notes from the bigfug

notes from the bigfug

programming light and other strange tales

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Archive for Programming

AudioBox Baby – Preview Release

I’ve been working on the AudioBox analysis engine for quite a few years now!
It’s taken a long time to figure out how to get the type of tempo detection I was after.  Most existing systems seem to work on the bass frequencies, which is fine for music with drums, but I was looking for [...]

PatchBox r287 - Painting With Light

PatchBox is becoming quite the powerful tool for architectural video mapping but sometimes even I miss a certain sense of immediacy that I’ve grown accustomed to from my years of VJ’ing.
It was with much delight then that I received a link from my old chum (and favourite Stylophone player) Tom Hume last week pointing me [...]

Google Comedy - RAWINPUTDEVICE: sausage

Unexpected moment of Google Comedy

The Eye-Sphere (weirds me out) and Cheap Shadows

Am just ironing out a few minor niggles in PatchBox and creating a few extra scripts and shaders before we pack up for the event tomorrow.
The Eye-Sphere image is absolutely nothing to do with it, but it’s kind of strange…
The latter shows a cheap shadow shader effect I came up with that draws an offset [...]

High CPU usage with multiple monitors and 177.92 beta NVIDIA drivers (solved)

While testing PatchBox with multiple monitors turned on, the CPU usage suddenly shot up to 95% for absolutely no reason at all.
Disabling the second monitor brought it down to less than 1% (where it should be!)
Using ProcessExplorer I saw that two threads were taking up all the time with very similar stacks:
ntkrnlpa.exe!KiUnexpectedInterrupt+0×121
ntkrnlpa.exe!ZwYieldExecution+0×1c8e
hal.dll+0×2ef2
nvoglnt.dll+0×25d20b
I remembered reading that [...]

PatchBox r281 - Shaders galore and Relief Mapping

PatchBox r281 with Relief Mapping
I’ve now replaced all the fixed-function rendering in PatchBox with CGFX shaders!  This means that every pixel drawn to screen is now configurable - even in edit mode.
Also did some more work on my CGFX shader implementation, adding support for more semantics, and calculating bi-normals and tangents for the quads, which [...]

Billboard with video texture

Video Billboard Test
For the city scape I’m working on we have a bunch of logos of the sponsors of the events, and a show reel to incorporate.  The former are going to appear on billboards and on the sides of the rotating buildings.  This image is a first test incorporating video (from Aeon Flux).
The show [...]

PatchBox r280 - City Scape with SkyBox and Shaders

PatchBox in action
Tidying up the features I’ve been adding and making sure the scripting interface is solid.
This whole scene is now triggered by two scripts: one to create the skybox and the other to load the city replete with ‘punk’ style shaders and building textures.
Need to formalise the colour scheme and link the buildings with [...]

FrameRunner 1.1 - After Effects FreeFrame Host - Now on CS3

FrameRunner in action with After Effects CS3
I’ve only just got around to testing FrameRunner in After Effects CS3!
It works fine but thought I might clear things up a little, optimise the code, and add in a requested feature: super sampling.
Some FreeFrame plugins can be a bit blocky, so the super sampling feature scales up the [...]

PatchBox r278 - Shaders and More City Scapes

Shaders, and a world sphere, and the Chrysler Building
The city scape I’m working on is progressing.
After reading up some more on OpenGL 3.0, and noting the depreciation trend, I decided to make some fairly heavy duty changes to the PatchBox engine - namely make as much of the rendering take place using shaders.
Every bit [...]