[HN Gopher] I accidentally Blender VSE
___________________________________________________________________
I accidentally Blender VSE
Author : bangonkeyboard
Score : 488 points
Date : 2024-02-08 18:57 UTC (1 days ago)
(HTM) web link (aras-p.info)
(TXT) w3m dump (aras-p.info)
| Night_Thastus wrote:
| This is the sort of thing I would _love_ to do to my music player
| of choice, _Musicbee_.
|
| You know, if it was open source! :(
|
| The creator barely touches it anymore, and it's completely free
| and always has been so I do not understand why it isn't open
| source.
|
| There are so many little nagging issues, little bits and bobs
| that are broken or slow or just weird that I would absolutely
| love fixing up in my spare time.
|
| And no, transitioning at this point to something else like FooBar
| would be way too much work. And I tried HQPlayer, its UI/UX is
| too terrible for me to let it slide.
| snitch182 wrote:
| Writing the code for a open source project demands a lot more
| perfection than people realize. It is a lot more work than
| getting a programm just to work nicely.
| Night_Thastus wrote:
| Up to a point, I agree. For larger changes, it would require
| community outreach, internal communication with other devs,
| testing, feedback, etc.
|
| But there are also a lot of small "easy wins" that require
| none of that to be a good addition to the code.
| hombre_fatal wrote:
| > I do not understand why it isn't open source.
|
| Because your software project then becomes a people management
| project.
| proaralyst wrote:
| You can have open source without open contributions, eg
| NetHack and (I think) Sqlite
| cowsandmilk wrote:
| SQLite has other contributors, just a very curated list of
| who can contribute.
|
| https://sqlite.org/src/reports
| lupusreal wrote:
| The curated list can be zero. You can just dump source
| code onto the net and then ignore everybody who messages
| you about it. This is perfectly valid in open source.
| Aeolun wrote:
| I have many open source things that are essentially me
| looking at the PR queue once every 3 months. I don't think
| thats anywhere close to people management.
|
| There's nothing about open source code that requires you to
| do anything at all with it.
| Sabinus wrote:
| It doesn't have to be. Just say you're not accepting PRs. Let
| people fork and develop their own implementations.
| jraph wrote:
| Yep, the SQLite way.
|
| And if you _really_ like something about someone else 's
| fork, you can even upstream stuff from it yourself (which,
| for clarity, SQLite won't do, but you can).
| whywhywhywhy wrote:
| > Let people fork and develop their own implementations
|
| Then a fork gets made and if they improve it massively then
| half your users end up using it and the other half ends up
| bugging you to add the improvements into your version and
| it's no longer your project.
|
| I mean I agree too it should be open source if the dev
| doesn't really update it anymore but I can also completely
| see why they wouldn't want to do that.
| vonjuice wrote:
| In that case the person would be a bottleneck towards
| improving a piece of software that would benefit a lot of
| people. Sure, you're within your right to do that, but
| _really_?
| striking wrote:
| > Reply #19 from Steven on: May 23, 2013, 03:28:39 PM
|
| > As i have stated several times i have no near term plans to
| open source MusicBee. When i feel i dont want to keep the
| project going then making the source code available will be one
| of the options i would consider. This is just a hobby project
| done because i enjoy programming and will never be something
| done in a professional manner. I spend enough time managing
| people in my day job and dont want to have to do that with
| this!
|
| > I really have no idea why this should be a surprise as i have
| never pretended otherwise.
|
| > Anyone who has concerns around this (including me "being run
| over by a bus") really should look elsewhere and use another
| app so your concerns are addressed.
|
| > Here's a link to help you out:
|
| > http://alternativeto.net/software/musicbee/
|
| https://web.archive.org/web/20170721042120/https://getmusicb...
| snvzz wrote:
| Here's an alternative: Rewrite the whole thing as open source.
| nox101 wrote:
| I actually thought about something like this as both a way to
| try coding with AI help and to learn some mobile dev. I'm not
| happy with the default music player on iOS, nor with the one
| I'm using. I'm only guessing that using ChatGPT and/or
| CoPilot I could at least get something started pretty quick.
|
| Step 1: A mobile app plays a music file
|
| Step 2: Play, Pause, FF, Rew
|
| Step 3: A list of songs to select from
|
| Step 4: Show album cover
|
| ..etc..
| toyg wrote:
| Did you try contacting him? Without bullying him about GitHub
| or anything, just try to persuade him to let you look at the
| code.
| vonjuice wrote:
| Musicbee is the _only_ piece of software that I consistently
| missed when I stopped using windows.
|
| If it was maintained I might consider using wine for it but as
| it is I completely gave up on the idea of a music manager, I
| just use mpv to play whatever album I listen to (and I always
| listen to albums, get out of here with your playlists).
| charcircuit wrote:
| >Did you know that Blender has a suite of video editing tools?
| Yeah, me neither :)
|
| I figure most people who use blender for animation know about it
| considering that's the basic way you turn your rendered frames
| into a video file.
| beering wrote:
| You can render frames directly to a video file (ffmpeg option),
| which I suspect a lot of beginners or casual users do. You can
| also use the compositor to turn a prerendered frame sequence
| into a video file. Lastly I suspect most users prefer video
| editing in another program such as Resolve. I get the
| inpression the VSE is nit used much because it occupies a
| narrow space of "need some basic cutting abilities but no
| transforms, titles, or effects". Hopefully someone will
| continue the work of improving transforms and effects and even
| add 3 point editing someday
| ginnungagap wrote:
| Beginners do that exactly until the first time they have a
| render crash halfway through, then they learn about rendering
| each frame as an image (yes I learned this lesson the hard
| way)
| vsviridov wrote:
| VSE needs so much love... For my podcast I wanted to use all
| open-source tools, but rendering sequences of mp4 with some
| chromakey in Blender took 10 hours for 1.5 hour video. I ended up
| switching to the free version of DaVinci Resolve
| unsignedint wrote:
| Blender's VSE currently lacks GPU acceleration for video
| rendering, which results in the CPU handling the entire
| workload. Additionally, it performs a full frame-by-frame
| render even when re-encoding isn't necessary, unlike DaVinci
| Resolve which can bypass this process. Enhancements in this
| area would be greatly beneficial for Blender's performance and
| efficiency.
| mattl wrote:
| Used VSE for a project. It was painful but we got something out
| of it. It was certainly the best free software video editor at
| the time.
|
| Working on a new version now, using Final Cut Pro.
| AkBKukU wrote:
| One problem is Blender's multithreaded rendering doesn't scale
| well to VSE work because it focuses on breaking up each frame
| and as a result doesn't well utilize multiple cores. I've
| experimented with making a plugin [1] in the past to start
| multiple render jobs different points in the timeline in
| separate processes and was able to _massively_ speed up
| renders.
|
| I have since switched to Resolve on linux as well but due to
| using Blackmagic cameras that work better with it.
|
| [1] https://github.com/AkBKukU/blenderSubprocessRender
| unwind wrote:
| Very impressive, and it's of course quite clear that the OP
| didn't just walk off the street into Blender HQ. Many years of
| experience at Unity is probably quite helpful when it comes to
| knowing the domain. :)
|
| This change [1] was my favorite, optimizing an image processing
| step by removing lots (and I do mean lots) of table-based
| "optimizations" and replacing them with just straight up floating
| point calculation, and making it ~4X faster on the OP's machine.
| Fantastic!
|
| [1]:
| https://projects.blender.org/blender/blender/pulls/115801/fi...
| celegans25 wrote:
| > and replacing them with just straight up floating point
| calculation Not only that, the diff replaces 100-150 lines of
| code with 3. That's the kind of pull request I can only dream
| of making
| mwkaufma wrote:
| Hardcoding gamma=2 is doing the heavy lifting, though.
| olddustytrail wrote:
| Gamma _always_ equals 2, so it 's a natural optimization.
| Assuming of course you are 0 indexing the alphabet.
| nnevatie wrote:
| Yeah a nice optimization, but is "return c * c;" really a good
| approximation of sRGB gamma?
| aras_p wrote:
| No it's not. But, the previous code was already effectively
| doing "c * c" for the last 15 years. So for now, just keep
| doing that, a bit faster.
|
| A more proper way would be to do proper color-space aware
| luma calculation. Which under default settings is sRGB
| indeed, but not necessarily so (VSE can be set to operate in
| some other color space). Someday!
| nnevatie wrote:
| Yes, it's weird they used 2.0 in the original code too.
| Doing proper gamma for any regular space (sRGB, YUV
| Rec.705, etc.) isn't actually that heavy (even without
| LUTs).
| aras_p wrote:
| My guess is that the code was written by someone in 1995
| back when no one understood color spaces, or something
| (it's hard to track down who and when wrote it exactly
| due to all file moves and refactors etc.)
| ykl wrote:
| Aras just going around and dropping into various open source
| graphics projects to produce massive speedups and improvements
| and then going onto some other random graphics project to the
| same is my favorite trend of the past few years.
| bhewes wrote:
| YKL you have a nice body of work.
| jimmySixDOF wrote:
| He has been 'playing' around with Gaussian Splats with amazing
| results too !!
|
| https://github.com/aras-p/UnityGaussianSplatting
| kevthecoder wrote:
| He gave an interesting talk about his gaussian splatting work
| only a couple of days ago in Metaverse Standards Forum.
|
| Hopefully the video of the talk will arrive in the list of
| presentations soon - https://metaverse-
| standards.org/presentations-videos/.
| PaulHoule wrote:
| I'm pretty sure I could have not done this at an "actual job"
|
| If there's one thing that's gone wrong in my career is that it's
| been split between the occasional project where I figure out the
| math for something that is absolutely unique (and not paid) in
| which I get more done in two months than I'd usually get done in
| two years vs projects I get paid to work on where the results I
| get are basically average. I've never been able to split the
| difference and not for lack of trying really hard. Having the
| possibility of getting paid for something I was working on for
| free last year ended up with me not working on it at all.
| actionfromafar wrote:
| Same.
| earthwalker99 wrote:
| You are not alone. I have experienced this my entire life and
| it has caused me to question everything people say about
| motivation, such as the idea that profit and wages are the only
| way to get things done. Then I came across Karl Marx's theory
| of alienation and things started to make a lot more sense. He
| started from the observation that work is the main thing that
| (healthy) people do, but that this should not be confused with
| working for other people and being alienated from the product
| of one's own labor.
|
| https://en.m.wikipedia.org/wiki/Marx's_theory_of_alienation
| JellyBeanThief wrote:
| I've started trying to be more specific about what I mean by
| "work", "hard work", and "play" when I think about stuff.
|
| "Work" is anything that must be done regardless of whether it
| is enjoyable. That includes things I do for myself as well as
| other people. Doing the dishes is work, even if I enjoy the
| zen of it. Automating a repetitive process at work is work,
| even if I enjoy the flow of it.
|
| "Hard work" is anything that must be done even though mind
| and body say "this is bad for you, keep doing this only if
| it's really important" using the vocabulary of pain,
| exhaustion, boredom, resentment, anxiety, and so on. What's
| hard work for me might not be for someone else, and what's
| hard work for them might not be for me. What's hard work for
| both of us is likely to be a source of struggle to get the
| other person to do it.
|
| "Play" is anything that doesn't need to be done, regardless
| of whether it is enjoyable. If you want a "hard work"
| equivalent of play, maybe striving play? Either way, it is
| worth distinguishing from work because the condition of not
| needing to succeed relaxes inhibitions on creativity,
| experimentation, and novel behavior.
|
| There's a bunch of dimensions in all of these that I need to
| untangle. But one thing I really like is the detachment of
| enjoyability from whether or not something is work or play. I
| have to go to a party to bond with coworkers. I might enjoy
| it, it might involve games and feelings of connection, but it
| is work because I need to do it to maintain my security of
| food and shelter and yada yada, and I will be putting a face
| on.
| anamax wrote:
| One of work's important dimensions is "are you being paid?"
| which can be generalized to "I'm doing this because of some
| external factor" such as in "clothes don't clean
| themselves."
|
| "do what you love and you'll never work a day in your life"
| doesn't take into account that external factors have some
| influence on what you do whenever they are present.
| Viliam1234 wrote:
| I guess it should be "be rich, do what you love, and
| you'll never work a day in your life" but that kinda
| kills the vibe.
| JohnFen wrote:
| > "do what you love and you'll never work a day in your
| life"
|
| I've long thought this saying was very dubious at best.
| In my experience, doing what you love in order to make a
| living tends to turn "what you love" into work.
| bookofjoe wrote:
| "Work is what you're doing when you'd rather be doing
| something else."
| nox101 wrote:
| I get way more done when i'm self motivated but, the things
| that I'm doing at work actually need to be done. They are
| tedious but someone needs to do them.
|
| Say you work on an OS like MacOS, iOS, Android, Windows. tens
| of thousands of tests need to be written so that you know
| that updating the OS doesn't break all of your users. Writing
| those tests, managing the infrastructure to run them all on
| the various hardware, tracking all of that etc is a huge
| amount of work. Few people would be self motivated to do it
| for fun. So, profits and wages it is.
| spencerflem wrote:
| Most software does not need to be written
|
| A lot of software is actively harmful for the world
|
| (with that said, your specific examples are valid, i'm glad
| people are paid to work on operating systems)
| quickthrower2 wrote:
| What I like about hobby projects is the fast feedback loop
| around decision making. Decisions at companies are sooo slow,
| and you also need to prove yourself and fit in.
|
| This means on a hobby project you can drop one hit and work
| on another because you damn well feel like it.
|
| At work you need to run it past someone. Because Kanban and
| Scrum and weekly and quarter goals it will be frowned upon. A
| lot of cpu cycles used up for people and process stuff.
|
| I think the freedom is what makes working for free great.
|
| Not about the money.
|
| I did free work for a charity once to help someone out and I
| hated the work. Knee deep in bad PHP and a task that needed
| to get done. I liked being helpful but it wasn't fun.
| sircastor wrote:
| As you said, not about the money. Your hobby project can do
| something that doesn't make practical sense from a
| production standpoint, or a growth standpoint.
|
| My wife reminds me frequently that my projects don't have
| to have any more value than that I wanted to do them. It's
| okay if my dumb robot exists, and takes up space in the
| house, so long as I'm enjoying making it.
| treflop wrote:
| If you build rapport at your company, you don't have to run
| much past anyone.
|
| I just do stuff at work. Always have at every company I've
| been at. I've done stuff from infra changes to doing art
| design, even in a massive company with 15,000 employees.
|
| Then after it's done, I show the relevant parties. They are
| happy. They don't have any changes to suggest.
| JohnFen wrote:
| None of the best or most interesting work I've done has been
| for pay.
| kevingadd wrote:
| All of my most rewarding/impactful work was for little or no
| pay, yeah. It feels like an unavoidable thing at this point and
| definitely makes working in software a little depressing.
| plufz wrote:
| The upside though is that you are usually well paid in this
| field so a lot of us have the choice of doing less paid work
| and do impactful work without getting paid. (But yeah, I hear
| you, it does feel like the system is rigged for depressing
| results as a whole)
| rpbiwer2 wrote:
| This (developers having significant time to work on
| hobby/side projects) seems to be pretty common among
| experiences I read about online (i.e. Hacker News, blogs)
| but basically unheard of among people I work with/talk to
| IRL. I'm very curious how people manage to carve out this
| time? Personally I find it very difficult. It was virtually
| impossible when I had a full time job - I guess that's what
| full time means. But now I work freelance, and while I'm
| able to spend some of my "work" time doing things I want to
| do vs need to do, I still have a lot of actual work to do
| and thus find it very hard to do anything meaningful with
| my "extra" time.
| fxtentacle wrote:
| The trick is owning stuff and renting it out. That's the
| essence of what makes SaaS attractive. You own the
| software, you rent out access to it, so you get paid
| without having to spend time working.
| JohnFen wrote:
| > I'm very curious how people manage to carve out this
| time?
|
| I've never really had a problem finding the time. Like
| everything else, it's a matter of what tradeoffs you want
| to make. For instance, I also don't watch TV/Netflix/etc.
| -- I work on my hobby projects instead. A couple of hours
| working on something every day yields results far more
| quickly that you'd think.
|
| But I'll admit, I apply time management lessons I learned
| from being a single parent. Doing that taught me how much
| stuff you can really cram into a day.
| plufz wrote:
| Do you make more than you need as a freelance? Can you
| say no to more projects?
| stuaxo wrote:
| Project management is the death of all that sort of stuff.
|
| Some places have a good system where there are firebreaks where
| anything can be done for a week or two, which help solve this.
| matteason wrote:
| Yeah I agree with this. Especially with stuff that's more
| experimental/exploratory, project management, deadlines and
| 'deliverables' kill my motivation.
|
| A lot of the best work I've done has been a bit under the
| radar. It's easier to ask for forgiveness than to get
| permission.
| vincnetas wrote:
| One analogy that i made is that :
|
| "My employer is paying for Ferrari and is using it to go
| grocery shopping."
| remus wrote:
| I think this is a pretty interesting phenomenon, and I think it
| mostly comes down to team size and the need to make money.
|
| On a passion project you're not getting paid which means
| expectations are low, you're not obliged to do anything and
| you're basically free to work on what you want, so you pick
| things which are interesting and impactful for you e.g.
| exploring a new technology or tool you're interested in.
|
| As soon as there's money involved you introduce expectation
| from the person paying you, which means trying something novel
| is harder because there's a good chance it'll fail.
|
| This is all just a long way of saying that when there's money
| involved I think people prefer an outcome which is predictable,
| even if there's a potentially much better solution but it comes
| with more risk.
| jokoon wrote:
| how didn't I know about that?
|
| most serious video editors are either expensive, unusable or
| bloated
| nox101 wrote:
| DaVinci Resolve is free at its basic level
|
| https://www.blackmagicdesign.com/products/davinciresolve
|
| Maybe it's one or both of the other two
| pilaf wrote:
| As someone who's used to using open source video editors
| which tend to feel pretty lightweight (Shotcut, Kdenlive,
| Olive, even Blender), but who sometimes needs slightly more
| advanced features than those can offer, my initial impression
| of DaVinci Resolve was definitely one of pure bloat. It put
| me off of it enough to not try it again, although I may give
| it another chance at some point.
|
| I wonder if someone coming from the Adobe suite would feel
| the same way or if that bloat is normalized in the industry.
| kuschku wrote:
| Compared to the Adobe suite, Resolve is considered
| incredibly lightweight and oversimplified. And don't get me
| started on AVID^^
| blackle wrote:
| I've used blender VSE for all my video editing since 2020 and
| it's so awesome to see it improve. I already considered it to be
| the best video editor on linux due to its stability and
| featureset (you get to use all of blender's existing animation
| tools!)
| IshKebab wrote:
| Ah I always wondered why it was so much slower than closed source
| video editors. Didn't realise it is doing everything on the CPU!
| earthwalker99 wrote:
| It would probably be very tough to make any part of the Blender
| 3D program any faster. It's already by far the fastest booting 3D
| application, and the one with the snappiest GUI. Houdini comes in
| 2nd, but it's not a close 2nd.
| jtxt wrote:
| Animation tools have a ton of room for improvement, that
| they're working on. ...and the move to Vulcan will help a ton
| it looks like.
| earthwalker99 wrote:
| You seem to be arguing with somebody else. I didn't say
| anything that disagrees with your statement.
| UncleEntity wrote:
| You'd be surprised, there's a lot of low-hanging fruit in
| there.
|
| Years ago I was poking at the 'blobby' generator code and
| managed to make it a lot slower by adding multi-threading --
| once it overcame the overhead of multi-threading then it ran
| faster but, IIRC, that was not really within the typical use
| case so I just gave up. Undoubtedly I made some mistakes...
| rcxdude wrote:
| Having looked at some parts of the code, I think there's still
| a lot of room for improvement. There is a suprising amount of
| code which is similar to mentioned in the article where the
| approach is very complex in the name of optimisation but it's
| about as likely that it's making things slower (texture
| painting, for example, does something like 3 pointer
| indirections per pixel! And does chug a lot on my PC).
| forevernoob wrote:
| Really hoping for some nice performance improvements because my
| first time experience with VSE hasn't been that swell so far:
| https://old.reddit.com/r/blender/comments/186bbll/my_experie...
| pugworthy wrote:
| Meta question - help me understand how to parse the title of this
| post? Is this memesque phrasing? Old people want to know.
| netule wrote:
| Yes: https://knowyourmeme.com/memes/i-accidentally
| lkuty wrote:
| You might want to look at:
| https://news.ycombinator.com/item?id=38273787 I asked the same
| question a few time ago.
| whoswho wrote:
| Please rename the title so it's more coherent, thank you.
| planckscnst wrote:
| I Accidentally [started working on] Blender VSE
| aezart wrote:
| It's a reference to an old 4chan post I believe.
|
| "I accidentally a coca cola bottle"
|
| "accidentally what?"
|
| "a coca cola bottle"
| barkingcat wrote:
| very inspirational post. thanks for making this software better!
| countrymile wrote:
| this is great news, thank you so much for this. I've been using
| the VSE with school children since 2012 and the speed has always
| been a huge issue! But we've stuck with it as it runs off a USB /
| shared drive and avoids the hassle of microsofts stuff
| harvie wrote:
| Does it work with variable FPS videos now? Years ago i had issues
| geting audio and video to sync on videos made by smartphone which
| seemed to adaptively change FPS based on how much motion was in a
| scene. I needed to resample to constant FPS, which i was not
| happy about.
| artifact_44 wrote:
| As a blender user, I am soooo grateful to OP. I think blender is
| one of if not the most important/impressive open project ever.
| planede wrote:
| About transparency and blending: Please use premultiplied alpha
| for the arithmetic (and a linear colorspace, but hopefully that
| already happens).
| irdc wrote:
| I'm sure patches are welcome :)
| MauranKilom wrote:
| At least the image scaling does not appear to be in linear?
| Going by the notes in [0]: Gimp and
| stb_image_resize results are subtly different from others, even
| for Bilinear. Looks like they do convert source sRGB image to
| linear, do filtering there, and convert back to sRGB.
|
| You can definitely see that as a problem with bright lines
| (e.g. collar highlight in einar*.png) being darker in the
| upscaled Blender versions.
|
| [0]: https://aras-p.info/img/misc/upsample_filter_comp_2024/
| aras_p wrote:
| Yes, within VSE (and elsewhere in Blender) almost (*)
| everything uses premultiplied alpha, directly or indirectly.
| 8bit/channel images are stored non-premultiplied, but any math
| done on them does premultiplication, the math, then reverses
| back into un-premultiplied form (reason being, that w/
| premultiplication 8bit/channel is not enough precision).
| Float/channel images are always premultiplied.
|
| (*) I have found one or two VSE effects that do not do the
| correct premultiplication within their calculations.
| Someone(tm) should fix them at some point. But also a good
| question, whether there should be an option to keep previous
| "broken" behavior.
|
| wrt color spaces, VSE by default does _not_ do blending in
| linear color space. Default is sRGB, and variuous blending
| operations are done directly on sRGB values, i.e. "what four
| decades of photoshop has taught us to accept as expected
| results". VSE _can_ be set to operate in some other color
| space, optionally.
|
| wrt filtering of images, the pixel values are "just" filtered
| without color space awareness. So for 8bit/channel images
| (usually sRGB), they get "slightly incorrectly" filtered. If
| you want proper linear space filtering, can force images to be
| to floating point (any floating point images wihtin Blender are
| in "scene linear").
| scotty79 wrote:
| When I used VSE some years ago there was some weird behavior
| around reversing a fragment of a clip on the timeline.
|
| I placed a clip, cropped it down to interesting fragment but when
| I tried to make it play backwards another fragment of the clip
| showed. Like if the reverse operation was performed before the
| cropping, not after.
|
| I even thought about investigating it but never got around to it.
| Maybe it's fixed already by someone else?
| ezekiel68 wrote:
| What an awesome testament to the benefit of experienced software
| development to any field, regardless of subject matter expertise.
| This is an inspiring account.
| cuddlyogre wrote:
| Awesome! I've used the vse pretty regularly for years and every
| time it gets an update I'm happy.
| MauranKilom wrote:
| FYI on https://projects.blender.org/blender/blender/pulls/116089:
| `inline` first and foremost affects the One Definition Rule. Very
| briefly put: If you have a function defined (!) in a header (and
| call it in different .cc files), you will get linker errors
| unless you mark it as inline.
|
| The effect on the actual inlining optimization could be anything
| between "none", "the compiler might weigh it differently purely
| due to linkage" and "it is actually taken as a hint", plus a
| similar set of considerations for link-time optimization. A much
| stronger inlining signal to the compiler (specifically for
| functions that are only used in the file they are defined in) is
| to define them in an anonymous namespace.
|
| The original intent behind marking the function `inline` could
| reasonably have been an attempt at actually achieving inlining. A
| measurable benefit is not obvious (but also not impossible).
| PcChip wrote:
| on the audio resampling part - i would recommend giving the user
| a choice if possible. Just because the "medium" setting sounds
| the same to you doesn't mean it would sound the same to everyone!
| ncr100 wrote:
| <3
|
| Oh f** it is Aras! He is great. F**ing Great Aras is his
| fullname, IIRC.
|
| Graphics coding and more, plus seems to have good "flow" when
| coding.
|
| Reading this is engaging. And entertaining. It's like listening
| to a person speak. Check out this random "However!":
|
| > I removed that "blend into transparency" from bilinear
| filtering code that is used by VSE. However! A side effect of
| this transparency thing, is that if you do not scale your image
| but only rotate it, the edge does get some sort of anti-aliasing.
| Which it would be losing now, if just removing that from
| bilinear.
|
| EDIT: The end bit discussing 30% productivity at a standard
| corporation when burdened with standard cultural / process
| expectations, resonates. The cost of keeping employees doing
| "their job" truly includes a massive reduction in productivity.
|
| I hope that as we continue to observe cases like this, we as
| technologists, learn better how to organize groups of people and
| activity .. and believe this learning .. to actually start
| integrating this kind of high-productivity / engagement thinking
| and worker organizing.
|
| As reading the doc suggests, it could make working in tech more
| fun .. almost as fun as playing in tech.
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