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<channel>
	<title>V // Pixelnerve</title>
	<atom:link href="http://www.pixelnerve.com/v/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.pixelnerve.com/v</link>
	<description></description>
	<lastBuildDate>Thu, 22 Mar 2012 11:33:04 +0000</lastBuildDate>
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		<item>
		<title>Tip:  VBO &amp; GLVertexPointer</title>
		<link>http://www.pixelnerve.com/v/2012/03/22/glvertexpointer-tip/</link>
		<comments>http://www.pixelnerve.com/v/2012/03/22/glvertexpointer-tip/#comments</comments>
		<pubDate>Thu, 22 Mar 2012 04:50:46 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Game programming]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[tip]]></category>
		<category><![CDATA[vbo]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1578</guid>
		<description><![CDATA[The following information comes from NVidia&#8217;s article: Using VBOs. It is here for easy access for myself and anyone reading this blog and wanting to know more. Warning: This information is to be ignored if you&#8217;re using recent GL version (3.x and above forward compatible) which most creative frameworks still don&#8217;t. &#8220;Avoid Calling glVertexPointer() more [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The following information comes from NVidia&#8217;s article: Using VBOs. It is here for easy access for myself and anyone reading this blog and wanting to know more.</p>
<p style="text-align: justify;"><strong><span style="text-align: justify;">Warning: This information is to be ignored if you&#8217;re using recent GL version (3.x and above forward compatible) which most creative frameworks still don&#8217;t.</span></strong></p>
<p style="text-align: justify;"><em>&#8220;Avoid Calling glVertexPointer() more than once per VBO<br />
The “glVertexPointer” function does a lot of setup in VBO, so to avoid redundancy. The most efficient way to do is to bind the VBO buffer, setup various array pointers (glNormalPointer etc) and then call glVertexPointer(). glVertexPointer should be called one time for one VBO. You might think the essentials of VBO management are done in glBindBufferARB(), but it’s the opposite. VBO systems wait for the next upcoming important function (like glVertexPointer). The binding operation is cheap compared to the setup of various pointers. This advice fits any other function working in the same manner as glVertexPointer().&#8221;</em></p>
<p style="text-align: justify;">From NVIDIA website.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Hemisphere Ambient Lighting</title>
		<link>http://www.pixelnerve.com/v/2012/03/17/shader-hemispherical-lighting/</link>
		<comments>http://www.pixelnerve.com/v/2012/03/17/shader-hemispherical-lighting/#comments</comments>
		<pubDate>Sat, 17 Mar 2012 13:34:00 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[GPU]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Glsl]]></category>
		<category><![CDATA[hemi light]]></category>
		<category><![CDATA[hemispherical lighting]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1561</guid>
		<description><![CDATA[This is a very simple trick, nonetheless an interesting one.It might help make things look a bit better when you probably don&#8217;t need it to&#8230; Objects reflect it&#8217;s environment. That&#8217;s a fact. Everything around an object influences what you see. This trick simulates (in a very cheap way) that. Technically it just blends between two [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">This is a very simple trick, nonetheless an interesting one.It might help make things look a bit better when you probably don&#8217;t need it to&#8230;</p>
<p style="text-align: justify;">Objects reflect it&#8217;s environment. That&#8217;s a fact. Everything around an object influences what you see.</p>
<p style="text-align: justify;">This trick simulates (in a very cheap way) that. Technically it just blends between two colors defined as ground and sky. It doesn&#8217;t take into account any other objects you might have in your scene. That&#8217;s a whole new topic.</p>
<p style="text-align: justify;">How it works: The angle between the light direction vector and the normal defines the influence on a specific point:</p>
<p>&nbsp;</p>
<p style="text-align: justify;"><code>vec3 N = normalize( g_WorldMatrix * normal );<br />
vec3 L = normalize( g_LightPositionWS - PosWS );<br />
float NdotL  = dot( N, L );<br />
float  influence = NdotL * 0.5 + 0.5;  // = cos(angle) * 0.5 + 0.5<br />
vec4 diffuse = mix( g_GroundColor, g_SkyColor, influence );</code></p>
]]></content:encoded>
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		</item>
		<item>
		<title>OpenGL 4.x Hardware Tesselllation</title>
		<link>http://www.pixelnerve.com/v/2012/03/15/opengl-4-x-hardware-tesselllation/</link>
		<comments>http://www.pixelnerve.com/v/2012/03/15/opengl-4-x-hardware-tesselllation/#comments</comments>
		<pubDate>Thu, 15 Mar 2012 19:28:37 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Glsl]]></category>
		<category><![CDATA[Kazuki Takamatsu]]></category>
		<category><![CDATA[opengl 4]]></category>
		<category><![CDATA[tessellation]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1552</guid>
		<description><![CDATA[The following video is a first experiment with opengl&#8217;s hardware tessellation. The girl height map was taken from Kazuki Takamatsu Depthmaps work.]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The following video is a first experiment with opengl&#8217;s hardware tessellation. The girl height map was taken from <a href="http://t.co/CGzIXNQX" target="_blank">Kazuki Takamatsu</a> Depthmaps work.</p>
<p style="text-align: justify;">
<p><iframe src="http://player.vimeo.com/video/38581474?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" frameborder="0" width="640" height="360"></iframe></p>
]]></content:encoded>
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		</item>
		<item>
		<title>1d to 2d</title>
		<link>http://www.pixelnerve.com/v/2011/10/26/1d-to-2d/</link>
		<comments>http://www.pixelnerve.com/v/2011/10/26/1d-to-2d/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 16:14:36 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[1d]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[array]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[convert]]></category>
		<category><![CDATA[gpu]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1542</guid>
		<description><![CDATA[At some point you might end up needing to convert a 1d index value to access a 2d array. Here&#8217;s how you can do it. int x = index % xres; int y = index / xres; As noted by Diogo Teixeira, one way to get rid of the mod/div operations for POT buffers would [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">At some point you might end up needing to convert a 1d index value to access a 2d array. Here&#8217;s how you can do it.</p>
<p style="text-align: justify;">
<code><br />
int x = index % xres;<br />
int y = index / xres;<br />
</code>
</p>
<p style="text-align: justify;">As noted by <a href="http://diogo.codingcorner.net/" title="Diogo Teixeira" target="_blank">Diogo Teixeira</a>, one way to get rid of the mod/div operations for POT buffers would be:</p>
<p style="text-align: justify;">
<code><br />
int precalc_a = ( xresPOT - 1 );<br />
int precalc_b = (int)log2( xresPOT );<br />
int x = index  &#038; precalc_a;<br />
int y = index >> precalc_b;<br />
</code>
</p>
<p style="text-align: justify;">.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Minivegas</title>
		<link>http://www.pixelnerve.com/v/2011/09/13/minivegas/</link>
		<comments>http://www.pixelnerve.com/v/2011/09/13/minivegas/#comments</comments>
		<pubDate>Tue, 13 Sep 2011 14:11:55 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[Minivegas]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1516</guid>
		<description><![CDATA[Minivegas is my new home. What&#8217;s the story? Well, let me tell you. Around April, Minivegas asked me to develop a interactive piece for Heineken that would allow people to draw light onto a mirrored screen using their body. To work on this project i traveled to Minivegas studios in Amsterdam. Better to work on [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a title="Minivegas" href="http://www.minivegas.net/" target="_blank">Minivegas</a> is my new home. What&#8217;s the story? Well, let me tell you.</p>
<p><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/09/IMG_0670.jpg" rel="shadowbox[sbpost-1516];player=img;"><img class="alignnone size-medium wp-image-1539" title="IMG_0670" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/09/IMG_0670-638x476.jpg" alt="" width="638" height="476" /></a></p>
<p style="text-align: justify;">Around April, Minivegas asked me to develop a interactive piece for Heineken that would allow people to draw light onto a mirrored screen using their body.</p>
<p style="text-align: justify;">To work on this project i traveled to Minivegas studios in Amsterdam. Better to work on site than remotely i think. I have to say, it was a good idea but i am not used to be surrounded by people anymore while focusing on work. I did ok. We did ok. I had to do some over night time just before the client&#8217;s visit to watch our first draft of the piece. We went through a lot of reviews concerning the features to be implemented, alot were rejected and we ended up with using things like basic polylines defining a streak. Ofcourse there&#8217;s more than that, but we can say that is basically the core.<br />
After 2 weeks things were looking better but we had some major problems with the interaction. Kinect is no miracle-maker, and we learnt that the hard way. Long story short, during my flight back to Portugal i fixed the major problems of new user entering the interaction area. Why? Well, I was alone. Don&#8217;t take me wrong, i&#8217;m not saying being a lone ranger is a good thing, but sometimes having time on your own takes you where you need to go.</p>
<p style="text-align: justify;">&#8220;What exactly are you trying to say?&#8221; &#8211; Well, nothing really. Just telling a story.</p>
<p style="text-align: justify;">After getting that annoying bug fixed we were able to focus on the rest of the application. Visuals, features, etc. It was awesome, but i was back home and working over skype and email. That was a bit annoying after 2 weeks with the guys over Minivegas. I missed that, but only when i got back. Yeah, i know what you&#8217;re thinking.</p>
<p style="text-align: justify;">Anyway, the time was to travel to Milan, and what did i find? The bug that i had fixed before actually was just taking a break. He came back! And stronger. I started to panic. No, not really, but i wasn&#8217;t calm. Anyway i ended up working on the application until the doors opened while drinking some beer to release some steam. And there it was, the VIPs were flocking around the screen, really! They started playing around and having fun, i was having fun!</p>
<p style="text-align: justify;">Maybe you&#8217;re asking yourself. What about that bug you were talking about? I want to know. Well it was there, i can tell you that, but i guess it was a nice bug and turned out it did not ruin the party, the amount of people did, but everyone was drunk and there was very little space for anyone to do anything. It was fun!</p>
<p style="text-align: justify;">Oh yeah! Minivegas was looking for a interactive developer/creative technologist/programmer and they asked me. I said yes, and I fixed the bug later.</p>
<p style="text-align: justify;">So, this is Goodbye to Coimbra, Hello to Amsterdam.</p>
<p style="text-align: justify;">Let&#8217;s see what the future has for me. Hopefully, it&#8217;s dynamic.</p>
]]></content:encoded>
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		<item>
		<title>Heineken Light Streaks</title>
		<link>http://www.pixelnerve.com/v/2011/07/10/heineken-light-streaks/</link>
		<comments>http://www.pixelnerve.com/v/2011/07/10/heineken-light-streaks/#comments</comments>
		<pubDate>Sun, 10 Jul 2011 09:09:49 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1484</guid>
		<description><![CDATA[&#8220;Light streaks&#8221; is an application created by Minivegas for Heineken, part of their new STR bottle launch party´s creation. This application runs on top of a kinect device and its skeleton tracking capabilities. Using this technology, the user is able to draw virtual light streaks in 3d space on using their hands. The user is [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">&#8220;Light streaks&#8221; is an application created by <a title="Minivegas" href="http://minivegas.net" target="_blank">Minivegas</a> for Heineken, part of their new STR bottle launch party´s creation.</p>
<p style="text-align: justify;">This application runs on top of a kinect device and its skeleton tracking capabilities. Using this technology, the user is able to draw virtual light streaks in 3d space on using their hands. The user is also able to trigger several animations by adapting different poses e.g. the star pose. Another cool feature allows the user to light up his and other players bodies on screen by using his hands.</p>
<p><iframe src="http://player.vimeo.com/video/26223632?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0"></iframe></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/07/heineken11.jpg" rel="shadowbox[sbpost-1484];player=img;"><img class="alignnone size-medium wp-image-1487" title="heineken11" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/07/heineken11-638x358.jpg" alt="" width="638" height="358" /></a></p>
<p style="text-align: justify;">8<a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/07/heineken15.jpg" rel="shadowbox[sbpost-1484];player=img;"><img class="alignnone size-medium wp-image-1489" title="heineken15" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/07/heineken15-638x358.jpg" alt="" width="638" height="358" /></a></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/07/heineken13.jpg" rel="shadowbox[sbpost-1484];player=img;"><img class="alignnone size-medium wp-image-1488" title="heineken13" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/07/heineken13-638x425.jpg" alt="" width="638" height="425" /></a></p>
<p><iframe src="http://player.vimeo.com/video/26223732?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0"></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>First steps with WebGL</title>
		<link>http://www.pixelnerve.com/v/2011/05/27/first-steps-with-webgl/</link>
		<comments>http://www.pixelnerve.com/v/2011/05/27/first-steps-with-webgl/#comments</comments>
		<pubDate>Fri, 27 May 2011 20:15:09 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[Game programming]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Webgl]]></category>
		<category><![CDATA[Glsl]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[sss]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1464</guid>
		<description><![CDATA[The hype around WebGL is quite big these days. People are talking about it and getting their hands dirty for sometime now. I wanted to give it a try, but I have to be honest: HTML, Javascript, Webdev in general scares the crap out of me, but eventually i ended up taking a look at [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The hype around WebGL is quite big these days. People are talking about it and getting their hands dirty for sometime now. I wanted to give it a try, but I have to be honest: HTML, Javascript, Webdev in general scares the crap out of me, but eventually i ended up taking a look at it and what&#8217;s going on these days (WebGL related).</p>
<p style="text-align: justify;">After watching <a title="Rome" href="http://www.pixelnerve.com/v/wp-admin/www.ro.me/" target="_blank">Rome</a>, a project created by Google, my interest got bigger, so I downloaded  a framework called <a title="three.js" href="https://github.com/mrdoob/three.js/" target="_blank">Three.js</a>. This framework is more than just WebGL, but i didn&#8217;t really care, i just wanted that section. If you get curious, check it out, it&#8217;s growing and even Google used it.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/Frame_0754.png" rel="shadowbox[sbpost-1464];player=img;"><img class="alignnone size-medium wp-image-1465" title="Frame_0754" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/Frame_0754-638x358.png" alt="" width="638" height="358" /></a></p>
<p style="text-align: justify;">It was quite easy to start playing with, as it brings loads of samples (would be alot easier if i knew where to find the documentation), so i started from there. Create a simple page capable of rendering WebGL to a canvas, explore the framework more or less until i actually made something with it.</p>
<p style="text-align: justify;">My part of this was mostly copy/paste of a shader i had written recently on <a title="SSS" href="http://zigguratvertigo.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/" target="_blank">Approximating Translucency for Subsurface Scattering</a>. A couple of hours later and alot of rambling towards javascript, I finally ended up with the same shader running on the browser.</p>
<p style="text-align: justify;">Next screenshots includes one from the application running with OpenGL and the other two were capture directly from the browser.<br />
Last but not least, i want to mention the work of <em>Tristan Bethe</em>. The 3d scan model seen in this pictures is all him.</p>
<p style="text-align: justify;"><a href="../../webgl/sss/" target="_blank">Link to the WebGL version. Enjoy!</a></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/Frame_0769.png" rel="shadowbox[sbpost-1464];player=img;"><img class="alignnone size-medium wp-image-1466" title="Frame_0769" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/Frame_0769-638x358.png" alt="" width="638" height="358" /></a></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/sss_singlelight.jpg" rel="shadowbox[sbpost-1464];player=img;"><img class="alignnone size-medium wp-image-1468" title="sss_singlelight" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/sss_singlelight-638x358.jpg" alt="" width="638" height="358" /><br />
</a><a href="../wp-content/uploads/2011/05/sss_multilight.jpg" rel="shadowbox[sbpost-1464];player=img;"><br />
</a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/sss_multilight.jpg" rel="shadowbox[sbpost-1464];player=img;"><img class="alignnone size-medium wp-image-1467" title="sss_multilight" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/sss_multilight-638x358.jpg" alt="" width="638" height="358" /></a></p>
<p><a href="http://www.pixelnerve.com/webgl/sss/" target="_blank">Link to the WebGL version. Enjoy!</a></p>
]]></content:encoded>
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		<item>
		<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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		<title>Kinect Disintegrates Stereo3d</title>
		<link>http://www.pixelnerve.com/v/2011/04/21/kinect-disintegrates-stereo3d/</link>
		<comments>http://www.pixelnerve.com/v/2011/04/21/kinect-disintegrates-stereo3d/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 23:15:34 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1422</guid>
		<description><![CDATA[I was asked to try some stereo rendering using one of my latest experiments with particles, Disintegrates. It worked ok at that time but it wasn&#8217;t good enough imho. Lately i have been working hard, we can see that by the amount of posts/videos, anyway, today i picked that old project of mine and fixed [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">I was asked to try some stereo rendering using one of my latest experiments with particles, Disintegrates. It worked ok at that time but it wasn&#8217;t good enough imho. Lately i have been working hard, we can see that by the amount of posts/videos, anyway, today i picked that old project of mine and fixed some old problems and added some new features that i should have done in the first place. Now with visual debugging for the stereo rendering it helps me to create a better 3d effect aswell as debugging things quite easily. Eye separation, Convergence plane, Parallax, Clipping Planes, etc. All that is much easier to handle now. Hopefully i&#8217;ll make a new video showing off steps to prepare a scene for stereo rendering. No promises. Enjoy the following video.</p>
<p><iframe src="http://player.vimeo.com/video/22678207?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0"></iframe></p>
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		<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>
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