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The post Bloccupy Revisited appeared first on crocdialer.
]]>it’s an interactive media installation with kinect/video input, which I built for Projektil, Zurich in 2015.
It wouldn’t run anymore for various minor reasons. plain old code-rot and no devs around to prevent it.
while getting rid of some dust and freshing it all up, I did a nice screencast I wanted to share
I also wanted to summarize the basic building blocks and concept used for Bloccupy.
As most graphics-related things I did in the past years, it relies on crossplattform C++ and OpenGL.
The underlying metaphor for the concept is a pin-toy.
Like in other projects I really fancy the procedure of downsampling something close to the point where it becomes unrecognizable and exploring this borderland.
To achieve the blocky look and elevation behaviour I manipulated a simple array of points in 3D space.
Those are fed into a GLSL geometry-shader and transformed into cuboids.
As input we used a raw depth-camera image in combination with video-footage, the update of point positions is performed with a couple of OpenCL kernels.
The depth values and/or color information from video is mapped onto the elevation of the cuboids and their color.
The scene is shaded and lit with a couple of point-light sources, to be able to visualize the intricate details of the resulting geometry.
optionally a colomap can be applied to better highlight different elevations.
I used this one, called “hot iron”:
nothing more to add, enjoy this outtake from Carl Sagan’s Cosmos, rendered by the Bloccupy Engine.
hope you like it,
croc
The post Bloccupy Revisited appeared first on crocdialer.
]]>The post Psycho Manege 2015 appeared first on crocdialer.
]]>in 2015, while working at projektil.ch in Zurich,
I developed a piece of software for live-perfomances and visuals with the working title <Psycho Manege>.
the concept-idea was to control a multi-stage round-robin filled with animated and audio-reactive 3D models via gamepads and midi-controllers.
the output of the program would be projected on a 360 degree stage, mapped with 4 projectors on several layers of semi-transparent cloth.
following are some screen-captures of earlier proof-of-concept sequences.
focus of these tests was to showcase the audio-reactive vertex-distortion, implemented by generating a simplex-noise texture on the gpu and feeding that into the vertex shader-stage to move vertices along their normal vector, a.k.a. displacement mapping. not particulary tricky but it sounds and looks cool
and featuring myself:
this work led to a two evening, bombastic live-visual performance together with my colleague Moritz Flachsmann at Lethargy Festival 2015, Zurich.
basically I was performing the animal round-robin, adding/removing/controlling the 3D models and parameters, while we fed the output into Modul8, where Moritz took over the 2D domain.
we were quite happy with our work-flow and results. here’s Projektil’s documentary video of the event, cut by Cadu.
thank you Moritz and Projektil for this one!
The post Psycho Manege 2015 appeared first on crocdialer.
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