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	<title>V // Pixelnerve &#187; Interactive</title>
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	<link>http://www.pixelnerve.com/v</link>
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		<title>OpenNI &amp; CLNUI Working Together</title>
		<link>http://www.pixelnerve.com/v/2011/04/22/openni-clnui-working-together/</link>
		<comments>http://www.pixelnerve.com/v/2011/04/22/openni-clnui-working-together/#comments</comments>
		<pubDate>Fri, 22 Apr 2011 01:54:27 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Interactive]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[CLNUI]]></category>
		<category><![CDATA[drivers]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[openni]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1428</guid>
		<description><![CDATA[Since the release of OpenNI, I wanted to find a way to be able to keep Skeleton Tracking features while having access to things such as Motor control, LED options, etc. OpenNI as an API for PrimeSensor, makes sense that it doesn&#8217;t include any of this features, afterall it&#8217;s not their problem (speculation). Well, recently [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Since the release of <a title="OpenNI" href="http://www.openni.org" target="_blank">OpenNI</a>, I wanted to find a way to be able to keep Skeleton Tracking features while having access to things such as Motor control, LED options, etc. OpenNI as an API for PrimeSensor, makes sense that it doesn&#8217;t include any of this features, afterall it&#8217;s not their problem (speculation). Well, recently i found a thread at the <a href="http://groups.google.com/group/openni-dev" target="_blank">OpenNI Groups</a> from a guy named <em>Michael Kuzmin</em> that made me feel stupid as to how simple it is to have both things working together. <span style="text-decoration: underline;">Only for Windows OS.</span></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/04/openniandclnui.png" rel="shadowbox[sbpost-1428];player=img;"><img class="alignnone size-full wp-image-1451" title="openniandclnui" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/04/openniandclnui.png" alt="" width="638" height="358" /></a></p>
<p>And I quote:<br />
<em>&#8220;Simply install <a href="http://www.openni.org/" target="_blank">OpenNI</a> and after that <a title="CLNUI" href="http://codelaboratories.com/downloads/" target="_blank">CL NUI</a>. Then all three components (audio, motor, camera) should be managed by CL NUI. </em><br />
<em> Now just go to your hardware configuration and delete the driver  for the NUI Camera. When you have done that, the OpenNI driver should be  found by your OS.<br />
If your OS installs the NUI driver again, just go to your CL NUI  installation dir and rename the &#8220;driver&#8221; folder, so it can&#8217;t find it  again.&#8221;</em></p>
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		</item>
		<item>
		<title>Kinect Disintegrates</title>
		<link>http://www.pixelnerve.com/v/2011/02/17/kinect-disintegrates/</link>
		<comments>http://www.pixelnerve.com/v/2011/02/17/kinect-disintegrates/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 12:01:23 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Interaction]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[openni]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1417</guid>
		<description><![CDATA[Another of my recent experiments with the kinect. As i keep wanting to play with particles running on the GPU i thought i would make it much more fun to play with and connect it with the Kinect. I came up with this. A million particles makes the user and disintegrates as time goes by. [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Another of my recent experiments with the kinect. As i keep wanting to play with particles running on the GPU i thought i would make it much more fun to play with and connect it with the Kinect. I came up with this. A million particles makes the user and disintegrates as time goes by. Actually, it looks like a man made of sand. Have a look:</p>
<p style="text-align: justify;">
<p><iframe src="http://player.vimeo.com/video/19643616?title=0&amp;byline=0&amp;portrait=0&amp;color=80ceff" width="640" height="360" frameborder="0"></iframe></p>
<p>This is how it all started:</p>
<p><iframe src="http://player.vimeo.com/video/19598209?title=0&amp;byline=0&amp;portrait=0&amp;color=80ceff" width="640" height="360" frameborder="0"></iframe></p>
]]></content:encoded>
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		<item>
		<title>Kinect Cloth Simulation</title>
		<link>http://www.pixelnerve.com/v/2011/02/17/kinect-cloth-simulation/</link>
		<comments>http://www.pixelnerve.com/v/2011/02/17/kinect-cloth-simulation/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 11:50:16 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[GPU]]></category>
		<category><![CDATA[Interaction]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Works]]></category>
		<category><![CDATA[cgfx]]></category>
		<category><![CDATA[CLNUI]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1399</guid>
		<description><![CDATA[During my christmas holidays i had time to spare and some ideas to develop, so with all the party-feeling and booze i started working on the one i wanted the most. This is a cloth simulation running on the CPU which you can interact with using the kinect. With the 3d information from the kinect [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">During my christmas holidays i had time to spare and some ideas to develop, so with all the party-feeling and booze i started working on the one i wanted the most. This is a cloth simulation running on the CPU which you can interact with using the kinect. With the 3d information from the kinect i&#8217;m able to change the cloth in some cool ways. The most interesting is plain and simple, offset each connection point by the depth at that point. With that done i had to go with the visual side (fun fun!), so i started playing with per-pixel lighting and some cool patterns.</p>
<p><iframe src="http://player.vimeo.com/video/18049823?title=0&amp;byline=0&amp;portrait=0&amp;color=80ceff" width="640" height="360" frameborder="0"></iframe></p>
<p style="text-align: justify;">Then added self-shadowing to the mixture and some color control just for the fun and looks of it.</p>
<p><iframe src="http://player.vimeo.com/video/18178562?title=0&amp;byline=0&amp;portrait=0&amp;color=80ceff" width="640" height="360" frameborder="0"></iframe></p>
<p><iframe src="http://player.vimeo.com/video/18188808?title=0&amp;byline=0&amp;portrait=0&amp;color=80ceff" width="640" height="360" frameborder="0"></iframe></p>
<p style="text-align: justify;">In the end i thought it would be nice to take my carpet out to clean. Happy holidays!</p>
<p><iframe src="http://player.vimeo.com/video/18219268?title=0&amp;byline=0&amp;portrait=0&amp;color=80ceff" width="640" height="360" frameborder="0"></iframe></p>
]]></content:encoded>
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		</item>
		<item>
		<title>OpenNI Block of Code</title>
		<link>http://www.pixelnerve.com/v/2011/02/17/openni-block-of-code/</link>
		<comments>http://www.pixelnerve.com/v/2011/02/17/openni-block-of-code/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 11:41:17 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[Libraries]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[openni]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1392</guid>
		<description><![CDATA[OpenNI, a library created by PrimeSense. It&#8217;s quite famous for its ability to use the Kinect to track users and feed us with a usable skeleton per user. Since i wanted to give this a try and play around with the skeleton tracking i had to have this. So i did. In the end i [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">OpenNI, a library created by PrimeSense. It&#8217;s quite famous for its ability to use the Kinect to track users and feed us with a usable skeleton per user. Since i wanted to give this a try and play around with the skeleton tracking i had to have this. So i did. In the end i ended up with a wrapper around this API. It&#8217;s open-source and available to everyone. Its not perfect and needs work and more features, but it&#8217;s just a start. Use it at your own risk and with your favourite creative framework. It&#8217;s possible.</p>
<p style="text-align: justify;"><a title="BlockOpenNI" href="https://github.com/pixelnerve/BlockOpenNI" target="_blank">You can find it at github</a>.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Grazing Jellies</title>
		<link>http://www.pixelnerve.com/v/2010/04/21/grazing-jellies/</link>
		<comments>http://www.pixelnerve.com/v/2010/04/21/grazing-jellies/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 19:36:41 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[Works]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[jelly]]></category>
		<category><![CDATA[openframeworks]]></category>
		<category><![CDATA[realtime]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1064</guid>
		<description><![CDATA[Grazing Jellies is an augmented reality project i had the pleasure to work in. I made team with Neil Mendonza and Hudson-Powell, commissioned by the Abandon Normal Devices festival. Grazing Jellies takes place in a forest, a realtime portal into a colorful dream-like world of jelly creatures. The creatures were created to react to movement [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Grazing Jellies is an augmented reality project i had the pleasure to work in. I made team with <a href="http://16b.it/portfolio" target="_blank">Neil Mendonza</a> and <a href="http://www.hudson-powell.com/" target="_blank">Hudson-Powell</a>, commissioned by the <a href="http://www.andfestival.org.uk/">Abandon  Normal Devices</a> festival. Grazing Jellies takes place in a forest, a realtime portal into a colorful dream-like world of jelly creatures. The creatures were created to react to movement of the ambient/people and can also be called by making noise, When nothing is going on they wander around the world and hunt for food. My work on this project was mostly about the jellies generation/animation/rendering.</p>
<p style="text-align: justify;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=11117516&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=11117516&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">At  first, there was the idea to use metaballs for the creatures, we wanted  to give this jelly  surfaces some wobbling/round forms. After some  testing we decided not to, as i did not see any advantage specially in  performace,  so we went with a more &#8220;traditional&#8221; method.  The   creatures were generated from 2 steps. The body and the head.</p>
<p style="text-align: justify;"><a href="../wp-content/uploads/2010/04/2.jpg" rel="shadowbox[sbpost-1064];player=img;"></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/2.jpg" rel="shadowbox[sbpost-1064];player=img;"><img class="alignnone size-medium wp-image-1066" title="2" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/2-638x359.jpg" alt="" width="638" height="359" /></a></p>
<p style="text-align: justify;"><em>The body</em>: Create a skeleton line and  generate a deforming cylindrical body from the line. After some time and tweaking  the body right. After just had to start playing with values to get the animation going. Some trig + using creature&#8217;s motion parameters worked just fine, we got it right, but, there was still a problem, the creature&#8217;s heads.  <em>The head</em>: Well i tried different methods, interpolating the body&#8217;s end with some spherical shape wish ease on, but it did not work out. The  head textures just didn&#8217;t look good, &#8220;pinched&#8221; as Jody said several  times.  We ended up creating the head as a second step, building an  hemisphere and then &#8220;attaching&#8221;  it to the body&#8217;s end. Good news is later on, it came handy,  as it made things alot easier to map the head&#8217;s texture. Some things just come  handy sometimes. I had to tweak a bit to get the head and body animation get along,  but in the end it turned out to look pretty good.</p>
<p style="text-align: justify;">As for the lighting side, a kind of &#8220;ambient light&#8221; + phong lighting + cubemap reflections made it to the final version.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/1.jpg" rel="shadowbox[sbpost-1064];player=img;"><img class="alignnone size-medium wp-image-1065" title="1" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/1-638x406.jpg" alt="" width="638" height="406" /></a></p>
<p style="text-align: justify;">This is an  awesome project and i really enjoyed working with the team. As said  before this should not be a closed project, it was projected to live and  change so it can fit other ambients, so expect to see more from the  *mighty* <strong>Grazing Jellies</strong>.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/3.jpg" rel="shadowbox[sbpost-1064];player=img;"><img class="alignnone size-medium wp-image-1067" title="3" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/3-638x359.jpg" alt="" width="638" height="359" /></a></p>
<p style="text-align: justify;">Some videos on the <a href="http://grazingjellies.tumblr.com/">development  blog</a>.</p>
<p style="text-align: justify;">Full article on the festival @ <a href="http://www.wired.co.uk/news/archive/2010-04/06/abandon-normal-devices-digital-art-meets-a-forest.aspx">Wired</a>.</p>
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		<item>
		<title>xDA media lab, first project: GroundSpines Graffiti</title>
		<link>http://www.pixelnerve.com/v/2009/09/24/xda-media-lab-first-project-groundspines-graffiti/</link>
		<comments>http://www.pixelnerve.com/v/2009/09/24/xda-media-lab-first-project-groundspines-graffiti/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 10:51:21 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Generative]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Products]]></category>
		<category><![CDATA[laser]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=795</guid>
		<description><![CDATA[xDA is a new medialab located in Coimbra/Portugal. Here&#8217;s its first project using a customized version of (hmm 3.x) aka GroundSpines. enjoy the show and if you by any chance visit Coimbra, get in touch.. We&#8217;ll have a beer and talk crazy!]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a title="xDA" href="http://www.xdatelier.org" target="_blank">xDA</a> is a new medialab located in Coimbra/Portugal. Here&#8217;s its first project using a customized version of (hmm 3.x) aka GroundSpines. enjoy the show and if you by any chance visit Coimbra, get in touch.. We&#8217;ll have a beer and talk crazy!</p>
<p style="text-align: justify;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=6727832&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=6727832&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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