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Kinect Cloth Simulation

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’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.

Then added self-shadowing to the mixture and some color control just for the fun and looks of it.

In the end i thought it would be nice to take my carpet out to clean. Happy holidays!





DroidTUIO

DroidTUIO is my first application made for Android OS. It was created for OS version 2.1+  with OpenGL ES renderer. This application is available to the public as i hope to get feedback, so please, spare a few minutes and let me know how it worked out for you. Now.. on with the application.  First thing you need to do is to run the application and then press MENU/Settings. Enter your network IP and press connect. Once connected, use your phone to send TUIO events (2dcursor only for the moment). Have fun.

Update! The link has been removed as the application was removed from online. I will get a new link ASAP.





GML Viscosity

So here it is, the application and source code for GML Viscosity.

I finally took the time to clean up this project and make a public release. In the packages you will find binaries and source code for the application, so if you’re thinking of using it and come up with something nice, let me know. After the first release i have fixed some problems with memory access and crashes. I have also added a simple UI for easy pick of tags from the “data/tags” folder on your hard-drive.

What is it?
- GML Viscosity
is an experiment. It is application used to draw GML tags on a viscous liquid rendered purely on the GPU side.

What does it do?
- It liquifies your tags, in a way you can hardly read them but still looks cool (thats graffiti).
- It is possible to load gml files from the disk or directly from the “lots of zeros”book database.

How can I interact?
- Not implemented on this version. This version selects and draw gml files randomly from the web or from a tags folder. For a smart person it should be easy to add mouse support. The code is also prepared to support multitouch so, it should be easy to implement TUIO and create your multitouch version.
- Use ‘r’ key to randomly fetch a new tag from the website and if available it will draw it on the screen.
- Use the GUI window to pick any tag from the folder “tags” inside data folder.

Where can i get it?
Windows Version | MacOSX Version

Have fun.





Float

I have recently released at inércia Demoparty, a gift i made for Sue. It started as a christmas gift that would express myself and ofcourse keep me from following everybody else to the local shop and spend my money on something  made by others.

There is no executable this time, as i don’t know if i can spread the music, still, nobody can stop me  (for the moment) from giving you a video. So here it is, Float.





Grazing Jellies

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 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.

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 “traditional” method.  The creatures were generated from 2 steps. The body and the head.

The body: 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’s motion parameters worked just fine, we got it right, but, there was still a problem, the creature’s heads. The head: Well i tried different methods, interpolating the body’s end with some spherical shape wish ease on, but it did not work out. The head textures just didn’t look good, “pinched” as Jody said several times.  We ended up creating the head as a second step, building an hemisphere and then “attaching”  it to the body’s end. Good news is later on, it came handy, as it made things alot easier to map the head’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.

As for the lighting side, a kind of “ambient light” + phong lighting + cubemap reflections made it to the final version.

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* Grazing Jellies.

Some videos on the development blog.

Full article on the festival @ Wired.