View allAll Photos Tagged glsl
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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
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
audio generated shape with glsl shader
the shape is calced by the shader using a texture to pass the audio data to the shader
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:
Start playing with a crosshatch shader. Starting point was here: learningwebgl.com/blog/?p=2858
Video: vimeo.com/18280138
Added a few hundred birds that live in the trees that can be scared into flight and will congregate near the tallest trees in the landscape.
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:
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
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.
Spent all day refactoring and was rewarded with a near 4x performance bump. Added in some magnetic nodes. Getting really close to my goal of simulating ferro-magnetic fluid. :)
Side project. playing with one single line.
Watch the video on Vimeo vimeo.com/533483080
Made in C++ with Cinder libcinder.org/
the cockpit of a large rv, futuristic scene , Film Lighting, Unreal Engine 5, Film, Color Judgment, Editorial Photo, Photo, Filming, Shot with 70mm Lens, Depth of Field, Depth of Field, Angle Blur, Shutter Speed 1/1000, F/ 22, White Balance , 32k, super resolution, megapixel, ProPhoto RGB, VR, tall, epic, artgerm, alex ross, half backlight, backlight, natural light, incandescent, fiber optic, mood lighting, film lighting, studio lighting, soft light, Volumetric, Contre - Jour, Dim Light, Accent Lighting, Global Display Area Illumination, Global Ray Traced Illumination, Red Frame Light, Cool Ramp 45%, Optical, Diffuse, Glow, Shadows, Rough, Glossy, Ray Traced Reflections, Reflected Lumens , Screen Area Reflection, Diffraction n De Rating, Chromatic Aberration, GB Displacement, Line Shading, Ray Tracing, Ray Tracing Media Overlay, Antialiasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL Shaders, GLSL Shading Imager, Post Rendering, Post Production, Cel Shading, Tone Mapping, CGI, VFX, SFX, Incredibly Detail and Complexity, Ultra Minimalism, Elegance, Hyper Realism, Super Detail, Dynamic Exposure, Centering, Photography --ar 16:9 --v 5.2 - Image #1 @Banksy
Installation by 1024 architecture
The work takes the form of a cube of 3 meters, consisting of a matrix of 81 LED bars inclined 24° forward and implementing a new GLSL software created by 1024 together with partners Garage Cube, which is used in CORE to generatively produce spatial visualization of light.
[]
Electronic: From Kraftwerk to The Chemical Brothers
(July – February 2021)
Evoking the experience of being in a club, the exhibition will transport you through the people, art, design, technology and photography that have been shaping the electronic music landscape.
Celebrate 50 years of legendary group Kraftwerk with their 3D show. Step into the visual world of The Chemical Brothers for one of their legendary live shows, as visuals and lights interact to create a new three-dimensional experience by Smith & Lyall.
Travel to dance floors from Detroit to Chicago, Paris, Berlin and the UK’s thriving scene; featuring over 400 objects and the likes of Detroit techno legends Kevin Saunderson, Juan Atkins, Jeff Mills and Richie Hawtin, "Godfather of House Music" Frankie Knuckles, Haçienda designer Ben Kelly and the extreme visual world created by Weirdcore for Aphex Twin’s ‘Collapse’.
Discover early pioneers Daphne Oram and the seminal BBC Radiophonic Workshop. Indulge your senses with large scale images of rave culture by Andreas Gursky, iconic DJ masks and fashion, a genre-spanning soundtrack by French DJ and producer Laurent Garnier, a sound reactive visual installation created specifically for the exhibition by 1024 architecture, graphics from Peter Saville CBE, history-making labels and club nights.
[Design Museum]
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:
Installation by 1024 architecture
The work takes the form of a cube of 3 meters, consisting of a matrix of 81 LED bars inclined 24° forward and implementing a new GLSL software created by 1024 together with partners Garage Cube, which is used in CORE to generatively produce spatial visualization of light.
[]
Electronic: From Kraftwerk to The Chemical Brothers
(July – February 2021)
Evoking the experience of being in a club, the exhibition will transport you through the people, art, design, technology and photography that have been shaping the electronic music landscape.
Celebrate 50 years of legendary group Kraftwerk with their 3D show. Step into the visual world of The Chemical Brothers for one of their legendary live shows, as visuals and lights interact to create a new three-dimensional experience by Smith & Lyall.
Travel to dance floors from Detroit to Chicago, Paris, Berlin and the UK’s thriving scene; featuring over 400 objects and the likes of Detroit techno legends Kevin Saunderson, Juan Atkins, Jeff Mills and Richie Hawtin, "Godfather of House Music" Frankie Knuckles, Haçienda designer Ben Kelly and the extreme visual world created by Weirdcore for Aphex Twin’s ‘Collapse’.
Discover early pioneers Daphne Oram and the seminal BBC Radiophonic Workshop. Indulge your senses with large scale images of rave culture by Andreas Gursky, iconic DJ masks and fashion, a genre-spanning soundtrack by French DJ and producer Laurent Garnier, a sound reactive visual installation created specifically for the exhibition by 1024 architecture, graphics from Peter Saville CBE, history-making labels and club nights.
[Design Museum]
Continuing to tweak the terrain engine. The lighting is way off and there are still persistent seam errors but Im reasonably happy with the results.
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:
Gray-Scott reaction diffusion in a GLSL shader, rendered to a FBO which is used to distort a fullscreen mesh, normals are calculated, and there you have it. Bumpy webcam reflective metal. Soon to be audio reactive. Hopefully.
GLSL generated sphere 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.
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
// this version keeps the circle inversion at r=1,
// but the affine transform is variable:
// user controls the rotate and zoom,
// translate automatically cycles through a range of values.
#define N 100
#define PI2 6.2831853070
void main( void ) {
// map frag coord and mouse to model coord
vec2 v = (gl_FragCoord.xy - resolution / 2.) * 20.0 / min(resolution.y,resolution.x);
// transform parameters
float angle = PI2*mouse.x;
float C = cos(angle);
float S = sin(angle);
vec2 shift = vec2( 2.*mouse.x-1., 4.*mouse.y-2. );
float scale = 1.2;
float rad2 = 1.;
float rsum = 0.0;
for ( int i = 0; i < N; i++ ){
// circle inversion transform
float rr = v.x*v.x+v.y*v.y;
if ( rr > rad2 ){
rr = rad2/rr;
v.x = v.x * rr;
v.y = -v.y * rr;
}
rsum = max(rr, rsum);
// affine transform: rotate, scale, and translate
v = vec2( C*v.x-S*v.y, S*v.x+C*v.y ) * scale + shift;
}
float col = sqrt(rsum) * (1000.0 / float(N) / rad2);
// color basis vectors
vec3 cb1 = vec3(0.7,0.3,0.0);
vec3 cb2 = vec3(0.0,0.3,0.7);
vec3 cb3 = vec3(0.3,0.4,0.3);
gl_FragColor = vec4( vec3(max(0.,cos(col*1.8))*cb1 + max(0.,cos(col*1.9))*cb2 + max(0.,cos(col*2.2))*cb3), 1.0 );
}
Either my data parsing is incorrect or my computer is trying to tell me something. I am getting phantom quakes which only appear when I add the gravitational flowfield and place gravity nodes at every 4.0+M earthquake. There are about five of these, the largest of which is in Eastern Turkey. You heard it here, folks.
Made with (codename) Flint, a C++ framework being developed by Barbarian Group.