An Open-Source HDMI Capture Card

[YuzukiHD] has provided files for anyone that wishes to build their own HDMI capture card at home. The design is known as the Yuzuki Loop Out HDMI Capture Card PRO, or YuzukiLOHCC PRO for short.

The build is based on the MS2130, a HD video and audio capture chip that’s compatible with USB 3.2 Gen 1. We’re pretty sure that’s now called USB 3.2 Gen 1×1, and that standard is capable of transfers at up to 5 Gbps. Thus, the chip can support HDMI at up to 4K resolution at 60 Hz depending on the exact signals being passed down the line. It’s compatible with YUV422 & MJPEG modes and can be used with software like OBS Studio and FFmpeg. The board itself is relatively simple. It features an HDMI In port, an HDMI Out port, and a USB-C port for hooking up to a computer for capture.

HDMI capture cards can be expensive and fussy things, so you may find it pays to roll your own. Plus, being open sourced under the CERN Open Hardware License V2 means that you can make changes to suit your own use case if you so desire.

We’ve seen some other hilarious video capture tricks over the years, such as a convoluted rig that uses a SNES to turn a Game Boy Camera into a usable webcam. If you’ve got any such madcap hacks brewing up in your lab, be sure to let us know!

a comparison of the before and after

Compensating For Your TVs Backlight

[Pekka Väänänen] has a Panasonic TV with a broken backlight that creates an uneven pink/green color. While it isn’t a huge deal for most films, black-and-white films tend to show the most effect. So, by modeling the distortion as a function, [Pekka] set out to find an inverse function that corrects the distortion before it gets to the TV.

However, the backlight doesn’t emit enough light for some colors, which means the blue and green channels need to be dimmed. As mentioned earlier, the distortion isn’t even, so the distortion needs to be captured and then calculated.

He took a few pictures with his phone, corrected the perspective, and applied a blur. The camera also has some distortion but works as a first approximation, but that isn’t something he covered here. Next, he set up a webcam and pointed it at the TV, trying to find good gain and offset values with a bit of Python.

 

Now it just becomes a problem of minimizing the per-pixel difference. Ultimately he just went for a random approach rather than an annealing or hill-climbing approach. Now that he had a function to apply, it was just a matter of adding a custom shader to his video player, which includes a live shader editor. He had to hack in support for an external texture, but he is kind enough to include the shader code and the patch in the article.

The result is excellent, and it’s a great use for an old TV. But perhaps, in some cases, it might be worth replacing the backlight entirely.

TRS-80 Gains Multiple Monitor Support, And High-Resolution Graphics

To call [Glen Kleinschmidt] a vintage computing enthusiast would be an understatement. Who else would add the ability to control and address multiple VGA monitors to a rack-mounted TRS-80 Model 1? Multiple 64-color 640×480 monitors might not be considered particularly amazing by today’s standards, but for 70s-era computing, it’s a different story.

Drawing this sin(x)/x ripple surface can be done in only 17 lines of BASIC.

How does a TRS-80 even manage to output anything useful to these monitors? [Glen] wrote his own low-level driver in machine code to handle that. The driver even has useful routines that are callable from within BASIC, meaning that programs written on the TRS-80 are granted powerful drawing abilities. Oh, and did we mention that the VGA graphics cards themselves were designed and made by [Glen]?

Interested in making your own? [Glen] provides all the resources you’ll need to re-create his work, including machine code drivers and demonstration BASIC programs as downloadable audio files, just as they would have been on original cassette tapes.

Watch things in action in the videos embedded below. The first draws a Land Rover, and the second plots a simple Moiré pattern star. Not bad for 70s-era hardware and 74xx logic!

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Truthsayer Uses Facial Recognition To See If You’re Telling The Truth

It’s hard to watch [Mark Zuckerberg]’s 2018 Congressional testimony and not come to the conclusion that he is, at a minimum, quite a bit different than the average person. Of course, having built a multibillion-dollar company that drastically changed everything about the way people communicate is pretty solid evidence of that, but the footage at least made a fun test case for this AI truth-detecting algorithm.

Now, we’re not saying that anyone in these videos was lying, and neither is [Fletcher Heisler]. His algorithm, which analyzes video of a person and uses machine vision to pick up cues that might be associated with the stress of untruthfulness, is far from perfect. But as the first video below shows, it is a lot of fun to see it at work. The idea is to capture data like pulse rate, gaze direction, blink rate, mouth posture, and even hand position and use them as a proxy for lying. The second video, from [Fletcher]’s recent DEFCON talk, has much more detail.

The key to all this is finding human faces in a video — a task that seemed to fail suspiciously frequently when [Zuck] was on camera — using OpenCV and MediaPipe’s Face Mesh. The subject’s pulse is detected by watching for subtle changes in the color of a subject’s cheeks as blood flows through them, which we’ve heard about plenty of times but never before seen presented so clearly and executed so simply. Gaze direction, blinking, and lip compression are fairly easy to detect too. [Fletcher] also threw in the FER library for facial expression recognition, to get an idea of the subject’s mood. Together, these cues form a rough estimate of the subject’s truthiness, which [Fletcher] is quick to point out is just for entertainment purposes and totally shouldn’t be used on your colleagues on the next Zoom call.

Does [Fletcher]’s facial mesh look familiar? It should, since we once watched him twitch his way through a coding interview.

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This Simple Media Player Will Inspire Beginners And Invite Experimentation

While it would have been considered science-fiction just a few decades ago, the ability to watch virtually any movie or TV show on a little slab that fits in your pocket is today no big deal. But for an electronics beginner, being able to put together a pocketable video player like this one would be quite exciting, and might even serve as a gateway into the larger world of electronics design.

For inspiration, [Alex] from Super Make Something on YouTube looked to the Rickrolling keychain media players we featured back in January. His player is quite a bit larger and more capable, with a PCB design that allows the player to be built in multiple configurations, from audio-only to full video and a LiPo battery. The guts of the player center around an ESP32 module, with an audio amp and speakers plus a 1.8″ LCD screen with SD card reader for storing media files. Add in a few controls and switches and a little code, and you’ll be playing back media files in a snap. Build info and demo in the video below.

It may be a simple design, but we feel like that’s the whole point. [Alex] has taken pains to make this as approachable a build as possible. All the parts are cheap and easily available, and the skills needed to put it together are minimal — with the possible exception of soldering down the ESP32 module, which lacks castellated edge terminals. For a beginner, getting a usable media player by mixing together just a few modules would be magical, and the fact that it’s still pretty hackable afterward is just icing on the cake.

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Recreating A Camera Shot

People rolling off shields and spears clashing against swords as the camera zooms in and out wildly makes the hallmark action sequences in the movie 300 so iconic. Unfortunately, achieving this effect wasn’t particularly easy. Three cameras were rolling, each with a different lens (100mm, 50mm, and 21mm) to capture a different view of the same scene. In post-production, you can dramatically switch between the three cameras since the shot is synchronized. The folks over at [Corridor Crew] wanted to recreate the effect, but rather than create a custom mount to hold three expensive cameras, they 3d printed a custom mount to hold three costly smartphones.

While there are three cameras on the back of most phones, most phones can’t shoot in slo-mo from all cameras simultaneously. So they would need a rig to hold three phones. The first design was simple and just brackets to hold phones. While nice and sturdy, getting the phones in or out wasn’t easy, and getting to the record button was tricky. iPhones have this handy little magnetic ring on the back. They had a bracket that worked pretty well after a few iterations on the design and some printer issues. Since each camera has optical image stabilization, it is easy for the lenses to get out of alignment, which can mar the shot. However, they somewhat covered up the effect in post. With a working prototype, the only thing left to do was to slice a bunch of piñatas in slow motion with a thrumming soundtrack.

We love seeing exciting camera setups and iterating to find something that works. This dual-camera setup has a very different goal and tries to lean into the parallax effect rather than hide it. Video after the break.
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side by side of upscaling in the AGI engine

Upscaling The Sierras

If you played many games back in the mid-80s to 90s, you might remember the iconic graphics from Sierra’s Online Adventure Games. They were brightly colored (16 colors) and dynamic with some depth. To pay homage, [eviltrout] worked to upscale the images. Despite being rendered at 160×200 at 16 colors and then stretched, storing all those bitmaps even at only 4 bits per pixel would take all the storage available on the floppy disk. The engineers on the game decided instead to take a vector approach to a raster problem.

When [eviltrout] came through to try and upscale the backgrounds, he started by writing some code to extract the draw commands from the engine of the game, known as Adventure Game Interpreter (AGI). Comparing the vector commands to equivalent PNG versions with the best compression, the AGI vector versions were around half the size. Not bad for a couple of game developers in the 80s. Since it is all vector commands under the hood, it should be relatively simple to draw them at a much higher resolution. At least, that’s what he thought. The first issue was with flood fills. Since the canvas is larger, there are gaps between lines, and the flood escapes. A few approaches were taken, such as using a low-resolution reference and marching squares, but neither was satisfactory. Eventually, [eviltrout] expanded flood fills and used thicker lines. He also first rendered to a lower resolution and connected neighboring lines of the same color. Finally, he used ImageMagick to denoise white specs in the output.

We find the effect charming, but some might say you’re distorting art into what the artist never intended to be. But, as with all graphical enhancements, some artistic liberties are being taken without the original artist involved. The code is available on GitHub under an MIT license. Video after the break.

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