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Still needs some work but could end up being fun. Looks pretty different running at a low FPS, due to the screen recording overhead, will try on my Mac Pro again at some point.
Physics are done using Bullet3D.
Realtime video distortion openFrameworks App for Champagne Valentine. It was projected on the wall of an old sauna for a fashion event
This body of work is centered around bombshells from the 50s 60s 70s and is heavily influenced by modern graffiti, marbleized paper patterns and Chicago artist Ed Paschke. The work is created using software particle painting engine in c++ and openGL that is very similar to spray painting graffiti except I can use fingers on my tablet instead.
Limited prints are available, contact me if interested.
More at www.donrelyea.com
Swipin' Safari begins with the swipe, the ubiquitous one-finger gesture of the mobile device. For this iPhone app, this swipe is the vehicle for taking a virtual safari across an infinite painting. With each gesture, we encounter new species of brush strokes and colorful patterns from the digital world.
Swipin' Safari was created for Safari, an online exhibition for SPAMM (Super Art Moderne Musuem): safari.spamm.fr
The app is available for free in the iTunes Store: itunes.apple.com/us/app/swipin-safari/id635434195?ls=1&am...
Unfortunately there is no documentation on this project. So in a few words ...
3D Scenes can be loaded in the application and animated in realtime. The content was projected on long layers of transparent material in an old beer brewery in Vienna.
This is my first collaboration with Yannick Jacquet (Antivj / Legoman).
Openframeworks + GLSL Geometry Shaders.
The interactive artwork I made for the iMal mediafacade. The project will be presented tomorrow at Todays Art/Nuit Blance in Brussels. More info about the project: todaysart.org/be/events/media-facade-reloaded/
Smile detection is done with openFrameworks, Processing + colorLib was used to manage the colors and send the smile to the building over DMX.
Some screen grabs from my latest interactive installation.
Made for "The New Sublime" exibition at Clearleft during the Brighton Digital Festival.
More info here: www.clearleft.com/does/art
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.
Installing "Light Leaks" at La Gaîté Lyrique for the Capitaine Futur show. gaite-lyrique.net/en/exposition/capitaine-futur-and-the-e...
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.
Final photo set for the DepthEditorDebug project:
jamesgeorge.org/works/deptheditordebug.html
Exhibited at Festival Enter in Prague April 14-17 2011
Finally managed to control a skinned model with OpenNI via Blender >> DAE >> ofxAssimpModelLoader >> ofxNiTE2.
I will post all source files soon!
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.
Running through some different types of music with the software, only guitar based stuff here in this snippet, Flickr only allows 90 secs.
It's going to need most tweaking to work well with the "messier" types of music anyways, anything electronic usually works better as the spectrum is much cleaner.
Made some progress during #res13 on my application aimed to generate 3D visuals in realtime according to guitar solos.
Now with clouds, birds and stars!
The playback is quite slow because of the recording, the real app runs smoothly fullscreen at 60hz.
Also the colors are quite dull because of the encoding :/
For the birds animation, the flocking system was heavily inspired by this cinder tutorial : libcinder.org/docs/v0.8.4/flocking_chapter2.html
and the birds wing animation was borrowed from a clever trick by mr.doob using a simple sin wave mapped to the velocity along z axis : mrdoob.github.com/three.js/examples/canvas_geometry_birds...
Made in C++ / openFrameworks
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.
Basically I want to use shaders with Openframeworks on iOS, which you can't do if you are rendering using OpenGL ES 1.1 as we are now.
So far this was relatively low hanging fruit thanks to code.google.com/p/gles2-bc/ and the awesome swappable renderer system in OF 0.07.
For now I'm just focusing on getting the standard OF drawing stuff working.
Lives here for now: github.com/andreasmuller/openFrameworks/tree/develop-open...
some discarded explorations for what eventually became the cover of this book. garethwrice.com/DUST-LOGIC
I set up a particle system with the contours of the letters as attractors and then played with transparency, accumulation, blending modes and other parameters.
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.