Archive for August, 2007

leClone

Wednesday, August 22nd, 2007

This is our first prototype in the field of multi-touch surfaces. As the well know project of Jeff Han, our interface uses the FTIR technique. Infrared light and computer vision are used to track users’ fingers motion/interaction with the surface.

Author: beyondandwithin
Keywords: multi-touch multitouch interaction design processing processing.org performative surface smallfly
Added: August 22, 2007

collectiveShadow – passBy

Wednesday, August 22nd, 2007

collectiveShadow is an interactive event that utilizes electronic shadows as raw materials and paints them into an architectural spatial form. The responsive environment explores the organic connection of human actions in an interactive collaborative environment by encouraging people to become both physical and social aspect of the participatory installation.

Project Team: Maxime Bergeron,…

Author: beyondandwithin
Keywords: processing.org multi-touch multitouch interaction design processing performative surface smallfly
Added: August 22, 2007

collectiveShadow – crowd

Wednesday, August 22nd, 2007

collectiveShadow is an interactive event that utilizes electronic shadows as raw materials and paints them into an architectural spatial form. The responsive environment explores the organic connection of human actions in an interactive collaborative environment by encouraging people to become both physical and social aspect of the participatory installation.

Project Team: Maxime Bergeron,…

Author: beyondandwithin
Keywords: processing.org multi-touch multitouch interaction design processing performative surface smallfly
Added: August 22, 2007

Day 2

Wednesday, August 22nd, 2007

IAC Video Wall Day 2 from shiffman and Vimeo.

SURFACE

Tuesday, August 21st, 2007


SURFACE

soundreactive surface. done with vvvv.
music – alva noto. raster noton.

Cast: milo

COS ‘lamps’ in-store projection

Tuesday, August 21st, 2007

Today was the end of the latest projection period in COS – The ‘lamps’ projection consisted of a series of 3D modeled of lamps hanging in (virtual) wires from the ceiling. A wind-simulator makes the lamps dangle to create suttle movement. The light from the lamps (lightbulbs?) also jitter once in a while to break the slow flow. The graphics were running in the London Regent Street store as well as in Berlin and Stuttgart.

COS - lamps projection

The whole thing was built with Unity a gaming engine for OSX – I will definitely look to Unity in the future for more projects (one coming up, more soon).

Lamps custom software

Will post video and more images once the main okdeluxe site is up. For a more official description of the work, go here.

Creating weblinks in PDF with iText

Tuesday, August 21st, 2007
Mr. LennyJPG pinged me this morning asking about creating hyperlinks in PDFs generated with Processing. After some digging through the iText javadocs and reading various tutorials it became obvious that Processing’s PGraphicsPDF class had to be modified to give us access to the wrapped PdfContentByte instance so that the hyperlink magic can happen. My modified version of Processing’s PDF library can be downloaded from here (jar) and there (source). The .jar has to be placed in the /libraries/pdf/library folder inside the Processing root, but please make sure to keep a backup of the original.

The demo below is briefly showing how to create weblinks (here: to various del.icio.us users) and how to position these on the page. All should be pretty self-explanatory. Finally, here’s an example PDF generated with this demo.

/** * iText/Processing PDF weblink demo * Builds a number of links on the fly and * positions them randomly on the page. * * CAUTION: This demo requires a modified version of * Processing's PGraphicsPDF class * * @author: info at toxi dot co dot uk */import processing.pdf.*;import com.lowagie.text.*;import com.lowagie.text.pdf.*;

void setup() {  pageSize(com.lowagie.text.PageSize.A6,false,JAVA2D);  PGraphicsPDF pdf=(PGraphicsPDF)beginRecord(PDF,"test"+(System.currentTimeMillis()/1000)+".pdf");

  // draw something in the background  for(int i=0; i < height; i+=10) {    line(0,0,width,i);    line(width,height,0,i);  }

  try {    // build hyperlinks for these del.icio.us users    String[] users=new String[] {      "adm",      "blackbeltjones",      "d3",      "garuda",      "golan",      "hahakid",      "jbleecker",      "lennyjpg",      "reas",      "toxi"    };

    for(int i=0; i < users.length; i++) {      // java colours are normalized 0.0 .. 1.0      Color linkCol = new Color(random(1), random(1), random(1));      Chunk c=new Chunk(users[i],FontFactory.getFont(FontFactory.HELVETICA, 14, com.lowagie.text.Font.UNDERLINE, linkCol));      c.setBackground(new Color(0,0,0),5,5,5,5);      c.setAnchor("http://del.icio.us/"+users[i]);      // this is using a hacked version of PGraphicsPDF to get access to the PDF content      PdfContentByte cb=pdf.getContent();      ColumnText ct = new ColumnText(cb);      float x=random(width-100);      float y=random(height-100);      ct.setSimpleColumn(new Phrase(c), x,y, x+100, y+50, 16, Element.ALIGN_CENTER);      ct.go();    }  }   catch(Exception e) {    e.printStackTrace();  }  endRecord();}

// see link below for more info about this method:// http://www.toxi.co.uk/blog/2007/07/specifying-pdf-page-size-in-processing.htmvoid pageSize(com.lowagie.text.Rectangle r, boolean isLandscape, String renderer) {  if (isLandscape) {    size((int)r.top(),(int)r.right(),renderer);  }   else {    size((int)r.right(),(int)r.top(),renderer);  }}

World Wind SDK for Java

Tuesday, August 21st, 2007

Not Google Earth. But close. NASA released their World Wind SDK for Java a while back and I finally got a chance to play with it in Processing. Its fairly straight forward and with but 10 lines of code, you can get a Google Earth-ish Processing application up and running. The code is from Michael05 from the Processing forum. He posted a very succinct bit of code to get people started with this.

I found out about this after starting to code up my first latitude and longitude plotter in Processing. I wanted to start doing visuals based on geodata but needed to wrap my head around the Phi-Theta way to put points on a sphere. Here is a screengrab from the version I whipped up while at SIGGRAPH surrounded by uber-nerds. The explosion of particles is coming from San Francisco. It uses NOAA/USGS textures of night and day earth with a large star map globe surrounding the whole scene. I have a cloud layer too, but it obscures too much so I took it out for now.

What to do with it? Not sure yet, but glad I have a firmer grasp on the whole latitude longitude thing.

Processing Hacks Fixed

Tuesday, August 21st, 2007

Sadly (due to my neglect as sys-admin) processinghacks.com hasn’t been accepting new edits/users since I moved hosts a few months ago. I finally got around to fixing it today, so everything should be working now.

The site hasn’t quite reached the ambitious heights I had in mind for it when toxi and I first put the wiki together and drafted the contents. Some of the hack suggestions are out of date now, and many of the existing hacks don’t work with the latest release yet. That said, I hope to put some time towards kicking it into shape over the upcoming weeks and I’d be delighted if you’d join me.

I should also mention that there’s a good incentive to get your hacks written up, because we’re planning to move Processing Hacks to processing.org – you might have seen a note about that in the Learning section. Fame and fortune (or at least some geeky glory) await!

surdex extrema +zero

Tuesday, August 21st, 2007


surdex extrema +zero

Cast: +zero

IAC Video Wall Tests

Monday, August 20th, 2007

IAC Video Wall Test from shiffman and Vimeo.

We’re testing the most pixels ever library on the IAC Video Wall. So far it works.

More to come in the next two days. . .

OpenGL 3.0 is (Nearly) Here; Why Use DirectX?

Monday, August 20th, 2007

3D goodness means getting cozy with your local graphics API — and getting ready to nerd out in a big way. OpenGL continues to progress with a major overhaul. It’s a way off, but you’ve still got lots of eye candy with OpenGL 2.1. So … if you’re not Electronic Arts or Bungie, is there really any reason to use DirectX?

With the release of Windows Vista, we’ve been hearing a lot about DirectX, Microsoft’s Windows-only API for accessing graphics hardware. Of course, most of what you’ve been hearing is Windows gaming lovers complaining because they have to upgrade to Vista just to get DirectX 10 — and they take a compatibility and performance hit for many existing games as a result. (The latter isn’t DirectX 10’s fault; it’s a side effect of a new driver and display model in Vista itself, which impacts OpenGL and DX9, as well.) So what’s going on in the OpenGL camp? At SIGGRAPH, OpenGL 3 was announced. The full spec isn’t available yet, and actual OpenGL 3 hardware will be some ways off, but the future looks bright. In a presentation on the new OpenGL, NVIDIA’s Michael Gold pointed to these major hallmarks:

  • Getting “back to the bare metal” for performance. This includes cutting back on overhead, streamlining the API, and actually revamping the object model in a way that should boost raw speed.
  • Simpler, more efficient application development.
  • Simpler driver development.

So that all sounds good. The object model appears to be the major change, with new object meta-classes that make it easier and more efficient to, well, make stuff. Good luck deciphering this at this point (I expect it’ll be easier once the real spec is out), but here’s more on the announcement, with slides:

OpenGL 3.0 Birds of a Feather at SIGGRAPH
PDF with slides, via NVIDIA’s Michael Gold

Us visualists, of course, can leave most of this to developers and hardware makers. What’s nice is that when we do want to make things look slick, we have access to a cross-platform 3D API in tools like Processing/Java, Pure Data (via GEM, etc.), and Max/MSP/Jitter.

As it happens, I’ve been looking at both OpenGL and DirectX solutions while putting together tools and frameworks to do new 3D work. (more…)


© Peter Kirn for Create Digital Motion, 2007. |
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ancor-face

Sunday, August 19th, 2007


ancor-face

Cast: ghedo

processing sketches as interactive textures

Sunday, August 19th, 2007

i managed to get processing sketches working as textures in instant reality (x3d). now it is possible to simply write animated and interactive textures in processing and use them in 3d scenes. this is done by an applet wrapper that renders a processing sketch offline and copies its pixels[] array into an x3d SFImage().

processing_texture.jpg

update:
here is an example how to load a processing applet as texture in instant player..

ProcessingTexture.class is a wrapper class that loads a processing applet and puts its framebuffer into an SFImage. it also sends mouse events from instant player to the applet.

in order to load your processing applet you have to follow these steps:

  • download instant player and install it
  • download the zip with the wrapper class and the examples and extract it
  • write your processing sketch (size in power of two: 256×256, 512×512, 1024×512, ..), export it and copy the jar into the same folder as the example
  • open ProcessingTexture.x3d in a text editor
  • add your jar file to the “javaClassPath” in the ContextSetup node at the top of the file
  • change the value of the script node’s “name” field to the name of your applet (without .class or .pde)
  • open the x3d file in instant player. you should see your applet on a cube

download: instantprocessing.zip