This is a glsl shader image filter that gives a lo-fi old monitor look, tinged towards the purplish side of things.
Barrel Distortion (eg., fisheye) is built into the shader - zoom in and tweak the x/y offsets as needed to get rid of the texture repeating at edges, or create a mask and lay on top.
This is a glsl shader that takes texture input (vid, still image, etc.) and does some fun level dithering, and line screening.
The controls are as follows:
layers - controls amount of color steps.
mode: 0-BW, horizontal linescreen. 1-BW, vertical linescreen. 2-BW, grid linescreen. 3-Color, horizontal linescreen. 4-Color, vertical linescreen. 5-Color, grid linescreen.
line: density of linescreen.
red/green/blue: color levels when in one of the color modes.
vignette/vignette Radius: turn on vignette, and control radius.
gamma/gammaLevel: turn on gamma, control gamma level (gamma from an example by psonice).
This is a glsl texture filter that makes a look sort of like a tv with a decent amount of noise and static. It's not really too accurate as far as depicting what a noisy tv really looks like, but it's not too bad for a lo-fi look.
This uses the Kali fractal equation from fragmentarium, rejiggered into working in GLSL 120.
In order to get a milder look, back down on the color values. Licensed under GPL/LGPL.
(edit: .01, vert shader bugfix).
This is a conversion of a 2D system from fragmentarium, to GLSL #120, licensed under GPL/LGPL :-)
This sample composition demonstrates the CamShift object tracking method.
In this example an initial Haar detection will be performed to define the tracking area which get passed over to the CamShift tracking. The tracking results are send through a Kalman filter to stabilize and predict the object movement (e.g. when the object is covered or only partly visible).The tracking results will be constantly re-evaluated according to a given threshold and the CamShift parameters automatically adjusted.
Still a lot of work in progress and plenty to optimize...
The attached CVDetection.plugin will need to be copied to (your user folder)/Library/Graphics/Quartz Composer Plug-Ins first
This is a speed-optimized version of the Icosahedron shader posted here: ( http://kineme.net/composition/gtoledo3/Icosahedron ).
What remains is basically the depth equation...licensed under GPL/LGPL.
To paraphrase my icosahedron post (http://kineme.net/composition/gtoledo3/Icosahedron), I was checking out the source for fragmentarium (http://syntopia.github.com/Fragmentarium/ ...licensed under GPL/LGPL ) , and setup the shaders to work in QC.
This is an Pseudo Klienian Menger fractal running in QC's glsl shader patch.
It's fairly slow, so don't expect it to be a real time thing at high quality settings. :-) It's a little snappier than the icosahedron... I'd guess it could be made to run faster by making the lighting and color routines simpler.
I was checking out the source for fragmentarium (http://syntopia.github.com/Fragmentarium/ ...licensed under GPL/LGPL ) , and setup the shaders to work in QC. This is an Icosahedron fractal running in QC's glsl shader patch.
It's fairly slow, so don't expect it to be a real time thing at high quality settings. :-)
I modded Goto 10's awesome, Awesome LIne Drawer patch and added some kinect funcitonality. Left and right hands both draw lines in 3D space and your torso controls the movement of the camera. It's super fun.
I'm attaching a Quartz only version as well as a VDMX version with a VDMX template with a custom Kinect control surface to use as a data source. For the quartz version I used the help of the tryplex toolkit and synapse. For the VDMX version I used Synapse and the quartz passthrough plus max patch provided in the synapse zip to send OSC to VDMX.
Goto10's Awesome Line Drawer: http://www.hybridvisuals.nl/uploads/awesomelinedrawer.qtz.zip
Tryplex toolkit: http://code.google.com/p/tryplex/