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Watching You Watching Me:
In the new surveillance age we live in, everywhere you go you are being watched and your actions are being recorded. Using the same facial recognition technology agencies use to track people in surveillance footage, this interactive art installation will track its patrons and sketch them on the side of a building live. This interactive installation will use cameras and facial detection to sketch/paint the viewers of the installation while they are standing in front of it watching it paint. No actual footage of the patrons will be recorded, retained or sent over the internet. Only the sketches will be saved.
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...
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.
Tests controlling a 504 OLED panels BlackBody iRain luster with a Kinect through 126 DMX controllers.
Developped with openFrameworks (C++)
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.
Finally managed to control a skinned model with OpenNI via Blender >> DAE >> ofxAssimpModelLoader >> ofxNiTE2.
I will post all source files soon!
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.
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.
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
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 photo set for the DepthEditorDebug project:
jamesgeorge.org/works/deptheditordebug.html
Exhibited at Festival Enter in Prague April 14-17 2011
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
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.
byob helsingor, last minute contribution: projection mapping with mapamok and konstantin grcic chair.
Finally have some time to spend on this, I'm currently putting everything together into a master control program, so I've regressed on features a little bit for the time being while I connect all the pieces of the puzzle into one program.
Installing "Light Leaks" at La Gaîté Lyrique for the Capitaine Futur show. gaite-lyrique.net/en/exposition/capitaine-futur-and-the-e...
Selected frames of a new video art piece submitted to Digital Graffiti 2015 using an updated particle painting engine created in openframeworks.
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 :: vimeo.com/40450746
photos by Paulo Pinto
Fabra i Coats, Barcelona, April 13th 2012
Final tweaks on software piece for CLOUDS documentary by James George and Jonathan Minard. Random output, not post-processed.