AI Data Visualization Tools

AI Data Visualization Tools — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Facebook Messenger

    Facebook Messenger

    Messenger (formerly known as Facebook Messenger) is an American proprietary instant messaging service developed by Meta Platforms, the company that operates Facebook. Originally developed as Facebook Chat in 2008, the client application of Messenger is currently available on iOS and Android mobile platforms, Windows and macOS desktop platforms, through the Messenger.com web application, and on the standalone Meta Portal hardware. Messenger is used to send messages and exchange photos, videos, stickers, audio, and files, and also react to other users' messages and interact with bots. The service also supports voice and video calling. The standalone apps support using multiple accounts, conversations with end-to-end encryption, and playing games. There are also group chats where you can connect with multiple people at once in a private space such as Panama Chat. With a monthly userbase of over 1 billion people, it is among the largest social media platforms. == History == Following tests of a new instant messaging platform on Facebook in March 2008, the feature, then-titled "Facebook Chat", was gradually released to users in April 2008. Facebook revamped its messaging platform in November 2010, and subsequently acquired group messaging service Beluga in March 2011, which the company used to launch its standalone iOS and Android mobile apps on August 9, 2011. Facebook later launched a BlackBerry version in October 2011. An app for Windows Phone, though lacking features including voice messaging and chat heads, was released in March 2014. In April 2014, Facebook announced that the messaging feature would be removed from the main Facebook app and users will be required to download the separate Messenger app. An iPad-optimized version of the iOS app was released in July 2014. On April 8, 2015, Facebook launched a website interface for Messenger. A Tizen app was released on July 13, 2015. Facebook launched Messenger for Windows 10 in April 2016. In October 2016, Facebook released Messenger Lite, a stripped-down version of Messenger with a reduced feature set. The app is aimed primarily at old Android phones and regions where high-speed Internet is not widely available. In April 2017, Messenger Lite was expanded to 132 more countries. In May 2017, Facebook revamped the design for Messenger on Android and iOS, bringing a new home screen with tabs and categorization of content and interactive media, red dots indicating new activity, and relocated sections. Facebook announced a Messenger program for Windows 7 in a limited beta test in November 2011. The following month, Israeli blog TechIT leaked a download link for the program, with Facebook subsequently confirming and officially releasing the program. The program was eventually discontinued in March 2014. A Firefox web browser add-on was released in December 2012, but was also discontinued in March 2014. In December 2017, Facebook announced Messenger Kids, a new app aimed for persons under 13 years of age. The app comes with some differences compared to the standard version. In 2019, Messenger announced to be the 2nd most downloaded mobile app of the decade, from 2011 to 2019. In December 2019, Messenger dropped support for users to sign in using only a mobile number, meaning that users must sign in to a Facebook account in order to use the service. In March 2020, Facebook started to ship its dedicated Messenger for macOS app through the Mac App Store. The app is currently live in regions including France, Australia, Mexico, Poland, and many others. In April 2020, Facebook began rolling out a new feature called Messenger Rooms, a video chat feature that allows users to chat with up to 50 people at a time. The feature rivals Zoom, an application that gained a lot of popularity during the COVID-19 pandemic. Privacy concerns arose since the feature uses the same data collection policies as mainstream Facebook. In July 2020, Facebook added a new feature in Messenger that lets iOS users to use Apple's Face ID or Touch ID to lock their chats. The feature is called App Lock and is a part of several changes in Messenger regarding privacy and security. The option to view only "Unread Threads" was removed from the inbox, requiring the account holder to scroll through the entire inbox to be certain every unread message has been seen. On October 13, 2020, the Messenger application introduced cross-app messaging with Instagram, which was launched in September 2021. In addition to the integrated messaging, the application announced the introduction of a new logo, which should be an amalgamation of the Messenger and Instagram logo. The desktop app of Messenger was shut down on December 15, 2025. Messaging services were moved to the Facebook website or Messenger's site for those without an account on the former. The Messenger site was discontinued on April 16, 2026. Messaging services were moved to the Facebook website on the morning of April 17, 2026 without an Messenger account on the former to use Facebook account. == Features == The following is a table of features available in Messenger, as well as their geographical coverage and what devices they are available on. In addition there is a vanishing message feature. In addition there is an audio recording feature which allows audio recordings of up to one minute which may or may not be vanishing: === Messenger Rooms === It is a video conferencing feature of Messenger. It allows users to add up to 50 people at a time. Messenger Rooms does not require a Facebook account. Messenger Rooms competes with other services such as Zoom. Back in 2014, Facebook introduced an unrelated, stand-alone application named Rooms, letting users create places for users with similar interests, with users being anonymous to others. This was shut down in December 2015. In April 2020, during the COVID-19 pandemic, Facebook revealed video conferencing features for Messenger called Messenger Rooms. This was seen as a response to the popularity of other video conferencing platforms such as Zoom and Skype in the midst of the COVID-19 pandemic. Messenger Rooms allows users to add up to 50 people per room, without restrictions on time. It does not require a Facebook account or a separate app from Messenger. When used, it only prompts the user for basic information. Users can add 360° virtual backgrounds, mood lighting, and other AR effects as well as share screens. To prevent unwanted participants from joining, users can lock rooms and remove participants. Some have voiced concerns in regards to Messenger Room's privacy and how its parent, Facebook, handles data. Messenger Rooms, unlike some of its competitors, does not use end-to-end encryption. In addition, there have been concerns over how Messenger Rooms collects user data. == Monetization == In January 2017, Facebook announced that it was testing showing advertisements in Messenger's home feed. At the time, the testing was limited to a "small number of users in Australia and Thailand", with the ad format being swipe-based carousel ads. In July, the company announced that they were expanding the testing to a global audience. Stan Chudnovsky, head of Messenger, told VentureBeat that "We'll start slow ... When the average user can be sure to see them we truly don't know because we're just going to be very data-driven and user feedback-driven on making that decision". Facebook told TechCrunch that the advertisements' placement in the inbox depends on factors such as thread count, phone screen size, and pixel density. In a TechCrunch editorial by Devin Coldewey, he described the ads as "huge" in the space they occupy, "intolerable" in the way they appear in the user interface, and "irrelevant" due to the lack of context. Coldewey finished by writing "Advertising is how things get paid for on the internet, including TechCrunch, so I'm not an advocate of eliminating it or blocking it altogether. But bad advertising experiences can spoil a perfectly good app like (for the purposes of argument) Messenger. Messaging is a personal, purposeful use case and these ads are a bad way to monetize it." == Reception == In November 2014, the Electronic Frontier Foundation (EFF) listed Messenger (Facebook chat) on its Secure Messaging Scorecard. It received a score of 2 out of 7 points on the scorecard. It received points for having communications encrypted in transit and for having recently completed an independent security audit. It missed points because the communications were not encrypted with keys the provider didn't have access to, users could not verify contacts' identities, past messages were not secure if the encryption keys were stolen, the source code was not open to independent review, and the security design was not properly documented. As stated by Facebook in its Help Center, there is no way to log out of the Messenger application. Instead, users can choose between different availability statuses, including "Appear as inactive", "S

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  • Tribute (website)

    Tribute (website)

    Tribute is an American video-sharing website headquartered in Brooklyn. Created in 2014 by Andrew Horn and Rory Petty, the platform lets customers create video montages (called "tributes") for occasions including weddings, birthdays, anniversaries, get well soon, and memorials. Tribute.co allows users to record video messages, request submissions from friends and family, insert photos, add music, and send the resulting video tribute montage to a recipient. == Overview == Tribute's collaborative technology starts with inviting people to contribute via email, SMS or social media. Participants receive a prompt to record a short video via their phone, computer or tablet. The site's video editing software allows users to drag and drop the clips in their desired order without prior video editing experience. == History == When Andrew Horn turned twenty-seven, his girlfriend, Miki Agrawal surprised him with a video montage containing clips of his family and closest friends explaining why they loved him. This resulted in Andrew's idea to create Tribute–a "living eulogy" video-compilation service that he co-founded with software engineer Rory Petty. Founded in 2014, Tribute's activity accelerated in 2020 due to the COVID-19 pandemic, and it had sent over 5 million videos as of December 2021. While social distance restrictions were in effect, the site provided a way for people to connect while in-person celebrations were put on hold. For each video sold, Tribute makes one available to hospitals for free and has partnered with Cleveland Clinic Cancer Center in Ohio, Lurie Children's Hospital in Illinois and CarePoint Health in New Jersey.

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  • Luma (video)

    Luma (video)

    In video, luma ( Y ′ {\displaystyle Y'} ) represents the brightness in an image (the "black-and-white" or achromatic portion of the image). Luma is typically paired with chroma. Luma represents the achromatic image, while the chroma components represent the color information. Converting R′G′B′ sources (such as the output of a three-CCD camera) into luma and chroma allows for chroma subsampling: because human vision has finer spatial sensitivity to luminance ("black and white") differences than chromatic differences, video systems can store and transmit chromatic information at lower resolution, optimizing perceived detail at a particular bandwidth. == Luma versus relative luminance == Luma is the weighted sum of gamma-compressed R′G′B′ components of a color video—the prime symbols ′ denote gamma compression. The word was proposed to prevent confusion between luma as implemented in video engineering and relative luminance as used in color science (i.e. as defined by CIE). Relative luminance is formed as a weighted sum of linear RGB components, not gamma-compressed ones. Even so, luma is sometimes erroneously called luminance. SMPTE EG 28 recommends the symbol Y ′ {\displaystyle Y'} to denote luma and the symbol Y {\displaystyle Y} to denote relative luminance. === Use of relative luminance === While luma is more often encountered, relative luminance is sometimes used in video engineering when referring to the brightness of a monitor. The formula used to calculate relative luminance uses coefficients based on the CIE color matching functions and the relevant standard chromaticities of red, green, and blue (e.g., the original NTSC primaries, SMPTE C, or Rec. 709). For the Rec. 709 (and sRGB) primaries, the linear combination, based on pure colorimetric considerations and the definition of relative luminance is: Y = 0.2126 R + 0.7152 G + 0.0722 B {\displaystyle Y=0.2126R+0.7152G+0.0722B} The formula used to calculate luma in the Rec. 709 spec arbitrarily also uses these same coefficients, but with gamma-compressed components: Y ′ = 0.2126 R ′ + 0.7152 G ′ + 0.0722 B ′ , {\displaystyle Y'=0.2126R'+0.7152G'+0.0722B',} where the prime symbol ′ denotes gamma compression. == Rec. 601 luma versus Rec. 709 luma coefficients == For digital formats following CCIR 601 (i.e. most digital standard definition formats), luma is calculated with this formula: Y 601 ′ = 0.299 R ′ + 0.587 G ′ + 0.114 B ′ {\displaystyle Y'_{\text{601}}=0.299R'+0.587G'+0.114B'} Formats following ITU-R Recommendation BT. 709 (i.e. most digital high definition formats) use a different formula: Y 709 ′ = 0.2126 R ′ + 0.7152 G ′ + 0.0722 B ′ {\displaystyle Y'_{\text{709}}=0.2126R'+0.7152G'+0.0722B'} Modern HDTV systems use the 709 coefficients, while transitional 1035i HDTV (MUSE) formats may use the SMPTE 240M coefficients: Y 240 ′ = 0.212 R ′ + 0.701 G ′ + 0.087 B ′ = Y 145 ′ {\displaystyle Y'_{\text{240}}=0.212R'+0.701G'+0.087B'=Y'_{\text{145}}} These coefficients correspond to the SMPTE RP 145 primaries (also known as "SMPTE C") in use at the time the standard was created. The change in the luma coefficients is to provide the "theoretically correct" coefficients that reflect the corresponding standard chromaticities ('colors') of the primaries red, green, and blue. However, there is some controversy regarding this decision. The difference in luma coefficients requires that component signals must be converted between Rec. 601 and Rec. 709 to provide accurate colors. In consumer equipment, the matrix required to perform this conversion may be omitted (to reduce cost), resulting in inaccurate color. == Luma and luminance errors == As well, the Rec. 709 luma coefficients may not necessarily provide better performance. Because of the difference between luma and relative luminance, luma does not exactly represent the luminance in an image. As a result, errors in chroma can affect luminance. Luma alone does not perfectly represent luminance; accurate luminance requires both accurate luma and chroma. Hence, errors in chroma "bleed" into the luminance of an image. Note the bleeding in lightness near the borders. Due to the widespread usage of chroma subsampling, errors in chroma typically occur when it is lowered in resolution/bandwidth. This lowered bandwidth, coupled with high frequency chroma components, can cause visible errors in luminance. An example of a high frequency chroma component would be the line between the green and magenta bars of the SMPTE color bars test pattern. Error in luminance can be seen as a dark band that occurs in this area.

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  • Adobe Encore

    Adobe Encore

    Adobe Encore (previously Adobe Encore DVD) was a DVD authoring software tool produced by Adobe Systems and targeted at professional video producers. Video and audio resources could be used in their current format for development, allowing the user to transcode them to MPEG-2 video and Dolby Digital audio upon project completion. DVD menus could be created and edited in Adobe Photoshop using special layering techniques. Adobe Encore did not support writing to a Blu-ray Disc using AVCHD 2.0. Encore is bundled with Adobe Premiere Pro CS6. Adobe Encore CS6 was the last release. While Premiere Pro CC has moved to the Creative Cloud, Encore has now been discontinued. == Licensing == All forms of Adobe Encore used a proprietary licensing system from its developer, Adobe Systems. Versions 1.0 and 1.5 required a separate license fee (rather than making 1.5 available as a free update). Version 3, also known as CS3, was sold only in bundle with Premiere CS3. Encore CS4, CS5, CS5.5 and CS6 were only sold in the Premiere Pro CS4, CS5, CS5.5 and CS6 bundles, respectively. Adobe CC subscribers no longer have access to Adobe Encore CS6. Adobe Encore is not included with Premiere Pro CC. == Functionality == Adobe Encore allowed for creating interactive DVD menus from Photoshop documents, which could be tweaked from within Encore. Video and audio streams could be embedded in the DVD and be made to play when certain elements of the menu are interacted with. It had similar functionality to Adobe Flash and Premiere Pro, due to its ability to both edit video on a timeline and embed interactive content.

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  • Centurion Guard

    Centurion Guard

    Centurion Guard is a PC hardware and software-based security product, developed by Centurion Technologies. It was first released in 1996. There were several different releases and versions of this product, and many were distributed in computers donated to libraries by the Bill & Melinda Gates Foundation. == Operating system compatibility == Microsoft Windows 7 Microsoft Windows Vista Microsoft Windows XP

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  • Tresorit

    Tresorit

    Tresorit is a Swiss company providing end-to-end encrypted cloud storage and secure content collaboration services. Founded in 2011, the company primarily serves businesses and organizations with elevated data protection and compliance requirements. Since 2021, Tresorit has been part of Swiss Post's digital business services, which, under the name 'Swiss Post Digital' offer secure communication platforms and connectable software solutions for SMEs, public authorities, and the healthcare sector, among others. == History == Tresorit was founded in 2011 by Hungarian software developers Istvan Lam, Szilveszter Szebeni and Gyorgy Szilagyi with the aim of providing a secure alternative to traditional cloud storage solutions. The company developed a cloud collaboration platform based on client-side end-to-end encryption and a zero-knowledge architecture. In its early years, Tresorit gained attention through a public security challenge inviting researchers to attempt to compromise its encryption system. The initiative received coverage in technology and cybersecurity media. The company initially positioned itself as a secure alternative to conventional cloud storage services and gradually expanded its offering toward enterprise-focused collaboration tools. In 2021, Swiss Post Communications Services acquired a majority stake in Tresorit. The company is now part of Swiss Post, and continues to operate independently within Swiss Post’s digital division, while benefiting from the broader infrastructure and institutional framework of its parent organization. Tresorit has offices in Zurich, Munich, and Budapest. == Products and Services == Tresorit provides a cloud-based platform for secure file storage and collaboration. Its services include encrypted file sharing, email encryption, electronic signatures, and encrypted data rooms for managing sensitive documents and workflows. The platform is available on Windows, macOS, Linux, Android, and iOS. == Technology == Tresorit uses client-side end-to-end encryption based on a zero-knowledge model. Files are encrypted on the user’s device before being uploaded to company servers. According to the company, encryption keys remain under user control, meaning that Tresorit and third parties cannot access the content of stored files. == Security challenge == Between 2013 and 2014, Tresorit organized a public challenge inviting security researchers to attempt to compromise the service's encryption implementation. The challenge received coverage in technology and cybersecurity media. == Acquisition by Swiss Post == In 2021, Swiss Post Communications Services acquired a majority stake in Tresorit as part of Swiss Post’s broader digital services strategy. The company is now part of Swiss Post. == Reception == Tresorit has been covered by international technology and business publications in the context of secure cloud storage and encrypted collaboration services. TechCrunch described the company as an early European provider of end-to-end encrypted cloud services, while The New York Times included it in discussions of secure file-sharing tools. Other publications such as TechRadar and ITPro have reviewed Tresorit in the context of enterprise security and confidential data handling.

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  • WinFIG

    WinFIG

    WinFIG is a proprietary shareware vector graphics editor application. The file format and rendering are as close to Xfig as possible, but the program takes advantage of Windows features like clipboard, printer preview, multiple documents etc. As of 2011, WinFIG is under active development, with new features being added regularly. == History == The first release was in March 2003 and based on the Amiga program AmiFIG by the same author, which is also an Xfig compatible vector drawing application. WinFIG was not created by porting the Xfig source code to Windows. It is an independent implementation. Starting with release 4.0 WinFIG was ported from MFC to the Qt toolkit as the application framework and thereby enabling the first release of a Linux version. After Version 7.8 the Version scheme changes to years with version 2021.1. == Interface and usability == WinFIG is designed to provide a clear, efficient and convenient graphical user interface. It allows working on multiple documents using an MDI user interface and provides unlimited undo and redo of actions. == Features == === Object creation === The basic types of objects in WinFIG are: Open and closed Splines Ellipses Polylines and Polygons Texts LaTeX formatted texts Arcs Images: PNG, GIF, JPEG, EPS and more Compound objects, which are hierarchical compositions of objects Objects can have several attributes, which depend on the object type: Line width Line style Line cap style Line join style Arrows Outline color, fill color and fill pattern === Object manipulation === move copy scale rotate align add/delete points from lines or splines copy object attributes Numerical input of point coordinates === Exports === WinFIG can export into various formats: Raster formats: GIF, JPEG, PNG, PPM, XBM, XPM, PCX, TIFF, SLD Formats for printed documents: PostScript, PDF, LaTeX, HP-GL (printer control language used by Hewlett-Packard plotters), Vector graphics formats: EPS, SVG, PSTricks, TPIC, PIC, CGM, Metafont, MetaPost, EMF, Tk. === Miscellaneous === Winfig can handle smart links. A smart link is a moving connection from a source to a target object. It is established by connecting the end point of a line or spline to another object. The connecting line or spline segment follows the movements of the target object. Smart links are useful for diagrams, graphs etc. WinFIG can show a grid and provides several magnet modes for constraining editing operations to discrete coordinates. Objects can be organized in layers to control their Z-order. This is important to control overlapping of filled shapes. Object library: drawings can be stored in a special sub-folder in the program installation directory, which makes them available in the library dialog for easy reuse.

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  • Frameserver

    Frameserver

    A frameserver is any program that acts as a media source in the process called frameserving, which transfers digital video data from one computer program to another without intermediate files. The program that receives the data – the frameclient – could be any type of video application. The process is controlled by the frameclient: the frameclient requests audio/video frames and the frameserver serves them. The client can request frames in any order, allowing it to pause or jump to an arbitrary frame, just as a media player does with a file on disk. The client is most commonly a media encoder, a non-linear editing system, or a media player. == Frameservers == AviSynth VirtualDub VapourSynth Debugmode FrameServer

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  • Google Vids

    Google Vids

    Google Vids (not to be confused with Google Video) is an online timeline-based video editing application included as part of the Google Workspace suite. It is designed to help users create informational videos for work-related purposes. The app uses Google's Gemini technology to enable users to create video storyboards manually or with AI assistance using simple prompts. Features include uploading media, choosing stock videos, images, background music, and a voiceover feature with script generation using AI. The app is currently in testing with select Google Workspace Labs users. Like Kapwing and Capcut, Google Vids is primarily for creating work-related content like sales training, onboarding videos, vendor outreach, and project updates. It offers various styles and templates, collaborative features, and is not limited to videos without the short integration at the moment. Google Vids was announced on April 9, 2024. In September 2025, Google began to roll out a basic version of the application to Google Workspace users.

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  • Graphics software

    Graphics software

    In computer graphics, graphics software refers to a program or collection of programs that enable a person to manipulate images or models visually on a computer. Computer graphics can be classified into two distinct categories: raster graphics and vector graphics, with further 2D and 3D variants. Many graphics programs focus exclusively on either vector or raster graphics, but there are a few that operate on both. It is simple to convert from vector graphics to raster graphics, but going the other way is harder. Some software attempts to do this. In addition to static graphics, there are animation and video editing software. Different types of software are often designed to edit different types of graphics such as video, photos, and vector-based drawings. The exact sources of graphics may vary for different tasks, but most can read and write files. Most graphics programs have the ability to import and export one or more graphics file formats, including those formats written for a particular computer graphics program. Such programs include, but are not limited to: GIMP, Adobe Photoshop, CorelDRAW, Microsoft Publisher, Picasa, etc. The use of a swatch is a palette of active colours that are selected and rearranged by the preference of the user. A swatch may be used in a program or be part of the universal palette on an operating system. It is used to change the colour of a text or image and in video editing. Vector graphics animation can be described as a series of mathematical transformations that are applied in sequence to one or more shapes in a scene. Raster graphics animation works in a similar fashion to film-based animation, where a series of still images produces the illusion of continuous movement. == History == SuperPaint was one of the earliest graphics software applications, first conceptualized in 1972 and achieving its first stable image in 1973 Fauve Matisse (later Macromedia xRes) was a pioneering program of the early 1990s, notably introducing layers in customer software. Currently Adobe Photoshop is one of the most used and best-known graphics programs in the Americas, having created more custom hardware solutions in the early 1990s, but was initially subject to various litigation. GIMP is a popular open-source alternative to Adobe Photoshop.

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  • Digital sculpting

    Digital sculpting

    Digital sculpting, also known as sculpt modeling or 3D sculpting, is the use of software that offers tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. == Sculpting technology == The geometry used in digital sculpting programs to represent the model can vary; each offers different benefits and limitations. The majority of digital sculpting tools on the market use mesh-based geometry, in which an object is represented by an interconnected surface mesh of polygons that can be pushed and pulled around. This is somewhat similar to the physical process of beating copper plates to sculpt a scene in relief. Other digital sculpting tools use voxel-based geometry, in which the volume of the object is the basic element. Material can be added and removed, much like sculpting in clay. Still other tools make use of more than one basic geometry representation. A benefit of mesh-based programs is that they support sculpting at multiple resolutions on a single model. Areas of the model that are finely detailed can have very small polygons while other areas can have larger polygons. In many mesh-based programs, the mesh can be edited at different levels of detail, and the changes at one level will propagate to higher and lower levels of model detail. A limitation of mesh-based sculpting is the fixed topology of the mesh; the specific arrangement of the polygons can limit the ways in which detail can be added or manipulated. A benefit of voxel-based sculpting is that voxels allow complete freedom over form. The topology of a model can be altered continually during the sculpting process as material is added and subtracted, which frees the sculptor from considering the layout of polygons on the model's surface. After sculpting, it may be necessary to retopologize the model to obtain a clean mesh for use in animation or real-time rendering. Voxels, however, are more limited in handling multiple levels of detail. Unlike mesh-based modeling, broad changes made to voxels at a low level of detail may completely destroy finer details. == Uses == Sculpting can often introduce details to meshes that would otherwise have been difficult or impossible to create using traditional 3D modeling techniques. This makes it preferable for achieving photorealistic and hyperrealistic results, though, many stylized results are achieved as well. Sculpting is primarily used in high poly organic modeling (the creation of 3D models which consist mainly of curves or irregular surfaces, as opposed to hard surface modeling). It is also used by auto manufacturers in their design of new cars. It can create the source meshes for low poly game models used in video games. In conjunction with other 3D modeling and texturing techniques and Displacement and Normal mapping, it can greatly enhance the appearance of game meshes often to the point of photorealism. Some sculpting programs like 3D-Coat, Zbrush, and Mudbox offer ways to integrate their workflows with traditional 3D modeling and rendering programs. Conversely, 3D modeling applications like 3ds Max, Maya and MODO are now incorporating sculpting capability as well, though these are usually less advanced than tools found in sculpting-specific applications. High poly sculpts are also extensively used in CG artwork for movies, industrial design, art, photorealistic illustrations, and for prototyping in 3D printing. == 3D print == Sculptors and digital artists use digital sculpting to create a model (or Digital Twin) to be materialized through CNC technologies including 3D printing. The final sculptures are often called Digital Sculpture or 3D printed art. While digital technologies have emerged in many art disciplines (painting, photography), this is less the case for digital sculpture due to the higher complexity and technology limitations to produce the final sculpture. == Sculpting Process == The best way to learn sculpture is by understanding primary, secondary and tertiary forms. First, break down the object you want to make down its basic shapes, such as a sphere or cube. Focus on making the large, overall shape of the object. After that, work on the bigger shapes on top of or inside the object. These can be protrusions or cut outs. Then, do a final detail pass, such as pores or lines to break up the shape. == Sculpting programs == There are a number of digital sculpting tools available. Some popular tools for creating are: Traditional 3D modeling suites are also beginning to include sculpting capability. 3D modeling programs which currently feature some form of sculpting include the following:

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  • Blobotics

    Blobotics

    Blobotics is a term describing research into chemical-based computer processors based on ions rather than electrons. Andrew Adamatzky, a computer scientist at the University of the West of England, Bristol used the term in an article in New Scientist March 28, 2005 [1]. The aim is to create 'liquid logic gates' which would be 'infinitely reconfigurable and self-healing'. The process relies on the Belousov–Zhabotinsky reaction, a repeating cycle of three separate sets of reactions. Such a processor could form the basis of a robot which, using artificial sensors, interact with its surroundings in a way which mimics living creatures. The coining of the term was featured by ABC radio in Australia [2].

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  • Kuwahara filter

    Kuwahara filter

    The Kuwahara filter is a non-linear smoothing filter used in image processing for adaptive noise reduction. Most filters that are used for image smoothing are linear low-pass filters that effectively reduce noise but also blur out the edges. However the Kuwahara filter is able to apply smoothing on the image while preserving the edges. It is named after Michiyoshi Kuwahara, Ph.D., who worked at Kyoto and Osaka Sangyo Universities in Japan, developing early medical imaging of dynamic heart muscle in the 1970s and 80s. == The Kuwahara operator == Suppose that I ( x , y ) {\displaystyle I(x,y)} is a grey scale image and that we take a square window of size 2 a + 1 {\displaystyle 2a+1} centered around a point ( x , y ) {\displaystyle (x,y)} in the image. This square can be divided into four smaller square regions Q i = 1 ⋯ 4 {\displaystyle Q_{i=1\cdots 4}} each of which will be Q i ( x , y ) = { [ x , x + a ] × [ y , y + a ] if i = 1 [ x − a , x ] × [ y , y + a ] if i = 2 [ x − a , x ] × [ y − a , y ] if i = 3 [ x , x + a ] × [ y − a , y ] if i = 4 {\displaystyle Q_{i}(x,y)={\begin{cases}\left[x,x+a\right]\times \left[y,y+a\right]&{\mbox{ if }}i=1\\\left[x-a,x\right]\times \left[y,y+a\right]&{\mbox{ if }}i=2\\\left[x-a,x\right]\times \left[y-a,y\right]&{\mbox{ if }}i=3\\\left[x,x+a\right]\times \left[y-a,y\right]&{\mbox{ if }}i=4\\\end{cases}}} where × {\displaystyle \times } is the cartesian product. Pixels located on the borders between two regions belong to both regions so there is a slight overlap between subregions. The arithmetic mean m i ( x , y ) {\displaystyle m_{i}(x,y)} and standard deviation σ i ( x , y ) {\displaystyle \sigma _{i}(x,y)} of the four regions centered around a pixel (x,y) are calculated and used to determine the value of the central pixel. The output of the Kuwahara filter Φ ( x , y ) {\displaystyle \Phi (x,y)} for any point ( x , y ) {\displaystyle (x,y)} is then given by Φ ( x , y ) = m i ( x , y ) {\textstyle \Phi (x,y)=m_{i}(x,y)} where i = a r g min j ⁡ σ j ( x , y ) {\displaystyle i=\operatorname {arg\min } _{j}\sigma _{j}(x,y)} . This means that the central pixel will take the mean value of the area that is most homogenous. The location of the pixel in relation to an edge plays a great role in determining which region will have the greater standard deviation. If for example the pixel is located on a dark side of an edge it will most probably take the mean value of the dark region. On the other hand, should the pixel be on the lighter side of an edge it will most probably take a light value. On the event that the pixel is located on the edge it will take the value of the more smooth, least textured region. The fact that the filter takes into account the homogeneity of the regions ensures that it will preserve the edges while using the mean creates the blurring effect. Similarly to the median filter, the Kuwahara filter uses a sliding window approach to access every pixel in the image. The size of the window is chosen in advance and may vary depending on the desired level of blur in the final image. Bigger windows typically result in the creation of more abstract images whereas small windows produce images that retain their detail. Typically windows are chosen to be square with sides that have an odd number of pixels for symmetry. However, there are variations of the Kuwahara filter that use rectangular windows. Additionally, the subregions do not need to overlap or have the same size as long as they cover all of the window. == Color images == For color images, the filter should not be performed by applying the filter to each RGB channel separately, and then recombining the three filtered color channels to form the filtered RGB image. The main problem with that is that the quadrants will have different standard deviations for each of the channels. For example, the upper left quadrant may have the lowest standard deviation in the red channel, but the lower right quadrant may have the lowest standard deviation in the green channel. This situation would result in the color of the central pixel to be determined by different regions, which might result in color artifacts or blurrier edges. To overcome this problem, for color images a slightly modified Kuwahara filter must be used. The image is first converted into another color space, the HSV color space. The modified filter then operates on only the "brightness" channel, the Value coordinate in the HSV model. The variance of the "brightness" of each quadrant is calculated to determine the quadrant from which the final filtered color should be taken from. The filter will produce an output for each channel which will correspond to the mean of that channel from the quadrant that had the lowest standard deviation in "brightness". This ensures that only one region will determine the RGB values of the central pixel. ImageMagick uses a similar approach, but using the Rec. 709 Luma as the brightness metric. === Julia Implementation === == Applications == Originally the Kuwahara filter was proposed for use in processing RI-angiocardiographic images of the cardiovascular system. The fact that any edges are preserved when smoothing makes it especially useful for feature extraction and segmentation and explains why it is used in medical imaging. The Kuwahara filter however also finds many applications in artistic imaging and fine-art photography due to its ability to remove textures and sharpen the edges of photographs. The level of abstraction helps create a desirable painting-like effect in artistic photographs especially in the case of the colored image version of the filter. These applications have known great success and have encouraged similar research in the field of image processing for the arts. Although the vast majority of applications have been in the field of image processing there have been cases that use modifications of the Kuwahara filter for machine learning tasks such as clustering. The Kuwahara filter has been implemented in CVIPtools. The Kuwahara filter is present as a shader node in Blender. == Drawbacks and restrictions == The Kuwahara filter despite its capabilities in edge preservation has certain drawbacks. At a first glance it is noticeable that the Kuwahara filter does not take into account the case where two regions have equal standard deviations. This is not often the case in real images since it is rather hard to find two regions with exactly the same standard deviation due to the noise that is always present. In cases where two regions have similar standard deviations the value of the center pixel could be decided at random by the noise in these regions. Again this would not be a problem if the regions had the same mean. However, it is not unusual for regions of very different means to have the same standard deviation. This makes the Kuwahara filter susceptible to noise. Different ways have been proposed for dealing with this issue, one of which is to set the value of the center pixel to ( m 1 + m 2 ) / 2 {\textstyle (m_{1}+m_{2})/2} in cases where the standard deviation of two regions do not differ more than a certain value D {\displaystyle D} . The Kuwahara filter is also known to create block artifacts in the images especially in regions of the image that are highly textured. These blocks disrupt the smoothness of the image and are considered to have a negative effect in the aesthetics of the image. This phenomenon occurs due to the division of the window into square regions. A way to overcome this effect is to take windows that are not rectangular(i.e. circular windows) and separate them into more non-rectangular regions. There have also been approaches where the filter adapts its window depending on the input image. == Extensions of the Kuwahara filter == The success of the Kuwahara filter has spurred an increase the development of edge-enhancing smoothing filters. Several variations have been proposed for similar use most of which attempt to deal with the drawbacks of the original Kuwahara filter. The "Generalized Kuwahara filter" proposed by P. Bakker considers several windows that contain a fixed pixel. Each window is then assigned an estimate and a confidence value. The value of the fixed pixel then takes the value of the estimate of the window with the highest confidence. This filter is not characterized by the same ambiguity in the presence of noise and manages to eliminate the block artifacts. The "Mean of Least Variance"(MLV) filter, proposed by M.A. Schulze also produces edge-enhancing smoothing results in images. Similarly to the Kuwahara filter it assumes a window of size 2 d − 1 × 2 d − 1 {\displaystyle 2d-1\times 2d-1} but instead of searching amongst four subregions of size d × d {\displaystyle d\times d} for the one with minimum variance it searches amongst all possible d × d {\displaystyle d\times d} subregions. This means the central pixel of the window will be assigned the mean of the one subregion out of a poss

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  • Multisample anti-aliasing

    Multisample anti-aliasing

    Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. == Definition == The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition had been updated to include fully supersampling implementations as well.) In graphics literature in general, "multisampling" refers to any special case of supersampling where some components of the final image are not fully supersampled. The lists below refer specifically to the ARB_multisample definition. == Description == In supersample anti-aliasing, multiple locations are sampled within every pixel, and each of those samples is fully rendered and combined with the others to produce the pixel that is ultimately displayed. This is computationally expensive, because the entire rendering process must be repeated for each sample location. It is also inefficient, as aliasing is typically only noticed in some parts of the image, such as the edges, whereas supersampling is performed for every single pixel. In multisample anti-aliasing, if any of the multi sample locations in a pixel is covered by the triangle being rendered, a shading computation must be performed for that triangle. However this calculation only needs to be performed once for the whole pixel regardless of how many sample positions are covered; the result of the shading calculation is simply applied to all of the relevant multi sample locations. In the case where only one triangle covers every multi sample location within the pixel, only one shading computation is performed, and these pixels are little more expensive than (and the result is no different from) the non-anti-aliased image. This is true of the middle of triangles, where aliasing is not an issue. (Edge detection can reduce this further by explicitly limiting the MSAA calculation to pixels whose samples involve multiple triangles, or triangles at multiple depths.) In the extreme case where each of the multi sample locations is covered by a different triangle, a different shading computation will be performed for each location and the results then combined to give the final pixel, and the result and computational expense are the same as in the equivalent supersampled image. The shading calculation is not the only operation that must be performed on a given pixel; multisampling implementations may variously sample other operations such as visibility at different sampling levels. == Advantages == The pixel shader usually only needs to be evaluated once per pixel for every triangle covering at least one sample point. The edges of polygons (the most obvious source of aliasing in 3D graphics) are anti-aliased. Since multiple subpixels per pixel are sampled, polygonal details smaller than one pixel that might have been missed without MSAA can be captured and made a part of the final rendered image if enough samples are taken. == Disadvantages == === Alpha testing === Alpha testing is a technique common to older video games used to render translucent objects by rejecting pixels from being written to the framebuffer. If the alpha value of a translucent fragment (pixel) is below a specified threshold, it will be discarded. Because this is performed on a pixel by pixel basis, the image does not receive the benefits of multi-sampling (all of the multisamples in a pixel are discarded based on the alpha test) for these pixels. The resulting image may contain aliasing along the edges of transparent objects or edges within textures, although the image quality will be no worse than it would be without any anti-aliasing. Translucent objects that are modelled using alpha-test textures will also be aliased due to alpha testing. This effect can be minimized by rendering objects with transparent textures multiple times, although this would result in a high performance reduction for scenes containing many transparent objects. === Aliasing === Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be visible inside rendered polygons where fragment shader output contains high frequency components. === Performance === While less performance-intensive than SSAA (supersampling), it is possible in certain scenarios (scenes heavy in complex fragments) for MSAA to be multiple times more intensive for a given frame than post processing anti-aliasing techniques such as FXAA, SMAA and MLAA. Early techniques in this category tend towards a lower performance impact, but suffer from accuracy problems. More recent post-processing based anti-aliasing techniques such as temporal anti-aliasing (TAA), which reduces aliasing by combining data from previously rendered frames, have seen the reversal of this trend, as post-processing AA becomes both more versatile and more expensive than MSAA, which cannot antialias an entire frame alone. == Sampling methods == === Point sampling === In a point-sampled mask, the coverage bit for each multisample is only set if the multisample is located inside the rendered primitive. Samples are never taken from outside a rendered primitive, so images produced using point-sampling will be geometrically correct, but filtering quality may be low because the proportion of bits set in the pixel's coverage mask may not be equal to the proportion of the pixel that is actually covered by the fragment in question. === Area sampling === Filtering quality can be improved by using area sampled masks. In this method, the number of bits set in a coverage mask for a pixel should be proportionate to the actual area coverage of the fragment. This will result in some coverage bits being set for multisamples that are not actually located within the rendered primitive, and can cause aliasing and other artifacts. == Sample patterns == === Regular grid === A regular grid sample pattern, where multisample locations form an evenly spaced grid throughout the pixel, is easy to implement and simplifies attribute evaluation (i.e. setting subpixel masks, sampling color and depth). This method is computationally expensive due to the large number of samples. Edge optimization is poor for screen-aligned edges, but image quality is good when the number of multisamples is large. === Sparse regular grid === A sparse regular grid sample pattern is a subset of samples that are chosen from the regular grid sample pattern. As with the regular grid, attribute evaluation is simplified due to regular spacing. The method is less computationally expensive due to having a fewer samples. Edge optimization is good for screen aligned edges, and image quality is good for a moderate number of multisamples. === Stochastic sample patterns === A stochastic sample pattern is a random distribution of multisamples throughout the pixel. The irregular spacing of samples makes attribute evaluation complicated. The method is cost efficient due to low sample count (compared to regular grid patterns). Edge optimization with this method, although sub-optimal for screen aligned edges. Image quality is excellent for a moderate number of samples. == Quality == Compared to supersampling, multisample anti-aliasing can provide similar quality at higher performance, or better quality for the same performance. Further improved results can be achieved by using rotated grid subpixel masks. The additional bandwidth required by multi-sampling is reasonably low if Z and colour compression are available. Most modern GPUs support 2×, 4×, and 8× MSAA samples. Higher values result in better quality, but are slower.

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  • GamePigeon

    GamePigeon

    GamePigeon is a mobile app for iOS devices, developed by Vitalii Zlotskii and released on September 13, 2016. The game takes advantage of the iOS 10 update, which expanded how users could interact with Apple's Messages app. GamePigeon is only available through the Messages app, which allows players to start and respond to different party games in conversations. == Release == The app was first released on September 13, 2016, coinciding with the launch of iOS 10. The app was released for free, although it includes in-app purchases to unlock additional items, such as cosmetic skins, avatar items, new game modes, and an option to remove ads. == Games in the app == The following is a list of games that users can play within GamePigeon: Sources: Poker was one of the games included in GamePigeon at launch, although it has since been removed and is no longer listed on the game's App Store description. == Reception == GamePigeon has enjoyed commercial success, with VentureBeat noting that GamePigeon was ranked number-one in the "Top Free" category of the iMessage App Store, six months after its release. Critically, GamePigeon has been generally well received, being highlighted by online media publications early on shortly after the iOS 10 launch. It has since been included on many "best iMessage apps" lists. Based on over 162,000 ratings, the game holds a 4.0 out of 5 rating on the App Store. Julian Chokkattu of Digital Trends wrote "GamePigeon should be like the pre-installed versions of Solitaire and Minesweeper that used to come with older iterations of Windows." On its launch day, Boy Genius Report included it on a list of "10 of the best iMessage apps, games and stickers for iOS 10 on launch day." The Daily Dot wrote, "GamePigeon is easily the best current gaming option within iMessages." 8-ball and cup pong have been particularly well received by media outlets. The Daily Dot had specific praise for the app's billiards game: "8-Ball controls shockingly smoothly with your fingers, and there’s nothing quite like destroying a dear friend in poker." During his 2020 U.S. presidential campaign, Cory Booker was cited as playing the game with his family. In 2017, CNBC cited one teenager who expressed that GamePigeon was one of just a few reasons that those in her age range use the iMessage app. The game has received particular positive reception for allowing introverted individuals to exercise a form social activity; similarly, the game was highlighted as a way to maintain social distancing guidelines during the COVID-19 pandemic. As an April Fools' Day joke in 2020, The Chronicle, a Duke University newspaper, published that Duke's athletic program adopted GamePigeon's Cup Pong as an official varsity sport.

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