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Fluid Paint is a realtime fluid simulator. Touching the screen creates colorful fluidlike substances and vortices on the screen. This app comes with both a regular app gui and a Live Wallpaper!
Features
smoke / water-like animation
loading and dissolving images (free version: predefined images, paid: images from the gallery, photos)
painting solid obstacles
App and Live Wallpaper frontend
different visualization (temperature, velocity, pressure of the fluid ...)
several settings to play around (paid version: saving options)
Download and Community
Download: https://play.google.com/store/apps/details?id=com.zwoelfer.gpu_fluid_free
Community: https://plus.google.com/u/0/communities/114923194926180447460
Screenshots and Videos
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Why is Fluid Paint unique?
There is already great liquid simulation stuff out there on Android (like for instance Fleya, Magic fluids, WindTunnel, ...). Unlike those apps Fluid Paint enables you to load actual images, and liquify them. The free version presented here has some predefined images, and the full version allows you to load images from the sdcard, like for instance photos, which you shot with the camera. (You photographed a person you don't like? Load the image in the full version of Fluid Paint, and watch how the person dissolves on your screen *evilface*).
This core feature is combined with functionality from the above apps like drawing non-liquid obstacles yourself, visualizing different physical properties like the curliness, velocity, pressure or temperature of fluid particles, offering a Live Wallpaper and playing around with a lot of settings and colors.
Implementation
Fluid Paint was implemented entirely in Java using OpenGl ES 2.0. Despite of not using the NDK it is possible to execute the simulation in realtime, because the whole simulation is done in the fragment shaders. Speaking about the physical model used for this application: The simulation is based on the incompressible Navier Stokes equations, a set of equations which governs the way how fluid substances move. You might observe that waves in this application move at finite speed despite of the incompressibility constraint. This is, because the solution of the equations is approximated numerically, and a compromise of quality and simulation speed has to be met.
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please delete this post
The 10 replies limit is reached, now I could finally add some photos and links.
These wallpapers are unique, I love them!
A planet explotion would be a good addon for you next version!
Fascinating! Is it possible to open an image and pre-simulate it with high resolution and export it as an .avi? That would be great
Very nice app. Anni excellent way to use your fantasy
zalan24 said:
Fascinating! Is it possible to open an image and pre-simulate it with high resolution and export it as an .avi? That would be great
Click to expand...
Click to collapse
At the moment that's not possible. I don't know if implementing this feature for smartphones makes sense, I will think about it
This app is crazy and runs absolutely silky smooth on my Note 3! Never seen anything like it but I have to ask what language and software did you use to program and make the app??
Arbiter7 said:
This app is crazy and runs absolutely silky smooth on my Note 3! Never seen anything like it but I have to ask what language and software did you use to program and make the app??
Click to expand...
Click to collapse
Nice to hear, thank you . I simply used Eclipse with the standard ADT, and used java as a programming language. The only code not in java are the shaders. As I mentioned above the simulation is done exclusively in the fragment shaders. The java code is responsible for gui elements like buttons, menus, and delegates user input to the shaders. Similar apps like Fleya were compiled using the NDK in contrast to my app.
:good::laugh: This app is very cool and i like it!!! Thanks to the developer
cool
Thanks.
Sent from my RichPhone Z2 using Tapatalk
Very nice effect. I would like a live wallpaper like this!
Thanks.
Looks great! :good:
12er said:
Nice to hear, thank you . I simply used Eclipse with the standard ADT, and used java as a programming language. The only code not in java are the shaders. As I mentioned above the simulation is done exclusively in the fragment shaders. The java code is responsible for gui elements like buttons, menus, and delegates user input to the shaders. Similar apps like Fleya were compiled using the NDK in contrast to my app.
Click to expand...
Click to collapse
Ahhhh java xD I love javascript even though it's not related Java not so much haha. Thankfully Unity3D has it's own IDE and is easy to use I recommend it over anything.
Crazy!!
Just awesome! DIdnt know that I was such an artist!! No really great work! You can draw nice pictures in seconds!! But dont do it if youre drunk !
Very nice app
Cool effects. May be author write tutorial about how he did this
Arbiter7 said:
Ahhhh java xD I love javascript even though it's not related Java not so much haha. Thankfully Unity3D has it's own IDE and is easy to use I recommend it over anything.
Click to expand...
Click to collapse
Unity3D would be worth a look. When I realized that I would have to pay like over 1000 $ to render to textures, I didn't continue experimenting with it. But implementing the layer using OpenGl directly in my Android app demonstrated the advantages of using a game/rendering engine like Unity3D. The compatibility of Unity3D to several Android devices is maintained by the team working on Unity3D. In contrast writing glsl shaders and so on yourself leaves you with the problem of keeping your OpenGl code compatible to thousands of Android devices. On some devices it might work, on others the output might just be black due to errors in the drivers ... yes, I had that problem, and had to do some dirty workarounds.
maxdk9 said:
Cool effects. May be author write tutorial about how he did this
Click to expand...
Click to collapse
Ok, this isn't going to be easy. I can tell that you won't understand anything with just one answer. But I like this topic, so I am going to answer the question anyway. Hopefully I can get some of the users here into fluid dynamics Computational fluid dynamics is really cool, and learning some of the basics about it is not very easy for the start, but rewarding in my opinion.
A short overview about the simulation:
The physical Model:
I modelled the fluid as an inviscid incompressible fluid. Fluids are materials which do not resist deformation, such that shear forces are solely caused by friction. At the same time I assumed that the fluid is inviscid, therefore there is no friction between the fluid layers. The incompressibility entails that the fluid's density is equal everywhere.
The motion of such a fluid is governed by the Euler equations (inviscid Navier Stokes equations):
What do those equations mean?
Let's break down the first equation: v is a vector quantity mapping each point in space to the velocity of the particle sitting there. And
is the density, in other words mass per unit volume. The lefthand side of formula (1) has two factors, density
and the term in the brackets. The term in the brackets is equivalent to the acceleration of each particle from the particle's standpoint. So the lefthand side is analogous to "mass times acceleration", hence the equation means that the particles of the fluid change their momentum according to the forces on the right side of the equation.
So the right side of equation (1) is the sum of all forces working on the particles. According to equation (1) two forces are working on each particle: Some force
, where p is the pressure.
retrieves the gradient of a scalarquantity, pointing from lower to higher values. So
is a force accelerating particles away from regions with high pressure. The last summand on the right side is the force caused by gravity, such that f is earth's acceleration.
According to the formula (2) the divergence of velocity v is zero, in other words the particles' trajectories aren't changing in density. So the fluid is incompressible.
Equation (1) is nothing more but a momentum conservation equation, and equation (2) is both an incompressibility constraint and a continuity equation stating that the total mass isn't changing.
The Simulation
For the simulation I implemented a grid based finite difference method. By gridbased I mean that the main datastructure used for the simulation is a twodimensional grid (in contrast particle based methods, where actually individual particles travel through space, are popular too, but for those finding the neighboring particles can get computationally quite expensive). Each gridcell contains all the information about the particle sitting in this cell at a particular moment, like pressure, velocity and color of the particle in the cell. The graphic below demonstrates the structure
Such twodimensional grids can be represented by textures in OpenGl.
The simulation is done by approximating the solutions of equations (1) and (2) iteratively. The solution at a particular point of time is stored in a grid like described above. To calculate the state of the solution after a timeinterval
, we advance forward in time according to the equations above, and update the grid with the new solution. Let's rewrite equation (1) by shifting terms to the right side such that we can do something like forward-Euler in time to approximate solutions:
By splitting this equation into three equations, and solving those in sequence, an approximation of the solution for each timestep can be obtained:
Step 1: Advection - Solving equation (4)
Recall that the lefthand side of equation (1) describes the rate of change of momentum. So equation (4) states that the momentum isn't changing. As a result particles are moving along straight lines at velocity v according to equation (4). Due to the discrete nature of the grid, the actual movement can only be approximated. For more accurate solutions a higher order Runge Kutta method could be deployed, or the MacCormack scheme is very popular, but for simplicity I describe the Forward Euler method, which is closer to intuition: During a timestep
each particle moves from its position p to position
.
But how can straight movement be realized by particles described through a grid? Simply by doing the following for each gridcell: Lookup the velocity v, and copy the data of the particle there, which was at position
before timestep
.
If position
isn't located exactly at the center of a cell (and this will almost always be the case), the data of the cells around this point have to be interpolated. OpenGl can do this for you by for instance bilinearly filtering the textures. Inside the shader it's enough to just lookup the fragmentdata at that particular position, as OpenGl does the interpolation for you, if it's activated.
Step 2: Gravity - Solving equation (5)
Advancing for a timestep
according to equation (5) is actually pretty simple. After that timestep the velocity v changes by acceleration f times timeslot
. So to obey equation (5) the velocity of each grid cell is updated using this formula:
Step 3: Pressure, and making the velocity divergence free - Solving equation (6)
This step is done by calculating the gradient of pressure p at each gridcell, and updating the velocities analogous to the gravity step. But this time it is done by adding the gradient of the pressure times
to the velocity of each gridcell:
But how do we obtain the pressure p? And up to here nothing has been done to keep velocity v divergence free. That's where equation (2) comes in: If we take the divergence of both sides of equation (6), and demand that the velocity
is divergencefree (
) after the timestep, the lefthand side of equation (6) becomes zero. The equation obtained that way is called pressure Poisson equation:
Solving this equation gets us the pressure p, and the pressure has just the right amount to make the velocity divergence-free, if we update the velocity field according to equation (6). So the pressure acts as a quantity which makes the fluid incompressible. That's close to intuition: we try to compress the fluid -> pressure builds up, which makes the fluid resist being compressed.
Discretizing the problem turns equation (7) into large system of linear equations. Luckily the system matrix of those equations is sparse such that its solutions can be approximated efficiently by iterative approaches like Black & White Gauss-Seidel, or the Jacobi method. For simplicity I consider the Jacobi method. Let q be
then q (and therefore pressure p) can be approximated iteratively by updating for q for each gridcell by using this formula:
(To cover three dimensions, we would have to use n=3, and add q_front/behind and v_front/behind ...)
Calculating q would require executing formula (9) repetively until q converges. A trick to spare time, since everything should run in real time: I am reusing q each frame, and running the Jacobi step from formula (9) only two times each frame, such that a very rough approximation of q accumulates over time.
Obviously this whole step is the computationally most expensive step: Calculating q by running the Jacobi step from formula (9) a few times, calculating the pressure p from q according to formula (8), and using the pressure to calculate the gradient to update the velocity according to formula (6) is what has to be done.
Putting it all together
For each frame steps 1 - 3 are run in sequence. That's the basic algorithm, which I used to approximate incomrpessible inviscid flows in my application. By using a threedimensional grid, the simulation could be done for three dimensions! That's where in my opinion it starts to get really exciting, because cloud formations with interesting dynamics, explosions and even the physically correct movement of water bodies could be simulated. It's a pitty that even on high end platforms such simulations require a lot of resources. So I had to stay in two dimensions in my Android app. But I think that a simulation in just two dimensions still demonstrates how wonderful fluid dynamics can be.
Still not convinced that fluid dynamics is an awesome topic? Some images might demonstrate the difference between 2D and 3D fluid dynamics. The first three images are from 2D fluid simulators (my app, magic fluids, fleya):
And the next three images are from 3D fluid simulators (Tall Cell Grid by Chentanez and Müller, vortex particle method by Selle et al., Wavelet Turbulence by Kim et al.):
For further reading I can recommend Nvidia GPU Gems "Fast Fluid Dynamics Simulation on the GPU", "FLUID SIMULATION SIGGRAPH 2007 Course Notes". Those two references cover the approach which I implemented. Those approaches are well enough for computergraphics, but don't provide the accuracy necessary for engineering applications. For "realworld" problems finite volume methods, finite element methods exist. You might have a look at the SIMPLE algorithm.
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GET Gravity Beats on Google Play
• FEATURES •
★ Everyplay support. Record replays and share them with the community!
★ Over 30 achievements, each of them is rewarded by Google Play experience
★ More than 20 unique and challenging levels
★ On-going story about Prophet's adventure
★ A Global Leaderboard and individual scoreboard for each level
★ Real gravitation on difficulties normal+
★ Day-Glo unique neon graphic design
★ Dynamic music
★ Lefty support
★ Three levels of difficulties
★ Undiscovered bugs
★ Multiple language support (EN, DE, RU, UA, PH)
"Imagine moving around a standard platforming game with the look and movement mechanic of Asteroids.
That's Gravity Beats, a title that challenges you to pilot a tiny ship around a complicated environment.
The controls are simple, just vector and thrust, but thanks to the variable level design
you'll constantly be discovering new things." ©AndroidPolice
Main post updated with a challenging video.
Great game, but not easy...
I like the graphics and the idea, but a touchscreen is not really the best way to control such a game. I'm lacking a gamepad
navYgor
Good game
You made really good game.
The music is stuning and fit for gameplay
Thanks for support guys.
navYgor said:
Great game, but not easy...
I like the graphics and the idea, but a touchscreen is not really the best way to control such a game. I'm lacking a gamepad
navYgor
Click to expand...
Click to collapse
Hmm I see. Game is playable on keyboard, but I wasn't implementing gamepad support yet.
Which one did you try by the way? I will be looking at this in some of the next updates.
Also, we are giving away few promo codes for no-ads unlock,
let me know if you guys are interest in getting one.
I think the ads are important for you to be retributed for your work, we can live with it
I don't use any gamepad, I just think that some games are needing pads, some are not. But if you find a gread gamepad and relatively cheap for mobile, I'm also interrested
navYgor
I think the ads are important for you to be retributed for your work, we can live with it
I don't use any gamepad, I just think that some games are needing pads, some are not. But if you find a gread gamepad and relatively cheap for mobile, I'm also interrested
navYgor
Heh, thanks for a kind word. But that's okay with ads, that's a limited promotion.
And I see your point. Well long time ago controls were looking like this.
So it was 4 buttons, compared to
Just a button "Stabilizer" and analog stick for moving in directions.
The tricky part here, that peoples are missing that it's actually the analog
and you can control the ship speed by moving it just a bit or further from the center.
Controls became more simple after that update. But if you think game should
have the support for both, I could consider bringing them back, and make a switch in the options.
Though it will take a while as I got rid of them, and the mechanics were remade for the analog support.
We also have promo codes for Golden Ship, if you don't need no-ads unlock.
Golden Ship is a feature that unlocks your cargo hold,
so you can transport 2 data discs at the same time!
Hey, now that you say it's analogic, I'm a lot more accurate in my controls !
navYgor
navYgor said:
Hey, now that you say it's analogic, I'm a lot more accurate in my controls !
navYgor
Click to expand...
Click to collapse
Oh, I see! Hmm, guess I should totally explain it somehow in the tutorial,
as it seems to be not clear at all. Thanks.
Nice work! I really like the neon style of the graphics. I found it tough to get to grips with the controls for a few minutes. Had to switch to lefty despite being right handed as the left analog just feels more natural to a gamer like myself. One thing that bugged me slightly was that in a lot of the levels starting out, the left analog position makes my thumb obscure a large portion of the starting area and can make it tricky to judge speed. It's quite easy to drag the control too far and go nuts into a wall nearby. I personally would have found it a bit easier to manage if the positioning of the directional controller wasn't fixed, liked it appears on the side of the screen where you first touch it so that any obscuring could be kept to a minimum. Great job all the same. I'll definitely play it some more and throw up a review on Google Play at some stage.
Scianthrope said:
Nice work! I really like the neon style of the graphics. I found it tough to get to grips with the controls for a few minutes. Had to switch to lefty despite being right handed as the left analog just feels more natural to a gamer like myself. One thing that bugged me slightly was that in a lot of the levels starting out, the left analog position makes my thumb obscure a large portion of the starting area and can make it tricky to judge speed. It's quite easy to drag the control too far and go nuts into a wall nearby. I personally would have found it a bit easier to manage if the positioning of the directional controller wasn't fixed, liked it appears on the side of the screen where you first touch it so that any obscuring could be kept to a minimum. Great job all the same. I'll definitely play it some more and throw up a review on Google Play at some stage.
Click to expand...
Click to collapse
Thanks for the detailed review, appreciate it. Lets see, I didn't have much tests on the lefties part, as support for them came out just recently,
tho I passed the game few times on my 7 and 10" tablets and didn't find any issue, but I believe you played on phone with lower display diagonal?
Do you remember in what level you experienced that issue? Yeah, that was an issue in levels 11, 15 and 18 for right-handed controls. Which was
fixed in the recent beta update 1.056. I can drop you the personal link for it, if you want. It has a lot of changes balancing the levels from 1 to 10
and 16. The whole update from the roadmap isn't finished yet tho it's not yet on the google.
Also the part about "Dynamic Joystick", when you can tap wherever on the screen and analog appear. Well, we tried it, and got rid after tryouts
for the reason of adding huge unplayability if you play on difficulties NORMAL and higher. I'll try to explain what I mean. NORMAL+ has gravity,
so it's a totally different game, basically when analog has a static position - you can tap at the middle of it (between the center and furthest part) and have about 50% of the speed boost,
which is good and easy to get used to. But if analog isn't bound - then no matter where we press -> it appears -> we have no ship speed add -> and we keep falling down due to
the gravitation. Hope I was clear on this part.
Would glad to hear more from you, thanks.
I think it was levels 2 and 4 that I noticed the problem for me first, although I do have a habit of going further than the bounds of the analog stick so that was likely what caused my thumb to obscure the level and I initially set the size to the middle setting. It was less obtrusive when I set to the size to smallest. I started in normal difficulty so I've only played with the gravity active so far.
You're correct about the different diagonal size, I'm mainly playing on a galaxy S5 but I think I've gotten used to the controls a bit more now, less inclined to stray beyond the analog boundary. I tried it on my Nexus 7 and didn't experience the same issue. Using the lowest size setting, it looks like on the Nexus 7, the movement analog takes up roughly 1/3 of the screen height but on the S5 it's a little less than half the screen height so it's taking up more space relatively speaking on the slimmer aspect ratio.
I get what you mean about the dynamic joystick too. The way I meant was that I could touch an area with little or no level obstruction and keep my thumb down on that area to make small adjustments for fine control but I guess a lot of people would "let go" so to speak. You're probably right about leaving the joystick fixed as it would cater to more people than it would hinder.
As for the beta, I'd be more than happy to download it and play around if you'd like some more detailed feedback on it prior to full rollout.
Oh I see so you changed the size of the joystick as well, yeah that's really untested thing.
And I got into extending the boundaries of the level (camera anchor) on the right side of the map,
just because friend of mine tried the game on his 4,5" display and as stick was pretty small,
he extend it to the middle size same as you did. And his thumb was just on top of the ship,
same stuff that you experienced. Should be looking into this issue for the controls for lefties later on for sure.
And maybe even thinking on making "Lefty" checked by default when user just installs the game,
as it's easier in case of switching shields so you still can keep your ship "on fly" and switch them.
There is also a trick to switch them being in the Scouter mode. The hint itself will be in the "hints section" on one of the next releases.
Yeah, Nexus 7 can be called perfect machine for this game, me and the other friend of mine (you can see him playing in the
video on the main post) on Nexus 7 as well. Really decent tab for achieving pretty much best controls response and very
nice productivity as well, FPS always keeps at over 40 with Bloom turned on of course, without Bloom -goes to 80-100,
yet it's hard-capped now at 60. But S5 should be having even better frame rate. You can check the FPS somehow just
by watching at the amount of time passed since level start "35 sec" if the text color green then current FPS is over 50,
yellow 30+ and red if below that.
Alright I just compiled the newest build 1.057 and will be sending it to you in a second.
Thanks a lot.
night020 said:
thank you verrry much
Click to expand...
Click to collapse
Thank you for trying the game.
Gravity Beats【1.060】 .•*¨`*•✿ hot update #2 ✿•*¨`*•.
Another hot update for Gravity beats is here!
【1.060】 .•*¨`*•✿ HOT UPDATE #2 ✿•*¨`*•.
★ Everyplay support. Record replays and share them with the community!
★ Level End screen and restart window were redesigned in Full HD
★ NLab™ news (section where we will be informing about updates and events)
★ Levels from 1 to 10, 14, 16 were solidly rebalanced
★ Doors are opening almost twice faster now
★ Gravity Beats videos playlist added
★ Loading indication added
★ Stabilizer now goes green when above platform, even on HARD
★ Game now will be saying if there is update available
★ New Game Tips added
★ Usual doors now opens wider (2.9F -> 3.3F) and their position were fixed
★ Draggable object extended on the X axis (scouter now more precise on edges)
★ Camera anchors in levels 11, 15, 18 and 21 were fixed (prevents analog to be on top of the ship)
TL;DR
- Levels from 1 to 10 also 14 and 16, was redesigned and simplified compared to v 1.051
- Everyplay support. You can now record replays, watch and share them with the community.
To turn ON replay recording goto OPTIONS and make sure you checked the "REPLAYS" check box,
after you did so, it will prompt you with another window about when to stop the recording
on crash or on the level end. If you choose on crash it will still record till the level
end if you didn't crash. But it's the best options for all those best moments that we always missing.
-In menu you can now find YouTube button that will lead you to the currently featured video,
or if you already started some level than it will lead you to the level you are currently in.
Screenshot on how to use recording:
Your game has nice idea & great sounds. Very nice !
Nice game.
Hey guys. Another update is here; which is bringing on the beginning of the Prophet's adventure!
【1.068】 .•*¨`*•✿ Eilos : The Story mode [Part 1] ✿•*¨`*•.
★ An expansion that brings story mode to the game, as well as refined tutorials
• Meet new heroes and follow the story, to figure out what's going on.
• Levels from 1 to 5 are currently affected
★ Player look is now matches with the game icon
★ Levels switch to balance the difficulty curve (levels involved 5, 6, 7, 9, 10, 11, 12)
★ Shields now are turning ON automatically upon replication
★ 30 FPS cap has been turned ON by default
★ EilosEngine (dialogue engine - actors, sound effects, animations, events)
★ Bugfixes and new bugs!
Thank you so much for all your tips.
They help to bring perfection to this game in the way I didn't see before!
Contact: CLICK
GET GAME!
Smart game!
Interesting game with cool game mechanic!
**BrawsBall** - а game you play with your eyebrows. Yeaa, eyebrows !!! Now you can play the block breaker by your eyebrows, and burst all the balloon... You can take a screenshot videos. The game will definitely make you stretch your neck. You should try this. Yeaaa, this game is free.
Browsball uses the Front-Facing Camera of your smartphone. The system is developed by us to track your eyebrow (as well as your lips) in space.
**Benefits:**
The application develops the motor skills and your reaction and helps relax the brain after a hard day.
Facial gymnastics. Facial exercises to strengthen and maintain healthy and vigorous facial muscles, which are responsible for maintaining the natural beauty of your features. Use this app from time to time.
**How to play:**
The simple game requires players to use their eyebrows to breack bricks and and burstthe balloons and use their mouths to catch the bonuses.
Firstly, you have to choose a level.
Secondly, you must put your face in the zone represented on the screen.
Thirdly, You must click on the ball to start the game.
Process of the game: Simply hit the ball with the top side of your eyebrows and open your mouth to «eat» bonuses.
The goal is simply to get the highest score possible, but players can only compete against themselves right now and path through levels.
If you’re having trouble with BrowsBall recognizing your eyebrows, move to a lighter area !
**Applicability of Technology:**
Nowadays any large social network adds real-time video conversations: online broadcasts, video calls.
Our advanced software solution can be incorporated into video conferencing platforms, customer service centers that use real-time video to interact with customers, as well as any other systems and services that rely on live video streaming.
The code that implements our mathematical algorithms has been repeatedly optimized, has achieved good performance on both modern mobile devices and outdated ones. Our algorithms have been trained in libraries containing the faces of several thousand people.
We hope that you will enjoy the process.
**Contacts**
For general information and product inquiries, please contact [email protected].com
This thread has been created for everyone to talk about View20's camera.
Photos, reviews, news links and any questions can be posted here.
Here're some specs it has:
dual rear cameras:
48MP, AI Ultra Clarity, f/1.8 aperture, the 1/2-inch Sony IMX586 sensor, TOF 3D camera, AIS Super Night Shot
front camera:
25MP, AI feature, f/2.0
Now, not much info shows the actual performance of View20's camera.
Am I the only one who wanna see the reviews of such a powerful camera?
You're not the only one. From what I've heard it's the first 48MP camera and also the V20 has the in display Hole Camera. Would like to see how that affects photo quality. And, you know, when you're using the phone generally like watching YouTube how does that work. I guess with the Front camera the light will be an issue. While reading the specs, I read about this super night mode? How does that work? And can it match up to the current best Night Sight Pixel 3? And what is a 3D camera?
I just ordered one,so I'll post up once I take some pics ... Currently rocking the Magic 2
Here're some interesting posters I found on Honor FB.
These may tell the ability of 48mp camera. Zoom in XX times but still can see the detail clear.
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I didn't find any video that shows the camera performance. I'll wait and see.
I'm really excited as this is the first Honor phone to use a Sony's flagship sensor.
PalakMi said:
I didn't find any video that shows the camera performance. I'll wait and see.
I'm really excited as this is the first Honor phone to use a Sony's flagship sensor.
Click to expand...
Click to collapse
Has the phone a 4K 60FPS camera or 4K 30FPS? I'm taking because I always read 4K 30FPS but in YouTube are some samples which show 4K 60FPS. Maybe I want to buy this phone?
Regards
Jeremy
Just an FYI, when the phone is on 48MP mode, you cannot use the zoom function, zoom is only available at lower resolutions.
DGB100 said:
Has the phone a 4K 60FPS camera or 4K 30FPS? I'm taking because I always read 4K 30FPS but in YouTube are some samples which show 4K 60FPS. Maybe I want to buy this phone?
Regards
Jeremy
Click to expand...
Click to collapse
All the sites say [email protected] FPS. I guess we'll have to wait and see, I'll ask a friend who's getting it soon after its global launch and reply back
Funny to see that the sensor size is smaller than the P20 and Mate 20's Pros sensors. Even if you have more megapixels the sensor size does matter a lot for photography.
XTutorials said:
Funny to see that the sensor size is smaller than the P20 and Mate 20's Pros sensors. Even if you have more megapixels the sensor size does matter a lot for photography.
Click to expand...
Click to collapse
Of course, you can't compare sony or a whatever camera sensor Honor uses for their devices with Leica's custom fine tuned sensors.
Just see this post on XDA homepage.
I'm surprised to see that it can take photos of the milky way.
https://www.xda-developers.com/sample-photos-show-off-the-honor-view20s-48mp-camera/
i received my V20 today and the camera is very good so far .... much better than the Magic 2 (just lacks the wide angle) im impressed
MixEvo said:
i received my V20 today and the camera is very good so far .... much better than the Magic 2 (just lacks the wide angle) im impressed
Click to expand...
Click to collapse
Can you share some samples (preferably low light)
PalakMi said:
Can you share some samples (preferably low light)
Click to expand...
Click to collapse
Yeah I'll take some pictures today and post a few up ?
MixEvo said:
Yeah I'll take some pictures today and post a few up ?
Click to expand...
Click to collapse
Thank you, I'm so excited to see the results of the sony sensor
PalakMi said:
Of course, you can't compare sony or a whatever camera sensor Honor uses for their devices with Leica's custom fine tuned sensors.
Click to expand...
Click to collapse
If Honor really did have a better camera than the 3-month old Mate 20 Pro ppl are gonna be so pissed off...... It's like a Toyota getting more premium parts and better technology than a Lexus that was announced at the same time :laugh:
Can Megapixels be meaningful again? All-View Display,In-Screen Camera, The Future?
#WorldsFirstTechnology #SeeTheUnseen #HONORView20
Hi friends, here is my thoughts on the 48MP Sony Sensor, 3D TOF (time-of-flight) & All-View Display with In-Screen Camera, Here is my detailed view on the technologies that Honor implemented on Honor View20!
MAIN CAMERA Dual
48MP Sony IMX586, f/1.8 lens, 78 degree angle
3D TOF (time-of-flight) sensor, Stereo Camera
Dual Tone LED Flash - AI VISION
SELFIE CAMERA
Single 25 MP, f/2.0, 27mm
RESOULTION
[4:3]48MP AI Ultra Clarity 8000*6000
[4:3]48MP 8000*6000
[4:3]12MP 4000*3000
[1:1]9MP 2992*2992
[19.2:9]7MP 4000*1872
Can Megapixels be meaningful again with Honor View20?
#1 48MP Sony IMX586, f/1.8 lens - World’s first 0.8 µm ultra-compact pixel size enables industry’s highest pixel count at 48 effective megapixels!
* Improve light collection efficiency and photoelectric conversion efficiency over conventional products, with both high sensitivity and high saturation signal level.
* This smaller pixel size allows the new product to deliver 48 effective megapixels on a compact unit with 8.0 mm diagonal, which can be fitted on many smartphones.
* The increased pixel count enables high-definition imaging even on smartphones which use digital zoom.
#2 The Quad Bayer array enables both high sensitivity and high resolution
Using Pixel-binning,
* In low light situations, such as shooting at night, the signal from the four adjacent pixels are added, raising the light sensitivity to a level equivalent to that of 1.6 µm pixels (12 effective megapixels), to capture bright, low-noise photos and videos.
* When shooting bright scenes such as daytime outdoors, the built-in, original signal processing function performs array conversion, making it possible to obtain high-definition 48 effective megapixel images in real time.
#3 Four times greater dynamic range than previous products and real time output!
* Sony exposure control & signal processing functionality are built into the image sensor, enabling real-time output and a superior dynamic range that is four times greater than conventional products.
* Even scenes with both bright and dark areas can be captured with minimal highlight blowout or loss of detail in shadows while viewing the image on the smartphone display.
So overall the enormous, staggering 48-Megapixel Sony IMX586 CMOS sensor provides a large sensing surface, and should, in theory, gather more light, which increases the chance for better photography and also don't forget that it can also capture full-resolution photos at 30FPS, and capture 4K/90FPS video, along with 720p/480FPS slow-mo video, without cropping. With these sensor’s capabilities, we can guess that the phone can actually push it to its limits.
#4 A Time-of-flight (TOF) sensor, The Future?
Time-of-flight cameras have a huge advantage over other technologies, as it is able to measure the distances within a complete scene in a single shot. The sensor could be used to scan buildings and help those visualize large-scale projects in real-time through the use of AR, Impressive stuff!
* Time of Flight (ToF) is a highly accurate distance mapping and 3D imaging technology. Time-of-Flight 3D depth sensors emit a very short infrared light pulse and each pixel of the camera sensor measures the return time.
* Its job is to calculate the distance between the sensor and the environment to create a depth map, which can be used for Bokeh (background blur) or Combined with the power of the Kirin 980, this enables realtime scanning and animation of 3D objects!
#5 Advantages of TOF Camera
#Simplicity - A great advantage of a Time-of-Flight camera is that it is capable of composing a 3D image of a scene in just one shot.
#Efficient - After the distance data has been extracted, object detection is also a straightforward process to carry out because the algorithms are not disturbed by patterns on the object.
#Speed - As the cameras reach up to 160 frames per second, they are ideally suited to be used in real-time applications.
#Price - ToF technology is quite cheap but the job done by this is enormous!
#3D Technique - Full frame time-of-flight data (3D image) collected with a single laser pulse
#Low power consumption - With AI Cooling technology on board, the power consumption while hands-on with camera won't be much of a problem combined with Kirin 980.
#Range Gating - Ability to “See” into obscurant known as range-gating (Fog, Smoke, Mist, Haze, Rain)
#Pixel Perfect - Blur-free images without motion distortion, Pixels are perfectly registered within a frame.
#6 All-View Display with In-Screen Camera - a step closer to the all-screen smartphone of the future.!
The notch has long been controversial, but the hole punch is more elegant and less noticeable, it captures everything but sits in plain sight, the #WorldsFirstTechnology with just 4.5mm Ultra Small Diameter, Hole area reduced by half with All-View display!
* Placing it on the left also makes sense for mobile gaming. With the phone in landscape the punch hole is obscured by your hand, leaving an untouched full screen, viewing experience perhaps the All-View Display and hole punch camera design looks like a step in the right direction.
* What has Honor done? The complex screen has 18 different layers, including the TFT, filters, polarizes, adhesives, and the light guide. Honor only penetrates the light guide plate for its punch hole, leaving all the other layers untouched. Reliability is increased, but more importantly,the selfie camera performance!
Honor's first 2019 flagship kicks off the new year with Eye-catching distinctive design on the back, with the ‘flying V’ design offering something genuinely different and tricked out features like AI cooling, dual-band GPS and triple-antenna Wi-Fi along with New Magic UI 2.0 - It will be a real punch to start the year against rivals!
chewdaniel said:
If Honor really did have a better camera than the 3-month old Mate 20 Pro ppl are gonna be so pissed off...... It's like a Toyota getting more premium parts and better technology than a Lexus that was announced at the same time :laugh:
Click to expand...
Click to collapse
Exactly, but to see an improvement in sensor selection (from an unknown one to a Sony flagship sensor) it's great.
I'm happy they've made this choice.
Tamil15 said:
#WorldsFirstTechnology #SeeTheUnseen #HONORView20
Hi friends, here is my thoughts on the 48MP Sony Sensor, 3D TOF (time-of-flight) & All-View Display with In-Screen Camera, Here is my detailed view on the technologies that Honor implemented on Honor View20!
MAIN CAMERA Dual
48MP Sony IMX586, f/1.8 lens, 78 degree angle
3D TOF (time-of-flight) sensor, Stereo Camera
Dual Tone LED Flash - AI VISION
SELFIE CAMERA
Single 25 MP, f/2.0, 27mm
RESOULTION
[4:3]48MP AI Ultra Clarity 8000*6000
[4:3]48MP 8000*6000
[4:3]12MP 4000*3000
[1:1]9MP 2992*2992
[19.2:9]7MP 4000*1872
Can Megapixels be meaningful again with Honor View20?
#1 48MP Sony IMX586, f/1.8 lens - World’s first 0.8 µm ultra-compact pixel size enables industry’s highest pixel count at 48 effective megapixels!
* Improve light collection efficiency and photoelectric conversion efficiency over conventional products, with both high sensitivity and high saturation signal level.
* This smaller pixel size allows the new product to deliver 48 effective megapixels on a compact unit with 8.0 mm diagonal, which can be fitted on many smartphones.
* The increased pixel count enables high-definition imaging even on smartphones which use digital zoom.
#2 The Quad Bayer array enables both high sensitivity and high resolution
Using Pixel-binning,
* In low light situations, such as shooting at night, the signal from the four adjacent pixels are added, raising the light sensitivity to a level equivalent to that of 1.6 µm pixels (12 effective megapixels), to capture bright, low-noise photos and videos.
* When shooting bright scenes such as daytime outdoors, the built-in, original signal processing function performs array conversion, making it possible to obtain high-definition 48 effective megapixel images in real time.
#3 Four times greater dynamic range than previous products and real time output!
* Sony exposure control & signal processing functionality are built into the image sensor, enabling real-time output and a superior dynamic range that is four times greater than conventional products.
* Even scenes with both bright and dark areas can be captured with minimal highlight blowout or loss of detail in shadows while viewing the image on the smartphone display.
So overall the enormous, staggering 48-Megapixel Sony IMX586 CMOS sensor provides a large sensing surface, and should, in theory, gather more light, which increases the chance for better photography and also don't forget that it can also capture full-resolution photos at 30FPS, and capture 4K/90FPS video, along with 720p/480FPS slow-mo video, without cropping. With these sensor’s capabilities, we can guess that the phone can actually push it to its limits.
#4 A Time-of-flight (TOF) sensor, The Future?
Time-of-flight cameras have a huge advantage over other technologies, as it is able to measure the distances within a complete scene in a single shot. The sensor could be used to scan buildings and help those visualize large-scale projects in real-time through the use of AR, Impressive stuff!
* Time of Flight (ToF) is a highly accurate distance mapping and 3D imaging technology. Time-of-Flight 3D depth sensors emit a very short infrared light pulse and each pixel of the camera sensor measures the return time.
* Its job is to calculate the distance between the sensor and the environment to create a depth map, which can be used for Bokeh (background blur) or Combined with the power of the Kirin 980, this enables realtime scanning and animation of 3D objects!
#5 Advantages of TOF Camera
#Simplicity - A great advantage of a Time-of-Flight camera is that it is capable of composing a 3D image of a scene in just one shot.
#Efficient - After the distance data has been extracted, object detection is also a straightforward process to carry out because the algorithms are not disturbed by patterns on the object.
#Speed - As the cameras reach up to 160 frames per second, they are ideally suited to be used in real-time applications.
#Price - ToF technology is quite cheap but the job done by this is enormous!
#3D Technique - Full frame time-of-flight data (3D image) collected with a single laser pulse
#Low power consumption - With AI Cooling technology on board, the power consumption while hands-on with camera won't be much of a problem combined with Kirin 980.
#Range Gating - Ability to “See” into obscurant known as range-gating (Fog, Smoke, Mist, Haze, Rain)
#Pixel Perfect - Blur-free images without motion distortion, Pixels are perfectly registered within a frame.
#6 All-View Display with In-Screen Camera - a step closer to the all-screen smartphone of the future.!
The notch has long been controversial, but the hole punch is more elegant and less noticeable, it captures everything but sits in plain sight, the #WorldsFirstTechnology with just 4.5mm Ultra Small Diameter, Hole area reduced by half with All-View display!
* Placing it on the left also makes sense for mobile gaming. With the phone in landscape the punch hole is obscured by your hand, leaving an untouched full screen, viewing experience perhaps the All-View Display and hole punch camera design looks like a step in the right direction.
* What has Honor done? The complex screen has 18 different layers, including the TFT, filters, polarizes, adhesives, and the light guide. Honor only penetrates the light guide plate for its punch hole, leaving all the other layers untouched. Reliability is increased, but more importantly,the selfie camera performance!
Honor's first 2019 flagship kicks off the new year with Eye-catching distinctive design on the back, with the ‘flying V’ design offering something genuinely different and tricked out features like AI cooling, dual-band GPS and triple-antenna Wi-Fi along with New Magic UI 2.0 - It will be a real punch to start the year against rivals!
Click to expand...
Click to collapse
So. Does the camera hole get in the way when you're watching videos or playing games. And what about the light exposure? Does enough light enter the camera for good shoots particularly at night. Lastly, how's the overall performance of the Kirin 980?
https://www.gizmochina.com/2019/01/11/huawei-now-blocks-third-party-launchers/
Enjoy.
Before the 19th century, drawing and painting were how people recorded the beauty of nature and the important moments of their lives. Later, the invention of the camera allowed for the capturing of more detailed and brilliant images with greater speed and ease. Over the past few years, smartphone photography with innate device portability and advanced technology has quickly become many people's favorite way of freezing and remembering the world.
While imaging speed and resolution have significantly improved, it's all been happening on a two-dimensional plane. Now it's time to move to the third dimension. Augmented reality (AR) and holographic projection have spread their wings recently, but it'll be long before they can truly take flight — not until cost and portability issues are improved.
HONOR phone designers believe 3D is the trend of future tech innovation, and that mobile phones are the best platform for it. That is how the HONOR View20 came into being, as a daring exploration into this field.
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HONOR View20 has included a TOF (Time of Flight) 3D sensor in its rear camera system. With the added depth sensing, skeletal tracking, and real-time motion capturing capabilities enabled by this new sensor, HONOR View20 prides itself as a remarkably slim-bodied 3D transformer with functions like 3D Motion-Controlled Gaming, 3D Shaping, and AR Dancing.
1. TOF 3D technology
Before going into TOF 3D, let's take a brief look at 3D structured light technology, another important step in 3D imagery.
3D structured light technology became better known to the general public thanks to its application on the iPhone X, whose True Depth camera uses a dot projector to send out a large number of light dots and then reads the pattern as they reach the target surface, forming a structural diagram.
The operating principle of TOF 3D is different. As the name "time of flight" suggests, it measures the time it takes light to travel from the sensor to the target and return, and then calculates the distance in-between using that time and the speed of light (a constant). So when plenty of light is emitted to reach almost every point on the surface of the target, all dots can be connected to create a 3D image. You can also picture it as a face mask, which changes shape as you apply it and obtains your facial information.
HONOR View20 designers chose TOF 3D over structured light for the following reasons:
The "surface light" transmitted by TOF 3D is highly sustainable over a long distance, so its working range is far greater than the TrueDepth camera.
The TOF 3D sensor supports a higher frame rate and is therefore more powerful in real-time performance. It is ideal for capturing movement in 3D motion-controlled gaming.
TOF 3D consumes less power in the same amount of time.
The sensor's magic is enhanced by the powerful Kirin 980 processor, granting the HONOR View20 a myriad of 3D functions.
2. 3D Motion-Controlled Gaming
Motion gaming offers more fun and immersion, but was not possible without a gaming console. This now changes with the release of the HONOR View20. Simply connect the phone to a large screen using a dock and a cable, then place the phone so its camera can frame you properly to capture your body information, and you're set to go!
While setting it up sounds easy, its R&D was not. To ensure that the character in the game can follow the player's movements accurately, the HONOR View20 developers wrote a skeletal tracking algorithm, which can identify the real-time location of 15 human joints and calculate the length of bones with an accuracy down to the centimeter level. And TOF Camera is also able to get high-precision body contours data. Then HONOR View20 can obtain the spatial position of different parts of your body, and track their movements and gestures in real time. In a Fancy skiing game, for instance, your arm movements, body swings, and jumps will be accurately identified and transferred onto the screen.
In addition, optimizations such as motion smoothing and motion blur/jitter noise removal further enhance the gaming experience.
All the computing is expertly handled by the world's first 7nm AI chipset, Kirin 980, which comes equipped with the HONOR View20.
Two games are currently supported, Fancy Skiing and Fancy Darts, with more coming in the future. We can't wait to see where the future will take us.
3. Magic AR
Magic AR is another way the HONOR View20 brings together the real and virtual worlds. In this application, there is a function called AR dancing, which adopts the same motion detection principle as 3D motion gaming. AR Dance also incorporates, as its name states, AR algorithms supported by the Kirin 980. They can project a virtual character "next to" you and control it to follow your actions.
A Magic AR app has been developed and will soon be available for download. HONOR will release the news once it's officially in the market.
4. 3D Shaping
In addition to skeletal tracking and real-time motion capturing, the TOF 3D sensor's depth sensing capability also supports 3D Shaping. 3D Shaping is a new feature that reshapes your figure while generating no background distortion, owing to the powerful TOF 3D sensor that can accurately separate the subject and the background.
5. AI Calorie Counting
As people become more aware of the importance of healthy living, they're more closely following how many calories they consume a day. However, calorie information is usually available only on food packaging, so how can we obtain the data when we eat freshly made meals?
AI Calorie Counting was developed for this purpose.
Just open the camera, touch the upper left icon and select Identify, point your lens at the food, and you'll see the data displayed on the screen.
There you'll find not only the calorie count per 100g, but also the volume of the plate of dish you're about to eat and the exact calorie it carries. For example, the HONOR View20 can distinguish a large apple from a smaller one and tell you the calorie count of each, without you having to weigh them before the calculation.
Sounds magical, right? It's actually again achieved by the TOF 3D sensor and the Kirin 980 AI processor, as well as the 48MP main sensor. The three respectively obtain the food volume, food type, and the exact shape and appearance, which are then used for calculations.
6. The Future of TOF 3D Technology
The HONOR View20 is just starting to tap into the enormous potential of TOF 3D. More complex, advanced 3D applications will be gradually brought to life on mobile phones, including human body modeling and architecture modeling. As the Kirin 980 has been most credited for its excellent computing power and AI learning capabilities, the prowess of the processor will be one of the most important factors that fuel the coming 3D technologies.
Can I access the TOF data as a developer?
Hi,
Does Honor make the TOF distance data available to me, as a 3rd-party developer? If not, do you think they will?
cheers!