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AI Image Generation Using Stable Diffusion

by on Jun.04, 2023, under Concepts, Miscellany

I have improved the quality of the images that I am using for training the AI, but so far, I cannot produce an acceptible embedding. I will continue to work on this. What I have been able to do though is use a combination of controlnet and charturner to effectively “pregenerate” the images that I […]

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AI Image Generation Using Stable Diffusion

by on Jun.04, 2023, under Concepts, Miscellany

I have used several techniques to try to train an AI to generate consistent characters. I have achieved some success with this. The most common technique seems to be to generate a number of images using either a third party program or stable diffusion itself, and using those images as a training set to train […]

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AI Image Generation Using Stable Diffusion

by on May.28, 2023, under Concepts, Miscellany

I have spent more time on AI generated images. My current goal is to produce consistent images of the same character, in different poses (possibly in different clothes, etc), easily and reliably. I think that the correct way of doing this is to use an embedding, or “Textual Inversion”. The problem is generating the images […]

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AI Image Generation Using Stable Diffusion

by on May.28, 2023, under Concepts, Miscellany

I have been experiment with Stable Diffusion recently, and I have been using it to generate photo-realistic images of various characters, etc. The software is incredibly powerful, and can easily create very highly detailed images. It cannot be used for 3D models, etc, or for texture sets, but for a visual-novel style game it could […]

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Drawing 4-Dimensional Shapes

by on Mar.15, 2016, under Concepts, On Game Development, Software and Games, Uncategorized

I have always had a great interest in multi-dimensional shapes. The idea that there could be a whole “dimension” of space that exists in dimensions beyond those that we can see is fascinating. Human beings are used to seeing in three dimensions, length, breadth, and depth. In computer graphics these are generally labelled as X,Y, and […]

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Virtual Reality: Oculus Rift Preorders Starting in Early 2016, plus a kickstarter for a VR full body Haptic Suit!

by on Dec.31, 2015, under Astral Realms, Concepts, P-0, Spiritus Astrum

The age of Virtual Reality is almost upon us! Oculus Rift Creator Palmer Lucky tweeted on December 22nd  that the Oculus Rift is on schedule for release in Q1 of 2016, and that Preorders will be coming “soon after the new year”: Thrilled to share some news: Manufacturing continues to go well, and we are […]

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Remote Connectivity Solution

by on Jun.08, 2015, under Concepts, Inventions

I have recently been thinking about purchasing a device that I can use to remain connected while in remote areas. There are many options available today to solve this particular problem, from smart phones to tablets, and from 3G dongles to wifi antennas. However, I was surprised at how difficult it is to make such […]

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P-159: Steganographic Obfuscator: Update 2

by on Apr.15, 2015, under Concepts, Software and Games

After some more research, I have learned that the primary concept of this project is actually more or less impossible. The fatal flaw was in trying to find a single seed, which, when combined with a random number generator, would produce a specific string of integer values. If this was possible, then it would revolutionise […]

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P-159: Steganographic Obfuscator

by on Apr.12, 2015, under Concepts, Software and Games

I wasn’t sure what to name this project for a while, I eventually settled on “Steganographic Obfuscator”, even though it is slightly redundant. This is a very quick concept test of an idea I had recently. I wanted to create a program capable of hiding a message within a message, purely using text. I didn’t […]

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P-155 “Phoenix” Engine Concept/Feasibility Study

by on Jan.07, 2015, under Concepts, On Game Development, Software and Games

I have been considering the pros and cons of creating my own games engine for some time now. Obviously, this is a massive undertaking. Creating a games engine from scratch would involve writing custom modules to handle rendering, physics, object and mesh importing, animation, sound, networking, lighting, shading, texturing, and a whole host of other […]

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