Geometry @ Caltech Page

gtoledo3's picture

I've found this page to be interesting over the past long while, and return to it quite a bit. I figured it would be worth sharing with those on forum that have overlapping interests.



The Kineme2D plugin provides support for drawing vector graphics in Quartz Composer.

  • Create and combine lines, curves, text, and more.
  • Hit-test against vector graphics.
  • Morph, add noise, flatten.
  • Triangulate, extrude, lathe.
  • Import SVG files.

For documentation on 2D drawing concepts used in Kineme2D, see the Quartz guide.

Download the 7-day trial below, or buy a license now.

Unsupported on OS X Mountain Lion (10.8) and above

Please download the trial and make sure it meets your needs before purchasing. Due to bugs in Apple's Quartz Composer framework, we cannot guarantee that Kineme plugins will work properly on Mac OS 10.8 and above. Our focus has shifted to developing Vuo.

Quad from vector

yanomano's picture

Hi , i'am trying to build a quad from a vector to control its orientation. Basicaly the same idea than building a polygon from an arbitrary normal. I can't do a Cross Product...needs 2 vectors... After some investigations and tests, it looks like a simple rotation matrix will not suffice to drive the other perpendicular vectors needed to retrieve the vertices.

Apparently it is the big jump to quaternions....Can somebody Confirm ?

new fluid sim adventures

gtoledo3's picture

I've been experimenting the concept of using motion vector fields to create dynamic lighting on the fly, in a an efficient way that makes use of parallel processing and image products that are typically generated when doing fluid sim.

With a fluid sim, or other things that you can analyze motion vectors from, it's conceivable to create an image output that shows the motion vectors, and using OpenCL, it's reasonable to get it going at a fairly high resolution in QC and still be speedy. By using a byproduct of the motion vectors at various points in the chain along with modification to those outputs, one can create different styles of, perhaps "over-hyped" but dramatic, normal maps that influences lighting.

By using the divergence, I'm finding that one tends to get a lighting look that reflects the surface of water, while also revealing stuff underneath. That's what gives the look of the darker, wetter looking parts of this clip.

By using the straight up motion vectors, the lighting tends to feel more integrated into the sim, without a surface tension thing going on. With muted light settings, it can look a bit cloudy, though can also look really wet when the ambient, specular, and main lighting settings are tweaked just so.

What I'm finding most novel out of it is the lighting method of normals being generated from motion, and that it works, looks cool, and doesn't add much more processing toll. The result feels like a hi-fi look for QC.

I'm outputting the liquid sim to cwright's normal map demo qtz 1 glsl shader, which is built to receive texture and normal map, to create the lit look. I'm also using Stoney Ballard's image to force as an easy way to get the motion going for the fluid sim... it's also pretty cool using the schema apple did for their wind tunnel to generate force.

I'm going to post this soon after I edit it some more, and add notes.