I spent a bit of time this weekend building an RGB color cube for ColorPal, using Three.js. Drag and drop any image, and you’ll see a cube with all the pixels of your image mapped into 3D space.
Launch live demo! and view the code.
Your web browser must support WebGL, which at this point in history means a fairly recent Firefox or Chrome. In case your web browser doesn’t support WebGL, here’s a video to enjoy while you download Firefox Nightly.
Drop64 is an easy drag-and-drop tool for generating Data URIs from any file.
Check it out at drop64.com.
Here’s a demo recording of how easy it is.
Some benefits of Data URIs are:
Fewer HTTP requests means faster page loads avoid cross-origin resource loading issues (fonts in Firefox, for example) you can paste the Data URI directly into your web browser URL bar to view the file (occasionally convenient) If you noticed the similarity to ColorPal, well done!
Hi pals.
This is a speedy post about a speedy update I made today to ColorPal, an HTML5 tool I wrote that automatically generates color palettes from a photograph.
Previously, ColorPal provided hex codes for each color extracted from the image. Eight individual <input>s at the bottom of the page displayed the colors.
I use ColorPal a lot (my own dogfood and all that) when designing websites, and it wasn’t long before I got fed up (hah!
In my last post on the subject, I introduced ColorPal, my HTML5 color palette generation tool. It didn’t perform well with certain types of images, so I fixed it. :)
Color palettes will now match the image even better. Especially for images with infrequent but important colors. Here’s a comparison of the old and new methods, on an image that is mostly black:
You can see that with the old method, the black pixels definitely took over the palette.
ColorPal is an HTML5 color palette generator. Here’s a gif demonstrating how to use ColorPal. The color quality in gifs is pretty terrible, but you can still see the basic usage.
Try it out at colorpal.org.
ColorPal also has a command-line interface, powered by Node.js.
I’ve written some posts about ColorPal.
This is a slightly upgraded version of the physics demo I showed in my last post.
It is still…
“a buggy, rudimentary, just-for-fun javascript physics simulator."
This version has:
pre-defined initial states gravity friction It still has the “clinging” bug. I know how to fix it, but didn’t deem it important enough to spend time on it. :)
The code is well commented, so feel free to hack on it.
This is Bouncey. It’s a simple physics demo I wrote in early/mid 2011, with some contributions and bugfixes from my good friend Greg Gardner.
The description for bouncey’s github repo is:
“a buggy, rudimentary, just-for-fun javascript physics simulator."
It covers Newton’s laws of motion.
#cnvs { margin: 0 auto; display: block; width: 100%; border: 1px solid #464646; -webkit-box-shadow: 0px 0px 3px rgba( 0, 0, 0, 0.7 ); -moz-box-shadow: 0px 0px 3px rgba( 0, 0, 0, 0.
How to ruin a good thing by abusing CSS3 text shadows…
CSS3!
The code:
// Random factors to determine x/y offsets for text shadows and amount of blur var x_factor = Math.floor(Math.random() * 20) - 10; var y_factor = Math.floor(Math.random() * 20) - 10; var blur_factor = Math.floor(Math.random() * 10) + 1; // Pretty colors var the_colors = [ "#7f9f7f", "#dca3a3", "#80d4aa", "#f8f893", "#ffcfaf", "#e89393", "#9ece9e", "#c0bed1", "#6c6c9c", "#71d3b4", "#a0afa0", "#efefef" ]; function make_it() { // MAKE IT SHINE // Build a string containing a comma-delimited list of the each shadow we want to apply // sprintf would be nice here.
This is the last demo I made using JSImage. I created it some time around 2009-2010. At the time, I had checked out an imaging book from my university’s library at least ten times. Most of the exercises in that book I implemented in Python using PIL, but point operations were simple enough to port to JavaScript quickly.
Point operations are image alterations that affect all pixels equally. Other operations, like blurring for example, each result pixel depends on adjacent pixels.
For an HCI class project in Fall 2009, I pulled together some of my previous demos to make this integrated tool. It was just a prototype, and I haven’t taken the time to get the code set up and working on this blog. If anyone is interested, I can dig up the code and send it along.
In retrospect, it really could have used some narration…
This is another demo from 2009-ish. When I started experimenting with canvas, I felt uncomfortable with the 1-dimensionality of CanvasPixelArray. I wrote this script to convert it into a more logical format: X by Y by RGBA. Let me rephrase that. By “more logical”, I mean “more logical, to me, at the time). 1D is fine, and I can’t think of any use for this script. But, nonetheless, here it is, including the original description.
This is a demo from late 2009. It’s an extension of the single-pixel eyedropper I wrote previously.
It’s powered by an early version of an old JS toolkit I wrote called JSImage. The latest version is available at my JSImage github repo. Don’t be fooled by the 2011 commits, those are just artifacts from svn->git migration. No guarantees that the histo’s are actually correct. :)
Click and drag to set the image border to the average of the selected pixels.