Cycling 74 released Max 5

April 25th, 2008

People, who read Digital Tools will be interested in this news: Cycling 74 released today the new version of Max, that famous graphical music programming software, used by many musicians, artists, researchers, composers and sound designers. What is so special about this update? Since digital software music technology evolved in the last few years, a major update of the “old” Max system and architecture had to be done. Max was really at the time within more of the last twenty years. With this update the future of Max should be save.

max5_1.jpg
“Max for the next 20 years”

A new era of Max programming is about to start. Max 5 include major enhancements and a overall new architecture below the surface: a completely redesigned multi-processing kernel and a streamlined development environment built on a platform-independent foundation. This sound like good news. The demo is free to use for 30 days. Upgrade will cost about 200 dollar.

Color Drops

April 25th, 2008
Color Drops from Xavier Gouchet on Vimeo.

ColorDrops drawn with Processing.

Try it yourself at http://www.xgouchet.fr/blog/public/processing/colordrops2.html

Cast: Xavier Gouchet

YMYI You Move You Interact – Digital Art Installation

April 24th, 2008
YMYI You Move You Interact – Digital Art Installation from Joao Martinho Moura on Vimeo.

Digital Art Installation
YMYI – You Move You Interact

oficial site: http://www.ymyi.org

Joao Martinho Moura http://www.jmartinho.org
Jorge Sousa

Music By Artur Moura http://www.ontoeta.com

Master in Technology and Digital Art
University of Minho – Portugal

This video is a continuation of http://www.vimeo.com/768123

YMYI (You Move You Interact) is an interactive installation, where one is supposed to build up a body language dialogue with an artificial system so as to effectively achieve a synchronized performance between the real user´s body and the virtual object itself. The project aims at exploring a spatial sphere,where the user/performer is invited to develop his own creative inspiration based on his own body gestures and movements. More information at ymyi.org

Cast: Joao Martinho Moura

deQuencher – A non-linear live improvisation and sequencing tool

April 24th, 2008
deQuencher – A non-linear live improvisation and sequencing tool from batuhan on Vimeo.

I’ve been working on this tool for the last couple of months.

Basically deQuencher is a live improvising and sequencing tool that enables you to sequence out of phase timed events between objects that you put on screen, and those objects interact with each other based on proximity. The frontend is programmed in processing, and audio engine is supercollider(in fact you can add a couple of lines of code to your existing synth definitions and they will be controllable by deQuencher).

The objects can be sound generating synths(parameter-trigger in, audio out), fx synths(audio in, audio out), parameters, and triggers(t_trig type) and they can send their datas to each other when they are close enough.

It records your mouse gestures for setting timed sequences, once a gesture(with any duration and complexity) is recorded, you can alter it(for now, scale movement, scale bond distance / proximity threshold, frame clipping for syncing gestures and adding noise to movement) to suit your realtime needs.

More info will be available at my website, I’ll edit this description soon. If you want me to keep you posted, let me now, as I’ll be releasing the software and sources.

PS: I recommend you download the original video file from the downloads section at bottom right. you can see the text more clearly then.

Cast: batuhan

Ghosting

April 24th, 2008
Ghosting from videeoo on Vimeo.

Cast: videeoo

Snotput

April 24th, 2008
We’ve made a snot flinging game.

Snot Put

Amazing the things you can do with verlet integration and a chain of springs.

Summerblog

April 24th, 2008
Summerblog from svaoum on Vimeo.

Client: SonyEricsson

Cast: svaoum

Home again

April 24th, 2008

FiTC 2008 Toronto has wrapped up. As I write this, I am on a plane somewhere over the square states. My dinner of slightly burned vegetarian ravioli is meeting up with the bloody mary appetizer already happily resting in my gut. Now that we are entering turbulent air, I am writing this post to distract me from the unfortunate swaying.

The flight from Toronto to Detroit, where I changed planes, was a bit sucky. As we were coming in for a landing, one got the distinct impression the pilot was drunk. Given the stereotype of pilot’s proclivities towards alcohol, this wasn’t a difficult thing to imagine. He even gunned the twin engines on the DC-9 a couple times while banking. Not reassuring at all.

We slammed into the runway. This was not a bumpy landing. This was a shocking BANG that caused overhead compartment doors to swing open. Gasps filled the compartment. As we pulled up to the jetway, the pilot got on the speaker and informed us that we should congratulate the co-pilot for not killing us on his very first landing. Should they, I thought angrily, please not test their skills with a plane filled with people who payed way too much for their tickets? Man, I hate flying.

And then there was the second leg from Detroit to San Francisco. The pilot warned us of some possible bumpy air. No biggie. But two hours in, a very exasperated sounding pilot came on the PA and said that ‘two cells have formed ahead of us and we are going to try to go around it. Please fasten your seat belts. I repeat, please fasten your seat belts’. Two things you never want to hear a pilot say. ‘Try’ and ‘I repeat’. Sigh.

But back to the point: FiTC was an entertaining romp. I had the good fortune of being the final speaker on the final day. As a fellow co-worker Andrew put it, ‘dude, you are the grand finale.’ It was really good to see my conference buddies again. Many thanks to Pucknell and his very capable staff for organizing another great conference.

Dark Green World

April 24th, 2008
Dark Green World from CapturedVision on Vimeo.

Testing OpenGL blending modes with some palettes.
The initial sketch is a particle system rendered by cubes stored in OpenGL display lists.
Just testing, as it is my first posting.

Cast: CapturedVision

Nighttime Into Morning

April 23rd, 2008
Nighttime Into Morning from Jordan Snyder on Vimeo.

Generative visuals I did for an art show in Oklahoma City. Music by Jesse Cohen of The Weather Inside (myspace.com/theweatherinside)

Cast: Jordan Snyder

Why FreeFrameGL 1.5, Open 3D Plug-in Format, Rocks Our Teenage Party World

April 23rd, 2008

image Bart from Resolume has posted some details of the release of FreeFrame 1.5, including OpenGL-based FreeFrameGL:

FreeFrame 1.5 Release

Here’s why it makes us smiling, happy visualists:

  • Open and wide: It’s open, and supported by multiple hosts (the creators of VJamm, Resolume, and Salvation all contributed to the 1.5 team)
  • GPU, go! It gives you GPU-powered goodness, meaning more flexibility, power, and speed for 2D and 3D effects alike
  • More pixels, more frames: It runs at higher resolutions and frame rates
  • Third Dimension: It supports 3D functions and pixel shaders for joyous new eye candy
  • Timing: A timing function allows time-dependent visual effects like particle systems and physical simulations (tasty!)
  • Developer-friendly: Sample projects (Microsoft Visual Studio, Delphi, Xcode) and source should help get coders up and running — and the coders then turn out goodness for you non-coders
  • User-friendly: If you don’t want to code, you can expect lots more awesome plug-ins for your VJ app of choice.

Join us in CDM Labs: If you’re interested in joining a special CDMotion team working on additional documentation and sample projects, give me a holler. Otherwise, stay tuned.

Pictured: one of the Resolume team’s plug-ins in development.

Anyone up for doing the Death Star?


© Peter Kirn for Create Digital Motion, 2008. |
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Larry Cuba, Star Wars’ Death Star CG, Arabesque, and the Dawn of Computer Animation

April 23rd, 2008

How do you make a computer-animated sequence of 3D wireframe visuals of fancy, Empire-built battle stations — in 1977? Very, very slowly. Our friend James at Retro Thing, aside from being a electronic-sonic inventor, is a fan of vintage visuals and was already teaching the history of computer animation in the mid 80s. (Hint: prepping that class didn’t take quite as long then as it would now.)

James explains the origins of the famous Death Star briefing room sequence:

The wizard behind the early Star Wars CG was Larry Cuba, who worked out of the Electronic Visualization Lab (EVL) at the University of Illinois. Legend has it that he was pushing the hardware so hard to create the simple wireframe images that he constantly had to adjust the air conditioning in the computer room to avoid system crashes. Cuba used a vector graphics scripting language called GRASS (GRAphics Symbiosis System), written by Tom DeFanti at Ohio State in 1974. The system he used incorporated a Vector General CRT, DEC PDP-11 minicomputer, along with various cameras and recorders.

Star Wars: Prehistoric Computer Graphics [Retro Thing, via Boing Boing Gadgets]

I have a special place in my heart for the original film Star Wars because — James will appreciate this — I initially experienced it as a kid only on sound Super 8 film, cut down to a svelte 17 minutes. (My understanding of narrative was never quite the same.)

But to me, these graphics don’t look primitive; they look elemental, much in the same way that you don’t get tired of ancient Egyptian art. (And in the timeline of computer graphics, it wouldn’t be a stretch to imagine thousands of years of art history happening in a few decades.)

The real star, though, is the film Cuba used to pitch computer graphics to George Lucas, Arabesque, made with John Whitney. If this 1975 film doesn’t inspire you as a visualist, nothing will. (And you can connect the historical dots here, too: without Arabesque, no CG in Star Wars, no ILM CG, no Pixar.)

For Whitney’s 1960s work, see previously:

Videos from the Dawn of Video: Mechanical Effects and Oscilloscope Games

Maybe it’s time to re-write that history of computer animation.


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More Optical Flow in Processing

April 23rd, 2008

To make use of the optical flow information calculated from two frames, we can create an interface to control the motion of a virtual object by pure movement.
Translation

Rotation

Translation & rotation combined

Optical Flow in Processing

April 23rd, 2008

For the image processing class, here are some of the examples to demonstrate the use of optical flow information.

Flow arrows with a grid on.

Flow arrows without the grid.

Flow arrows to distort the grid alignment and the texture mapping.

Flow arrows to modify the z value of the texture grid.