View allAll Photos Tagged glsl
An experiment into producing "painterly qualities" through digital means.
A displacement algorithm "smears" an image according to the color values of another one.
Programmed in Processing
View more: MY WEBSITE | BEHANCE | SAATCHI ART | SEDITION | TWITTER
This is turning out to be an interesting exercise in data organization. As some early images indicated, there is a ton of overlap with earthquakes. They tend to happen in the same general areas over and over so you end up with clusters of activity. For these two images, I decided to only showcase quakes larger than 6.0M. This means they get colored red and their location is written out.
To spread out the other quakes to avoid overlap, I used the quake's magnitude as the charge variable and forced the quakes to spread out and push away from each other using magnetic repulsion but still remain anchored to the original location. That way, the numbers will push into empty spaces so they can be read, but the side effect is that the magnitude text is no longer right above the actual quake epicenter.
Made with a C++ framework being developed by a team at Barbarian Group, headed up by Andrew Bell ( www.drawnline.net ).
In working on the Java landscape engine, I started to finally realize and accept that I should be doing it all in C++, the demon bastard language that has claimed many an art-school graduate. Luckily for me, Andrew and his gang of geniuses have been cranking away on a fantastic C++ cozy that has made the transition from Java 95% painless.
This particular project, which is being made as a way for me to take baby steps instead of diving right into the deep end (mixed metaphor!), is a visualization of the last 7 days of earthquakes with a magnitude of 2.5 and higher.
The textures are from NASA's Blue Marble collection. visibleearth.nasa.gov/view_set.php?categoryID=2363
Using diffuse, bump, and normal maps from FilterForge is a great way to learn more about the nuance of using GLSL shaders. In this example, which I hope to post a video of shortly, I am using the live webcam feed as a reflectivity map on this mass of Filterforge Metal Crystals. The geometry of the project consists of a single quad. All of the visuals are being done on a single frag shader and runs fullscreen (with audio reactivity as well) in realtime.
Video on Vimeo: www.vimeo.com/7874474
Color waves of different amplitudes, intersecting at different angles. Everything is random.
Programmed in Processing and GLSL.
View more: MY WEBSITE | INSTAGRAM | SAATCHI ART | SEDITION | TWITTER
Modifying the curvature of a single line.
A series of images created with exactly the same generative code.
Made in C++ with Cinder libcinder.org/
Please click on the image to view at original size
Resizing changes how these images look, so you are not really looking at what I made now :)
Experiments with repulsion forces between the color values of neighbouring pixels in an image.
Programmed in Processing and GLSL.
View more: MY WEBSITE | BEHANCE | SAATCHI ART | TWITTER
Made with Cinder.
Real-time Earth simulation with full day/night cycle, lightning storms, and aurorae.
Video soon.
Made with Cinder.
Real-time Earth simulation with full day/night cycle, lightning storms, and aurorae.
Video soon.
audio generated shape with glsl shader
the shape is calced by the shader using a texture to pass the audio data to the shader
Please click on the image to view at original size
Resizing changes how these images look, so you are not really looking at what I made now :)
Experiments with repulsion forces between the color values of neighbouring pixels in an image.
Programmed in Processing and GLSL.
View more: MY WEBSITE | BEHANCE | SAATCHI ART | TWITTER
An experiment into producing "painterly qualities" through digital means.
A displacement algorithm "smears" an image according to the color values of another one.
Programmed in Processing
View more: MY WEBSITE | BEHANCE | SAATCHI ART | SEDITION | TWITTER
Please click on the image to view at original size
Resizing changes how these images look, so you are not really looking at what I made now :)
Experiments with repulsion forces between the color values of neighbouring pixels in an image.
Programmed in Processing and GLSL.
View more: MY WEBSITE | BEHANCE | SAATCHI ART | TWITTER
An experiment into producing "painterly qualities" through digital means.
A displacement algorithm "smears" an image according to the color values of another one.
Programmed in Processing
View more: MY WEBSITE | BEHANCE | SAATCHI ART | SEDITION | TWITTER
An experiment into producing "painterly qualities" through digital means.
A displacement algorithm "smears" an image according to the color values of another one.
Programmed in Processing
View more: MY WEBSITE | BEHANCE | SAATCHI ART | SEDITION | TWITTER
An experiment into producing "painterly qualities" through digital means.
A displacement algorithm "smears" an image according to the color values of another one.
Programmed in Processing
View more: MY WEBSITE | BEHANCE | SAATCHI ART | SEDITION | TWITTER
What exactly is the psychological phenominon where things look more evil when lit from below? Does it conjure notions of hell? I recall it being use to great effect in the Silence of the Lambs. Many closeups of Sir Anthony Hopkins featured sharp white reflections closer to the bottoms of his eyeball. weblogs.variety.com/thompsononhollywood/images/2008/02/05...
Continuing to fine-tune the series. Switched over to texture maps from NASA's Blue Marble collection thanks to a recommendation from binarymillenium. visibleearth.nasa.gov/view_set.php?categoryID=2363
I ended up refining the textures by hand because I noticed the ocean elevations texture (the one I am using to make the ocean basin more reflective than above sea level land) doesn't represent lakes or rivers at all. Sadly, the rivers show as mostly beige or green in the large earth texture map so I was unable to get the Amazon and Nile rivers properly reflective. Perhaps there is another source with which I could combine?
The NASA collection has elevation data for the entire earth, not just the parts that stick up out of the water.
Eventually, text tags and timestamp-based animations will be added, but for now I am just enjoying the huge speed increase I am seeing with C++. The textures I am using are 4096x2048. All of the lighting calculations are being done on the GPU. It has no framerate issues at all at this stage. Very exciting times.
Made with a C++ framework being developed by a team at Barbarian Group, headed up by Andrew Bell ( www.drawnline.net ).
In working on the Java landscape engine, I started to finally realize and accept that I should be doing it all in C++, the demon bastard language that has claimed many an art-school graduate. Luckily for me, Andrew and his gang of geniuses have been cranking away on a fantastic C++ cozy that has made the transition from Java 95% painless.
This particular project, which is being made as a way for me to take baby steps instead of diving right into the deep end (mixed metaphor!), is a visualization of the last 7 days of earthquakes with a magnitude of 2.5 and higher.
Stills from a new Cinder experiment. The scene is textured with input from the webcam and the structures are created with user interaction combined with audio input.
Videos on Vimeo:
GLSL generated torrus with the help of some audio data to disturb the form. The whole computing of form normals and lightning is done on the gpu. Processing as just use for audio analysis.
Using one image as a displacement map for another one.
View more: MY WEBSITE | BEHANCE | SAATCHI ART | TWITTER
Working with the fractal program to get more color in the rendered images. Now I have lots(!) of colors, but they are hard to control because they change when you move closer and farther from the object.
Image creating in Fragmentarium, a programming environment for writing GLSL shader programs that can generate 2D and 3D fractals (and many other things).
Made with Cinder.
Real-time Earth simulation with full day/night cycle, lightning storms, and aurorae.
Video soon.
Made with Cinder.
Real-time Earth simulation with full day/night cycle, lightning storms, and aurorae.
Video soon.
Color waves of different amplitudes, intersecting at different angles. Everything is random.
Programmed in Processing and GLSL.
View more: MY WEBSITE | INSTAGRAM | SAATCHI ART | SEDITION | TWITTER
Color waves of different amplitudes, intersecting at different angles. Everything is random.
Programmed in Processing and GLSL.
View more: MY WEBSITE | INSTAGRAM | SAATCHI ART | SEDITION | TWITTER
Color waves of different amplitudes, intersecting at different angles. Everything is random.
Programmed in Processing and GLSL.
View more: MY WEBSITE | INSTAGRAM | SAATCHI ART | SEDITION | TWITTER
Tests with Toxiclibs lattice mesh builder. Inspired by Ernst Haeckels Art forms of Nature. Using GLSL shading. Get the complete Processing project: www.brian-steen.com/sketches/_110425_meshLattice02.zip
Color waves of different amplitudes, intersecting at different angles. Everything is random.
Programmed in Processing and GLSL.
View more: MY WEBSITE | INSTAGRAM | SAATCHI ART | SEDITION | TWITTER
Color waves of different amplitudes, intersecting at different angles. Everything is random.
Programmed in Processing and GLSL.
View more: MY WEBSITE | INSTAGRAM | SAATCHI ART | SEDITION | TWITTER