樹莓派 0W 狂想曲︰ 觀物怡情《♪》

道德經第五十九章

治人事天莫若嗇。夫唯嗇,是謂早服;早服謂之重積德;重積德則無不克;無不克則莫知其極;莫知其極,可以有國;有國之母,可以長久;是謂深根固柢,長生久視之道。

治大國若烹小鮮。以道蒞天下,其鬼不神;非其鬼不神,其神不傷人;非其神不傷人,聖人亦不傷人。夫兩不相傷,故德交歸焉。

大國者下流,天下之交,天下之牝。牝常以靜勝牡,以靜為下。故大國以下小國,則取小國;小國以下大國,則取大國。故或下以取 ,或下而取。大國不過欲兼畜人,小國不過欲入事人。夫兩者各得其所欲,大者宜為下。

 

如何觀物怡情耶?想起讀書時曾看『豆子發芽』,一日不發、兩日不發、…… ,忘了看時它卻發『 』芽的哩?!莫非不願人瞧見,故而如『曇花一現』乎??

 

雖思當年無法

縮時攝影

縮時攝影英語:Time-lapse photography),亦稱為間隔攝影曠時攝影延時攝影,是一種將畫面拍攝頻率設定在遠低於一般觀看連續畫面所需頻率的攝影技術。

當在正常速度下播放時,便會感覺到時間經過得較快速,而產生一種流逝感。舉例而言,對一個變動中的景象以每秒一張的速度進行連續拍攝,之後以每秒30張的速度播放,那麼便會呈現出加速30倍的視覺效果。

縮時攝影可被視為與高速攝影慢動作攝影相對的攝影技術。針對人眼所能捕捉的微妙過程,例如太陽的移動、空中的繁星等等,透過縮時攝影能夠清楚、完整地呈現。縮時攝影可說是電影藝術技巧中減速攝影的極致版本,有時會與停格攝影動畫有所混淆。

Time-lapse photography

Time-lapse photography is a technique whereby the frequency at which film frames are captured (the frame rate) is much lower than that used to view the sequence. When played at normal speed, time appears to be moving faster and thus lapsing. For example, an image of a scene may be captured once every second, then played back at 30 frames per second; the result is an apparent 30 times speed increase. Time-lapse photography can be considered the opposite of high speed photography or slow motion.

Processes that would normally appear subtle to the human eye, e.g. the motion of the sun and stars in the sky, become very pronounced. Time-lapse is the extreme version of the cinematography technique of undercranking, and can be confused with stop motion animation.

Blossoming Pelargonium. 2 hours are compressed down to a few seconds.

 

做之事,今日已可為之矣!!反疑『長生久視』何謂呢?☆

或許化永恆於瞬刻

子彈時間

子彈時間英語:Bullet time)是一種使用在電影電視廣告電腦遊戲中,用電腦輔助的攝影技術模擬變速特效,例如強化的慢鏡頭、時間靜止等效果。它的特點是不但在時間上極端變化(觀眾可以看到一些在平常不能見到的景象,如子彈飛過頭頂,因此得名) ,而且在空間上極端變化:在慢鏡頭的同時拍攝角度(觀眾視角)也圍繞場景旋轉。

有些這種效果是傳統攝影技術達不到的,例如在極短時間內攝影機的空間變化中,其不能以如此高的速度運動。也就是說只有虛擬的攝影機(通常用電腦模擬),在一個電腦生成的環境,例如虛擬現實或者電腦遊戲中才可能「拍攝」出子彈時間的效果。在技術上歷史上這種技術發展出不同的應

Bullet time

Bullet time (also known as frozen moment, the big freeze, dead time, flow motion or time slice)[1] is a visual effect or visual impression of detaching the time and space of a camera (or viewer) from that of its visible subject. It is a depth enhanced simulation of variable-speed action and performance found in films, broadcast advertisements, and realtime graphics within video games and other special media. It is characterized both by its extreme transformation of time (slow enough to show normally imperceptible and unfilmable events, such as flying bullets) and space (by way of the ability of the camera angle—the audience’s point-of-view—to move around the scene at a normal speed while events are slowed). This is almost impossible with conventional slow motion, as the physical camera would have to move impossibly fast; the concept implies that only a “virtual camera“, often illustrated within the confines of a computer-generated environment such as a virtual world or virtual reality, would be capable of “filming” bullet-time types of moments. Technical and historical variations of this effect have been referred to as time slicing, view morphing, temps mort (French: “dead time”) and virtual cinematography.

The term “bullet time” is a registered trademark of Warner Bros., formally established in March 2005, in connection with the video game The Matrix Online.[2] The term had first been used within the original script of the 1999 film The Matrix,[3] and later in reference to the slow motion effects in the 2001 video game Max Payne.[4][5] In the years since the introduction of the term during The Matrix films it has become a commonly applied expression in popular culture.

 

才是時尚耶!★