Remove project duplicates.

Project pages were actually in the root directory (and outdated).
The ‘projects’ directory was not used by hakyll (but containing
up-to-date pages).

- Update hakyll rules to compile project pages.
- Remove oudated project pages.
This commit is contained in:
Fabien Freling 2014-02-23 16:29:37 +01:00
parent 1049d84b83
commit 68e09d3f5d
10 changed files with 149 additions and 254 deletions

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@ -1,60 +0,0 @@
---
title: Dawn of Chaos
---
For the first of undergraduate study we have to develop a project in either Delphi or OCaml within a team of four during one year. This is the only year when we are allowed to make a video game. That the reason why we decided to create a Diablo-like in Delphi as our school project in 2004.
The development has been quite hard, because at the time we had no programming skill. Moreover, our team rapidly exploded, with one member quitting the school after a few months and another one not willing to work.
Nevertheless, this was a truly rewarding experience since I learned the basics of video game creation and DirectX programming.
## Graphic engine
We had the choice between DirectX and OpenGL for developing our graphic engine. Most of the students chose OpenGL but we thought DirectX was more suitable for a Windows game because we had no intention to port the project to Linux.
We used the Jedi Project headers as a means to use DirectX with Delphi. The first contact with DirextX was harsh but after carefully reading the SDK documentation I was quick to learn the basics. I would like to thank Buckman for helping me figure the logic of DirectX out.
The 3D models should have been generated with Maya but our graphic member was not able to produce anything. So we search graphism websites for simple models and we modified them with Maya. For the texturing part and the conversion of the Maya file format to the DirectX one, we used Deep Exploration.
In order to make things dynamic, we just added a game loop with mutable variables (by pressing keys for moving the camera for instance). Unfortunately, the game loop was not set on the time but on the cpu cycles. As a result, it runs as fast as your cpu can, making things lagged.
Finally, I added a 2D display for game informations such as health. It was done using DirectSprites and DirectFonts. A bug with the proportions forced me to tweak the sprites size manually in order to make the game look as expected on screen.
## Pathfinding
For the pathfinding, I used the classic A*. Each tile of the map is enabled or not, make a boolean map on which I applied the pathfinding.
## Sound engine
"Sound engine" is a big word for what was done. At first I thought I would use the DirectSound library since our graphic engine was done with Direct3D but I quickly changed my mind.
DirectSound allows you to use incredible 3D sound effects like reverberation but it was a nightmare to use it. I spent an entire night just for trying to play a simple .wav file. Without success.
Then I tried Fmod that everybody was using at the moment and I was able to play a .mp3 file in 10 minutes and 3 lines of code.
For the needs of the game, I included a background music and I added step sound effect when the player is walking.
## AI
The AI is just some nested conditions ("if .. then .. else"). The principle was the following: an enemy is making his rounds and it attacks of the hero is close enough. The enemy goes back to making his rounds if he is almost dead or if the hero is getting away (the hero is of course faster than any enemy).
## What was done by others
My friend who actually worked created a truly rich map editor that was used for making the game. He also created the elements of the world. He was then able to define position and rounds for the enemies directly from his editor. Our graphc engine only had to get his data from the editor in order to generate the levels.
At last, he was in charge for the management of the hero: life, equipment, etc.
## Last words
Our game was quite pretty but it was very slow due to the too detailled models used for the hero and the enemies. It lacks animation too. I really wanted to incorporate animation but I wasn't able to.
## Technologies
DirectX: the official multimedia API from Microsoft

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@ -1,84 +0,0 @@
---
title: Maestro
---
Maestro is an OMR, Optical Musicscore Recognition. You can think of it like a musical OCR. It was my school project in 2005 in a team of four persons.
In the team, I was responsible for lines detection, stanzas deduction, audio play and user interface.
## Why an OMR?
During the second year of undergraduate study, we have to make a project more oriented algorithm. It doesn't matter if it has nice graphics, it must be powered by interesting algorithms.
A lot of people just do an OCR which is basically a text extraction from a scanned sheet. This a perfect example of what I just said: all the focus is on an efficient algorithm. But we wanted to innovate!
Finally, we chose to create an application able to recognize a sheet music and play the melody. We named our OMR Maestro.
## How does it work?
Here are the basic steps:
1. Clean the image
2. Rotate the image
3. Lines detection
4. Stanzas deduction
5. Cut each stanza into musicscores
6. Musicscores recognition
7. Chains deduction
8. Midi transcription
9. Audio play
First of all, we must clean the image. As a result, we obtain a binary image (each pixel is black or white). Then we rotate the image in order to have straight lines.
After that we detect the lines and deduct the stanzas. We cut each stanza and send them to the musicscore recognition module. Once the musciscores are recognized, we look for chains like bemols, fast times, etc.
Finally, we convert the result in a MIDI file and play it. The MIDI file format is easy to create from scratch with a good quality.
## Line detection
For the lines detection, I created a very simple algorithm. I start from the top middle of the image and I go down. If I find a black pixel I go on the left and on the right unless I find a white pixel. Then I know the length of a line by couting the black pixels.
At first, I thought this would be the definition of a line: if the length is greater than half the page width, it is a line. But it didn't work because a line can have some white pixels because of the imperfection of the image, and some lines which are not in a stanza can occur. I had to redefine a line.
I introduced the concept of imperfection. We have now a variable initialized at 5. Everytime we find a white pixel, this variable is decremented and when it reached 0, we stop the traversal. But if we find a black pixel, we increment the variable (up to 5).
## Stanza deduction
Once we got all the lines of the sheet, we had to group them into stanzas. My first approach was to group them 5 by 5. But the problem was that if we miss a line, all the stanzas become wrong.
So I had to calculate the average distance between two lines, so I could predict if we were off the stanza or not during the grouping. Finally, we were able to detect stanzas perfectly even if we missed some lines.
## UI
This was the first time I had to use Qt, and I was not sure if I should use Qt Designer or do everything in Emacs. Finally, I coded the interface only with Emacs, to be sure to fully understand of Qt works.
The user interface was pretty simple, since it was just a school project: each step was available at the top of the application. You just had to click to go through all the processing.
## Sound module
At first I tried to use timidity++ in order to play the generated MIDI file but the configuration was way to hard, and we wanted our software to be simple to use. Afther a while, I decided to try SDL with SDL_mixer and it was so simple that we had a functionnal MIDI player in one night.
## Mac OS X port
With the Qt framework, it is quite easy to create a multiplatform application.
One avantage of the Mac version was that Qt was directly able to play a MIDI file without SDL because it was calling QuickTime. We provided a package file in order to install it under Mac OS X, delivering Qt libraires as well for Mac users so they didn't have to install Qt to use Maestro (unlike Linux users).
## Last words
Our software doesn't recognize every musicscore and is still perfectible, but we are proud of it. Its flaws are only due to the lack of time at the end of the year because our recognition engine is quite flexible to be enhanced
We couldn't implement everything on time, even with our coding nights before the final presentation. Who knows, it could have been a reference since there is not so much similar applications. Thanks to Maestro, we got the vice-major place among all the projects of the promotion.
## Technologies
[Qt](https://qt-project.org/): Cross-platform application framework from Trolltech

View File

@ -3,8 +3,8 @@ title: Projects
---
<ul id="projects">
<li><a href="trailr.html">Trailr</a></li>
<li><a href="whereiscar.html">Where is my car?</a></li>
<li><a href="maestro.html">Maestro</a></li>
<li><a href="dawnchaos.html">Dawn of Chaos</a></li>
</ul>
<li><a href="projects/trailr/index.html">Trailr</a></li>
<li><a href="projects/whereiscar/index.html">Where is my car?</a></li>
<li><a href="projects/maestro/index.html">Maestro</a></li>
<li><a href="projects/dawnchaos/index.html">Dawn of Chaos</a></li>
</ul>

View File

@ -2,55 +2,88 @@
title: Dawn of Chaos
---
For the first of undergraduate study we have to develop a project in either Delphi or OCaml within a team of four during one year. This is the only year when we are allowed to make a video game. That the reason why we decided to create a Diablo-like in Delphi as our school project in 2004.
For the first of undergraduate study we have to develop a project in either
Delphi or OCaml within a team of four during one year. This is the only year
when we are allowed to make a video game. That the reason why we decided to
create a Diablo-like in Delphi as our school project in 2004.
The development has been quite hard, because at the time we had no programming skill. Moreover, our team rapidly exploded, with one member quitting the school after a few months and another one not willing to work.
The development has been quite hard, because at the time we had no programming
skill. Moreover, our team rapidly exploded, with one member quitting the school
after a few months and another one not willing to work.
Nevertheless, this was a truly rewarding experience since I learned the basics of video game creation and DirectX programming.
Nevertheless, this was a truly rewarding experience since I learned the basics
of video game creation and DirectX programming.
GRAPHIC ENGINE
--------------
We had the choice between DirectX and OpenGL for developing our graphic engine. Most of the students chose OpenGL but we thought DirectX was more suitable for a Windows game because we had no intention to port the project to Linux.
We had the choice between DirectX and OpenGL for developing our graphic engine.
Most of the students chose OpenGL but we thought DirectX was more suitable for a
Windows game because we had no intention to port the project to Linux.
We used the Jedi Project headers as a means to use DirectX with Delphi. The first contact with DirextX was harsh but after carefully reading the SDK documentation I was quick to learn the basics. I would like to thank Buckman for helping me figure the logic of DirectX out.
We used the Jedi Project headers as a means to use DirectX with Delphi. The
first contact with DirextX was harsh but after carefully reading the SDK
documentation I was quick to learn the basics. I would like to thank Buckman for
helping me figure the logic of DirectX out.
The 3D models should have been generated with Maya but our graphic member was not able to produce anything. So we search graphism websites for simple models and we modified them with Maya. For the texturing part and the conversion of the Maya file format to the DirectX one, we used Deep Exploration.
The 3D models should have been generated with Maya but our graphic member was
not able to produce anything. So we search graphism websites for simple models
and we modified them with Maya. For the texturing part and the conversion of the
Maya file format to the DirectX one, we used Deep Exploration.
In order to make things dynamic, we just added a game loop with mutable variables (by pressing keys for moving the camera for instance). Unfortunately, the game loop was not set on the time but on the cpu cycles. As a result, it runs as fast as your cpu can, making things lagged.
In order to make things dynamic, we just added a game loop with mutable
variables (by pressing keys for moving the camera for instance). Unfortunately,
the game loop was not set on the time but on the cpu cycles. As a result, it
runs as fast as your cpu can, making things lagged.
Finally, I added a 2D display for game informations such as health. It was done using DirectSprites and DirectFonts. A bug with the proportions forced me to tweak the sprites size manually in order to make the game look as expected on screen.
Finally, I added a 2D display for game informations such as health. It was done
using DirectSprites and DirectFonts. A bug with the proportions forced me to
tweak the sprites size manually in order to make the game look as expected on
screen.
PATHFINDING
-----------
For the pathfinding, I used the classic A*. Each tile of the map is enabled or not, make a boolean map on which I applied the pathfinding.
For the pathfinding, I used the classic A*. Each tile of the map is enabled or
not, make a boolean map on which I applied the pathfinding.
SOUND ENGINE
------------
"Sound engine" is a big word for what was done. At first I thought I would use the DirectSound library since our graphic engine was done with Direct3D but I quickly changed my mind.
"Sound engine" is a big word for what was done. At first I thought I would use
the DirectSound library since our graphic engine was done with Direct3D but I
quickly changed my mind.
DirectSound allows you to use incredible 3D sound effects like reverberation but it was a nightmare to use it. I spent an entire night just for trying to play a simple .wav file. Without success.
DirectSound allows you to use incredible 3D sound effects like reverberation but
it was a nightmare to use it. I spent an entire night just for trying to play a
simple .wav file. Without success.
Then I tried Fmod that everybody was using at the moment and I was able to play a .mp3 file in 10 minutes and 3 lines of code.
Then I tried Fmod that everybody was using at the moment and I was able to play
a .mp3 file in 10 minutes and 3 lines of code.
For the needs of the game, I included a background music and I added step sound effect when the player is walking.
For the needs of the game, I included a background music and I added step sound
effect when the player is walking.
AI
--
The AI is just some nested conditions ("if .. then .. else"). The principle was the following: an enemy is making his rounds and it attacks of the hero is close enough. The enemy goes back to making his rounds if he is almost dead or if the hero is getting away (the hero is of course faster than any enemy).
The AI is just some nested conditions ("if .. then .. else"). The principle was
the following: an enemy is making his rounds and it attacks of the hero is close
enough. The enemy goes back to making his rounds if he is almost dead or if the
hero is getting away (the hero is of course faster than any enemy).
WHAT WAS DONE BY OTHERS
-----------------------
My friend who actually worked created a truly rich map editor that was used for making the game. He also created the elements of the world. He was then able to define position and rounds for the enemies directly from his editor. Our graphc engine only had to get his data from the editor in order to generate the levels.
My friend who actually worked created a truly rich map editor that was used for
making the game. He also created the elements of the world. He was then able to
define position and rounds for the enemies directly from his editor. Our graphc
engine only had to get his data from the editor in order to generate the levels.
At last, he was in charge for the management of the hero: life, equipment, etc.
@ -58,14 +91,12 @@ At last, he was in charge for the management of the hero: life, equipment, etc.
LAST WORDS
----------
Our game was quite pretty but it was very slow due to the too detailled models used for the hero and the enemies. It lacks animation too. I really wanted to incorporate animation but I wasn't able to.
Our game was quite pretty but it was very slow due to the too detailled models
used for the hero and the enemies. It lacks animation too. I really wanted to
incorporate animation but I wasn't able to.
TECHNOLOGIES
------------
DirectX: the official multimedia API from Microsoft
SCREENSHOTS
-----------
[DirectX](https://en.wikipedia.org/wiki/DirectX): the official multimedia API from Microsoft

View File

@ -2,18 +2,25 @@
title: Maestro
---
Maestro is an OMR, Optical Musicscore Recognition. You can think of it like a musical OCR. It was my school project in 2005 in a team of four persons.
Maestro is an OMR, Optical Musicscore Recognition. You can think of it like a
musical OCR. It was my school project in 2005 in a team of four persons.
In the team, I was responsible for lines detection, stanzas deduction, audio play and user interface.
In the team, I was responsible for lines detection, stanzas deduction, audio
play and user interface.
WHY AN OMR?
-----------
During the second year of undergraduate study, we have to make a project more oriented algorithm. It doesn't matter if it has nice graphics, it must be powered by interesting algorithms.
During the second year of undergraduate study, we have to make a project more
oriented algorithm. It doesn't matter if it has nice graphics, it must be
powered by interesting algorithms.
A lot of people just do an OCR which is basically a text extraction from a scanned sheet. This a perfect example of what I just said: all the focus is on an efficient algorithm. But we wanted to innovate!
A lot of people just do an OCR which is basically a text extraction from a
scanned sheet. This a perfect example of what I just said: all the focus is on
an efficient algorithm. But we wanted to innovate!
Finally, we chose to create an application able to recognize a sheet music and play the melody. We named our OMR Maestro.
Finally, we chose to create an application able to recognize a sheet music and
play the melody. We named our OMR Maestro.
HOW DOES IT WORK?
@ -31,43 +38,68 @@ Here are the basic steps:
8. Midi transcription
9. Audio play
First of all, we must clean the image. As a result, we obtain a binary image (each pixel is black or white). Then we rotate the image in order to have straight lines.
First of all, we must clean the image. As a result, we obtain a binary image
(each pixel is black or white). Then we rotate the image in order to have
straight lines.
After that we detect the lines and deduct the stanzas. We cut each stanza and send them to the musicscore recognition module. Once the musciscores are recognized, we look for chains like bemols, fast times, etc.
After that we detect the lines and deduct the stanzas. We cut each stanza and
send them to the musicscore recognition module. Once the musciscores are
recognized, we look for chains like bemols, fast times, etc.
Finally, we convert the result in a MIDI file and play it. The MIDI file format is easy to create from scratch with a good quality.
Finally, we convert the result in a MIDI file and play it. The MIDI file format
is easy to create from scratch with a good quality.
LINES DETECTION
---------------
For the lines detection, I created a very simple algorithm. I start from the top middle of the image and I go down. If I find a black pixel I go on the left and on the right unless I find a white pixel. Then I know the length of a line by couting the black pixels.
For the lines detection, I created a very simple algorithm. I start from the top
middle of the image and I go down. If I find a black pixel I go on the left and
on the right unless I find a white pixel. Then I know the length of a line by
couting the black pixels.
At first, I thought this would be the definition of a line: if the length is greater than half the page width, it is a line. But it didn't work because a line can have some white pixels because of the imperfection of the image, and some lines which are not in a stanza can occur. I had to redefine a line.
At first, I thought this would be the definition of a line: if the length is
greater than half the page width, it is a line. But it didn't work because a
line can have some white pixels because of the imperfection of the image, and
some lines which are not in a stanza can occur. I had to redefine a line.
I introduced the concept of imperfection. We have now a variable initialized at 5. Everytime we find a white pixel, this variable is decremented and when it reached 0, we stop the traversal. But if we find a black pixel, we increment the variable (up to 5).
I introduced the concept of imperfection. We have now a variable initialized at
5. Everytime we find a white pixel, this variable is decremented and when it
reached 0, we stop the traversal. But if we find a black pixel, we increment the
variable (up to 5).
STANZAS DEDUCTION
-----------------
Once we got all the lines of the sheet, we had to group them into stanzas. My first approach was to group them 5 by 5. But the problem was that if we miss a line, all the stanzas become wrong.
Once we got all the lines of the sheet, we had to group them into stanzas. My
first approach was to group them 5 by 5. But the problem was that if we miss a
line, all the stanzas become wrong.
So I had to calculate the average distance between two lines, so I could predict if we were off the stanza or not during the grouping. Finally, we were able to detect stanzas perfectly even if we missed some lines.
So I had to calculate the average distance between two lines, so I could predict
if we were off the stanza or not during the grouping. Finally, we were able to
detect stanzas perfectly even if we missed some lines.
USER INTERFACE
--------------
This was the first time I had to use Qt, and I was not sure if I should use Qt Designer or do everything in Emacs. Finally, I coded the interface only with Emacs, to be sure to fully understand of Qt works.
This was the first time I had to use Qt, and I was not sure if I should use Qt
Designer or do everything in Emacs. Finally, I coded the interface only with
Emacs, to be sure to fully understand how Qt works.
The user interface was pretty simple, since it was just a school project: each step was available at the top of the application. You just had to click to go through all the processing.
The user interface was pretty simple, since it was just a school project: each
step was available at the top of the application. You just had to click to go
through all the processing.
SOUND MODULE
------------
At first I tried to use timidity++ in order to play the generated MIDI file but the configuration was way to hard, and we wanted our software to be simple to use. Afther a while, I decided to try SDL with SDL_mixer and it was so simple that we had a functionnal MIDI player in one night.
At first I tried to use timidity++ in order to play the generated MIDI file but
the configuration was way to hard, and we wanted our software to be simple to
use. Afther a while, I decided to try SDL with SDL_mixer and it was so simple
that we had a functionnal MIDI player in one night.
MAC OS X PORT
@ -75,22 +107,26 @@ MAC OS X PORT
With the Qt framework, it is quite easy to create a multiplatform application.
One avantage of the Mac version was that Qt was directly able to play a MIDI file without SDL because it was calling QuickTime. We provided a package file in order to install it under Mac OS X, delivering Qt libraires as well for Mac users so they didn't have to install Qt to use Maestro (unlike Linux users).
One avantage of the Mac version was that Qt was directly able to play a MIDI
file without SDL because it was calling QuickTime. We provided a package file in
order to install it under Mac OS X, delivering Qt libraires as well for Mac
users so they didn't have to install Qt to use Maestro (unlike Linux users).
LAST WORDS
----------
Our software doesn't recognize every musicscore and is still perfectible, but we are proud of it. Its flaws are only due to the lack of time at the end of the year because our recognition engine is quite flexible to be enhanced
Our software doesn't recognize every musicscore and is still perfectible, but we
are proud of it. Its flaws are only due to the lack of time at the end of the
year because our recognition engine is quite flexible to be enhanced
We couldn't implement everything on time, even with our coding nights before the final presentation. Who knows, it could have been a reference since there is not so much similar applications. Thanks to Maestro, we got the vice-major place among all the projects of the promotion.
We couldn't implement everything on time, even with our coding nights before the
final presentation. Who knows, it could have been a reference since there is not
so much similar applications. Thanks to Maestro, we got the vice-major place
among all the projects of the promotion.
TECHNOLOGIES
------------
Qt: Cross-platform application framework from Trolltech
SCREENSHOTS
-----------
[Qt](https://qt-project.org/): Cross-platform application framework from Trolltech

View File

@ -0,0 +1,21 @@
---
title: Trailr
---
[Official website](http://www.ltutech.com/case/trailr/)
Trailr was developed in 2012 during [LTU](http://www.ltutech.com)'s "innovation days"
when employees are free to work on pet projects.
This was the occasion for us to start using our own image recognition
technologies.
We pull information about movies each night from
[TMDb](http://www.themoviedb.org/), put it on our database with all the posters,
and then do simple requests on our servers via our mobile apps.
I started the project and developed the iPhone app. My coworker (whom I started
the project with) did all the backend work (data sync, database, server).
At a later stage, another coworker developed an Android app and a chrome
extension.

View File

@ -2,9 +2,12 @@
title: Where is my car?
---
One of my first image processing based project. It finds cars on a Google Maps view, based on their color.
One of my first image processing based project done in 2007. It finds cars on a Google Maps
view, based on their color.
When I started this project, I had no experience in image processing, so I tried what came to my mind. Looking backward, the sources are a real mess but I acquired my first image processing skills with it.
When I started this project, I had no experience in image processing, so I tried
what came to my mind. Looking backward, the sources are a real mess but I
acquired my first image processing skills with it.
Here are the basic steps of the program:
@ -23,12 +26,7 @@ Here are the basic steps of the program:
13. Later, I decided to bind it with a Cocoa GUI.
TECHNOLOGIES
------------
## Technologies
The CImg Library: a simple but powerful image processing library
Cocoa: the framework behind every Mac application
SCREENSHOTS
-----------
+ [The CImg Library](http://cimg.sourceforge.net/): a simple but powerful image processing library
+ [Cocoa](http://developer.apple.com/): the framework behind every Mac application

View File

@ -20,11 +20,7 @@ import Hakyll
main :: IO ()
main = hakyllWith config $ do
match "favicon.png" $ do
route idRoute
compile copyFileCompiler
match "images/*" $ do
match ("images/*" .||. "favicon.png") $ do
route idRoute
compile copyFileCompiler
@ -34,11 +30,12 @@ main = hakyllWith config $ do
match "templates/*" $ compile $ templateCompiler
match "*.md" $ do
match ("*.md" .||. "projects/*/*.md") $ do
route $ setExtension "html"
compile $ pandocCompiler
>>= loadAndApplyTemplate "templates/default.html" defaultContext
>>= relativizeUrls
--------------------------------------------------------------------------------
config :: Configuration

View File

@ -1,15 +0,0 @@
---
title: Trailr
---
[Official website](http://www.ltutech.com/case/trailr/)
Trailr was developed during [LTU](http://www.ltutech.com)'s "innovation days" when employees are free to work on pet projects.
This was the occasion for us to start using our own image recognition technologies.
We pull information about movies each night from [TMDb](http://www.themoviedb.org/), put it on our database with all the posters, and then do simple requests on our servers via our mobile apps.
I started the project and developed the iPhone app. My coworker (whom I started the project with) did all the backend work (data sync, database, server).
At a later stage, another coworker developed an Android app and a chrome extension.

View File

@ -1,29 +0,0 @@
---
title: Where is my car?
---
One of my first image processing based project. It finds cars on a Google Maps view, based on their color.
When I started this project, I had no experience in image processing, so I tried what came to my mind. Looking backward, the sources are a real mess but I acquired my first image processing skills with it.
Here are the basic steps of the program:
1. Delete the unnecessary colors from the image
2. Classify the image in 10 colors with the K-means algorithm
3. Delete huge objects that can't obviously be cars
4. Fill tiny holes
5. Classify again
6. Remove odd shapes
7. Fill tiny holes again
8. Restore original colors
9. Delete pixels with low saturation
10. Classify again
11. Remove little objects
12. Remove odd shapes
13. Later, I decided to bind it with a Cocoa GUI.
## Technologies
+ [The CImg Library](http://cimg.sourceforge.net/): a simple but powerful image processing library
+ [Cocoa](http://developer.apple.com/): the framework behind every Mac application