Skip to content // StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
VM
2026
EBU R128 stream Razvio sam EBU R128 kompatibilno rješenje za streaming zvuka kako bih osigurao dosljedne razine glasnoće kroz emitovani sadržaj. Ovaj projekt se fokusirao na implementaciju standarda za normalizaciju zvuka u realnom vremenu za profesionalne emiterske okoline.
Zadatak
Emiterskim mrežama je bio potreban pouzdan sustav za održavanje dosljednih razina glasnoće zvuka kroz različite izvore sadržaja, kako nalažu EBU R128 standardi. Morao sam riješiti tehničku složenost mjerenja i korekcije glasnoće u realnom vremenu zadržavajući kvalitetu zvuka i minimizirajući kašnjenje.
01
Razine zvuka po cijeloj karti. Emiterskim mrežama je bio potreban pouzdan sustav za održavanje dosljednih razina glasnoće zvuka kroz različite izvore sadržaja, kako nalažu EBU R128 standardi. Morao sam riješiti tehničku složenost mjerenja i korekcije glasnoće u realnom vremenu zadržavajući kvalitetu zvuka i minimizirajući kašnjenje.
02
Izgrađena streaming arhitektura bazirana na standardima. Dizajnirao sam streaming arhitekturu koja integrira EBU R128 mjerenje glasnoće s mogućnostima obrade zvuka u realnom vremenu. Implementirao sam algoritme za kontinuirano praćenje glasnoće i razvio automatizirane mehanizme podešavanja pojačanja koji se pridržavaju emiterskih propisa zadržavajući integritet zvuka.
03
Inženjering usklađenosti u svaki stream. Počeo sam istraživanjem EBU R128 specifikacija i analizom postojećih zahtjeva emiterskog toka rada. Zatim sam razvio osnovne algoritme za mjerenje glasnoće, integrirao ih s streaming protokolima i proveo opsežno testiranje s različitim tipovima audio sadržaja kako bih osigurao usklađenost i standarde performansi.
04
Emiterska kvaliteta zvuka na velikoj skali. Rješenje je uspješno održavalo EBU R128 usklađenost kroz sav streamovani sadržaj s manje od 10ms kašnjenja obrade. Stekao sam duboko znanje u emiterskim audio standardima i obradi zvuka u realnom vremenu, a isporučio sam sustav koji je pojednostavio klijentov tok rada za usklađenost i smanjio manualnu audio inženjersku radnu obvezu.
Do Not Touch