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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 KinskiGL now using Physically Based Rendering (PBR) appeared first on crocdialer.
]]>after digesting the siggraph 2013 course notes from Epic I started implementing a new material and lighting system within kinskiGL.
helpful resources along the way were also the “Physics and Math of Shading” presentation by Naty Hoffman and “Realtime Rendering” by Tomas Akenine-Moeller.
finally some screenshots to round up the post.
all models are lit by the .hdr maps in the background alone, though the lighting model plays nicely with classic point/spot/directional lights.
most models are from Khronos’ collection of glTF-2.0 testmodels: github.com/KhronosGroup/glTF-Sample-Models
the background HDR maps used can be found here:Â http://www.hdrlabs.com/sibl/archive.html
the application used is a 3Dviewer, which is a sample application of my KinskiGL framework:Â github.com/crocdialer/KinskiGL
it’s 2018, looks like we made some progress recently.
hope you like it,
croc
The post KinskiGL now using Physically Based Rendering (PBR) appeared first on crocdialer.
]]>The post —-low life led—- 2018 hammer demo in Schwarz Matt appeared first on crocdialer.
]]>proof of concept for my most recent work. low life led is a scalable and weatherproof LED-toolkit.
arbitrary video content can be streamed via network to an array of microcontrollers, which in turn control the leds.
the leds are sealed in watertight acrylic tubes and attached with a simple, custom bus system. this allows for chaining without significant voltage drops.
in this demo the ability to calibrate the individual LED positions is showcased.
to make the setup quick and easy I built a calibration tool with the option to auto-calibrate with a camera.
the calibration sequence looks like this and created above results.
the software is based on my kinskiGL toolkit and can be found here:
https://github.com/crocdialer/KinskiGL
and the project itself here:
https://github.com/crocdialer/kinski_projects/tree/master/led_grabber
https://github.com/crocdialer/kinski_projects/tree/master/led_proxy
The post —-low life led—- 2018 hammer demo in Schwarz Matt appeared first on crocdialer.
]]>