Tag Archives: code

HD Movement Tracking: further and final iteration

Well, the end of year show has come and gone, and all that remains is the write up. Here’s a quick run down of the work that I showed and some of the development that went into it. I’ll also show the code I cobbled together from other peoples’ code wrote to do it. If you’ve not seen it already, you might want to take a look at the first and second posts that show the earlier stages. Done? Onwards!
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Sunflow and Processing: the basics

Sunflow is an open source ray tracing renderer which can produce some astonishing results in the right hands. Someone far cleverer than me wrote a Java wrapper for it (the catchily titled SunflowAPIAPI), and another did a tutorial about getting it talking nicely to Processing, which I relied on heavily in getting this working. There is also a Processing library by the same author (the even catchier P5SunflowAPIAPI) but thus far I’ve not been able to get it to do what I want.

Amnon’s post goes into a bit of detail about getting Sunflow APIAPI reading complex geometry from Processing using ToxicLibs- this was my first time using ToxicLibs but it was relatively straightforward. I wrote a simple class to generate some semi-random geometry using ToxicLibs’ TriangleMesh and a couple of lines of code in that prepare it to be passed to Sunflow. In the main sketch I put all the Sunflow calls (setting up the lights, shaders, camera, etc.) in one function which can be triggered by a keypress. This means the sketch is mostly the same as it would be without Sunflow, and can use the OpenGL renderer to view the scene before raytracing- the sketch and the rendering are almost totally separated. I’m not sure if that is possible with the P5SunflowAPIAPI library, or with more complex geometry.

So, to my results…
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Nine words, nine Processing sketches

Following on from my nine images and one video, the next part of the brief was to use Processing to create a response to the same nine words. I’ve included the code for each, as per the brief, although WordPress unfortunately mangles Processing’s nice auto formatting. It also makes this post very long, but you can skip through all the code sections if you’re so inclined. Without further ado…

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Further Variations: ad infinitum

Some further explorations in Perlin noise generated geometry: these sketches are autonomous. The lines fade away slowly so the overall level of complexity remains constant.
Here’s some shots from the 2d version:
Infinite2dLines04 Infinite2dLines02
And just because I can, here’s it in 3d:
Infinite3dLines03 Infinite3dLines02
To be honest the still images don’t really do these sketches justice, since the whole point is that they can go on without requiring interaction. To get the full effect, you should check them out on OpenProcessing: the 2d version is here while the 3d version can be seen here.
I have to say, in purely visual terms, the 2d version of this is my favourite so far. Enjoy!

Variations on a Theme: Processing Sketches

For my first post on my new blog I thought I’d share some of the ideas I’ve been playing with for a while. All of these images were created using Processing and use Perlin noise to generate random but organic looking movement.

The first set of sketches use just four variables, which can be used in various combinations to generate coordinates, which can be joined by lines of two different colours.
2dLines10 2dLines09 2dLines08 2dLines06
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