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duminică, 13 septembrie 2026
vineri, 11 septembrie 2026
Tool : Good design and info omniquant ...
Markets are not predictable — anyone who tells you otherwise is selling something. Markets are probabilistic, and that distinction is the entire reason OmniQuant exists.
Bloomberg costs $24k/yr and is built for institutions. Robinhood treats markets like a slot machine. OmniQuant sits in the middle: institutional-grade probabilistic infrastructure, priced for individuals. The product is a disciplined engine that scores itself honestly — not one that promises certainty.
Publishing hit rates, abstentions, and misses is not marketing — it's the product. We're building for the trader who wants to know why a call was made, at what confidence, with what historical analog, and what would flip it.
See the official website.
miercuri, 19 august 2026
News : Massive 101 is now available for free for non-commercial use.
There are no limitations on agent capabilities or the number or complexity of agents in the scene.
>The only significant limitiations are that renders are watermarked, currently just Arnold and Velocity are the supported renderers, and export options are reduced.
See athe official website.
luni, 10 august 2026
Tool : termux and Text User Interfaces demo.
The combination of Termux, Text User Interfaces (TUI), and C using ncurses turns an Android smartphone into an ultra-fast, lightweight, and highly efficient retro development environment. Optimized for lightweight performance, this setup delivers exceptional speed with minimal memory usage directly on mobile devices. Its main strength lies in a seamless hybrid interaction model, perfectly blending traditional keyboard navigation with full touchscreen support for an intuitive mobile coding experience.
In our tui_complete_001.c code, we built a comprehensive suite of C-based TUI controls inspired by classic Turbo Pascal IDEs. Navigation flows naturally through multi-level hierarchical menus with submenus and a top-tab system. The interface features touch-responsive Yes or No confirmation dialogs, temporary red toast alert notifications, and a login form with automatic password masking. For interactive data management, the code integrates a multi-select checklist, a structured data table grid, a scrollable list view, an interactive slider, and a real-time animated progress bar, resulting in a robust and responsive C framework built entirely inside Termux.











Posted by
Cătălin George Feștilă
Labels:
2026,
2D,
android,
C programming language,
development,
graphics,
system tools,
termux,
tool,
TUI
marți, 21 iulie 2026
Tools : ... publicly available 4K visualizations of NASA.
NASA Scientific Visualization Studio is based out of the Goddard Space Flight Center (GSFC), located in Greenbelt, Maryland. The core studio consists of a team of (approximately) 15 visualizers, some of whom have been working with the studio for almost 30 years. The SVS's visualizers specialize in a wide variety of disciplines — astronomy, planetary science, climatology, cartography, and 3D modeling (to name a few) — but are united by a common love of making science accessible.
See the official website.
luni, 20 iulie 2026
News : Blender 5.2 LTS - Showcase Reel.
Five days ago Blender 3D team comes with this video, about the Blender 5.2 LTD version.
Posted by
Cătălin George Feștilă
Labels:
2026,
2026 news,
2D,
3D,
Blender 3D,
design,
graphic,
graphics,
news
joi, 16 iulie 2026
duminică, 12 iulie 2026
News : monolith-terrain an interactive, real-time 3D terrain map.
An interactive, real-time 3D terrain map in the style of a vintage USGS topographic sheet, crossed with a sci-fi FUI overlay. Load real-world elevation data for anywhere on Earth, or generate procedural mountain ranges — then explore them with contour lines, hypsometric tinting, survey grids, spot elevations, clickable peak markers, radar scans, and cinematic camera tours.

vineri, 10 iulie 2026
News : Three.js Water Pro
Three.js Water Pro.
Real-time, physically-based ocean rendering for Three.js WebGPU.
Posted by
Cătălin George Feștilă
Labels:
2026,
2D,
3D,
development,
graphic,
graphics,
programming,
three.js
News : Blender 5.2 LTS - Release Candidate!
Blender 5.2 LTS has reached Release Candidate! 🚀
Now's the time to put it to the test and report any issues. Let's make this release as stable as possible!
See the official website.
Posted by
Cătălin George Feștilă
Labels:
2026,
2026 news,
2D,
3D,
Blender 3D,
design,
graphics,
news
miercuri, 1 iulie 2026
News : 500 free points - AI Cloud Plans.
Start creating with Reallusion AI Services for free. Choose the plan that best fits your needs, with a unified AI Points system that works across AI Studio, Video Mocap, and Headshot Image Generation.
See the official webpage.
Posted by
Cătălin George Feștilă
Labels:
2026,
2026 news,
3D,
artificial intelligence,
design,
graphic,
graphics,
news,
Reallusion
marți, 9 iunie 2026
News : G'MIC new current pre-release 3.7.7 .
G'MIC is a full-featured open-source framework for digital image processing, distributed under the CeCILL free software licenses (LGPL-like and/or GPL-compatible). It provides several user interfaces to convert / process / visualize generic image datasets, ranging from 1D scalar signals to 3D+t sequences of multi-spectral volumetric images, hence including 2D color images.
This new new current pre-release version 3.7.7 comes at 2026.06.08.
See the official website.
vineri, 10 aprilie 2026
FASM : mouse crosshair with lines on the window GDI.
For a year now, it keeps hacking me on Windows. And when I am in a bad mood, I turn to complex things. Today, I wanted to see if I could make a functional assembly code with Microsoft's Copilot artificial intelligence and my assembly knowledge with FASM. Here is what resulted.
The program is a Win32 GUI application written in FASM that draws a crosshair (vertical + horizontal line) following the mouse cursor inside a window classic GDI.
1. Window Setup
The app starts by registering a Win32 window class (WNDCLASSEX) and creating a standard
overlapped window. Nothing unusual here — just the classic Win32 boilerplate.
2. Message Loop
The program enters the main loop:
- GetMessage
- TranslateMessage
- DispatchMessage
This keeps the window responsive and forwards events to the window procedure.
3. Tracking the Mouse
Whenever the mouse moves inside the window, Windows sends a WM_MOUSEMOVE message.
The program extracts the X and Y coordinates from lParam:
- LOWORD(lParam) → X
- HIWORD(lParam) → Y
These values are stored and the window is invalidated so it can be repainted.
4. Drawing the Crosshair (GDI)
All drawing happens inside WM_PAINT using classic GDI:
- MoveToEx
- LineTo
- Ellipse
- TextOut
- FillRect
The steps are:
- Clear the client area
- Get the window’s current size (GetClientRect)
- Draw a vertical line at the mouse’s X position
- Draw a horizontal line at the mouse’s Y position
- Draw a small circle at the intersection
- Print the coordinates in the corner
Because the client size is read dynamically, the crosshair always stretches across the entire window —
no matter how it’s resized.

See the source code
; mouse_crosshair.asm
format PE GUI 4.0
entry start
include "win32a.inc"
WM_MOUSEMOVE = 0x0200
section '.data' data readable writeable
szClass db "MouseGraph",0
szTitle db "Mouse Crosshair Demo",0
mouseX dd 0
mouseY dd 0
fmt db "X=%d Y=%d",0
buffer db 64 dup(0)
rc RECT
ps PAINTSTRUCT
wc WNDCLASSEX
msg MSG
section '.code' code readable executable
start:
invoke GetModuleHandle,0
mov [wc.hInstance],eax
mov [wc.cbSize],sizeof.WNDCLASSEX
mov [wc.style],CS_HREDRAW or CS_VREDRAW
mov [wc.lpfnWndProc],WndProc
mov [wc.cbClsExtra],0
mov [wc.cbWndExtra],0
mov [wc.hIcon],0
mov [wc.hIconSm],0
mov [wc.lpszMenuName],0
mov [wc.lpszClassName],szClass
mov [wc.hbrBackground],COLOR_WINDOW+1
invoke LoadCursor,0,IDC_ARROW
mov [wc.hCursor],eax
invoke RegisterClassEx,wc
invoke CreateWindowEx,0,szClass,szTitle,\
WS_VISIBLE+WS_OVERLAPPEDWINDOW,\
200,200,800,600,0,0,[wc.hInstance],0
msg_loop:
invoke GetMessage,msg,0,0,0
test eax,eax
jz exit
invoke TranslateMessage,msg
invoke DispatchMessage,msg
jmp msg_loop
exit:
invoke ExitProcess,0
; ---------------------------------------------------------
proc WndProc hWnd,uMsg,wParam,lParam
cmp [uMsg],WM_MOUSEMOVE
je .mouse
cmp [uMsg],WM_PAINT
je .paint
cmp [uMsg],WM_DESTROY
je .destroy
.def:
invoke DefWindowProc,[hWnd],[uMsg],[wParam],[lParam]
ret
; ---------------- WM_MOUSEMOVE ----------------
.mouse:
mov eax,[lParam]
and eax,0FFFFh
mov [mouseX],eax
mov eax,[lParam]
shr eax,16
and eax,0FFFFh
mov [mouseY],eax
invoke InvalidateRect,[hWnd],0,TRUE
ret
; ---------------- WM_PAINT ----------------
.paint:
invoke BeginPaint,[hWnd],ps
mov esi,eax ; hdc
; clean client
invoke GetClientRect,[hWnd],rc
invoke FillRect,esi,rc,COLOR_WINDOW+1
; pen red
invoke CreatePen,PS_SOLID,1,0x0000FF
mov ebx,eax
invoke SelectObject,esi,ebx
; ---------------- linie verticala (cruce) ----------------
mov eax,[mouseX] ; X constant
mov edx,[rc.bottom] ; Y max (jos)
invoke MoveToEx,esi,eax,0,0
invoke LineTo,esi,eax,edx
; ---------------- line ----------------
mov eax,[mouseY] ; Y constant
mov edx,[rc.right] ; X max (dreapta)
invoke MoveToEx,esi,0,eax,0
invoke LineTo,esi,edx,eax
; punct în intersec?ie
mov eax,[mouseX]
mov edx,[mouseY]
invoke Ellipse,esi,eax-4,edx-4,eax+4,edx+4
; text coordonate
invoke wsprintf,buffer,fmt,[mouseX],[mouseY]
invoke lstrlen,buffer
invoke TextOut,esi,10,10,buffer,eax
invoke EndPaint,[hWnd],ps
ret
; ---------------- WM_DESTROY ----------------
.destroy:
invoke PostQuitMessage,0
ret
endp
section '.idata' import data readable
library kernel32,"KERNEL32.DLL",\
user32,"USER32.DLL",\
gdi32,"GDI32.DLL"
include "api/kernel32.inc"
include "api/user32.inc"
include "api/gdi32.inc"
Posted by
Cătălin George Feștilă
Labels:
2026,
artificial intelligence,
assembly,
design,
FASM,
graphic,
graphics,
open source,
source code,
tutorial,
tutorials
vineri, 3 aprilie 2026
Tools : Arnis : handle large-scale geographic into Minecraft worlds.
Arnis creates complex and accurate Minecraft Java Edition (1.17+) and Bedrock Edition worlds that reflect real-world geography, topography, and architecture.
This free and open source project is designed to handle large-scale geographic data from the real world and generate detailed Minecraft worlds. The algorithm processes geospatial data from OpenStreetMap as well as elevation data to create an accurate Minecraft representation of terrain and architecture. Generate your hometown, big cities, and natural landscapes with ease!
See the GitHub project.
miercuri, 1 aprilie 2026
marți, 31 martie 2026
News : example with cubes from omma.build website
3D scenes, websites, games, apps. Describe anything and Omma builds it for you in seconds.
I found this idea of html graphics design, see this exemple website.

The main website is the omma website.
Posted by
Cătălin George Feștilă
Labels:
2026,
2026 news,
2D,
3D,
design,
graphic,
graphics,
news,
web development
luni, 2 martie 2026
sâmbătă, 28 februarie 2026
joi, 26 februarie 2026
Tools : A series of advanced mathematical and computational algorithms ...
Below is the list of algorithms and mathematical concepts involved, from fundamental vector geometry to state-of-the-art neural networks in software development with vector mathematics:
- Bezier Polynomials (Quadratic and Cubic): The mathematical foundation for generating smooth SVG paths using control points.
- Casteljau Algorithm: A recursive method used for curve subdivision and robust geometric construction.
- Affine Transformations: 3x3 matrix operations enabling translation, rotation, scaling, and skewing of objects.
- Curve Tessellation: Adaptive subdivision algorithms converting smooth parametric curves into discrete pixel segments.
- Spiro Splines: Used in Inkscape to create curves that minimize curvature variation through clothoid segments.
- Boolean Operations (Union, Intersection, Difference, XOR): Based on computational geometry for combining complex shapes.
- Bentley–Ottmann Algorithm: Used to detect line‑segment intersections during boolean path operations.
- Winding Number Calculation: Determines whether a point lies inside or outside a path.
- Arc‑Length Parameterization: Essential for placing text on a path and for uniform motion animations.
- Potrace Algorithm: Converts bitmap images into vector paths through decomposition, polygon optimization, and least‑squares curve fitting.
- Sobel Operator: Edge‑detection algorithm computing gradient magnitude and direction in raster images.
- Ramer–Douglas–Peucker Algorithm: Simplifies paths by reducing intermediate points while preserving shape fidelity.
- Schneider Algorithm: Optimizes Bézier curve fitting using Newton–Raphson iteration.
- DeepSVG (Hierarchical Generative Networks): Enables vector graphics reconstruction and animation through latent‑space operations.
- SVGformer (Transformer Architectures): Captures complex patterns and dependencies in large SVG datasets.
- GANs (Generative Adversarial Networks): Produce professional vector outputs through adversarial training.
- CVAEs (Convolutional Variational Autoencoders): Learn to encode and decode graphic data such as fonts or icons into latent spaces.
- L‑Systems (Lindenmayer Systems): Use formal grammar rules and recursion to generate organic shapes.
- Perlin Noise: Produces mathematically controlled random variations for organic patterns.
- Verlet Integration: Used in force‑based simulations (Coulomb attraction, Hooke elasticity) for data visualization.
- Convolution Mathematics: Implements SVG filters (such as Gaussian Blur) using discrete convolution matrices.
Tools : Hitem3d
With Hitem3d, turning a 2D image into a 3D model is simpler than ever. Just upload your image, generate the model with one click, and export it for further editing across multiple applications.
See the official website.

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