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Andras Schmelczer 2022-09-21 13:16:03 +02:00
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import adAstraWebP from '../media/ad_astra.jpg?format=webp';
import adAstraJpeg from '../media/ad_astra.jpg?format=jpg';
import adAstraMp4 from '../media/mp4/ad_astra.mp4';
import adAstraWebM from '../media/webm/ad_astra.webm';
import { GitHub } from '../shared';
import { Video } from '../../page/basics/video/video';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const adAstraTimelineElement: TimelineElementParameters = {
title: `Gaming on an ATtiny85`,
date: `2020 spring`,
figure: new Video({
posterWebP: adAstraWebP,
posterJpeg: adAstraJpeg,
mp4: adAstraMp4,
webm: adAstraWebM,
}),
description: `
A simple game engine with a sample game set in space. The greatest challenge was to overcome
the very limited resources of the hardware, this was also the most rewarding part.
`,
more: [
`
For reducing complexity while maintaining performance, a balance had to be found between object-oriented
and structural programming. For example, a simple prototype-based inheritance is used for the game objects;
meanwhile, an optimised SIMD utilising low-level driver is used for rendering to the display.
I think, the codebase is quite readable and at the same time also fast, with the maximum frame times
being between 15 and 20 milliseconds at a clock speed of 8 MHz. That means, it runs quite stably at 50-60 FPS.
`,
`
As for the hardware, it is quite simple. Aside from the ATtiny85V, a D096-12864-SPI7 display is used for
output and a TSOP4838 for input. The circuit runs on 3.3V, so a regulator is also needed. It uses a current
of 8mA to 11mA on full brightness and around 1.5mA on standby mode.
`,
`
There is also fault-tolerant persistent data storage utilising the built-in EEPROM.
For creating sprites (which are also stored in EEPROM), I made a tool to convert PNG-s into C array definitions.
This can also be found on GitHub along with the entire project.
`,
],
links: [new GitHub('https://github.com/schmelczerandras/ad_astra')],
};

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import citySimulationPosterWebP from '../media/simulation.jpg?format=webp';
import citySimulationPosterJpeg from '../media/simulation.jpg?format=jpg';
import citySimulationMp4 from '../media/mp4/simulation.mp4';
import citySimulationWebM from '../media/webm/simulation.webm';
import { Video } from '../../page/basics/video/video';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const citySimulationTimelineElement: TimelineElementParameters = {
title: `City simulation`,
date: `2018 July - August`,
figure: new Video({
posterWebP: citySimulationPosterWebP,
posterJpeg: citySimulationPosterJpeg,
mp4: citySimulationMp4,
webm: citySimulationWebM,
}),
description: `Simulating a city where car crashes are more frequent than usual.`,
more: [
`
The state of the traffic lights can be changed through a REST API.
Drivers follow the instructions of the traffic lights, so if a mistake is made,
there will be collisions. There is also support for displaying tweets on a HUD.
`,
`
This was created for a cybersecurity challenge. With the help of this program
the contestants could instantly see the effect of their work.
`,
`
The most interesting aspect of this project was building it in a server-client architecture.
Every decision of the agents is calculated server-side. The real challenge was broadcasting
these decisions in a fault-tolerant way using minimal bandwidth.
`,
`
It is made with Unity using C# as the scripting language.
The models and animations were also made by me using Blender.
`,
],
links: [],
};

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import colourJpeg from '../media/color.jpg?format=jpg';
import colourWebP from '../media/color.jpg?format=webp';
import { Image } from '../../page/basics/image/image';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const colorsTimelineElement: TimelineElementParameters = {
title: `Photo colour grader`,
date: `2018 June`,
figure: new Image(colourWebP, colourJpeg, `a picture of the app`),
description: `An innovative (at least I thought so) colour grader web application.`,
more: [
`
The most noteworthy feature of this application is the colour selector UI.
This program is only intended as a proof-of-concept, I would have liked to
experiment with some ideas and this was the outcome.
`,
`
You can select some colours and then apply transformations to the other colours as a
function of their distance to the selected colour.
`,
`
By clicking on a coloured circle you can change its settings.
New circles can be created by clicking in the large circle
(and they can also be moved by drag & drop).
`,
],
links: [],
};

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import declaredJpeg from '../media/decla-red.png?format=jpg';
import declaredWebP from '../media/decla-red.png?format=webp';
import thesis from '../media/thesis-andras-schmelczer.pdf';
import { Preview } from '../../page/basics/preview/preview';
import { GitHub, Thesis, Open } from '../shared';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const declaredTimelineElement: TimelineElementParameters = {
title: `Multiplayer game`,
date: `2020 autumn`,
figure: new Preview(
declaredWebP,
declaredJpeg,
'https://decla.red',
'The website of the video game'
),
description: `
Using SDF-2D (my ray tracing graphics library), I created a conquest-style multiplayer browser game.
It even runs on mobiles.
`,
more: [
`
The scene is set in space, two teams have to conquer small planets, while they can also shoot at the other team.
Points are given based on the number of planets controlled, and the first team which reaches a predefined score wins.
`,
`
As for the communication, a server-client architecture is used. Messaging is provided by Socket.IO and
a custom serialisation solution.
`,
`
This (along with SDF-2D) was my BSc thesis project, so more in-depth information about them
can be found in my thesis linked below.
`,
],
links: [
new GitHub('https://github.com/schmelczerandras/decla.red'),
new Thesis(thesis),
new Open('https://decla.red'),
],
};

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import forexPosterWebP from '../media/forex.jpg?format=webp';
import forexPosterJpeg from '../media/forex.jpg?format=jpg';
import forexMp4 from '../media/mp4/forex.mp4';
import forexWebM from '../media/webm/forex.webm';
import { Video } from '../../page/basics/video/video';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const forexTimelineElement: TimelineElementParameters = {
title: `Predicting foreign exchange rates`,
date: `2019 autumn`,
figure: new Video({
posterWebP: forexPosterWebP,
posterJpeg: forexPosterJpeg,
mp4: forexMp4,
webm: forexWebM,
invertButton: true,
}),
description: `
From the animation, we can see that my implementation does a somewhat acceptable job at
predicting (blue graph) the EUR/USD rates (green graph).
`,
more: [
`
In a nutshell, the algorithm (written in Python using NumPy, SciPy, and Flask)
predicts in the frequency domain. The steps are the following: smoothing the input values,
differentiating, applying a short-time Fourier-transformation with overlapped (and Hanning-windowed) windows,
extrapolating and then applying the inverse of these transformations to the resulting values.
`,
`
Of course, there is still plenty of room for improvement, but even with this simple algorithm
a mostly profitable trading strategy is viable. In my free time I may put more work into it.
`,
],
links: [],
};

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src/data/projects/leds.ts Normal file
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import ledPosterWebP from '../media/led.jpg?format=webp';
import ledPosterJpeg from '../media/led.jpg?format=jpg';
import ledMp4 from '../media/mp4/led.mp4';
import ledWebM from '../media/webm/led.webm';
import { Video } from '../../page/basics/video/video';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const ledsTimelineElement: TimelineElementParameters = {
title: `Lights synchronised to music`,
date: `2016 spring`,
figure: new Video({
posterWebP: ledPosterWebP,
posterJpeg: ledPosterJpeg,
mp4: ledMp4,
webm: ledWebM,
}),
description: `
A full stack application with a built-in music player
the output of which controls the colour of a couple of RGB LED strips.
`,
more: [
`
This was my first non-trivial project which got finished. Obviously,
it is rather far from perfect, but I am still proud that I was able
to build it on my own.
`,
`
The backend logic is written in Python, the FFT implementation is provided by NumPy.
A quite simple frontend for accessing the music player and changing
the settings also got built using vanilla web development technologies.
`,
],
links: [],
};

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import myNotesJpeg from '../media/my-notes.png?format=jpg';
import myNotesWebP from '../media/my-notes.png?format=webp';
import { Image } from '../../page/basics/image/image';
import { GitHub } from '../shared';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const myNotesTimelineElement: TimelineElementParameters = {
title: `My Notes`,
date: `2019 November`,
figure: new Image(myNotesWebP, myNotesJpeg, `two screenshots of the application`),
description: `A minimalist note organiser and editor powered by Markwon.`,
more: [
`
This is a basic android app for creating and filtering markdown notes
(based on #hashtags). It was my first exposure to Android development.
`,
`
All in all, it is not a tremendous engineering feat, but at least it's usable.
The knowledge gained while working on it was the more significant outcome of this
adventure.
`,
],
links: [new GitHub('https://github.com/schmelczerandras/my-notes')],
};

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import processSimulatorInputJpeg from '../media/process-simulator-input.jpg?format=jpg';
import processSimulatorInputWebP from '../media/process-simulator-input.jpg?format=webp';
import { Image } from '../../page/basics/image/image';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const nuclearEditorTimelineElement: TimelineElementParameters = {
title: `Graph editing application`,
date: `2018 October - November`,
figure: new Image(
processSimulatorInputWebP,
processSimulatorInputJpeg,
`a picture of the simulator's UI`
),
description: `
An intuitive editor to create and edit input for the nuclear facility simulator.
`,
more: [
`
Nodes can be moved with drag & drop gestures.
Editing the parameters of elements can be done on the right panel.
`,
`
The UI is built with JavaFX. The output can be exported as JSON or
directly uploaded to the simulation backend.
`,
],
links: [],
};

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import processSimulatorJpeg from '../media/process-simulator.jpg?format=jpg';
import processSimulatorWebP from '../media/process-simulator.jpg?format=webp';
import { Image } from '../../page/basics/image/image';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const nuclearTimelineElement: TimelineElementParameters = {
title: `Simulating the cooling system of a nuclear facility`,
date: `2018 October - November`,
figure: new Image(
processSimulatorWebP,
processSimulatorJpeg,
`a screenshot of the simulator`
),
description: `
The temperatures and flow velocities are dynamically calculated in a fluid-based
cooling system based on a simple model.
`,
more: [
`
A simulated system can contain reactors (heaters), coolers, pumps, heat exchangers,
drains, sources, and of course, pipes. With this, simple yet believable configurations
can be defined. The aim of the project was to create a cheaply calculated and
(for layman) a convincingly looking simulation.
`,
`
The algorithm takes advantages of graphs and matrices to get to a next time frame. First,
water flows are distributed by traversing the graph of pipes. Then a matrix is populated
with the relations of the nodes (based on the water flow between them).
After considering the base temperatures and heaters, the matrix is solved resulting in the
current temperature of each node. This can be iteratively continued.
`,
`
Python is used for the backend along with Flask and NumPy. A REST API facilitates
the communication between the layers. For rendering on the frontend, a HTML5 canvas
is utilised.
`,
],
links: [],
};

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import photosJpeg from '../media/photos.jpg?format=jpg';
import photosWebP from '../media/photos.jpg?format=webp';
import { Image } from '../../page/basics/image/image';
import { Open } from '../shared';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const photosTimelineElement: TimelineElementParameters = {
title: `Photos`,
date: `2016 summer`,
figure: new Image(photosWebP, photosJpeg, `a picture of the website`),
description: `A simple webpage where you can view my photos.`,
more: [
`
Taking time to appreciate the world around us fills me with joy. That's why I like
to go on walks with a camera. I might not end up with great photos, nonetheless, I usually
end up with some inspiration regarding my current or next project.
`,
`
As for the webpage, a webpack script generates the site from the photos in a directory,
automatic resizing to multiple quality settings is also part of the pipeline.
`,
],
links: [new Open('https://photo.schmelczer.dev')],
};

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import platformPosterWebP from '../media/platform.png?format=webp';
import platformPosterJpeg from '../media/platform.png?format=jpg';
import platformMp4 from '../media/mp4/platform.mp4';
import platformWebM from '../media/webm/platform.webm';
import { Video } from '../../page/basics/video/video';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const platformGameTimelineElement: TimelineElementParameters = {
title: `Platform game`,
date: `2017 autumn`,
figure: new Video({
posterWebP: platformPosterWebP,
posterJpeg: platformPosterJpeg,
mp4: platformMp4,
webm: platformWebM,
}),
description: `A 3D game written in C with the help of SDL 1.2 (I haven't heard of GPU programming at the time).`,
more: [
`
The maps are randomly generated and fully destroyable.
The player is getting chased by flying enemies. Overall, I find it a really enjoyable game.
`,
`
I did this as a homework for my Basics of Programming course.
`,
],
links: [],
};

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import sdf2dJpeg from '../media/sdf2d.png?format=jpg';
import sdf2dWebP from '../media/sdf2d.png?format=webp';
import { Preview } from '../../page/basics/preview/preview';
import { Open, NPM, Youtube } from '../shared';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const sdf2dTimelineElement: TimelineElementParameters = {
title: `2D ray tracing`,
date: `2020 autumn`,
figure: new Preview(
sdf2dWebP,
sdf2dJpeg,
'https://sdf2d.schmelczer.dev',
'A webpage showcasing the SDF-2D project.'
),
description: `
I created the SDF-2D library for efficiently rendering 2D scenes using ray tracing.
My solution relies on signed distance fields (SDF-s), it supports both WebGL and WebGL2,
and is an easily reusable and extensible NPM package.
`,
more: [
`
A multitude of optimisations were needed to achieve real-time performance even on low-end mobile devices.
These include deferred shading, tile-based rendering, and dynamic shader generation to eliminate unnecessary
instructions.
`,
`
The result is a reusable library written in TypeScript with a subjectively simple and elegant API.
For more information please check out the GitHub repository or the NPM package itself. Or simply enjoy the
mesmerising demo scenes.
`,
`
Creating this library package is also covered in my thesis (available above).
`,
],
links: [
new NPM('https://www.npmjs.com/package/sdf-2d'),
new Youtube('https://www.youtube.com/watch?v=K3cEtnZUNR0'),
new Open('https://sdf2d.schmelczer.dev'),
],
};

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import towersJpeg from '../media/towers.png?format=jpg';
import towersWebP from '../media/towers.png?format=webp';
import { Image } from '../../page/basics/image/image';
import { Open, GitHub } from '../shared';
import { TimelineElementParameters } from '../../page/timeline/timeline-element/timeline-element';
export const towersTimelineElement: TimelineElementParameters = {
title: `Towers tracking app`,
date: `2019 August - September`,
figure: new Image(towersWebP, towersJpeg, `a picture of the website`),
description: `An aesthetic representation of your previous and current goals/tasks.`,
more: [
`
This project served me with an opportunity to deepen my Angular knowledge. The most interesting aspect of it
(apart from designing and implementing the pleasing visuals) was coming up with its data structure and persistence.
Finally, I decided on using a trie. Its properties make it fairly simple to find the difference between the server stored
and client stored versions and then only send this delta through the network. Also, its immutable nature helped with
the code quality as well.
`,
`
In hindsight, I would certainly add some finishing touches to it. For instance, dark mode, a tutorial, and PWA features.
`,
],
links: [
new GitHub('https://github.com/schmelczerandras/life-towers/'),
new Open('https://towers.schmelczer.dev'),
],
};