interaction

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.

Interaction Editing- Copy/Paste/Duplicate in Viewer

.... and that says it all ;-)

Copying/paste/delete/duplicate, etc, actions on items in the Viewer get pushed to what's going on in the Editor. This is pretty darn standard in many graphics engines.

Too ambitious for a plugin?

Infinite Loop 2 (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.07.28
Compatibility: 10.6
Categories:
Required plugins:
(none)

This patch shows how you can take the events inside of an iterator, record to queue, and then spooky them outside of the iterator, so that they can be used.

This principle makes it possible to create "interaction" structures where every vertex can be "grabbed" via the interaction patch, and they are all inherently "hot".

Infinite Loop 1 (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.07.28
Compatibility: 10.6
Categories:
Required plugins:
(none)

It occurred to me that I could use a queue inside of an iterator to build a structure of the events in an iterator, so that I can grab the current and last index. Then, with two line renderers, I can draw contiguous lines that are shaped like the lfo's I'm powering it with.

This is all hooked to SL's interaction patch, and can also be rejiggered to send a structure "out" with a spooky patch. This amounts to a way to generate interactive structures, where each of the points inherently has interaction abilities.

QCButton

gtoledo3's picture

I posted a QCButton patch and demo that uses QC to provide the functionality of a button, and an overview: http://www.georgetoledo.com/2010/07/qcbutton-or-standing-on-shoulders-of...