But we need to get out of this building. Now."
When they reached the lobby, they found it deserted. The security desk was empty, Frank nowhere to be seen. Jake led Lisa outside, where they huddled on a bench, trying to catch their breath and make sense of what had happened.
"We should call the police," Lisa said, her voice still trembling.
Jake nodded, pulling out his phone. But as he dialed 911, he realized with growing horror that there was no signal. He looked up at Lisa, who was checking her own phone with increasing panic.
"No service," she said, her face pale in the glow of the streetlights.
Jake stood up, looking around desperately for help. The street was eerily empty, no cars or pedestrians in sight. Even the neighboring buildings seemed dark and lifeless.
"This is impossible," Jake muttered. "We're in the middle of the city. There should be people everywhere."
As they debated what to do next, a blood-curdling scream echoed from inside the Nexus Apartments. Jake and Lisa exchanged horrified glances before Jake made a decision.
"We need to go back in," he said grimly. "There are other people in there. We can't just leave them."
Lisa shook her head vehemently. "Are you crazy? We barely made it out alive!"
"I know," Jake said, understanding her fear all too well. "But I'm the building's security consultant. I have a responsibility to the other tenants. You don't have to come with me, but I have to try to help."
Lisa hesitated for a moment before squaring her shoulders. "No, you're right. We can't abandon everyone else. But we need a plan."
Jake nodded, thinking quickly. "Okay, here's what we'll do. We'll go to the security office first. There are weapons there – tasers, at least. And we can use the building-wide intercom to warn everyone."
With a deep breath, Jake and Lisa re-entered the Nexus Apartments. The lobby was still deserted, the only sound the quiet hum of the smart building's systems. They made their way to the security office, Jake using his access code to get inside.
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The office was in disarray, papers scattered across the floor and chairs overturned. There was no sign of Frank or any other security personnel. Jake quickly located the weapons locker, distributing tasers and flashlights to Lisa and himself.
As Jake booted up the main security terminal, Lisa kept watch at the door. The system came online, displaying the grid of camera feeds Jake had become all too familiar with. But now, many of the feeds were dark or filled with static.
"This is bad," Jake muttered, typing furiously as he tried to restore the system. "It's like something is interfering with the cameras."
Suddenly, one of the feeds flickered to life, showing a corridor on the fifth floor. Jake and Lisa leaned in, watching in horror as a group of shadowy figures moved across the screen. They seemed to be dragging something – or someone.
"Oh god," Lisa whispered. "What are those things?"
Before Jake could respond, the building's intercom system crackled to life. A garbled voice filled the air, the words barely discernible through the static:
"Jake Chen... We've been waiting for you... Join us..."
Jake felt a chill run down his spine as he recognized the voice – it was Sarah, his ex-girlfriend. But that was impossible. Sarah was hundreds of miles away, and the voice had an otherworldly quality that made his skin crawl.
"This can't be happening," Jake said, his voice shaking. "It has to be some kind of trick."
Lisa grabbed his arm, her eyes wide with fear. "Jake, we need to get out of here. Now."
But as they turned to leave, they found their path blocked. Standing in the doorway was Frank, the night security guard. His skin was pale and waxy, his eyes glassy and unfocused.
"You shouldn't have come back, Mr. Chen," Frank said, his voice flat and emotionless. "Now you'll have to join us. All of you."
Jake raised his taser, pointing it at Frank. "Stay back! What's going on here, Frank? What happened to you?"
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Frank took a shambling step forward, a grotesque smile spreading across his face. "I've been enlightened, Mr. Chen. The Watchers have shown me the truth. They can show you too, if you'll just let them in."
As Frank lunged forward, Jake fired the taser. The electrodes hit Frank square in the chest, but he didn't even flinch. Instead, his body seemed to flicker and distort, like a glitching hologram.
"Run!" Jake yelled, grabbing Lisa's hand and pushing past Frank. They sprinted down the hallway, the sound of shuffling footsteps close behind.
As they ran, Jake's mind raced, trying to make sense of what was happening. The Watchers? Who or what were they? And how was Sarah involved in all of this?
They reached the stairwell, opting for stairs over the potentially trapped elevator. As they climbed, Jake could hear the sounds of chaos echoing through the building – screams, crashes, and that same unearthly moaning they'd heard in Lisa's apartment.
"We need to warn the others," Jake panted as they reached the third floor landing. "There has to be a way to get everyone out."
Lisa nodded, struggling to catch her breath. "Maybe we can trigger the fire alarm? That would at least alert the authorities."
It was a good idea, but as Jake reached for the nearest fire alarm, he hesitated. Something told him that conventional means of escape might not work in this situation. Whatever was happening in the Nexus Apartments seemed to defy the laws of reality.
Before Jake could voice his concerns, a piercing shriek filled the air. Looking up, they saw a figure leaning over the railing several floors above. It was the woman in the Victorian dress, her long hair hanging down like a curtain of shadows.
"Oh god," Lisa whimpered, pressing herself against the wall.
The ghostly woman began to descend, not by walking down the stairs, but by crawling along the walls like some monstrous insect. Her head twisted at an impossible angle, black eyes fixed on Jake and Lisa.
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"Keep going!" Jake yelled, pushing Lisa ahead of him. They burst through the door onto the third floor, running down the hallway in a blind panic.
As they ran, doors began to open along the corridor. Pale, twisted faces peered out – their neighbors, but changed into something inhuman and horrifying. Hands reached out to grab at them, voices calling their names in a grotesque chorus.
Jake and Lisa dodged the grasping hands, their hearts pounding as they searched for an escape route. At the end of the hallway, Jake spotted a maintenance door that led to the building's exterior fire escape.
"There!" he shouted, pointing. They sprinted towards the door, the sounds of shuffling feet and inhuman moans growing louder behind them.
Jake fumbled with his key card, praying that his security access would work. For a heart-stopping moment, the lock blinked red, but then it flashed green with a reassuring beep. They burst through the door onto the metal landing of the fire escape, slamming it shut behind them.
The cool night air was a shock after the oppressive atmosphere inside, but they had no time to catch their breath. Jake could hear pounding on the other side of the door, the metal beginning to buckle under some immense force.
"Down!" Jake yelled, urging Lisa onto the stairs. They clattered down the metal steps, the entire structure shaking ominously beneath their feet.
As they reached the second-floor landing, Jake heard a terrible screeching sound from above. He looked up to see the maintenance door torn from its hinges, a mass of writhing shadows pouring out onto the fire escape.
"Keep going!" Jake shouted to Lisa, who was frozen in terror at the sight. He practically pushed her down the last flight of stairs, the two of them jumping the last few feet to the alley below.
They ran out onto the street, expecting to find help or at least other people fleeing the building. Instead, they were met with an impossible sight. The busy city street they had walked down just hours ago was gone, replaced by a foggy, desolate landscape. The buildings around them looked ancient and decrepit, as if centuries had passed in the blink of an eye.
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"What... what happened?" Lisa whispered, her voice trembling. "Where are we?"
Jake shook his head, struggling to comprehend what he was seeing. "I don't know. It's like we've stepped into another world."
A cold wind whipped around them, carrying whispers that seemed to come from everywhere and nowhere at once. Jake strained to make out the words, his blood running cold as he began to understand:
"The Watchers... they see all... they know all... join us, Jake... join us..."
Lisa clutched Jake's arm, her nails digging into his skin. "Jake, what are they talking about? What do they want with you?"
Before Jake could answer, a figure emerged from the fog. His heart nearly stopped as he recognized Sarah, his ex-girlfriend. But this wasn't the Sarah he remembered. Her skin was pale and translucent, her eyes black voids that seemed to swallow all light.
"Hello, Jake," Sarah said, her voice echoing strangely. "We've been waiting for you."
Jake instinctively pushed Lisa behind him, raising the taser with a shaking hand. "Stay back! You're not Sarah. What are you?"
Sarah – or the thing wearing Sarah's face – smiled, revealing rows of needle-sharp teeth. "Oh, but I am Sarah, Jake. Or at least, what's left of her. The Watchers showed me the truth, just as they wanted to show you."
"What truth?" Jake demanded, trying to keep his voice steady. "What are the Watchers?"
Sarah's form seemed to flicker, like a faulty hologram. "They are the true owners of this world, Jake. They've been watching us, studying us, for millennia. And now, they're ready to reclaim what's theirs."
As she spoke, more figures emerged from the fog. Jake recognized his neighbors, the other tenants of the Nexus Apartments. But like Sarah, they were changed – pale, hollow-eyed versions of themselves.
"You were the final piece," Sarah continued, taking a step closer. "Your work on the security system, your connection to the building's network – it created the perfect conduit for the Watchers to breach our world."
Jake felt a wave of guilt and horror wash over him. Had he inadvertently caused all of this? "No," he said, shaking his head. "This can't be real. It has to be some kind of mass hallucination or-"
His words were cut off as Sarah lunged forward with inhuman speed. Jake fired the taser, but the electrodes passed right through her flickering form. She grabbed his arm, her touch burning cold.
"Let him go!" Lisa shouted, swinging her flashlight at Sarah's head. But another figure – Jake recognized him as Mr. Patel from the fourth floor – grabbed Lisa from behind.
Jake struggled against Sarah's grip, his mind racing. If what she said was true, if he had somehow been the key to all of this, then maybe he could find a way to undo it.
"The network," he gasped, an idea forming. "If I can shut down the building's systems, maybe it'll sever the connection."
Sarah's grip tightened, her nails digging into his skin. "It's too late for that, Jake. The Watchers are already here. Soon, this entire city will be theirs. And you'll be part of it."
As she spoke, the fog began to thicken, swirling around them in unnatural patterns. Jake could see glimpses of impossible things in the mist – twisted landscapes, writhing tentacles, and eyes. Hundreds of inhuman eyes, all fixed on him.
"No!" Jake shouted, summoning every ounce of strength he had left. He twisted in Sarah's grip, managing to break free. In the same motion, he grabbed Lisa's arm, pulling her away from Mr. Patel's grasp.
"Run!" he yelled, and they took off down the strange, fog-shrouded street. The whispers grew louder, more insistent, as shadows pursued them through the mist.
Jake's mind raced as they ran, trying to formulate a plan. If the Watchers had used the building's network as a conduit, then maybe the key to stopping them lay in the central server room. It was a long shot, but it was the only idea he had.
"We need to get back inside," Jake panted as they ran. "To the server room in the basement."
Lisa looked at him like he was crazy. "Back inside? Are you insane?"
"Trust me," Jake said, hoping he sounded more confident than he felt. "It's our only chance."
They circled back towards the Nexus Apartments, the building now a twisted, impossible version of itself. The sleek, modern facade was replaced by ancient stone, covered in strange, pulsing growths. The entrance yawned open like a gaping maw, darkness spilling out onto the street.
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Jake and Lisa paused at the threshold, both acutely aware that stepping inside might mean never coming out again. They exchanged a look, no words necessary to convey their fear and determination.
Taking a deep breath, they plunged into the darkness.
The interior of the building was a nightmarish fusion of modern architecture and eldritch horror. The smart lighting system flickered erratically, casting strange shadows that seemed to move of their own accord. The walls pulsed and writhed as if alive, and Jake could have sworn he saw faces pressing out from within them, mouths open in silent screams.
They made their way to the stairwell, the steps now made of some strange, spongy material that squelched under their feet. As they descended towards the basement, the air grew thicker and harder to breathe, filled with spores or ash or something worse.
"Almost there," Jake wheezed, his lungs burning. Lisa nodded grimly, unable to speak through her coughing.
When they reached the basement level, they found the corridor leading to the server room blocked by a pulsating mass of tentacles and eyes. The eyes swiveled towards them, and the tentacles began to writhe more violently.
"Now what?" Lisa gasped, her voice barely above a whisper.
Jake looked around desperately, his gaze falling on a fire axe mounted on the wall. Without hesitation, he smashed the glass and grabbed the axe, its weight reassuring in his hands.
"Stay behind me," he said to Lisa, before charging towards the blockade.
Jake swung the axe with all his might, the blade sinking into the fleshy mass with a sickening squelch. Black ichor sprayed out, burning where it touched his skin. The eyes blinked rapidly, and a psychic scream tore through Jake's mind, nearly causing him to drop the axe.
But he pressed on, hacking and slashing at the writhing tentacles. Lisa joined in, using her flashlight to bludgeon any appendages that got too close. Slowly, agonizingly, they carved a path through the nightmarish growth.
Finally, they broke through, stumbling into the server room. The space was transformed, the racks of equipment now fused with organic matter, pulsing with an otherworldly energy. At the center stood a pillar of swirling darkness, tendrils of shadow reaching out to connect with every piece of technology in the room.
"That must be it," Jake said, pointing to the pillar. "The conduit the Watchers are using."
As they approached, Jake could feel an immense pressure building in his head. Whispers filled his mind, promising power and knowledge beyond his wildest dreams if he'd only submit to the Watchers' will.
Jake gritted his teeth, fighting against the psychic assault. He raised the axe, ready to strike at the heart of the dark pillar.
But before he could swing, a familiar voice rang out. "Jake, stop!"
He turned to see Sarah standing in the doorway, her form flickering between her human appearance and something far more alien and terrifying.
"You don't understand what you're doing," Sarah said, her voice echoing strangely. "The Watchers can give us everything – immortality, knowledge, power beyond imagination. Why fight it?"
For a moment, Jake hesitated. The offer was tempting, the promise of transcending human limitations almost overwhelming. But then he looked at Lisa, saw the fear and determination in her eyes, and remembered all the people in the building who had been twisted and changed against their will.
"No," Jake said firmly. "Whatever the Watchers are offering, it's not worth the cost. This ends now."
With all his strength, Jake swung the axe into the pillar of darkness. There was a moment of resistance, and then the axe sank in, as if cutting through thick syrup. An unearthly shriek filled the air, and the entire building began to shake.
"Again!" Lisa shouted, and Jake obliged, swinging the axe over and over into the writhing mass of shadows.
With each strike, the pressure in Jake's head increased, and he could feel something vast and alien pushing against his mind, trying to break through. But he focused on the task at hand, channeling all his fear and anger into each blow.
Sarah lunged forward, her form twisting into something inhuman, but Lisa intercepted her, swinging her flashlight with all her might. The two grappled as Jake continued his assault on the pillar.
Finally, with one last, mighty swing, Jake felt something give way. The pillar of darkness exploded outward, a shockwave of energy throwing everyone off their feet. Jake's world went dark as his head struck the ground hard.
When Jake regained consciousness, he found himself lying on the floor of a normal, if somewhat battered, server room. The organic growths were gone, replaced by sparking, damaged equipment. Lisa was stirring beside him, a nasty bruise forming on her forehead but otherwise appearing unharmed.
There was no sign of Sarah or any of the other transformed residents. The oppressive atmosphere that had permeated the building was gone, replaced by an almost painful normalcy.
As Jake helped Lisa to her feet, they could hear sirens in the distance, growing closer. Somehow, impossibly, it seemed they had done it. They had driven back the Watchers and restored the world to its proper state.
But as they made their way out of the building, leaning on each other for support, Jake couldn't shake the feeling that it wasn't truly over. The Watchers had been watching humanity for millennia, biding their time. Who was to say they wouldn't try again?
As paramedics and police swarmed the scene, Jake made a silent vow. He would be ready next time. He would watch the Watchers, and he would make sure they never again came so close to claiming our world as their own.
For now, though, he allowed himself to breathe a sigh of relief. The nightmare was over, at least for the moment. And in the light of dawn, the Nexus Apartments stood silent, its secrets once again hidden behind its sleek, modern facade.
***Epilogue***
Six months had passed since the incident at the Nexus Apartments. Jake sat at his desk in his new apartment across town, surrounded by monitors displaying various security feeds and data streams. He had thrown himself into researching the Watchers, using his computer skills to scour the darkest corners of the internet for any sign of their influence.
As he sifted through lines of code, a notification popped up on one of his screens. It was an email from Lisa, who had become a close friend and ally in the aftermath of their shared ordeal.
"Jake,
I hope this finds you well. I've been following up on some of the leads we discussed, and I think I've found something. Remember the strange energy readings we detected near the old factory district? Well, I went to check it out, and... Jake, I saw something. I can't explain it over email. Can we meet?
Stay safe,
Lisa"
Jake frowned, a familiar sense of unease creeping over him. He was about to reply when his lights flickered, just for a moment. It could have been a simple power surge, but Jake knew better than to dismiss such things now.
He glanced at his security camera feed, scanning for anything out of the ordinary. At first, everything seemed normal, but then he noticed something in the corner of the frame. A shadow that didn't quite match the others, moving in a way that defied natural laws.
Jake's heart began to race as he zoomed in on the anomaly. For a split second, he could have sworn he saw a familiar face forming in the darkness – Sarah's face, her eyes black and empty, her mouth stretched in an impossible grin.
Then the image was gone, leaving Jake to wonder if he had imagined it. But deep down, he knew the truth. The Watchers were still out there, still watching, still waiting for their chance to break through once more.
Jake took a deep breath, steeling himself for the challenges ahead. He began to type a reply to Lisa:
"I've seen something too. Meet me at the usual place in an hour. And Lisa... be careful. I don't think we're as alone as we thought."
As he hit send, Jake couldn't shake the feeling that unseen eyes were upon him, watching from just beyond the veil of reality. The battle, it seemed, was far from over. In fact, it might have only just begun.
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The AI-Powered Revolution: Samsung Galaxy S24 and Its Groundbreaking Features
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In the rapidly evolving world of smartphones, the role of artificial intelligence (AI) has become a driving force for innovation. AI's ability to enhance the user experience, optimize performance, and push the boundaries of what is possible has positioned it at the heart of the next generation of devices. One such device leading the charge in this AI-powered revolution is the Samsung Galaxy S24. Packed with advanced AI-driven features, this smartphone represents a pivotal moment in the integration of AI with mobile technology. From camera capabilities and user interface improvements to performance optimization and security, the Samsung Galaxy S24 is designed to redefine the modern smartphone experience. Check This Out Samsung Galaxy S24 Camera Capabilities
In this article, we will explore the groundbreaking AI-powered features of the Samsung Galaxy S24 and how they are revolutionizing the way we interact with technology.
The Role of AI in the Modern Smartphone Landscape
AI in smartphones is not a new concept, but the depth of its integration has significantly evolved in recent years. AI has transitioned from being a mere assistant to a core component that improves every aspect of the smartphone experience. It is now used to enhance performance, optimize battery life, improve user interfaces, and, most notably, transform smartphone photography and video recording.
In the case of the Samsung Galaxy S24, AI doesn’t simply assist the user — it fundamentally changes how the phone interacts with its environment and with its user. The Galaxy S24’s AI-powered features are designed to learn from user behavior, adapt to real-time situations, and optimize the overall experience without the user having to think about it. This level of integration makes the Galaxy S24 not just a tool, but a companion that evolves with its user’s needs.
AI-Powered Camera: A Game-Changer in Smartphone Photography
The camera system of the Samsung Galaxy S24 is where AI shines the brightest. While Samsung has long been a leader in smartphone photography, the integration of AI in the S24's camera pushes the boundaries of what's possible with mobile photography.
The Galaxy S24 is equipped with a quad-camera system, featuring a 200-megapixel primary sensor, an ultra-wide lens, a periscope zoom lens, and a macro lens. While the hardware is impressive, it's the AI behind the camera that truly sets it apart. AI-powered computational photography elevates every photo by optimizing lighting, color, and clarity in real time. The camera automatically adjusts settings based on the scene it detects, whether it’s a sunny landscape, a dimly lit room, or a fast-moving subject.
One of the standout AI-driven features is “Super Night Mode.” Taking high-quality photos in low-light environments has traditionally been a challenge for smartphones. However, the AI in the Galaxy S24 uses machine learning algorithms to reduce noise, enhance details, and brighten shadows, resulting in stunning images even in near-total darkness. This mode doesn’t require the user to adjust settings manually, as the AI automatically detects low-light conditions and adjusts accordingly.
Additionally, AI-guided framing is another revolutionary feature. When taking a photo, the AI suggests the optimal framing and composition based on the detected subjects and scene. This feature helps even novice photographers take professional-quality photos with ease. Whether you're taking a group photo, capturing landscapes, or shooting a close-up of a subject, the Galaxy S24's AI ensures you get the perfect shot every time.
Real-Time Video Enhancements with AI
AI isn’t just changing photography; it’s also revolutionizing video recording. The Galaxy S24 features AI-enhanced video stabilization, ensuring smooth and professional-quality footage even when recording in motion. The phone automatically detects and corrects camera shake in real time, allowing users to capture fluid video without the need for additional equipment like gimbals.
Another AI-powered feature is auto-tracking focus. The camera can lock onto a subject and keep it in focus, even if the subject is moving quickly or if other objects enter the frame. This is particularly useful for recording dynamic scenes, such as sports or fast-paced events. The AI’s ability to track subjects in real time adds a level of precision and ease to video recording that was previously unattainable on mobile devices.
The AI also enhances color grading and dynamic range in video recording, automatically adjusting the exposure, contrast, and saturation in real time to ensure vibrant, high-quality videos. This means that users can capture cinematic-quality footage without needing advanced editing skills.
AI-Driven Performance Optimization
The Samsung Galaxy S24 is powered by Samsung's latest Exynos or Snapdragon chipset, depending on the region, but what truly elevates its performance is the AI that powers it. The AI-driven performance optimization ensures that the device is always running at its best, adapting to the user’s habits and needs.
One of the key innovations is AI-based app management. The Galaxy S24 learns which apps you use most frequently and prioritizes them in terms of resource allocation. This means apps you use often load faster, while less-used apps are put into a low-power state, conserving battery and processing power. Over time, the phone learns your behavior and optimizes resource distribution accordingly, resulting in a seamless and efficient user experience.
Battery optimization is another area where AI plays a critical role. The AI in the Galaxy S24 analyzes your daily usage patterns and optimizes battery consumption based on real-time needs. If the AI detects that you tend to use certain apps at specific times of the day, it will preemptively adjust power settings to ensure those apps perform optimally when you need them most. This extends battery life significantly and provides a personalized experience that adapts to your lifestyle.
AI in User Interface: One UI 6 and Personalized Experiences
The Galaxy S24 runs Samsung’s latest version of its custom Android skin, One UI 6, which integrates AI deeply into the user interface. One UI 6 is designed to offer a more personalized, intuitive experience by learning from user behavior and adapting to individual preferences.
One of the most useful features is AI-based app suggestions. The system learns which apps you use most frequently at certain times of the day and presents them on your home screen when it anticipates you’ll need them. For example, if you often check your email first thing in the morning, the email app will appear in a prominent position as soon as you unlock your phone.
The smart widget system also uses AI to prioritize the most relevant information based on context. Widgets can be stacked on top of each other, and the system will automatically show the most useful widget depending on the time of day or your activities. If you're commuting to work, for instance, the Galaxy S24 might display your calendar or maps widget first, while in the evening, it could prioritize media or weather widgets.
Additionally, Bixby, Samsung’s AI-powered virtual assistant, has become even smarter on the Galaxy S24. Bixby is now capable of understanding natural language commands more effectively, allowing users to perform complex, multi-step tasks with a single command. For example, saying “Goodnight” can trigger multiple actions such as dimming the screen, turning off notifications, and setting an alarm — all powered by AI’s understanding of user preferences.
AI-Enhanced Security Features
Security has become a paramount concern for smartphone users, and the Galaxy S24 leverages AI to provide enhanced protection. Biometric security, including facial recognition and the in-display fingerprint sensor, is now faster and more accurate, thanks to AI-driven learning. The AI continuously improves its ability to recognize users even in varying lighting conditions or if their appearance changes (such as wearing glasses or a hat).
The Samsung Knox security platform, which is integrated into the S24, uses AI to detect and respond to potential threats in real time. This includes identifying suspicious network activity, protecting against phishing attempts, and securing sensitive data. The AI works silently in the background, ensuring your device is protected without compromising performance or requiring constant user input.
The Future of AI-Driven Smartphones
The Samsung Galaxy S24 represents a significant leap forward in the integration of AI into smartphones. Its AI-powered features aren’t just gimmicks — they fundamentally improve the user experience by making the phone more responsive, personalized, and intuitive. As AI continues to evolve, we can expect future smartphones to become even smarter, capable of anticipating our needs, optimizing performance in real time, and adapting to our lifestyles in ways that were previously unimaginable.
In conclusion, the Samsung Galaxy S24 marks the beginning of a new era in mobile technology, where AI is at the core of innovation. From its intelligent camera system and real-time video enhancements to personalized user interfaces and AI-driven performance optimization, the Galaxy S24 is a testament to the transformative power of artificial intelligence. As we move forward, the AI-powered revolution in smartphones promises to make our devices smarter, more efficient, and more deeply integrated into our daily lives.
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OPPO A5 2020 (Mirror Black, 4GB RAM, 64GB Storage) with No Cost EMI/Additional Exchange Offers
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Product description
Colour:Mirror Black | Size name:4GB | Style name:with No Cost EMI/Additional Exchange Offers Waterdop area decreased by 31.4 percent compared to the previous generation.At night or in a dim environment, the 12 MP Quadcamera photosensitive component will use a 4-in-1 aggregation technology to combines four pixels into one. This expands the size of every photosensitive area and improves the photosensitive capability. The result is pictures with better texture and more detail. During the day, when there is sufficient light, pictures will appear clearer, more detail and greater depth. 5000 mAH Bigger battery and better battery life for more enjoyment
From the manufacturer
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12MP Rear Quad Camera + 8MP Front Camera A Camera for Every Occasion OPPO A5 2020 (A5) fits five separate cameras into a single smartphone. A 12MP rear main lens for maximum photo resolution. An Ultra Wide 119° rear lens for panoramic pictures. Two rear lenses that provide artistic portrait effects. And a 8MP front lens featuring AI Beautification. Ultra Wide Lens Widen Your Imagination Capture bigger scenes in confined spaces with OPPO A5 2020 119° Ultra Wide Lens. Now everyone, and everything, can fit into a single photo with added depth and dimension. Ultra Night Mode 2.0 Darkness Doesn’t Matter OPPO A5 2020 (A5)’s HDR + multi-frame technology means even night scenes get clearly lit. Because people are processed separately from their environment, faces appear bright and detailed, while background light flare is greatly diminished. Ultra Night Mode 2.0 even works while taking Ultra Wide angel photos. Video Stability Don’t be Afraid to Give It a Shake Record every moment with perfect clarity using Video Stability. By combining EIS (Electronic Image Stabilization) with intelligent technology and an internal gyroscope, OPPO A5 2020 provides shake-free filming even if you are walking, running or riding a vehicle.
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8MP Front AI Beautification Camera Where Beauty and Intelligence Collide OPPO A5 2020 8MP front camera enhances images with AI Beautification. It automatically identifies age and smoothens different skin tones depending on the gender, and adjusts pictures based on the current beauty trends. Dolby Atmos and Dual Stereo Speakers with Widevine L1 Certification 360° Immersion in Sound Surround yourself with full-bodied, clear sound even at full volume. With two speakers instead of only one, the OPPO A5 2020 delivers rich audio ambience since it’s also equipped with Dolby Atmos. Snapdragon 665 + Game Boost 2.0 Makes Everything Snappier Working in tandem with OPPO A5 2020 4GB RAM, Snapdragon 665 provides faster performances while simultaneously lowering power consumption by 20%. Nowhere is this more evident than with Game Boost 2.0. It combines Frame Boost and Touch Boost for smoother and more responsive gaming. 3-Card Slot (Dual Sim + MicroSD ) More Slots for Storage OPPO A5 2020 comes equipped either 32GB or 64GB ROM. It also support up to 256GB of additional memory into the three-card slot (Dual Sim + MicroSD) for tons of extra storage.3-Card Slot Dual Sim + MicroSD
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5000mAh Battery With Type-C Charger and Reverse Charging Capability All Day Use. Or Use it to Charge All Your Devices. Reverse Charging Capability Talk about having power in the palm of your hand. Now you can watch HD videos on your phone non-stop for more than 11 hours. Plus OPPO A5 2020 5000mAh Battery can even reverse charge all your other devices. 3D Aesthetic Design See The Difference. Feel The Difference. OPPO A5 2020 takes everything to another dimension. In addition to an assortment of color gradients inspired by nature, its 3D ergonomic body was designed for a better grip and thinner visual appearance. 6.5’’ Nano-Waterdrop Notch with Sunlight Screen + Blue Shield So Much Behind a Single Screen The crown jewel of OPPO A5 2020 larger content display is a Nano-Waterdrop Notch which is 31.4% smaller than before. And because of dynamic pixel adjustment, you can read what is on your screen even under strong sunlight. Plus, OPPO A5 2020 filters out harmful blue light to prevent eye fatigue, protect your vision and even help you fall asleep faster. ColorOS 6.0.1 Looks Smart. Because It Is. Presenting an all-new UI design, ColorOS 6.0.1 shines with intelligent, smooth navigation. Based on Android 9.0, the borderless design now includes a Smart Riding Mode, Smart Assistance, Swipe-Up Gesture Navigation and even OPPO Cloud Service. #todaymydeal #dealoftheday #bestdealonamazon #amazon Read the full article
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via RSI Comm-Link
Squadron 42 Monthly Report: February 2019
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to, and plan on following this process for future Squadron 42 Monthly Reports.
Attention Recruits,
What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).
Read on for classified details from every corner of the planet, collected over the course of the last month, concerning Squadron 42-related work. The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.
UEE Naval High Command
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AI (Ships)
February’s roundup starts with the AI Team, whom improved various aspects of dogfighting, which included the addition of evasive maneuvers to enemy ships. Now, when an AI pilot has an enemy on its tail, it will try to utilize ‘break-aways’ with increasingly-varied directions and angles, try to keep momentum, and chain attacks together. The team achieved this by adding new ‘SmoothTurning’ subsumption tasks to the behavior logic.
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AI pilots will also attempt to create diversions using evasive maneuvers.
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Automatic incoming/outgoing ship traffic over planetary landing areas was implemented this month, too. The team are currently generalizing ship behaviors to enable the designers to easily set up traffic on cities, capital ships, and other required areas.
AI (Character)
The AI Team also made improvements to the existing character collision avoidance system. The changes began with adjustments to the smooth locomotion path, with data coming from the collision avoidance calculation to make sure the character has enough free space to move.
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Time was spent combining the different features required for dynamic cinematic scenes and dynamic patrolling, with focus on the transitions into and from trackview scenes and generalizing guard behaviors to correctly use ‘walk & talk’ functionality.
For social behaviors, the team refactored vendor behavior to be generic and reusable in multiple contexts, first implementing a way for supporting motion-capture animations to be used as transitions between usables (which they’re temporarily referring to as ‘schooching’). This allows the designers to set up additional animations for specific usables/characters so that an actor’s performance can be maintained alongside the regular systemic behavior. For example, several levels have vendors with animations driven by specific actor performances. These need to be played without creating unique behaviors, so the special transition positions are highlighted within the level to allow the designers to verify the setup of the environment matches the existing animations.
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The options that vendors can use were also generalized so that the designers no longer have to write them into their behaviors. Instead, the correct options are automatically selected based on the environment and (eventually) from the shop services.
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Art (Characters)
This month, Character Art revisited the hair development pipeline. With the help of the Graphics Team, they developed new tools and shader tech to improve realism while maintaining quality and performance. They’re currently modeling characters and new hairstyles to test their new pipeline with.
Progress also continues on the Vanduul character model. The head and body mesh are complete, with texturing currently underway.
Art (Environment)
The internal lighting for scripted events on the Javelin is now completed. Art are currently focusing their efforts on the ship’s exterior, as the player will see certain events play out from both inside and outside of the ship.
Two key campaign areas are now grey-box complete, soft gate reviews have been carried out, and the go-ahead has been given to start planning out the shaders and textures.
As mentioned last month, Archon Station’s exterior is ‘watertight’. And now, all surfaces are complete, with collision meshes added for good measure. The layout does a fantastic job of selling the station’s scale when both far away and up close. The main transit system is also integrated, with all stops and secondary systems being finished throughout March.
A focus-team has moved back onto the Krugeri to help refine several areas with key cinematics. Alongside this, new areas are being added throughout the ship, including medical bays and an armory.
Art (Ships)
The Retaliator is one of several ships currently receiving tweaks to suit SQ42’s needs. The ship plays an important role in certain missions, so requires some subtle amends to suit. The updated ship will eventually make its way to the Persistent Universe, too.
Audio
The Audio Code Team and sound designers finished their collaborative work on the new camera-shake and ship-vibration systems. Now, when an engine kicks in, the ship shakes and hums. This also extends to the player, with events like a ship powering up causing minor camera shake.
The sound designers added new sound samples to a range of ships as part of the rollout of the New Flight Model. By adding ‘one-shot’ samples to each of the various thrusters, they’ve brought out more complexity to the sounds heard during flight. Additionally, they created the sound profiles and samples for the Gemini S71 assault rifle and Kastak Arms CODA pistol, which will both appear in SQ42 and the Persistent Universe (PU).
Currently, everyone from Audio is working towards an updated tool that better allows the sound designers to implement new assets in-engine whilst simultaneously testing how they sound.
Cinematics
The Cinematics Team made substantial progress on major scenes encountered late-on in the campaign and prototyped an important [REDACTED] that will take place at [REDECATED]. This included recording a total of 56 motion capture (mocap) lines and a handful of new wildlines.
Another significant sequence that garnered attention involves the Bengal carrier. A scene in the pilot ready-room required the mocap cast to use a circular table of 1.5m diameter and four chairs that could swivel, had no wheels, but could be pushed around. Although seemingly trivial, specific information like this is carefully shared between all teams involved to ensure the prop dimensions fit into the intended location, animations have enough space to run unimpeded, and the distance between conversing characters is maintained. Compared to the size of SQ42’s ships and planets, relatively small things like table and chairs can be very important for cinematics!
Engineering
February saw the Engine Team optimize the instance system used in compute skinning. This was achieved through a refactor of it on the CPU and shader for better maintainability, created a budget-based output-buffer system for skinning results (so they only have to skin once per frame), made more tangent reconstruction optimizations, and worked on wrap-deformation using the color stream.
Basic HDR display support was also added to the editor, as was a new hue-preserving display mapping curve suitable for HDR display output. The team provided material layer support for planet tech v4 and continued to improve character hair, which included initial support for edge masking and pixel depth offset. Game physics is progressing with Projectile Manager improvements, as are optimizations to wrapped grids and state updates. Support was added for ocean Fast Fourier Transform (FFT) wave generation to physics buoyancy calculations, as well as exposed optimized terrain meshes. A major system initialization clean-up was completed as part of an initiative to share core engine functionality with PU services, the lockless job manager was worked on (a complete overhaul for faster response in high-load scenarios), and a new load time profiler was created.
The team are currently wrapping up the ‘ImGUI’ integration and are introducing a temporary allocator for more efficiency when containers are used on stack. They made the switch to the Clang 6 compiler to build Linux targets (including compilation cleanup of the entire code base) and plan to switch to the latest stable release (Clang 8.x) in the near future.
Finally, a ‘create compile time’ analysis tool (utilizing new Visual C++ front and backend profiler flags) was completed to gather, condense, and visualize reasons for slow compile and link times. As a result, various improvements have already been submitted and further action items defined.
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Features (Vehicles)
Most of the vehicle work completing in February will eventually appear in both SQ42 and PU: Gimbal Assist and its related HUD improvements were finalized and polished to allow for better balancing of this new weapon control scheme. Turrets were also improved, with the team adding a HUD and keybinds for input sensitivity, implementing adjustable speeds for gimbal target-movement based on proximity to center aim, and fixing bugs the caused snapping and erratic movement.
A lot of time went towards scanning improvements, which included adjusting the area for navpoint scanning, adding the ability to utilize the navpoint hierarchy, and adding a Boolean to opt into the scanning data. This endeavor also covered adjustments to make scanning more involving by setting up AI turrets to generate signatures and be scannable and adding specific icons for scanned/unscanned targets. Ping and blob were implemented to display on the radar too, including focus angle and ping fire. They also continued to make item port tech optimizations, developed tech for utilizing geometry component tags in the paint system, and fixed a handful of crash bugs.
Exclusively for SQ42, the team continued to work with the designers to implement various Subsumption callbacks for mission-specific requirements.
Graphics
A large part of the Graphics Team’s time throughout February was spent closing down the final features for the volumetric rendering of gas clouds. This included unifying the lighting between volumetric effects and opaque objects, which required adding support for deep Fourier shade maps into the general lighting pipeline. Several other changes were made to allow gas clouds to be built from smaller modular pieces, which helps overcome the large storage requirements of volumetric data.
Another focus was adding multi-threaded rendering support to the editor, which will improve the performance for artists and designers working in complex scenes. In some cases, this can almost double the framerate and get much closer to the performance of the optimized ‘shipping’ build of the game. The editor code was written before the engine was multi-threaded and, as a result, there are many bugs that have to be painstakingly found and fixed. However, it is now nearing completion.
Level Design
Each of the four design teams progressed towards the goal of completing a handover flow for the first third of the game. This involved an in-depth dive into the details of planetary bodies in the Odin system, with the aim to get accurate Quantum Travel distances and create glorious backdrops for the various space battles.
Great progress was made on the social AI and usables technology that allows NPCs to systematically demonstrate different behaviors within the Idris corvette.
The Design Team integrated the Air Traffic Controller feature (which coordinates all take-offs and landings) into the game-flow to help promote the ‘busy’ feel you’d expect when visiting a huge military capital ship. Refinements of both FPS and ground combat in-line with the current roadmap continued, too.
Narrative
Both Dave and Will spent most of the month visiting the UK office. That time was spent not only reviewing the latest progress on several chapters, but on capturing a few additional pickup performances needed for the completion of the game. This included recording tests for the female player character to ensure the pipeline is working correctly before the team proceeds with recording all of her performances.
The wider Narrative Team made progress on generating the specific text needed for on-screen mission objectives. Previously, this had been placeholder text as designers worked on levels, but moving forward, the hope is to begin using the proper in-lore objectives.
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Programming
Alongside making more improvements to Vault & Mantle’, work began on Player Jump v2. They’re currently re-evaluating how the animations are set up in the code to help simplify and reduce the number of assets.
The team revisited stealth takedown mechanics and re-evaluated the previous work done on knife takedowns. They continued work on the free-look view limits (where the player’s range of view is restricted depending on their helmet/armor) and separated out the range when weapon aiming from free-look.
SQ42 Features began improving the in-game workflow for iterating on cinematic scenes and evaluated potentially suitable existing tech for suitability. For example, being able to jump to a specific conversation, skip to the end of a scene, replay scenes, etc. They also added additional ways of triggering conversations based on the distance or the direction the player is approaching an NPC from.
QA
While most AI testing took place in the Persistent Universe and Arena Commander (AC), the same systems will also appear in various aspects within SQ42. In most cases, testing in the PU and Arena Commander is sufficient, but QA now regularly undertakes flow testing for those features most relevant to the SQ42 campaign. Any issues encountered are cross-checked with the findings of other testers and JIRA tasks are created accordingly. Usually, the issues tend to be related to setup rather than code, as most code problems are discovered during preliminary testing in the PU/AC.
The testing of various cutscenes from the SQ42 campaign is on-going by a dedicated tester and will support the Cinematics Team with any issues that prevent them from creating Track View sequences.
System Design
The System Design Team predominantly focused on AI throughout February: For Ship AI, they made general improvements throughout, including the way AI ships attempt to avoid the player’s fire. For social AI, they’re working on Duncan Chakma, the Idris’ master at arms. This character has some of the more complex behaviors and solving him should speed up the development of all other characters that encompass complex player choices (such as movement from station to station, interacting with items, and giving/taking back weapons). On the FPS AI side, they focused on restructuring behaviors so that they become more modular, with the goal to make it easier to implement specific chunks of logic and influence the AI’s skillset.
The team also spent time on set filming new animation sets for NPCs that should create a lot more depth and bring them to life.
User Interface (UI)
During February, UI began working on the branding and theming for the Aciedo, Shubin, and OMC environmental UI displays, as well as the GRIN manufacturer.
VFX
The VFX Team updated the existing particle lighting system to a more modern iteration. The previous version was based on tessellation, which increased the rendering cost and had limitations on shadow resolution. The new system is a global change that will remove the need for tessellation and improve shadow receiving for a crisper, smoother appearance.
They’re also continuing work on the cinematics for SQ42. This includes a lot of soft/rigid body destruction simulations that will be required for scenes where objects are destroyed (peeling back metal panels, fracturing and breaking of glass, concrete, etc.).
![Tumblr media](https://64.media.tumblr.com/298f8b08990647e1039f5534b12c81e2/tumblr_inline_ppievx9omW1v0f63d_500.jpg)
The UK-based team put most of their focus on vehicle damage and destruction, which is always an enjoyable task for the artists. Specifically, they blocked out several destruction sequences after an extended R&D period with Art and Design to help determine exactly where and when certain story-driven destruction sequences should occur.
They also continued to iterate on the lightning effects after receiving several new features from the graphics and game code engineers. For example, a new seed option allows the artist to remove all behavioral randomization from the effect, which makes it much easier to fine tune. This is also beneficial for cinematic sequences to ensure lightning looks the same each time it strikes.
Weapons
The Weapon Art Team completed the Gemini S71, Kastak Arms Coda, Banu Singe tachyon cannons, Gallenson Tactical ballistic cannon reworks, and five variants of the Aegis Vanguard nose guns.
Covert Intel
Ride ‘em in, cut ‘em out
![Tumblr media](https://64.media.tumblr.com/035d7d0ca943c2c24372f35b8d4fde7b/tumblr_inline_ppievyU9Jm1v0f63d_500.jpg)
Conclusion
WE’LL SEE YOU NEXT MONTH…
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RSI Comm-Link: Squadron 42 Monthly Report: February 2019
Squadron 42 Monthly Report: February 2019
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to, and plan on following this process for future Squadron 42 Monthly Reports.
Attention Recruits,
What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).
Read on for classified details from every corner of the planet, collected over the course of the last month, concerning Squadron 42-related work. The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.
UEE Naval High Command
![Tumblr media](https://64.media.tumblr.com/c6dd6c98b32893d5fe6eb972f5921273/tumblr_inline_ppob7mkGch1s9o93p_540.jpg)
AI (Ships)
February’s roundup starts with the AI Team, whom improved various aspects of dogfighting, which included the addition of evasive maneuvers to enemy ships. Now, when an AI pilot has an enemy on its tail, it will try to utilize ‘break-aways’ with increasingly-varied directions and angles, try to keep momentum, and chain attacks together. The team achieved this by adding new ‘SmoothTurning’ subsumption tasks to the behavior logic.
![Tumblr media](https://64.media.tumblr.com/d89348e4bf6729ea5b8bd89f8baee548/tumblr_inline_ppob7mwyEv1s9o93p_500.jpg)
AI pilots will also attempt to create diversions using evasive maneuvers.
![Tumblr media](https://64.media.tumblr.com/2e0f31a09cec4b47658ca2f73cc81a63/tumblr_inline_ppob7nMySr1s9o93p_500.jpg)
Automatic incoming/outgoing ship traffic over planetary landing areas was implemented this month, too. The team are currently generalizing ship behaviors to enable the designers to easily set up traffic on cities, capital ships, and other required areas.
AI (Character)
The AI Team also made improvements to the existing character collision avoidance system. The changes began with adjustments to the smooth locomotion path, with data coming from the collision avoidance calculation to make sure the character has enough free space to move.
![Tumblr media](https://64.media.tumblr.com/3256da7d56bc098ec0c907024fe3ef06/tumblr_inline_ppob7n04Qn1s9o93p_500.jpg)
Time was spent combining the different features required for dynamic cinematic scenes and dynamic patrolling, with focus on the transitions into and from trackview scenes and generalizing guard behaviors to correctly use ‘walk & talk’ functionality.
For social behaviors, the team refactored vendor behavior to be generic and reusable in multiple contexts, first implementing a way for supporting motion-capture animations to be used as transitions between usables (which they’re temporarily referring to as ‘schooching’). This allows the designers to set up additional animations for specific usables/characters so that an actor’s performance can be maintained alongside the regular systemic behavior. For example, several levels have vendors with animations driven by specific actor performances. These need to be played without creating unique behaviors, so the special transition positions are highlighted within the level to allow the designers to verify the setup of the environment matches the existing animations.
![Tumblr media](https://64.media.tumblr.com/f55c4e2e6cd8a01817628457fc936740/tumblr_inline_ppob7n8aGI1s9o93p_500.jpg)
The options that vendors can use were also generalized so that the designers no longer have to write them into their behaviors. Instead, the correct options are automatically selected based on the environment and (eventually) from the shop services.
![Tumblr media](https://64.media.tumblr.com/ab21962480f901e27eb7c5594cf69bcf/tumblr_inline_ppob7oEsu11s9o93p_500.jpg)
Art (Characters)
This month, Character Art revisited the hair development pipeline. With the help of the Graphics Team, they developed new tools and shader tech to improve realism while maintaining quality and performance. They’re currently modeling characters and new hairstyles to test their new pipeline with.
Progress also continues on the Vanduul character model. The head and body mesh are complete, with texturing currently underway.
Art (Environment)
The internal lighting for scripted events on the Javelin is now completed. Art are currently focusing their efforts on the ship’s exterior, as the player will see certain events play out from both inside and outside of the ship.
Two key campaign areas are now grey-box complete, soft gate reviews have been carried out, and the go-ahead has been given to start planning out the shaders and textures.
As mentioned last month, Archon Station’s exterior is ‘watertight’. And now, all surfaces are complete, with collision meshes added for good measure. The layout does a fantastic job of selling the station’s scale when both far away and up close. The main transit system is also integrated, with all stops and secondary systems being finished throughout March.
A focus-team has moved back onto the Krugeri to help refine several areas with key cinematics. Alongside this, new areas are being added throughout the ship, including medical bays and an armory.
Art (Ships)
The Retaliator is one of several ships currently receiving tweaks to suit SQ42’s needs. The ship plays an important role in certain missions, so requires some subtle amends to suit. The updated ship will eventually make its way to the Persistent Universe, too.
Audio
The Audio Code Team and sound designers finished their collaborative work on the new camera-shake and ship-vibration systems. Now, when an engine kicks in, the ship shakes and hums. This also extends to the player, with events like a ship powering up causing minor camera shake.
The sound designers added new sound samples to a range of ships as part of the rollout of the New Flight Model. By adding ‘one-shot’ samples to each of the various thrusters, they’ve brought out more complexity to the sounds heard during flight. Additionally, they created the sound profiles and samples for the Gemini S71 assault rifle and Kastak Arms CODA pistol, which will both appear in SQ42 and the Persistent Universe (PU).
Currently, everyone from Audio is working towards an updated tool that better allows the sound designers to implement new assets in-engine whilst simultaneously testing how they sound.
Cinematics
The Cinematics Team made substantial progress on major scenes encountered late-on in the campaign and prototyped an important [REDACTED] that will take place at [REDECATED]. This included recording a total of 56 motion capture (mocap) lines and a handful of new wildlines.
Another significant sequence that garnered attention involves the Bengal carrier. A scene in the pilot ready-room required the mocap cast to use a circular table of 1.5m diameter and four chairs that could swivel, had no wheels, but could be pushed around. Although seemingly trivial, specific information like this is carefully shared between all teams involved to ensure the prop dimensions fit into the intended location, animations have enough space to run unimpeded, and the distance between conversing characters is maintained. Compared to the size of SQ42’s ships and planets, relatively small things like table and chairs can be very important for cinematics!
Engineering
February saw the Engine Team optimize the instance system used in compute skinning. This was achieved through a refactor of it on the CPU and shader for better maintainability, created a budget-based output-buffer system for skinning results (so they only have to skin once per frame), made more tangent reconstruction optimizations, and worked on wrap-deformation using the color stream.
Basic HDR display support was also added to the editor, as was a new hue-preserving display mapping curve suitable for HDR display output. The team provided material layer support for planet tech v4 and continued to improve character hair, which included initial support for edge masking and pixel depth offset. Game physics is progressing with Projectile Manager improvements, as are optimizations to wrapped grids and state updates. Support was added for ocean Fast Fourier Transform (FFT) wave generation to physics buoyancy calculations, as well as exposed optimized terrain meshes. A major system initialization clean-up was completed as part of an initiative to share core engine functionality with PU services, the lockless job manager was worked on (a complete overhaul for faster response in high-load scenarios), and a new load time profiler was created.
The team are currently wrapping up the ‘ImGUI’ integration and are introducing a temporary allocator for more efficiency when containers are used on stack. They made the switch to the Clang 6 compiler to build Linux targets (including compilation cleanup of the entire code base) and plan to switch to the latest stable release (Clang 8.x) in the near future.
Finally, a ‘create compile time’ analysis tool (utilizing new Visual C++ front and backend profiler flags) was completed to gather, condense, and visualize reasons for slow compile and link times. As a result, various improvements have already been submitted and further action items defined.
![Tumblr media](https://64.media.tumblr.com/c991948c6c0b6cd47fe4620253697156/tumblr_inline_ppob7owA3y1s9o93p_500.jpg)
Features (Vehicles)
Most of the vehicle work completing in February will eventually appear in both SQ42 and PU: Gimbal Assist and its related HUD improvements were finalized and polished to allow for better balancing of this new weapon control scheme. Turrets were also improved, with the team adding a HUD and keybinds for input sensitivity, implementing adjustable speeds for gimbal target-movement based on proximity to center aim, and fixing bugs the caused snapping and erratic movement.
A lot of time went towards scanning improvements, which included adjusting the area for navpoint scanning, adding the ability to utilize the navpoint hierarchy, and adding a Boolean to opt into the scanning data. This endeavor also covered adjustments to make scanning more involving by setting up AI turrets to generate signatures and be scannable and adding specific icons for scanned/unscanned targets. Ping and blob were implemented to display on the radar too, including focus angle and ping fire. They also continued to make item port tech optimizations, developed tech for utilizing geometry component tags in the paint system, and fixed a handful of crash bugs.
Exclusively for SQ42, the team continued to work with the designers to implement various Subsumption callbacks for mission-specific requirements.
Graphics
A large part of the Graphics Team’s time throughout February was spent closing down the final features for the volumetric rendering of gas clouds. This included unifying the lighting between volumetric effects and opaque objects, which required adding support for deep Fourier shade maps into the general lighting pipeline. Several other changes were made to allow gas clouds to be built from smaller modular pieces, which helps overcome the large storage requirements of volumetric data.
Another focus was adding multi-threaded rendering support to the editor, which will improve the performance for artists and designers working in complex scenes. In some cases, this can almost double the framerate and get much closer to the performance of the optimized ‘shipping’ build of the game. The editor code was written before the engine was multi-threaded and, as a result, there are many bugs that have to be painstakingly found and fixed. However, it is now nearing completion.
Level Design
Each of the four design teams progressed towards the goal of completing a handover flow for the first third of the game. This involved an in-depth dive into the details of planetary bodies in the Odin system, with the aim to get accurate Quantum Travel distances and create glorious backdrops for the various space battles.
Great progress was made on the social AI and usables technology that allows NPCs to systematically demonstrate different behaviors within the Idris corvette.
The Design Team integrated the Air Traffic Controller feature (which coordinates all take-offs and landings) into the game-flow to help promote the ‘busy’ feel you’d expect when visiting a huge military capital ship. Refinements of both FPS and ground combat in-line with the current roadmap continued, too.
Narrative
Both Dave and Will spent most of the month visiting the UK office. That time was spent not only reviewing the latest progress on several chapters, but on capturing a few additional pickup performances needed for the completion of the game. This included recording tests for the female player character to ensure the pipeline is working correctly before the team proceeds with recording all of her performances.
The wider Narrative Team made progress on generating the specific text needed for on-screen mission objectives. Previously, this had been placeholder text as designers worked on levels, but moving forward, the hope is to begin using the proper in-lore objectives.
![Tumblr media](https://64.media.tumblr.com/14e7e140c7a85a275b54c6c1f099088e/tumblr_inline_ppob7pvckp1s9o93p_500.jpg)
Programming
Alongside making more improvements to Vault & Mantle’, work began on Player Jump v2. They’re currently re-evaluating how the animations are set up in the code to help simplify and reduce the number of assets.
The team revisited stealth takedown mechanics and re-evaluated the previous work done on knife takedowns. They continued work on the free-look view limits (where the player’s range of view is restricted depending on their helmet/armor) and separated out the range when weapon aiming from free-look.
SQ42 Features began improving the in-game workflow for iterating on cinematic scenes and evaluated potentially suitable existing tech for suitability. For example, being able to jump to a specific conversation, skip to the end of a scene, replay scenes, etc. They also added additional ways of triggering conversations based on the distance or the direction the player is approaching an NPC from.
QA
While most AI testing took place in the Persistent Universe and Arena Commander (AC), the same systems will also appear in various aspects within SQ42. In most cases, testing in the PU and Arena Commander is sufficient, but QA now regularly undertakes flow testing for those features most relevant to the SQ42 campaign. Any issues encountered are cross-checked with the findings of other testers and JIRA tasks are created accordingly. Usually, the issues tend to be related to setup rather than code, as most code problems are discovered during preliminary testing in the PU/AC.
The testing of various cutscenes from the SQ42 campaign is on-going by a dedicated tester and will support the Cinematics Team with any issues that prevent them from creating Track View sequences.
System Design
The System Design Team predominantly focused on AI throughout February: For Ship AI, they made general improvements throughout, including the way AI ships attempt to avoid the player’s fire. For social AI, they’re working on Duncan Chakma, the Idris’ master at arms. This character has some of the more complex behaviors and solving him should speed up the development of all other characters that encompass complex player choices (such as movement from station to station, interacting with items, and giving/taking back weapons). On the FPS AI side, they focused on restructuring behaviors so that they become more modular, with the goal to make it easier to implement specific chunks of logic and influence the AI’s skillset.
The team also spent time on set filming new animation sets for NPCs that should create a lot more depth and bring them to life.
User Interface (UI)
During February, UI began working on the branding and theming for the Aciedo, Shubin, and OMC environmental UI displays, as well as the GRIN manufacturer.
VFX
The VFX Team updated the existing particle lighting system to a more modern iteration. The previous version was based on tessellation, which increased the rendering cost and had limitations on shadow resolution. The new system is a global change that will remove the need for tessellation and improve shadow receiving for a crisper, smoother appearance.
They’re also continuing work on the cinematics for SQ42. This includes a lot of soft/rigid body destruction simulations that will be required for scenes where objects are destroyed (peeling back metal panels, fracturing and breaking of glass, concrete, etc.).
![Tumblr media](https://64.media.tumblr.com/298f8b08990647e1039f5534b12c81e2/tumblr_inline_ppob7pdewy1s9o93p_500.jpg)
The UK-based team put most of their focus on vehicle damage and destruction, which is always an enjoyable task for the artists. Specifically, they blocked out several destruction sequences after an extended R&D period with Art and Design to help determine exactly where and when certain story-driven destruction sequences should occur.
They also continued to iterate on the lightning effects after receiving several new features from the graphics and game code engineers. For example, a new seed option allows the artist to remove all behavioral randomization from the effect, which makes it much easier to fine tune. This is also beneficial for cinematic sequences to ensure lightning looks the same each time it strikes.
Weapons
The Weapon Art Team completed the Gemini S71, Kastak Arms Coda, Banu Singe tachyon cannons, Gallenson Tactical ballistic cannon reworks, and five variants of the Aegis Vanguard nose guns.
Covert Intel
Ride ‘em in, cut ‘em out
![Tumblr media](https://64.media.tumblr.com/035d7d0ca943c2c24372f35b8d4fde7b/tumblr_inline_ppob7p1Zbk1s9o93p_500.jpg)
Conclusion
WE’LL SEE YOU NEXT MONTH…
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Motorized video stabilizers that smooth out shaky shots
For steadier shots. (Marvin Meyer via Unsplash/)
When Sylvester Stallone as Rocky Balboa ran up the 72 steps outside Philadelphia’s Museum of Art, the movie’s cinematographer needed a way to follow him without the footage bouncing around like one of Rocky’s opponents. He turned to a device called a Steadicam, which uses weights and counterbalances to help keep the camera steady and the shot ultra-smooth when the operator is moving. Unfortunately, Steadicam rigs are professional equipment with prices to match; what’s more, they can take months of training to fully master. Enter the three-axis, motorized gimbal stabilizer. Similar to a Steadicam, this modern marvel uses motors to control, on a micro-level, the tilt, pan, and roll of an attached camera so that it counters and negates every shake, bounce, and rattle of your movement.
They’re fairly simple to set up, and learning to shoot with them only takes a bit of practice. They work with a range of cameras, from the ones used by professionals to common DSLRs to the smartphone in your pocket. Many provide control over internal functions and setting through iOS and Android app integration. Some even include built-in cameras and are tiny enough to slip into a pocket. Movies are about moving pictures, and motorized stabilizers help to open this fundamental tool of creativity to everyone.
When you need to get any shot, anywhere. (Amazon/)
The Ronin-M is a three-axis motorized stabilizer designed for flexibility. It supports an 8-pound professional camera, and it can be used in underslung mode, with the camera hanging under its handles; overslung mode to get above eye-level; or in briefcase mode, which is perfect for narrow spaces. Multiple mounting points allow camera operators to use it hand-held or attached to larger rigs like cranes. Have a shot with difficult camera moves? With the remote control, a second operator can control the camera’s movement while you’re running around on set. Bluetooth control connects the Ronin-M to the DJI Assistant app, providing quick access to tools for tuning the gimbal’s settings and monitoring battery status, balance, and other important information. A magnesium frame keeps the stabilizer lightweight but rugged for use on-set or in the field.
For indie filmmakers with some money to spend. (Amazon/)
Designed for use with DSLRs and similarly sized cameras, but capable of carrying loads up to approximately nine pounds, this three-axis stabilizer provides indie filmmakers and event videographers with a powerful, versatile, and ergonomic tool. Whether you’re running up some stairs or riding in a car or following the married couple on the dance floor, the Crane 3 helps to keep shots smooth, while also providing full control over the camera’s pan, tilt, and roll. Onboard controls and an intuitive OLED screen make setting parameters quick and easy. With a full battery charge, the stabilizer has a runtime of more than seven hours so you can get in a full day shooting.
For phone shooters with Oscar aspirations. (Amazon/)
The best camera is the one you’ve got on you, and for most people that means the phone in their pocket. Designed to hold a variety of different smartphones, the 17.5-ounce, foldable MOZA Mini-S fits easily into a small bag so you’re always ready to get buttery-smooth shots. The stabilizer features AI recognition technology that can automatically detect multiple subjects for fast-tracking. Get creative using the MOZA Genie app for iOS and Android, which provides access to shooting modes like timelapse, slow-motion, and sports. Control your camera’s zoom and focus with onboard buttons, and a 1/4-thread accessory mounting point is perfect for lights or a small tripod.
When you want an all-in-one solution in your pocket. (Amazon /)
The DJI Osmo Pocket combines a three-axis mechanical stabilizer with an attached camera that features a 1/2.3-inch sensor that shoots 4K at 60 frames per second. It literally fits into most pockets, weighing approximately four ounces, and its battery provides more than two hours of shooting time—so there’s no excuse to miss the shot. A pro-mode is accessible via your iOS or Android phone which allows you to adjust exposure, ISO, and shutter speed. The unit includes a postage-stamp-size monitor in its handle, but for more precise shooting, attach your phone and use it as a viewfinder. Footage can then be sent to your phone and uploaded to the web over WIFI or your data plan.
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Huawei P20 and P20 Pro is Here
New Post has been published on https://ges-sa.com/huawei-p20-and-p20-pro-is-here/
Huawei P20 and P20 Pro is Here
[vc_row][vc_column width=”1/2″][vc_column_text]The 5th of April 2018 marked the launch of the new Huawei P20 and P20 Pro in South Africa which was held at The Galleria in Sandton.
We have all seen the new mobile phone launches being presented by major competitors in the last few months, giving away all their exceptional features and bragging about what their products can do.
Huawei was silent, keeping to themselves and not really giving away any secrets of what was to come. With that said, Huawei then invited a group of celebrities, media and general public to last night’s launch with the bare minimum of information on their brand new product and we all waited in anticipation for the reveal.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]With bright lights and mobile drummers, loud music and a complete sensation overload, the Huawei team presented their crown jewels (for now) and showed us the Huawei P20 and P20 Pro.
Their focus was not just on improving the software, look and feel and battery life but also the camera. They have given us the triple lens action camera in the P20 Pro and AI integration which assists the user to take better and “shake-free” images. You can zoom to your hearts’ content and still get crystal clear images. Take landscape pictures that will make everyone think you are a pro. This revolutionary feature has made the score board on the DxOMark at 109 for the P20 Pro and just under that the P20 came in at 102. The nearest competitor being at 99.
With the new Huawei repair centres, Huawei will now off a one hour turn around for screen repairs and with every P20 series phone you will get one free screen replacement – the estimated value of the repair is at R1 750.00. Huawei is also committed to building a new warehouse in South Africa, which they aim to complete before the end of 2018. This will usher in better turnaround times for phone stock and repair parts, giving consumers a quality service they just cannot refuse.
There is definitely a Mate version to be presented later this year, but quite a few of the details are still to be confirmed.
This launch and information shows the commitment that Huawei has in South Africa, which provides hope for a great product in a dedicated community.
Here is the official Press release:
Huawei reveals the future of smartphone AI photography at HUAWEI P20 series launch
JOHANNESBURG – April 5, 2018 – Tonight Huawei Consumer Business Grou, South Africa unveiled their highly anticipated Huawei P20 and Huawei P20 Pro, barely a week after the phones’ global launch in Paris. The P20 Series promises to usher in a new era of smartphone cameras that combine the very latest in smartphone technology with Leica Camera’s legendary expertise, driven by artificial intelligence.
“Huawei’s flagship Huawei P Series devices are known for their best-in-class camera, cutting-edge technology and sophisticated design. Continuing this illustrious tradition, the new Huawei P20 and Huawei P20 Pro fuse art with advanced mobile technology to offer a revolutionary, professional photography experience,” explains Likun Zhao, Vice President of Huawei Consumer Business Group South Africa.
Photography world-firsts powered by AI
The Huawei P20 Pro is equipped with the world’s first Leica triple camera with the highest total pixel count on a smartphone available in the market. This precise camera system comprises a 1 x 40MP RGB sensor, 1 x 20MP monochrome sensor, and 1 x 8MP sensor with telephoto lens. This results in images with more light, greater zoom, and intricate detail, with the 40MP sensor on the Huawei P20 Pro providing up to 300 percent more detail compared to 12MP sensors.
The Huawei P20 features a Leica dual camera, with a 12MP RGB + 20MP monochrome camera setup. The 12MP sensor has a pixel size as high as 1.55 μm, significantly enhancing the Huawei P20’s capacity to capture photographs in low-light settings.
With their groundbreaking triple camera design, the Huawei P20 and Huawei P20 Pro achieved the highest score in history of well-known camera review website DxOMark – a total score of 109 for the HUAWEI P20 Pro and a total score of 102 for the Huawei P20.
The on-device AI in the Huawei P20 series also provides users with tools to turn even the most amateur photographer into a pro. Its real-time scene and object recognition technology can recognise more than 500 scenarios in 18 categories for users to choose the right skills at the right moment. Once an object or a scene is identified, the smartphone automatically makes adjustments to produce the best possible results. Using machine learning, the devices also understand the photography habits of users over time, making suggestions based on various actions.
An exquisite combination of art and technology for an immersive experience
The 5.8-inch screen Huawei P20 and 6.1-inch screen Huawei P20 Pro feature ultra-thin bezels and impressive screen-to-body ratios for better viewing experiences with more on-screen information. The Huawei FullView Display offers an immersive experience whether the user is gaming, watching videos, reading, or browsing the Internet. The Huawei FullView Display seamlessly blends with rounded edges, making the device comfortable to hold.
Commenting on the design of the Huawei P20 Series, Akhram Mohamed, Marketing Director, Huawei Consumer Business Group South Africa, says, “These devices comes to life in a new vibrant gradient colour, Twilight, in addition to Black and Midnight Blue. These signature colours are achieved by applying several layers of Non-conductive Vacuum Metalising (NCVM) optical coatings underneath the glass back, so light hitting the surface refracts and creates a gradual change in hue. On Twilight, for example, the gradient colour fades layer by layer from a striking blue to vibrant purple.”
Leading AI computing and ultimate power performance
The Huawei P20 and Huawei P20 Pro feature the powerful Kirin 970, which introduces the latest generation 12-core GPU. With the new HiAI mobile computing architecture, the on-device neural network processing unit (NPU) delivers AI performance that surpasses any CPU in AI-related tasks with 50 times the efficiency and 25 times the performance. In a benchmark image recognition test, Kirin 970 processed 2,000 images per minute. In addition, the chip’s machine learning capabilities means that it has the potential to further improve its performance with extended use.
The Huawei P20 and Huawei P20 Pro come pre-installed with EMUI 8.1 based on Android 8.1. Fully customisable with AI support and sophisticated security technology, EMUI 8.1 is set to become the new gold standard in smartphone operating systems.
“The Huawei P20 series features TÜV Safety Certified Huawei SuperCharge technology – one of the most prestigious battery certifications in the world. The devices feature 3,400 mAh and 4,000 mAh batteries, respectively, and support 4.5V/5A low-voltage fast charging, as well as intelligent power management. A 10-minute charge powers the battery to 20 percent, while a 30-minute charge powers the battery to 58 percent. The battery remains at a low temperature during fast charging to ensure safety,” says Zhao.
Other notable features of the P20 series to look out for include:
The Huawei P20 Pro sports a revolutionary and highly-sensitive image sensor of 1/1.7 inches, 170 percent larger than its closest competitor, with a pixel size of 2 μm micrometers. The Huawei P20 has a pixel size of 1.55 μm. Its larger image sensor allows for bigger pixels, which in turn enables the device to capture more light and produce cleaner, higher-quality shots.
The Huawei P20 Pro is equipped with f/1.8, f/1.6 and f/2.4 wide aperture Leica lenses, while the Huawei P20 features f/1.8 and f/1.6 wide aperture Leica lenses.
The Huawei P20 Pro includes a brand new Leica telephoto (VARIO-SUMMILUX-H 1:1.6-2.4/27-80ASPH) lens for long-range photography of up to 3x optical, 10x digital zoom and 5x Hybrid Zoom. The Huawei P20 delivers 2x Hybrid Zoom.
The HUAWEI P20 Series uses Huawei AIS (AI Image Stabilisation) technology to recognise objects with an AI algorithm, then filters and corrects images as a result of shifts and blurs caused by an unsteady hand holding the device. Huawei AIS steadies handheld night shots for incredible long exposure images without a tripod.
The new devices also support six-axis stabilisation and 960fps super slow motion, which is 4x higher than the standard 240fps and captures details that cannot be seen with the naked eye.
The P20 Series features Ultra Snapshot mode, where the devices can capture an image in as little as 0.3 seconds, even from an off screen.
Both smartphones boast 4D predictive focus, where the camera predicts moving objects and focuses on them with extreme efficiency to capture minute details of these objects in motion.
The Huawei P20 and Huawei P20 Pro pack a 24MP selfie camera with AI beautification, which captures the smallest details and brings selfies to life through natural skin tone enhancements, delicately outlined face shapes, and 3D facial feature adjustments.
The Huawei P20 Pro has an IP67 rating – six for dust resistance and seven for water resistance – which means it can withstand being submerged in one metre of water for up to 30 minutes. The Huawei P20 is rated IP53 for splash resistance.
The Huawei P20 and Huawei P20 Pro can be connected to a monitor in PC mode, which provides a desktop environment for users. With PC mode, users can enjoy the productivity benefits of a desktop, complete with keyboard and mouse functionalities on the phone, without having to carry a laptop around.
“The all-new Huawei P20 Series is a huge leap forward from the previous generation, blending technology and art to bring consumers an unprecedented experience. From the artistic design, gradient colours and Leica triple camera, to the Kirin 970 chipset and Master AI photography features, Huawei demonstrates its accumulated knowledge in photography innovation, and its commitment to intelligent technology research and development,” concludes Mohamed. Huawei’s Consumer BG believes that competitiveness begins and ends with consumers. With this in mind, in 2018 we will continue to innovate in core technologies – including AI, AR, and VR — to guide evolution from smart devices to intelligent devices.
Pricing and Availability
The Huawei P20 Lite, Huawei P20 and Huawei P20 Pro are available in South Africa from 6 April.
The recommended retail price for the P20 series is as follows:
P20 Lite – R5 999
P20 – R12 999
P20 Pro –R 15 499
The P20 and P20 Pro both come with an exceptional service offering, where customers will be entitled to a one-hour fast service repair at Huawei branded service centres, as well as a one-time free screen replacement service within the first year warranty of the device.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”29282,29283,29284,29285,29286,29287,29288,29289,29290,29291″][/vc_column][/vc_row][vc_column width=”1/2″][vc_column_text] [/vc_column_text][/vc_column]
#40MP Camera#AI#Android#Huawei#Lecia#P20#P20 Pro#SeeMooore#Triple Lense#Hardware and Technology#News & Chatter
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