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A screenshot from a wacky little app I made in 30 hours at a Kinect Hackathon hosted by Microsoft. More info and video here - jamesalliban.wordpress.com/2016/01/06/totem
Screenshot of the OpenFrameworks program which runs the "Double-Taker (Snout)" robot. Subscreens are (from top left): (1) masked input; (2) background (via running median); (3) depthmap, derived from binocular disparity (via PointGrey Triclops SDK); (4) presence (via background subtraction); (5) motion (via frame-differencing); (6) "activity" (via blurred feedback buffer of the weighted sum of presence and motion). Below left: larger image of live camera input. Below right: "stick figure" animation-skeleton of the simulated robot.
The system tracks the two most significant moving-things in the camera's view. (Two seemed like enough for such a slow robot). When a new person appears they are given priority, so the robot will generally turn to look abruptly-ish at people who enter the scene.
The weird mask in the image processing reduces distractions from non-critical areas of the camera's view. For example, it's important that the robot does not see itself, or else it would always be the most significant moving thing, causing a feedback, etc.
The idea is to design and print 3d objects and then use the technique of projection mapping to enhance the printed object adding ‘fake’ textures & materials, simulated lighting, animations..etc!
For now it’s very basic, I’ve just designed a low poly vase in Blender and printed it in white ABS :
www.flickr.com/photos/kikko_fr/8192035716/in/photostream
Then used a customized version of Mapamok (github.com/YCAMInterlab/ProCamToolkit/wiki/mapamok-(English)) where I can directly load my 3D model, and a 80 lumens pico projector to make this quick setup.
experimenting with visualising streamlines inside a vector field.
rendered as 1bpp (black and white only) gif animation below - give it a tick to load.
low-poly tape art with a layer of audio reactive projection mapping over the top. made with openframeworks.
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
11 x 18" Signed, dated and titled.
More info: squareup.com/store/nick-hardeman/item/valera
"Valeria" was created using a custom squid generator application I wrote in OpenFrameworks. Each squid is randomly generated, and therefore unique. Hand water colored. Printed with a dark blue sakura micron pen on Canson 140 lb. acid free watercolor paper using the HP7475 pen plotter.