From 75cdd7c3e5b7fb28c933c2039dec90a40ac6f73f Mon Sep 17 00:00:00 2001 From: Miloslav Ciz Date: Tue, 6 Sep 2022 21:53:31 +0200 Subject: [PATCH] Update --- ascii_art.md | 2 ++ bilinear.md | 37 +++++++++++++++++++++++++++++++++++++ woman.md | 1 + 3 files changed, 40 insertions(+) diff --git a/ascii_art.md b/ascii_art.md index 1c1f57f..b78feef 100644 --- a/ascii_art.md +++ b/ascii_art.md @@ -4,6 +4,8 @@ ASCII art is the [art](art.md) of manually creating graphics and images only out This kind of art used to be a great part of the culture of earliest [Internet](internet.md) communities for a number of reasons imposed largely by the limitations of old computers -- it could be created easily with a text editor and saved in pure text format, it didn't take much space to store or send over a network and it could be displayed on text-only displays and terminals. The principle itself predates computers, people were already making this kind of images with type writers. Nevertheless the art survives even to present day and lives on in the hacker culture, in [Unix](unix.md) communities, on the [Smol Internet](smol_internet.md) etc. ASCII diagram may very well be embedded e.g. in a comment in a source code to explain some spatial concept -- that's pretty [KISS](kiss.md). We, [LRS](lrs.md), highly advocate use of ASCII art whenever it's [good enough](good_enough.md). +Here is a simple 16-shade ASCII palette (but watch out, it will depend on your font): `#OVaxsflc/!;,.- `. + ``` _,,_ / ';_ diff --git a/bilinear.md b/bilinear.md index 9920c83..f19e26c 100644 --- a/bilinear.md +++ b/bilinear.md @@ -2,6 +2,43 @@ Bilinear interpolation (also bilinear filtering) is a simple way of creating a smooth transition ([interpolation](interpolation.md)) between [discrete](discrete.md) samples (values) in 2D, it is a [generalization](generalization.md) of [linear interpolation](lerp.md) to 2 dimensions. It is used in many places, popularly e.g. in 3D [computer graphics](graphics.md) for [texture](texture.md) filtering; bilinear interpolation allows to upscale textures to higher resolutions (i.e. compute new pixels between existing pixels) while keeping their look smooth and "non-blocky" (even though blurry). On the scale of quality vs simplicity it is kind of a middle way between a simpler [nearest neighbour](nearest_neighbour.md) interpolation (which creates the "blocky" look) and more complex [bicubic interpolation](bicubic.md) (which uses yet smoother curves but also requires more samples). Bilinear interpolation can further be generalized to [trilinear interpolation](trilinear.md) (in computer graphics trilinear interpolation is used to also additionally interpolate between different levels of a texture's [mipamap](mipamp.md)) and perhaps even bilinear [extrapolation](extrapolation.md). Many frameworks/libraries/engines have bilinear filtering built-in (e.g. `GL_LINEAR` in [OpenGL](ogl.md)). +``` +####OOOOVVVVaaaaxxxxssssffffllllcccc////!!!!;;;;,,,,....---- +####OOOOVVVVaaaaxxxxxssssffffllllcccc////!!!!;;;;,,,,.....---- +####OOOOVVVVaaaaaxxxxssssfffflllllcccc////!!!!!;;;;,,,,....----- +###OOOOOVVVVaaaaaxxxxsssssfffflllllcccc////!!!!!;;;;,,,,,....--- +###OOOOVVVVVaaaaaxxxxsssssfffffllllccccc/////!!!!!;;;;,,,,,..... +##OOOOOVVVVVaaaaaxxxxxsssssffffflllllcccc/////!!!!!;;;;;,,,,,... +##OOOOOVVVVVaaaaaxxxxxsssssfffffflllllccccc/////!!!!!;;;;;,,,,,. +#OOOOOOVVVVVaaaaaxxxxxxsssssfffffflllllccccc//////!!!!!;;;;;;,,, +OOOOOOVVVVVVaaaaaaxxxxxssssssfffffflllllcccccc//////!!!!!;;;;;;, +OOOOOOVVVVVVaaaaaaxxxxxxssssssffffffllllllcccccc//////!!!!!!;;;; +OOOOOVVVVVVVaaaaaaxxxxxxsssssssfffffflllllllcccccc///////!!!!!!; +OOOOOVVVVVVaaaaaaaxxxxxxxsssssssffffffflllllllccccccc//////!!!!! +OOOOVVVVVVVaaaaaaaaxxxxxxxsssssssfffffffflllllllccccccc////////! +OOOVVVVVVVVaaaaaaaaxxxxxxxxssssssssffffffffllllllllcccccccc///// +OOVVVVVVVVVaaaaaaaaaxxxxxxxxsssssssssfffffffflllllllllcccccccc// +OVVVVVVVVVVaaaaaaaaaxxxxxxxxxssssssssssffffffffflllllllllccccccc +VVVVVVVVVVaaaaaaaaaaaxxxxxxxxxxssssssssssfffffffffffllllllllllcc +VVVVVVVVVVaaaaaaaaaaaxxxxxxxxxxxxsssssssssssffffffffffffllllllll +VVVVVVVVVVaaaaaaaaaaaaxxxxxxxxxxxxxsssssssssssssffffffffffffflll +VVVVVVVVVaaaaaaaaaaaaaaaxxxxxxxxxxxxxxsssssssssssssssfffffffffff +VVVVVVVVaaaaaaaaaaaaaaaaaxxxxxxxxxxxxxxxxxxsssssssssssssssssffff +VVVVVVVaaaaaaaaaaaaaaaaaaaaaxxxxxxxxxxxxxxxxxxxxssssssssssssssss +VVVVVVaaaaaaaaaaaaaaaaaaaaaaaaaxxxxxxxxxxxxxxxxxxxxxxxxxxsssssss +VVVaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaxxxxxxxxxxxxxxxxxxxxxxxxxxx +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaxxxxxxxxxxxxxxx +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaVVVVVVVVVVVVVVVVVVV +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV +aaaaaaaaaaaaaaaaaaaaaaaaVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVOOOOOO +aaaaaaaaaaaaaaaaaaaaaVVVVVVVVVVVVVVVVVVVVVVVVVVOOOOOOOOOOOOOOOOO +aaaaaaaaaaaaaaaaaaaaVVVVVVVVVVVVVVVVVVVVOOOOOOOOOOOOOOOOOOOOO### +``` + +*The above image is constructed by applying bilinear interpolation to the four corner values.* + The principle is simple: first linearly interpolate in one direction (e.g. horizontal), then in the other (vertical). Mathematically the order in which we take the dimensions doesn't matter (but it may matter practically due to rounding errors etc.). Example: let's say we want to compute the value *x* between the four following given corner values: diff --git a/woman.md b/woman.md index d34daf5..2ae503f 100644 --- a/woman.md +++ b/woman.md @@ -35,6 +35,7 @@ Note: SJWs will of course say this is "misleading" statistic. Three things: firs |chess |2882 Elo (Carlsen)|2735 Elo (Polgar)|best W win 8%, lose 48%, draw 44% | |speedcubing 3x3 |3.47s (Du) |4.44 (Sebastien) |best W ranks #16 among M | |Starcraft II |3556 (Serral) |2679 (Scarlett) |best M has ~80% win chance against W | +|holding breath |24:37 (Sobat) |18:32m (Meyer) |Ms have ~35% greater lung capacity | ## See Also