Category / Pixel Bender

After and before. October 7, 2009 at 1:56 pm

Well, after FOTB means, in my case, before WebTech Conference. Once again, I´ll speak about developing Filters- and Effects with Flash and of course Pixel Bender, which will be the last time I´ll give that talk because I´m already working on a new session topic!

But for those of you who can´t part with FOTB, here are a little more photos (via flickr) and also a little conference review I´ve written for Create or die:

Up next, WebTech, another chance to meet and have some nice times there.

See you!
 

Meta.Piece September 25, 2009 at 12:36 pm

Back home, and I had some very good times in Brighton (thanks for having me John), Flash on the beach was awesome! I got a lot of superb feedback on Meta.Piece, the Demo I´d prepared especially for my slot at this years FOTB Elevator Pitch. After a non-mentionable rehearsal on Sunday, I never thought that this session would ever work, but it runned like a charme on Tuesday. Well, much props has to go out to the excellent FOTB staff and the other presenters I was sharing a session with too.

So finally, for those of you who missed it for any reason, or maybe some of you even want to watch it again, I´ve just released the Demo now. So while loading (you can´t have sound for nothing…), be sure to turn on your speakers - I promise it´s worth downloading.

Meta.Piece
Launch

Lastly I´ve to say that the whole conference was absolutely amazing! Looking forward for next year…
 

Icebreaker - all set! September 4, 2009 at 4:25 pm

A little less than three weeks before this years Flash on the beach kicks off and I´ve just finished my demo called ‘Meta.Piece’ that I´ll show there for the very first time (hope to see you in the Elevator Pitch). It´s all jam-packed with a lot of triangulations-, Voronoi-, Pixel Bender- and Metaball-experiments. Phew, can´t hardly wait to show you my stuff!

To shorten my waiting time I´ve  created this little icebreaker. Well, how shall I put it? It´s about playing with Voronoi Diagrams once again…

Icebreaker.
Launch

FOTB 2009. Only 15 days to go. Very very excited!
 

Procedural painting. June 19, 2009 at 2:58 pm

Art, trash - opinions differ on this question. I think the beauty is in the eye of the beholder. In my point of view most generative art results are beautiful and partly even gorgeous. Recently I´ve written a little article on this subject wich was just published on Create or die. Featured therein is  following small experiment, a procedural painter…

Well, I´ve defined a few presets and rules in there, so that the program allows you to switch between various painting-, form- and drawing-modes.

GenerativePainter
Launch
(try to paint this by hand in the same time)

Btw., the full sources of this example are part of the article on Create or die.
Enjoy!
 

Perlin Painter. May 27, 2009 at 4:08 pm

Use 10000 perlinNoise driven particles to repaint an image continuously. According to your mouse movements you can influence the particles flow. I used a little Pixel Bender Shader I´ve written to shift each particles colour value steadily.

perlin painter
Launch

Damn, I really like those kind of playthings…
 

The sound of perlinNoise. May 7, 2009 at 11:04 pm

At last weeks FFK09 I once again visited Andre Michelle´s talk about generating and manipulating sound with Flash10, wich was, as always, very interesting. After that, I got this idea of how perlinNoise might tingle? Well, I´ve to mention that I´m totally 404 in this field but Andre kindly makes available some nice examples and sources such as Tone Wheels wich I picked as basis.

My focal idea was to build a perlinNoise map, convolve and work out the octaves and add some random moving particles on top. Now, whenever a particle hits a specified range of colours within the map, mainly at the octave peaks, a tone is created (each particle has a different timbre). Carefully spoken - we´re listening to the sounds of perlinNoise now and it sounds a bit fierce, I can tell you!

At the moment I provide two different perlinNoise maps wich can be shifted by mouseDown (look out, the second map is kinda cpu heavy weight!) and you can change the particles timbre by pressing the SPACE key.

So, turn on your speakers and listen to the sound of perlinNoise..

the sound of perlinNoise
Launch

And for all those, who want to teach this kinda gloomy sounding perlinNoise that the world out there sounds even more cheerful, here are the sources. And please don´t rant about my sloppy code enhancements, due to the fact my harddisk crashed today and I´m more than lucky that I managed to publish this snippet at all!
 

BlobMeshes #2. May 5, 2009 at 2:17 pm

Just can´t stop refining my BlobMeshes. Most recently I´ve upgraded the triangulations, so that the mesh surfaces are displayed much smoother now. Thereto I´ve built three more textured meshes, each one quite elusively absorbing, like I think (playing with perlinNoise is such a great fun).

BlobMeshes

So what have we got here?

- Dark legacy

- Aquarelle

- Viscous
 

Well, my favourite BlobMesh is “dark legacy” - nice to see that a Pixel Bender based Convolution remains performant like this!
 

Finally - BlobMesh April 30, 2009 at 2:55 pm

…a.k.a 3D-Metaballs. Pooh! Back from this years brilliant FFK09 conference, wich definitively was magnificent, I finally can permit oneself to release my final BlobMesh approach. Recent days it was quite hard for me to not just making it public but saving it up until my conference talks, because Petri, and lastly Nicolas as well developed some outstanding stuff in this field. So, at last I can join the game and present my further developed BlobMeshes.

What is a BlobMesh? Well, a BlobMesh is a surface wich is calculated from interacting blobs. A single blob wich isn´t additionally affected by a force usually generates a perfect sphere. But if there are two or more blobs converging, they optically, as a general rule, merge like mercury or a group of waterdrops.
 
Some brief instruction in advance:

-keyboard-controls Enter/-TAB to add/-remove blobs

- keyboard-controls SPACE to add/-remove threshold

- MouseDown and move left/-right to spin the BlobMesh

- key “L” to add/-remove the Shader

BlobMesh
Launch

Apart from this I once more wanted to give big thanks to the organizers of the FFK09 conference, Marc and Sascha, for giving me the chance to gave my first talks there. What an amazing experience!
 

I want to work with you! April 21, 2009 at 10:13 am

…in my workshop at this years webinale conference.

Last week, the organizers asked me quite suddenly if I´m interested in giving a workshop about filter- and effectprogramming with Flash and Pixel Bender. Well, of course and I shall be delighted to see and work with you for one day in Berlin.

Not sure what we can create within a three hours workshop, but I´m planning to show a very broad range of programming approaches and concepts, from explaining various concepts like Delaunay triangulations, fast Voronoi tesselation, generating spheres and the like with Pixel Bender, Shader-rudiments such as Escherizer and Complex Droste (of wich more next week in Cologne),  through to fluid blobsystems and some new stuff I can´t show you yet, due to the fact I will initially release it at this years flashforum conference.

See you.
 

Cassini. March 25, 2009 at 5:34 pm

While I´m preparing my talk for this years FFK09, it turned out that I´m short of time concentrating on my beloved Flash snippets- and demos. Of course, I´ve done new stuff so far, but due to the fact I want to release it not until my session, doing additional experiments is very hard.

So, in shortness of time, here´s a little sign of life - “Cassini pattern“, a shader that´s playing with Cassini ovals to generate some weird looking patterns (move your mouse to manipulate the output)…

Cassini
Launch
|| Sources

Btw., does anyone know what has become of NVidia´s Pixel Bender contest?