10.6

Mac OS X 10.6 (Snow Leopard)

Interactive Mesh Handles (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.12.24
Compatibility: 10.6
Categories:
Required plugins:
(none)

This is a composition I thought I posted here a long time ago, but maybe I just posted it to the QC-dev list, or my blog (?).

In any event, it shows a way of using the interaction patch and spooky to manipulate the vertices/uv's of a mesh. I thought it might be a handy, non-obvious kind of setup to check out.

Since this, I've developed some higher-rez approaches by totally avoiding the iterator/spooky, but this has a certain immediacy and some aspects that I like.

Object Detection (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.12.23
Compatibility: 10.6
Categories:
Required plugins:
(none)

This composition shows an object detection routine that's enabled by using an offscreen texture to store color values.

I was inspired to whip up this composition after looking at the title and initial picture of an article at Lighthouse3D...but I haven't read the article yet! It's informed by a bunch of stuff I've been doing with id'ing moving objects with openCL; a simple version, if you will. It was a challenge to myself to reproduce the setup from the picture and title before reading the article.

Also, due credit of influence to Xiang Bai, and Jamie Shotton for having written good material on id-ing objects, that make this sort of ultra-obvious if you've read their work, as well as the earlier work of many others. It's also pretty darn apparent after doing any math involving normal calc, or coordinate masking, imo, so credit to whoever invented that, and stuff like the ...triangle :)

Limited to 10.6 because of the employment of some interaction patches. Keep source texture and rendering destination square for this example.

OpenCL Boids (Composition by M.Oostrik)

Author: M.Oostrik
License: (unknown)
Date: 2010.12.18
Compatibility: 10.6
Categories:
Required plugins:
(none)

---UPDATE 2.2---

  • fixed crash on changing boid or tail count
  • updated boid system so it makes more sense (at least to me ;)
  • cleaned up code and patch knots
  • dramatic increase of initiation time
  • (re)introduced some parameters

---UPDATE 2.1---

  • textured tails

Contributions by George Toledo.

  • correct function for line to triangle strip conversion
  • memory fence implementation (barrier(CLK_LOCAL_MEM_FENCE)

The purpose of this project was to get a better insight in OpenCL, it worked! For now i will work on other stuff, but in the future there will be new versions.

---ORIGINAL POST (2.0) ---

Dust and I were working on boids some months ago for a generative artwork. I got distracted by other projects, but recently i had some time to spare, so i decided to rewrite the code for the purpose of sharing. Here it is...

Sources:

  • The current Boid system is based on this C++ code by Christopher Kline.
  • My research started with this page from Conrad Parker. -Inspired by this demo. The inputs are very understandable and easy to handle.

Contributions by George Toledo.

  • GLpointstructure is replaced by a mesh renderer
  • Boids in trackball for superior visuals

Mouse Ribbon Texture_gt (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2010.12.13
Compatibility: 10.6
Categories:
Required plugins:
(none)

This shows a way of generating UV coordinates for the Developer Mouse Ribbon.qtz example.

kinect depth image in meters to world map (Composition by dust)

Author: dust
License: MIT
Date: 2010.12.13
Compatibility: 10.6
Categories:
Required plugins:
(none)

here is an open cl patch that converts the kinect depth image in meters into a hi-res mesh. meaning the vertex point cloud is over 300k points.

i have included background subtraction as well as mapping both the rgb and or the depth image to the model as parameters.

for the og code surf to....

http://graphics.stanford.edu/~mdfisher/Kinect.html