TVMC introduces a novel approach to compressing time-varying triangle meshes used in animation and simulations. Instead of treating each mesh frame independently, TVMC leverages temporal coherence by predicting vertex positions in subsequent frames based on previous ones. This prediction, combined with quantization and entropy coding, achieves significantly higher compression ratios compared to traditional methods, especially for meshes with smooth motion. The open-source implementation aims to be practical and efficient, enabling real-time decompression on consumer-grade hardware. It boasts a simple API and offers various parameters to control the trade-off between compression ratio and accuracy.
Anime.js v4 is a major update focusing on improved performance and developer experience. It boasts a smaller file size and faster execution thanks to a rewritten rendering engine and optimized internals. New features include improved motion path controls, a simplified API with more consistent syntax, and enhanced TypeScript support. The update also introduces staggered animations for easier sequencing and control over complex timelines. While maintaining backward compatibility with v3, v4 encourages the use of its updated syntax and features for optimal performance and maintainability.
Hacker News users generally expressed positive sentiment towards Anime.js v4. Several praised its ease of use and lightweight nature, comparing it favorably to GreenSock (GSAP) while highlighting its open-source advantage. Some pointed out specific improvements like the simplified API and better performance. A few users discussed their experiences using Anime.js in production, demonstrating practical applications and its effectiveness. The maintainability and active development of the library were also mentioned as positive factors. Overall, the comments section suggests Anime.js v4 is a welcome update to a well-regarded animation library.
"The Cameraman's Revenge" (1912) is a quirky stop-motion animation using real insects. It depicts a melodramatic tale of infidelity and revenge within the insect world. Mr. Beetle, after flirting with a dragonfly, returns home to his wife, Mrs. Beetle, who discovers his indiscretion through photos taken by a sneaky cameraman. In retaliation, she elopes with an artist beetle, angering Mr. Beetle who then duels the cameraman. The film satirizes human behavior and societal norms, particularly regarding marriage and infidelity, through its comical portrayal of insect life. It's notable for its early use of stop-motion animation and its clever anthropomorphism of insects.
HN commenters discuss the ingenuity and surprisingly advanced techniques used in The Cameraman's Revenge, a 1912 stop-motion film featuring insects. Several note the impressive special effects for its time, including complex sets and seemingly realistic insect movements. Some highlight the dark humor and satirical nature of the film, drawing parallels to contemporary human behavior. A few commenters also point out the film's historical significance as an early example of stop-motion animation and its potential influence on later works. The film's availability on YouTube is also mentioned, making it easily accessible for viewing. A couple of users reflect on the fragility and preservation of early films, noting the potential loss of such cultural artifacts.
"Honey Bunnies" is a generative art experiment showcasing a colony of stylized rabbits evolving and interacting within a simulated environment. These rabbits, rendered with simple geometric shapes, exhibit emergent behavior as they seek out and consume food, represented by growing and shrinking circles. The simulation unfolds in real-time, demonstrating how individual behaviors, driven by simple rules, can lead to complex and dynamic patterns at the population level. The visuals are minimalist and abstract, using a limited color palette and basic shapes to create a hypnotic and evolving scene.
The Hacker News comments on "Honey Bunnies" largely express fascination and appreciation for the visual effect and the underlying shader code. Several commenters dive into the technical details, discussing how the effect is achieved through signed distance fields (SDFs) and raymarching in GLSL. Some express interest in exploring the code further and adapting it for their own projects. A few commenters mention the nostalgic feel of the visuals, comparing them to older demoscene productions or early 3D graphics. There's also some lighthearted discussion about the name "Honey Bunnies" and its apparent lack of connection to the visual itself. One commenter points out the creator's previous work, highlighting their consistent output of interesting graphical experiments. Overall, the comments reflect a positive reception to the artwork and a shared curiosity about the techniques used to create it.
The blog post contrasts the creative approaches of "Bluey" and "Cocomelon." "Bluey" emphasizes nuanced storytelling, drawing from real-life parenting experiences and fostering imaginative play with minimal reliance on dialogue. This allows for deeper emotional connection and encourages children to engage creatively with the narratives. Conversely, "Cocomelon" is criticized for its simplistic, repetitive songs and overstimulating visuals, designed to capture attention rather than foster meaningful engagement. The author argues "Cocomelon" prioritizes algorithmic appeal over educational value, resulting in passive consumption rather than active learning and imaginative development.
HN commenters largely agree with the article's premise that Bluey is superior to Cocomelon due to its nuanced portrayal of family dynamics, realistic parenting, and engaging storylines. Several highlighted Bluey's focus on imaginative play and emotional intelligence, contrasting it with Cocomelon's perceived simplistic and repetitive nature. Some discussed the business models behind each show, attributing Cocomelon's formulaic approach to its algorithm-driven creation process. A few questioned the article's negativity towards Cocomelon, suggesting it serves a different purpose for a younger audience and can be a valuable tool for parents. Others pointed out the cultural differences in Australian vs. American children's programming. A recurring theme was the importance of quality children's media and its impact on development.
This 1957 video demonstrates Walt Disney's groundbreaking multiplane camera. It showcases how the camera system, through a series of vertically stacked panes of glass holding artwork and lights, creates a sense of depth and parallax in animation. By moving the different layers at varying speeds and distances from the camera, Disney's animators achieved a more realistic and immersive three-dimensional effect, particularly noticeable in background scenes like forests and cityscapes. The video highlights the technical complexity of the camera and its impact on achieving a unique visual style, particularly in films like "Snow White and the Seven Dwarfs" and "Pinocchio."
The Hacker News comments on the Walt Disney multiplane camera video largely express appreciation for the ingenuity and artistry of the technique. Several commenters note how the depth and parallax achieved by the multiplane camera adds a significant level of realism and immersion compared to traditional animation. Some discuss the meticulous work involved, highlighting the challenges of synchronizing the multiple layers and the sheer amount of artwork required. A few comments mention the influence of this technique on later filmmaking, including its digital descendants in modern CGI and visual effects. Others reminisce about seeing Disney films as children and the impact the multiplane camera's visual richness had on their experience.
A developer created a charming animated scroll bar companion that "walks" down the webpage as you scroll. The little figure, seemingly inspired by platformer video games, is positioned alongside the scrollbar and mimics the user's scrolling action, creating a playful and visually engaging browsing experience. Its movement is synchronized with the scroll position, giving the impression of the character traversing the page's content. The project showcases a simple yet effective way to enhance the user interface with a touch of whimsy.
Hacker News users generally expressed appreciation for the Scroll Buddy's charm and whimsy. Several commenters pointed out similar prior art, such as the Clippy-inspired scrolling dinosaur for Chrome and a bouncing DVD logo screensaver Easter egg in Firefox. Some discussed technical aspects, including the implementation of the animation using JavaScript and CSS, and the potential performance impact. A few users suggested improvements, like adding customization options or making the character interact with page elements. Overall, the reaction was positive, with many finding the Scroll Buddy a fun and delightful addition to the browsing experience.
Inscribed is a web application that lets users create stop-motion animations and slideshow presentations using Excalidraw drawings. It provides a simple interface for sequencing drawings, adding transitions, and exporting the final product as a video or GIF. The tool leverages the familiar Excalidraw drawing experience, making it easy to create engaging visual content, from animated explainers to dynamic presentations.
Hacker News users discussed Inscribed's potential, particularly its integration with Excalidraw. Some saw it as a valuable tool for creating explainer videos and presentations, appreciating its simplicity and the familiar Excalidraw interface. However, others questioned its value proposition compared to existing tools like PowerPoint or dedicated animation software, expressing concerns about limited features and potential lock-in. The lack of offline functionality and reliance on a closed-source platform were also points of concern for some commenters. There was also a discussion about the challenge of effectively using stop-motion animation for conveying complex information.
This project is a web-based recreation of Tom Dowdy's "Kaos", a screensaver from 1991. It features the same swirling, colorful lines and pulsating geometric shapes that made the original popular. Built with JavaScript and rendered on a canvas element, this modern homage aims to preserve and share the mesmerizing visual experience of Kaos with a new generation while offering a glimpse back in time for those familiar with the original.
HN commenters largely expressed nostalgia for the original Kaos screensaver and praised the recreation's faithfulness to it. Some shared memories of using it in the 90s, while others discussed technical aspects like the original's algorithm and the challenges of recreating it using web technologies. A few pointed out minor differences between the homage and the original, like the color palette and the behavior of the "fly" element. Several commenters appreciated the simplicity and hypnotic nature of the screensaver, contrasting it with modern, more resource-intensive alternatives. There was also some discussion about the legal implications of recreating copyrighted software, and whether screen savers are still relevant today.
"HTML Kaleidoscope" is a simple webpage demonstrating the creation of visually appealing, kaleidoscopic patterns using only HTML and CSS. By strategically layering and rotating multiple copies of a basic SVG graphic within nested divs, the code generates a symmetrical, colorful design. The effect is further enhanced by applying CSS transforms and animations, causing the pattern to dynamically shift and rotate, creating a mesmerizing visual experience. No JavaScript is required, showcasing the surprising power and flexibility of pure HTML and CSS for generating complex visual effects.
Hacker News users discussed the visual appeal and technical implementation of the HTML Kaleidoscope. Several commenters praised its aesthetic qualities, describing it as "mesmerizing" and "beautiful." Some delved into the code, noting the clever use of CSS and JavaScript to achieve the effect, and appreciating its simplicity. A few users pointed out similarities to other kaleidoscope generators and suggested potential improvements like adding color controls or different symmetry options. Others expressed a desire to understand the mathematics behind the kaleidoscope's reflections, while some simply enjoyed the visual experience without analyzing the technical details. Overall, the comments reflected a positive reception to the project, with a mix of appreciation for its artistic merit and technical ingenuity.
This blog post details the process of creating animated Rick and Morty characters using signed distance functions (SDFs) in GLSL shaders. The author explains SDFs, demonstrates how to construct them for basic shapes, and then combines and transforms these shapes to build more complex figures like Rick's head. The animation is achieved by manipulating the SDFs within the shader based on time, creating effects like Rick's wobbling cheeks and blinking eyes. The post provides code snippets and animated GIFs showcasing the results, offering a practical tutorial on using SDFs for creating procedural animations.
Hacker News users generally praised the author's clear explanation of Signed Distance Fields (SDFs) and the clever application to animating Rick and Morty. Several commenters appreciated the interactive demos and the progressive complexity, making the concepts easier to grasp. Some discussed the performance implications of SDF rendering, particularly on the web, and suggested potential optimizations. One user highlighted the potential of SDFs beyond 2D, pointing to their use in 3D rendering and game development. Others shared similar projects or resources related to SDFs and creative coding. The overall sentiment was positive, with many expressing admiration for the project's technical achievement and educational value.
Marijn Haverbeke's 2012 JS1k winning entry, "Bouncing Beholder," is a concise JavaScript demo that fits within 1 kilobyte. It features a 3D rendering of the iconic Beholder monster from Dungeons & Dragons, smoothly rotating and bouncing off the edges of the canvas. The demo utilizes clever optimizations and mathematical shortcuts to achieve the 3D effect and animation within the tight size constraint, showcasing efficient coding and creative use of limited resources.
Commenters on Hacker News largely praised the "Bouncing Beholder" demo for its impressive technical achievement within the 1k size limit. Several noted the clever use of techniques like sine waves and bitwise operations to create the animation and sound effects. Some recalled the nostalgic appeal of demoscene culture and the technical ingenuity it fostered. A few discussed the evolution of JavaScript and browser capabilities since 2012, highlighting how challenging such a demo would have been at the time. The creator even chimed in to answer questions about the development process and optimization tricks used, sharing further insight into the intricacies of the code.
The creator of VideoToFlip.com offers a service that transforms digital videos into physical flipbooks. Customers upload their videos, choose from various sizes and paper types, and receive a custom-printed flipbook that animates their video when flipped. This allows for a tangible, nostalgic way to experience digital content. The service is marketed towards individuals seeking unique gifts or a personalized way to preserve memories, and also caters to businesses looking for promotional materials.
HN commenters were generally impressed with the craftsmanship and niche nature of the business. Some expressed concerns about copyright issues when converting copyrighted video content into flipbooks. Others questioned the practicality and longevity of the offering in a digital age, while some praised its unique tactile and nostalgic appeal. Several commenters suggested potential markets like gifts, promotional materials, or educational tools. There was also discussion about the technical process, including printing methods and binding techniques, with some users offering alternative approaches. Finally, a few users shared personal anecdotes about creating flipbooks in their youth, further highlighting the nostalgic element.
Ratzilla is a playful demo showcasing a technical experiment in real-time 3D rendering within a web browser. It features a giant rat model, humorously named "Ratzilla," stomping around a simplified cityscape. The project explores techniques for efficient rendering of complex models using WebGPU, a new web standard offering direct access to the device's graphics processing unit (GPU). The demo aims to push the boundaries of what's possible in web-based graphics while maintaining acceptable performance. Though still a prototype, Ratzilla demonstrates the potential of WebGPU for creating compelling and interactive 3D experiences directly within the browser, without the need for plugins or external applications.
HN commenters were impressed with Ratzilla's performance and clever approach to pathfinding using a tiny neural network. Several questioned the practical applications beyond the demo, wondering about its suitability for real-world robotics and complex environments. Some discussed the limitations of the small neural network and potential challenges in scaling the project. Others praised the clear and concise explanation provided on the project's website, along with the accessibility of the demo. A few users pointed out the similarities and differences with other pathfinding algorithms like A*. Overall, the comment section expressed admiration for the technical achievement while maintaining a pragmatic view of its potential.
The "Subpixel Snake" video demonstrates a technique for achieving smooth, subpixel-precise movement of a simple snake game using a fixed-point integer coordinate system. Instead of moving the snake in whole pixel increments, fractional coordinates are used internally, allowing for smooth, seemingly subpixel motion when rendered visually. The technique avoids floating-point arithmetic for performance reasons, relevant to the target platform (likely older or less powerful hardware). Essentially, the game maintains higher precision internally than what is displayed, creating the illusion of smoother movement.
HN users largely praised the Subpixel Snake game and its clever use of subpixel rendering for smooth movement. Several commenters discussed the nostalgic appeal of such games, recalling similar experiences with old Nokia phones and other limited-resolution displays. Some delved into the technical aspects, explaining how subpixel rendering works and its limitations, while others shared their high scores or jokingly lamented their wasted time playing. The creator of the game also participated, responding to questions and sharing insights into the development process. A few comments mentioned similar games or techniques, offering alternative approaches to achieving smooth movement in low-resolution environments.
Gingerbeardman's blog post presents an interactive animation exploring the paths of two slugs crawling on the surface of a cube. The slugs start at opposite corners and move at the same constant speed, aiming directly at each other. The animation allows viewers to adjust parameters like slug speed and starting positions to see how these changes affect the slugs' paths, which often involve spiraling towards a meeting point but never actually colliding. The post showcases the intriguing mathematical problem of pursuit curves in a visually engaging way.
HN users generally enjoyed the interactive animation and its clean, minimalist presentation. Several commenters explored the mathematical implications, discussing the paths the slugs would take and whether they would ever meet given different starting positions. Some debated the best strategies for determining collision points and suggested improvements to the visualization, such as adding indicators for past collisions or allowing users to define slug speeds. A few commenters also appreciated the creative prompt itself, finding the concept of slugs navigating a cube intriguing. The technical implementation was also praised, with users noting the smooth performance and efficient use of web technologies.
A team of animators has painstakingly recreated the entirety of DreamWorks' "Bee Movie" frame-by-frame, using hand-drawn animation. This "remake," titled "The Free Movie," is intended as a transformative work of art, commenting on copyright, ownership, and the nature of filmmaking itself. It is available for free viewing on their website. The project, while visually similar to the original, features subtle alterations and imperfections inherent in the hand-drawn process, giving it a unique aesthetic. This distinguishes it from mere piracy and positions it as an artistic endeavor rather than a simple copy.
HN commenters were largely impressed by the dedication and absurdity of recreating The Bee Movie frame-by-frame. Some questioned the legality of the project, wondering about copyright infringement despite the transformative nature of the work. Others drew parallels to other painstaking fan projects, like the shot-for-shot remake of Raiders of the Lost Ark. Several commenters expressed fascination with the motivations behind such an undertaking, speculating on artistic expression, commentary on copyright, or simply the joy of a bizarre, challenging project. A few users shared their anticipation for the finished product and discussed the optimal viewing experience, suggesting a side-by-side comparison with the original.
The author recreated the "Bad Apple!!" animation within Vim using an incredibly unconventional method: thousands of regular expressions. Instead of manipulating images directly, they constructed 6,500 unique regex searches, each designed to highlight specific character patterns within a specially prepared text file. When run sequentially, these searches effectively "draw" each frame of the animation by selectively highlighting characters that visually approximate the shapes and shading. This process is exceptionally slow and resource-intensive, pushing Vim to its limits, but results in a surprisingly accurate, albeit flickering, rendition of the iconic video entirely within the text editor.
Hacker News commenters generally expressed amusement and impressed disbelief at the author's feat of rendering Bad Apple!! in Vim using thousands of regex searches. Several pointed out the inefficiency and absurdity of the method, highlighting the vast difference between text manipulation and video rendering. Some questioned the practical applications, while others praised the creativity and dedication involved. A few commenters delved into the technical aspects, discussing Vim's handling of complex regex operations and the potential performance implications. One commenter jokingly suggested using this technique for machine learning, training a model on regexes to generate animations. Another thread discussed the author's choice of lossy compression for the regex data, debating whether a lossless approach would have been more appropriate for such an unusual project.
Summary of Comments ( 7 )
https://news.ycombinator.com/item?id=43643441
Hacker News users discussed TVMC's potential applications and limitations. Some highlighted the impressive compression ratios and the potential for wider adoption in areas like game development, VFX, and medical imaging. Others questioned the practicality for real-time applications due to the decompression overhead. Concerns were raised about the project's apparent inactivity and the lack of recent updates, along with the limited file format support. Several commenters expressed interest in GPU decompression and the possibility of integrating TVMC with existing game engines. A key point of discussion revolved around the trade-offs between compression ratio, decompression speed, and visual fidelity.
The Hacker News post titled "TVMC: Time-Varying Mesh Compression" sparked a brief but insightful discussion with a handful of comments focusing on the practical applications and limitations of the presented mesh compression technique.
One commenter highlights the potential of this technology for reducing storage and bandwidth requirements in virtual and augmented reality applications, specifically mentioning the metaverse as a potential beneficiary. They emphasize the importance of efficient mesh compression for creating immersive and interactive experiences in these environments, where detailed 3D models are crucial.
Another comment points out the current limitations of the technology. While acknowledging the potential for various applications, they note that the compression currently works best on meshes with consistent topology over time. This suggests that meshes with significant topological changes, like those seen in simulations with fracturing or merging objects, might not be suitable for this specific compression technique. They also raise the question of whether the demonstrated compression ratios hold true for more complex meshes typically encountered in real-world applications, implicitly suggesting a need for further testing and validation on more diverse datasets.
A third comment focuses on the computational cost associated with the decompression process. While efficient compression is crucial, the commenter rightly points out that if the decompression process is too computationally intensive, it could negate the benefits of reduced storage and bandwidth, especially for real-time applications. They express interest in learning more about the decompression overhead and its impact on performance. This highlights a crucial aspect often overlooked in compression discussions: the trade-off between compression ratio and decompression speed.
Finally, another commenter notes the relevance of this technology to game development, echoing the sentiment about its potential for virtual and augmented reality applications. They also mention the desire for similar compression techniques applicable to skeletal meshes, a common type of mesh used in character animation. This comment reinforces the demand for efficient mesh compression solutions across various domains and highlights the specific needs of different applications, like game development.
In summary, the comments on the Hacker News post demonstrate a general interest in the presented time-varying mesh compression technique, while also acknowledging its limitations and raising important questions regarding its practical applicability, particularly concerning the types of meshes it handles efficiently and the computational cost of decompression.