Live Image Processing Final
My Live Image Processing final ended up being a bit different from the idea I recently posted. I simplified it to underline my grasp of the fundamentals of Cinder and GLSL. I’m happy with the results, given that I developed both of these in a 15 hour marathon that came on the end of two weeks of finally digging in to the language and the framework in tandem. Most of my classmates’ work was developed in Max/MSP.
There are two versions of the idea. They both are remixes of my favorite visual art piece, _Grau by Robert Seidel. I misappropriated the video from vimeo.com and offer my apologies to Robert.
The first remix creates a kaleidoscope of the moving image using one texture object in an OpenGL shader. The mouse movements control spread and rotation as do some of the number keys.
The logical next step of this project is to offset the layers in a stereoscopic projection and output them to a headset. I think that given the right perspective lines, you would end up with a tunneling effect that is similar to what Patrick Hebron is working on. It was also inspired by a piece Don Miller did for the spring show at ITP.
Also, the transitions become pretty useless with more than 20 frames running, although I seem to recall from Exposé that I should be able to run many more movies at the same time if I could streamline the pipeline. That would probably require bypassing Cinder all together and finding the right codec, and at this point, it’s just a thought experiment.
I could stand to practice the performance aspect of it, increase the resolution, cut out the dithering, and combine the kaleidoscope with some multitextured compositing. I attempted to use Framebuffers to maneuver around these issues, but the geometry got screwed up and I ran out of time.
The second remix is a simple compositor based on Desaturation, Screening, Color Dodging, and Multiplication. This was intended to get through the concept of multitexturing using shaders, but in the end I wasn’t able to go where I wanted because I’m not sure how to best leverage the 8 multitexture units into a block of, say, 512.






















