Make images on dark mode darker
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5 changed files with 59 additions and 36 deletions
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@ -125,25 +125,29 @@ means that on every step, the algorithm is choosing a new direction at random.
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.. raw:: html
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<figure>
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<figure class="side-by-side">
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<img src="images/cells-0.svg" alt="a completely organized looking grid with spiral patterns all over.">
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<figcaption>0%</figcaption>
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</figure><figure class="side-by-side">
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<img src="images/cells-25.svg">
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<figcaption>25%</figcaption>
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</figure><figure class="side-by-side">
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<img src="images/cells-50.svg">
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<figcaption>50%</figcaption>
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</figure><figure class="side-by-side">
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<img src="images/cells-75.svg">
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<figcaption>75%</figcaption>
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</figure><figure class="side-by-side">
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<img src="images/cells-100.svg" alt="a completely random looking grid with cells aggregating into ireggular
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areas that look like paint splotches.">
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<figcaption>100%</figcaption>
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</figure>
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</figure>
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<div class="subfigure">
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<figure>
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<img src="images/cells-0.svg" alt="a completely organized looking grid with spiral patterns all over.">
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<figcaption>0%</figcaption>
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</figure>
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<figure>
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<img src="images/cells-25.svg">
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<figcaption>25%</figcaption>
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</figure>
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<figure>
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<img src="images/cells-50.svg">
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<figcaption>50%</figcaption>
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</figure>
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<figure>
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<img src="images/cells-75.svg">
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<figcaption>75%</figcaption>
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</figure>
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<figure>
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<img src="images/cells-100.svg" alt="a completely random looking grid with cells aggregating into ireggular
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areas that look like paint splotches.">
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<figcaption>100%</figcaption>
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</figure>
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</div>
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After I have built this tree like you would do in a depth-first search, I draw my one or several mesh mesh traces into
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it. The core observation here is that there is only 16 possible ways a cell can be connected: It has four neighbors,
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@ -376,15 +376,16 @@ the resulting brightness curve below.
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.. raw:: html
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<figure>
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<figure class="side-by-side">
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<div class="subfigure">
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<figure>
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<img src="images/uncorrected_brightness_sim.svg" alt="">
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<figcaption>
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Calculated brightness curve for the uncorrected BCM setup. As you can see, at low setpoints the result
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is about as smooth as sandpaper, which is well in line with our observations. At high setpoints the
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offset gets swamped out and the nonlinearity in the low bits is not visible anymore.
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</figcaption>
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</figure><figure class="side-by-side">
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</figure>
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<figure>
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<img src="images/corrected_brightness_sim.svg" alt="">
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<figcaption>
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Brightness curve for the corrected BCM setup extrapolated using actual measurements. Looks as buttery
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@ -392,7 +393,7 @@ the resulting brightness curve below.
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</figcaption>
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</figcaption>
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</figure>
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</figure>
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</div>
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.. _BPW34: http://www.vishay.com/docs/81521/bpw34.pdf
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.. _MCP6002: http://ww1.microchip.com/downloads/en/DeviceDoc/21733j.pdf
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@ -431,19 +432,20 @@ Conclusion
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.. raw:: html
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<figure>
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<figure class="side-by-side">
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<div class="subfigure">
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<figure>
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<a href="images/olsndot_schematic.png">
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<img src="images/olsndot_schematic.png" alt="A picture of the LED driver schematic">
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</a>
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<figcaption>The LED driver <a href="images/olsndot_schematic.png">schematic</a></figcaption>
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</figure><figure class="side-by-side">
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</figure>
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<figure>
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<a href="images/olsndot_pcb.png">
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<img src="images/olsndot_pcb.png" alt="A picture of the LED driver PCB layout">
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</a>
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<figcaption>The LED driver <a href="images/olsndot_pcb.png">PCB layout</a></figcaption>
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</figure>
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</figure>
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</div>
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Putting some thought into the control circuitry and software, you can easily control large numbers of channels of LEDs
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using extremely inexpensive driving hardware without any compromises on dynamic range. The design we settled on can
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@ -47,15 +47,16 @@ currents their `trip times get long enough that they become unlikely to trip in
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.. raw:: html
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<figure>
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<figure class="side-by-side">
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<div class="subfigure">
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<figure>
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<img src="images/schematic.png">
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<figcaption>
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The schematic of the driver board, with the ESP8266 on the top left, the STM32 microcontroller for LED
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modulation below, the shift register in the middle and the LED drivers and outputs on the right.
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<a href="resource/schematic_and_pcb.pdf">Download PDF</a>
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</figcaption>
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</figure><figure class="side-by-side">
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</figure>
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<figure>
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<img src="images/layout.png">
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<figcaption>
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The board layout with the top side being visible. The top side contains the footprint for the ESP8266, the
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@ -66,7 +67,7 @@ currents their `trip times get long enough that they become unlikely to trip in
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<a href="resource/schematic_and_pcb.pdf">Download PDF</a>
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</figcaption>
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</figure>
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</figure>
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</div>
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.. raw:: html
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@ -13,3 +13,10 @@ summary: >
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part of gerbolyze.
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---
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svg-flatten is a command-line utility that performs vector occlusion and clipping on SVG files, producing a flattened
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SVG file without overlapping elements, without changing what the file looks like. svg-flatten is used as a part of
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gerbolyze.
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I developed svg-flatten as part of gerbolyze_, but it can be used independently.
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.. _gerbolyze: {{< ref "projects/gerbolyze" >}}
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@ -3,8 +3,8 @@ html {
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--c-bg-backdrop: #0d1015;
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--c-bg-behind: #1f232a;
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--c-bg-front: #272c35;
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--c-bg-highlight #383f4c;
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--c-bg-figure-backdrop: #b5bcc8;
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--c-bg-highlight: #383f4c;
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--c-bg-figure-backdrop: #383f4c;
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--c-text: #d0d0d0;
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--c-text-inverted: #101010;
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--c-text-muted: #a0a0a0;
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@ -333,8 +333,7 @@ figure.side-by-side {
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figure img, figure video {
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display: block;
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margin-left: auto;
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margin-right: auto;
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margin: 0 auto 0 auto;
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width: 100%;
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}
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@ -356,6 +355,12 @@ img {
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max-width: 100%;
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margin: 40px auto 40px auto;
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display: block;
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filter: brightness(70%);
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transition: filter 100ms;
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}
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img:hover {
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filter: none;
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}
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.code {
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@ -492,7 +497,7 @@ body .il { color: var(--c-text); font-weight: 600 } /* Literal.Number.Integer.L
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--c-bg-backdrop: hsl(220, 10%, 90%);
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--c-bg-behind: hsl(220, 10%, 95%);
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--c-bg-front: hsl(220, 10%, 96%);
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--c-bg-highlight #ffffff;
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--c-bg-highlight: #ffffff;
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--c-bg-figure-backdrop: #b5bcc8;
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--c-text: hsl(220, 20%, 30%);
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--c-text-inverted: hsl(220, 20%, 100%);
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@ -516,6 +521,10 @@ body .il { color: var(--c-text); font-weight: 600 } /* Literal.Number.Integer.L
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a:hover, nav a:hover {
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color: var(--c-text-inverted);
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}
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img {
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filter: none;
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}
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.card {
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box-shadow: 0 0 3px 1px rgba(0, 0, 0, calc(0.5*var(--shadow-opacity)));
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