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openFrameworks Lab
Digital Design Weekend part of the London Design Festival 2010 programme.
Hellicar & Lewis and programmers from the openFrameworks community developed four interactive coding projects over the Weekend
Project 1: energyhive (http://www.energyhive.co.uk/)
Joshua Cooper with Sebastien Jouhans
Project 2: Pedestrian Visualisation (http://www.flightphase.com/?page_id=380)
James George & Karolina Sobecka with Shawn Bonkowski, Jason Van Cleave, Timothy Gfrerer, Ben Jones, Marianne Westergaard & Panagiotis Thomoglou
Project 3: Wall of Sound
Esteban MartÃn Giménez, Laura Fontanet Gómez & Marta Fontanet Gómez with Ireti Olowe, William Hooke, Marc Bonet, Marek Bereza, Alastair Dant & Robin Beitra
Project 4: Natural Writing
Reza Ali with Roger PalÃ
www.vam.ac.uk/activ_events/events/London_Design_Festival/...
8k particles in realtime with mouse interaction. Every particle is repelled from every other, slightly attracted to the center, and repelled from the mouse.
The quadtree structure is shown in red.
code.google.com/p/kyle/source/browse/#svn/trunk/openframe...
Unfortunately there is no documentation on this project at the moment. In a few words a model of our 3D mapping is loaded and animated in realtime with different shaders.
MPU (mobile projection unit)
first projection tests for snake-the-planet!
using building architecture for level creation. currently using box2d for physics when the snake shatters apart.
Installing "Light Leaks" at La Gaîté Lyrique for the Capitaine Futur show. gaite-lyrique.net/en/exposition/capitaine-futur-and-the-e...
openFrameworks Lab
Digital Design Weekend part of the London Design Festival 2010 programme.
Hellicar & Lewis and programmers from the openFrameworks community developed four interactive coding projects over the Weekend
Project 1: energyhive (http://www.energyhive.co.uk/)
Joshua Cooper with Sebastien Jouhans
Project 2: Pedestrian Visualisation (http://www.flightphase.com/?page_id=380)
James George & Karolina Sobecka with Shawn Bonkowski, Jason Van Cleave, Timothy Gfrerer, Ben Jones, Marianne Westergaard & Panagiotis Thomoglou
Project 3: Wall of Sound
Esteban MartÃn Giménez, Laura Fontanet Gómez & Marta Fontanet Gómez with Ireti Olowe, William Hooke, Marc Bonet, Marek Bereza, Alastair Dant & Robin Beitra
Project 4: Natural Writing
Reza Ali with Roger PalÃ
www.vam.ac.uk/activ_events/events/London_Design_Festival/...
Prefalll 135 is an interactive audio-visual installation.
It uses the energy of falling water to make watermils rotate and produce sound and graphics.
By opening and closing the taps, the user is controlling the water circuit and defining the parameters of the audiovisual system
Visuals :: Openframeworks+MSAFluids
Sound :: Pure Data
Physical interaction :: photoreflector IR encoder+arduino
by:Rodrigo Carvalho, Katerina Antonoupoulou, Javier Chavarri
video ::
WIDE/SIDE (2015, João Martinho Moura) Interactive Artwork. More info: jmartinho.net/wide-side-gnration-exhibition/
Testing performance after some updates to my deferred renderer. Ugly as sin and no way practical to have that many lights :) but hits a stable 60fps with 12,000 dynamic moving lights at 1920x1280 resolution. Big performance gains were from minimizing OpenGL draw calls, shader switching, and binding/unbinding of VBOs + textures - by keeping these bound when possible and making sure that all objects sharing the same VBO, texture, and shader are rendered together. Pretty obvious stuff now, but it's easy to be careless ;)
Definitely becoming a profiler junkie - CodeXL is great on Linux (and Windows) and OpenGL Profiler from Apple does the trick on OS X.
trying to use openni data to align kinects was a bad idea. it's way too unstable, and you shouldn't expect more data / multiple kinects to fix that.
Prefalll 135 is an interactive audio-visual installation.
It uses the energy of falling water to make watermils rotate and produce sound and graphics.
By opening and closing the taps, the user is controlling the water circuit and defining the parameters of the audiovisual system
Visuals :: Openframeworks+MSAFluids
Sound :: Pure Data
Physical interaction :: photoreflector IR encoder+arduino
by:Rodrigo Carvalho, Katerina Antonoupoulou, Javier Chavarri
video ::
At the first international OpenFrameworks DevCon. January 10-17, 2011 at the STUDIO for Creative Inquiry, CMU.
In attendance: Zachary Lieberman, Theodore Watson, Arturo Castro, Anton Marini, Memo Akten, Damian Stewart, Zach Gage, Jonathan Brodsky, Kyle McDonald, Daito Manabe, Todd Vanderlin, Keith Pasko, Diederick Huijbers, Dan Wilcox, Golan Levin.
Unfortunately there is no documentation on this project at the moment. In a few words a model of our 3D mapping is loaded and animated in realtime with different shaders.
Had a bunch of rendering experiments and snippets lying around and figured it was about time to assemble them into something a bit more reusable.
I've been wanting to create a flexible little OpenGL rendering toolset that can be used in creative frameworks such as OF and Cinder, or with GLFW, but is decoupled and does not have any dependency on them.
Here's where I'm at after a few days of mashing the keys:
- Deferred rendering (pointlights diffuse + specular)
- Normal mapping + specular maps
- Basic mesh + submeshes
- Materials
- Model loading through Assimp
- Image loading (stb_image.c)
- SSAO