FLASH PLAYER WARNING
You need to have atleast v10.x.x to view most of my Flash experiments. Please download the latest Flash Player version before continuing.
Realtime raytracing test
Having done a couple of experiments with Pixel Benders (#1, #2), I wanted to throw something more demanding at it.
|
|
|
The problem of doing raytracing in Pixel Benders is the lack of looping, so basically the whole scene would have to be hard-coded. It would be possible to make a generic renderer with some fancy pre-processing of the source code, but it's a big project and the whole effort would be in vain if/when loops are supported in a future version.
Raytracing involves some quite advanced mathematics, so I had to think twice for some of this stuff. A good summary is this document. Initially I wanted to raytrace the torus, but quicky gave up this as I would need to solve this equation, which can only be solved numerically - it's defintely not something I want to do per-pixel.
I discovered another limitation of Pixel Benders by doing this test: No support for boolean datatype when exporting for Flash (if exporting for After Effects both loops and booleans can be used). It can be a drag when creating optimized SIMD based code, which Pixel Benders supports through the float4 and similar datatypes.
Sierpinski 3D
Today I'm exploring some variations of Sierpinski fractals, and testing some new 3d capabilities in Flash 10.
In addition to new rendering capabilities (not utilized in this experiment - sticking to the BitmapData.setPixel(..) for plotting), Flash 10 provides new libraries for doing 3D geometry calculations. One new class is Matrix3D which allows any matrix transformations in 3d. For this test I create a matrix that combines translation, rotation and perspective projection into one matrix, so that all these operations is performed by doing one matrix multiplication per vertex.
A quick benchmark with 200.000 vertices (no motion bluring):
Plotting and 3D math : 6 fps
No setPixel(..) calls : 55 fps
No 3D math : 7fps
This confirms it now possible to do high throughput 3D math in plain actionscript code using the new libraries, and that it is the setPixel(..) calls that is the performance drag in this experiment.
To generate the Sierpinski fractals, I'm applying a Chaos Game to generate the vertices in 3D. A good starting point is this PDF - it contains some details on how to use a scaling factor to use geometric shapes of more than 4 vertices.
Setting up hosting of Umbraco v4 site on DiscountASP.NET
Having developed the site on Umbraco v4 locally (started on beta 2, upgraded to RC1), I decided to use the DiscountASP.NET European datacenter (UK) for hosting.
Locally I was using the free SQLExpress (SQL Server 2005 based) and the IIS built into Vista Ultimate. When signing up I decided to use Microsoft 2008 Server, and Microsoft SQL Server 2008. Here's a summary of the steps involved :
- Set Application Pool Pipeline Mode to "Classic" under IIS Tools in the discountasp.net web admin
- Copy the whole wwwroot local directory and database backup onto the hosting (through FTP)
- Restore the database backup through the discoutasp.net web interface
- Start Visual Studio 2008 and Open website.. Choose FTP and supply credentials for the new domain. It works best for me if unchecking "Passive connection.."
- Open web.config in VS and update the connectionstring under /configuration/appSettings umbracoDbDSN key and /configuration/connectionStrings
- Delete the index.htm placed on the root by discountasp.net
That's it. It just works! :-)
It seems as DiscountASP.net has the right prerequisites to run Umbraco v4 (Full trust level etc). It's also popular amongst the other Umbraco users.
Implementing a Tags system
There are different ways of doing it, and it's actually built into Umbraco, but I wanted to implement it from scratch as a training exercise to learn Umbraco. It involves several steps, so it's nice to summarize the process to get an overview.
Creating screenshots is rather time consuming, so I'll skip it this time.
My approach (thanks to Kenny / Xeed for pointing me in the right direction) :
- Create a new datatype called Tags with the Checkbox list renderControl, and adding prevalues for each of the tags.
- In my Blog Post document type, add a Tags datatype instance
- Then check the tags that applies to each Blog Post instance in the content tree
- The xml output will for each blog post instance be on the form
<node attributes>
<!-- blog post instance -->
<data alias="bodyText" attributes>xhtml blob</data>
<data alias="tags" attributes>comma seperated list of the checked tags</data>
</node>
- For the list of blog posts, implement a filter which only displays the the blog posts which has the requested tag checked. This involves getting a querystring argument into XSLT, which I will store as a variable called filterBy, and using it when iterating through the list of blog posts.
<xsl:param name="currentPage"/>
<xsl:template match="/">
<xsl:variable name="filterBy" select="umbraco.library:RequestQueryString('tag')" />
<xsl:for-each select="$currentPage/node [contains(./data[@alias='tags'], $filterBy)]">
displaying the blog post here
</xsl:for-each>
</xsl:template>
- Then output the comma seperated list of tags as a list of links using the tag name as a filter:
<xsl:variable name="tags" select="umbraco.library:Split(./data [@alias = 'tags'], ',')" />
<xsl:for-each select="$tags/value">
<a href="/blog.aspx?tag={.}">
<xsl:value-of select="." />
</a>
</xsl:for-each>
<xsl:for-each select="umbraco.library:GetPreValues(1099)//preValue">
<a style="white-space: nowrap;" href="/blog.aspx?tag={.}">
<xsl:value-of select="." />
</a>
</xsl:for-each>
<xsl:value-of select="TagCloud.Helper:RenderTags($currentPage/ancestor-or-self::node/descendant-or-self::node[@nodeTypeAlias = 'BlogPost' and string(data [@alias='umbracoNaviHide']) != '1'], 'tags', '<a class=tc{1} href="/blog.aspx?tag={0}">{0}</a> ', 6)" disable-output-escaping="yes"/>
Then it's just a matter of calling his Macro from my master template:
<umbraco:Macro Alias="TagCloud" runat="server"/>
/* Tag cloud */
a.tc1 { font-size: 100%; font-weight: 200; }
a.tc2 { font-size: 110%; font-weight: 300; }
a.tc3 { font-size: 120%; font-weight: 500; }
a.tc4 { font-size: 130%; font-weight: 600; }
a.tc5 { font-size: 145%; font-weight: 800; }
a.tc6 { font-size: 160%; font-weight: 900; }
/* KEEPING default hover behaviour
a.tc1:hover, a.tc2:hover, a.tc3:hover, a.tc4:hover, a.tc5:hover, a.tc5:hover, a.tc6:hover { text-decoration:underline; }
*/
Flash as background on web pages / stock selling
Doing some experimenting of putting a flash SWF as a background bellow HTML and creating a stock selling package for FlashDen.net.
After some initial trying and failing, I ended up with a minimalistic approach that seems to work on all major browsers. The solution is intuitive; absolutely positioning a DIV element (html based content) over a DIV containing the Flash SWF, and using the z-index css property to handle z-order. Export settings when building the SWF also needs to be correct.
Having discovered FlashDen.Net, I decided to take my Recursive Zoomer and package it in the format FlashDen.Net requires. It literally took hours, as I had to make a preview package, preview image, and the purchase package. I set up a small mini site that will be used for previewing on their site, here it is:![]()
Currently number 96 in their review queue.
UPDATE: After about 5 days in their review queue my package was rejected since they do not accept CS4 (Flash 10) stuff yet.
Recursive Zoomer
Another small experiment from me. Reproducing in Pixel Bender that recursive zoomer effect from the Amiga demo scene ;-)
Use the mouse to change parameters on the interactive versions (mouse at the center for most stability). Configurable through a XML settings file.
Linear sampling :
Non-interactive fullscreen |
Linear sampling :
Interactive in window mode |
Nearest neighbor sampling :
Interactive in window mode |
Cloud and Landscape Generator
Building my base of reusable code, I spent the last few days implementing, tweaking and making examples of a fractal based clound/landscape generator.
Since the Flash 10 penetration rate will need some time to get close to 100%, it's implemented for Flash 9. Everything is generated in code, so it would be perfect for projects with size limitations or when requiring to generate content dynamically.
Pixel Bender test drive
Flash 10 is out, and delivers a host of new cool features. One in particular attracted my attention: Pixel Benders! It's time to make a minimalistic example and see how it all works.
It's just a simple test that combines the distances from the current pixel to 9 points that I move around using sin/cos in Flash. The Pixel Bender language v1.0 does not support loops, so they need to be unrolled unfortunatly.
There has been lots of confusion about the promised GPU acceleration in Flash Player 10. Tinic Uro ( http://kaourantin.net ) which seems to be part of the Adobe Flash development team, stated quite clearly in his May 20th blog post that GPU acceleration would not be enabled for Pixel Benders inside the Flash player, but given that his blog post was written half a year before release, and the Pixel Bender language is based on GLSL I had to give it a try and see for myself. So I exported the SWF with the wmode set to GPU in addition to the CPU ("no hardware acceleration") version.
Try the wmode="gpu" version:
GPU
Clearly Pixel Benders are not executed on the GPU inside Flash 10 player, but still delivers good performance as the JIT compiler produces a lot more efficient code than AS3.0, SIMD execution units on the CPU are utilized, and it is multithreaded by nature so it executes across all CPU cores. Testing the performance on a few different systems gives the following results (results from the Pixel Bender toolkit that runs the kernel on the GPU are also included):
- Ultra low-end laptop: Celeron M 370 (single core Pentium M @1.5GHz) | 10 FPS | (100% CPU usage) Flash Player 10
- Core 2 E6600 (dual core @ 2.4GHz) | 50 FPS | (90% CPU usage) Flash Player 10
- Core 2 Q6600 (quad core @ 2.4GHz) | 90 FPS | (80% CPU usage) Flash Player 10
- Geforce 7600GT | ~250 FPS | Pixel Bender Toolkit
- Geforce 8800GTS | ~1200 FPS | Pixel Bender Toolkit
About 1200 FPS on a Geforce 8800GTS. Wow! What a shame this performance isn't available through Flash. The good news is Pixel Bender code is scaling really well across cores..
On a side note; Intel will release a "many core" chip called Larrabee, but it would probably only be accessable through simulated DirectX, OpenGL or a native API. See the August 08 paper. Realtime raytracing's getting closer! :-)
Water Effect
Here's a water effect I made some time back.
| Flash 9 version : | Flash 10 version : |
|
|
|
The only difference between the versions is I'm using typed arrays (Vector) in the Flash 10 version, which gives a nice performance boost.
It would run smoothly at higher resolutions if implemented as a Pixel Bender kernel, but I'm saving that for another day. :-)



