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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
UNTITLED DIGITAL ART (AUGMENTED HAND SERIES)
By Golan Levin, Chris Sugrue, and Kyle McDonald
Repository: github.com/CreativeInquiry/digital_art_2014
Contact: @golan or golan@flong.com
Commissioned by the Cinekid Festival, Amsterdam, October 2014, with support from the Mondriaan Fund for visual art. Developed at the Frank-Ratchye STUDIO for Creative Inquiry at Carnegie Mellon University with additional support from the Pennsylvania Council on the Arts and the Frank-Ratchye Fund for Art @ the Frontier. Concept and software development: Golan Levin, Chris Sugrue, Kyle McDonald. Software assistance: Dan Wilcox, Bryce Summers, Erica Lazrus. Conceived 2005; developed 2013-2014.
Special thanks to Paulien Dresscher, Theo Watson and Eyeo Festival for encouragement, and to Dan Wilcox, Bryce Summers, and Erica Lazrus for their help making this project possible. Thanks to Elliot Woods and Simon Sarginson for assistance with Leap/camera calibration, and to Adam Carlucci for his helpful tutorial on using the Accelerate Framework in openFrameworks. Additional thanks to Rick Barraza and Ben Lower of Microsoft; Christian Schaller and Hannes Hofmann of Metrilus GmbH; Dr. Roland Goecke of University of Canberra; and Doug Carmean and Chris Rojas of Intel.
Developed in openFrameworks (OF), a free, open-source toolkit for arts engineering. This project also uses a number of open-source addons for openFrameworks contributed by others: ofxPuppet by Zach Lieberman, based on Ryan Schmidt's implementation of As-Rigid-As-Possible Shape Manipulation by Igarashi, Moscovich & Hughes; ofxLeapMotion by Theo Watson, with assistance from Dan Wilcox; ofxCv, ofxLibdc, and ofxTiming by Kyle McDonald; ofxCvMin and ofxRay by Elliot Woods; and the ofxButterfly mesh subdivision addon by Bryce Summers.
Shoutouts from @golan @chrissugrue & @kcimc: @admsyn @bla_fasel @bwycz @cinekid @CMUSchoolofArt @creativeinquiry @danomatika @elliotwoods @eyeofestival @laurmccarthy @openframeworks @PESfilm @rickbarraza @SimonsMine @theowatson @zachlieberman
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.