Live visual for “Il Domani” — The Tomorrow.
People had access to a Monome and could draw their own shapes.
Written in an 8h rush, this version is still lacking the foreseen beat detection and a decent color management.
The last two columns of the Monome have been sacrificed for the interface: by pressing the buttons in the last column it was possible to choose the actual form, save the whole shape or eventually discard it. The second-last column was just turned off to designate a separation from the “draw area” and the “tools area”.
Thanks to @cyphunk for lending me his precious.





Below a little Processing snippet to add OpenGL fog to the scene (works on 1.5):

import java.nio.FloatBuffer;
import javax.media.opengl.GL;
import processing.opengl.*;

public void setup() {
  size(1280, 720, OPENGL);
  hint(DISABLE_DEPTH_SORT);
  hint(DISABLE_OPENGL_ERROR_REPORT);
  hint(ENABLE_OPENGL_4X_SMOOTH);
  frameRate(100);
  fog(100, 1200, 0.25f, color(0)); //just put the fog in the setup
}

public void draw() {
  background(0); //same color of the fog
  lights();
  translate(width/2, height/2, -500);
  rotateX(frameCount*0.011f);
  rotateY(frameCount*0.012f);
  rotateZ(frameCount*0.013f);
  noStroke();
  fill(255);
  box(300,500,700);
}

void fog(float near, float far, float density, int col) {
  float[] fogColor = new float[4];
  fogColor[0] = (col >> 16 & 0xFF) / 255.0f; //R
  fogColor[1] = (col >> 8 & 0xFF) / 255.0f;  //G
  fogColor[2] = (col & 0xFF) / 255.0f;       //B
  fogColor[3] = 1.0f;                        //A

  PGraphicsOpenGL pgl = (PGraphicsOpenGL) g;
  GL gl = pgl.beginGL();
  gl.glEnable(GL.GL_FOG);
  // gl.glFogi (GL.GL_FOG_MODE, GL.GL_EXP); // exp2 FOG
  gl.glFogi(GL.GL_FOG_MODE, GL.GL_LINEAR);  // Linear FOG
  gl.glFogf(GL.GL_FOG_START, near);
  gl.glFogf(GL.GL_FOG_END, far);

  gl.glFogfv(GL.GL_FOG_COLOR, FloatBuffer.wrap(fogColor));
  gl.glFogf(GL.GL_FOG_DENSITY, density);
  gl.glHint(GL.GL_FOG_HINT, GL.GL_NICEST);
  pgl.endGL();
}

An (attempt of an) interactive particle system based music video.
Peter Kernel asked me to build an interactive video for their upcoming album.
I was really tempted to write the program in JavaScript (Canvas or WebGL) but I didn’t feel agile enough to deliver in a very short time so I decided to build it up with Processing and to depoly it via the crippled Java plugin (a decision which I now regret, for the plugin part—not Processing!).
And yes: sound and Java always sucked.
But I didn’t think so badly.
I had so many problems by embedding the fullscreen applet on different browsers and platforms without dramatic frame-rate drops and sound hick-ups that at the end I decided to abandon the project without any time left for a new one. We (the band and I) also felt that the whole project didn’t really take off, so any extra effort to make it run seemed useless. Sorry guys.
Anyway: it was fun to rewrite the particle engine I was working on and to test different behaviors and colorings. I tried to overcome the “organic” feel of force driven systems with grid snapping and other “smart” distribution rules.
It was interesting to sync the animation to the sound. I also tried to sync videos with a constant framerate to the main system: it worked quite well but later I abandoned the whole idea of working with video feeds.
The main idea was to visualize the word-lists in the song but I didn’t want to introduce a font directly into the scene so it was kind of obvious to form words with the particles… as in any dot-matrix display.
Oh and the particles: simple (bitmap-cached) circles. I tried different shapes and always came back to a plain circle. But in a moment I tested with donut kind of shapes and the result was simple but interesting:


The only part where I had time to implement the sum of those shapes was in the beginning sequence.

The choreography is unfinished (especially at the end), the color-scheme is inaccurate, the mouse interaction is kind of dull, and there is (or was) still work to do but you can enjoy my failure by watching the captured frames on Vimeo if you feel brave enough:









A simple, easy to implement and very fast particle system.
Old school effects built on the two days workshop at Processing Paris 2011 with Hartmut Bohnacker.
Click images for Vimeo video.



A five days workshop at doc:LAB in Istanbul.

“In how many ways and with what techniques can one produce variations on the human faces seen from the front? The graphic designer works without set limits and without rejecting any possible combinations and methods in order to arrive at the precise image he needs for the job in hand, and no other.
Looking at the technique of the past we notice that a human face made in mosaic has a different structure from one painted on the wall, drawn in chiaroscuro, carved in stone, and so on.
The features—eyes, nose and mouth—are ‘structured’ differently. In the same way if one is thinking of making a face out of glass, wire, folded paper, woven straw, inflatable rubber, strips of woods, plastic, fiberglass, or wire netting.
The relationship between the features will have to be adapted to each material.”
in Bruno Munari, Arte come mestiere, 1966
(english version, Design as Art, Penguin Books)
 
For the first three days we (Alain Bellet from ECAL and me) used processing to build some very basic (almost trivial) tools to cover a set of six topics we identified around the human face:

  1. Pareidolia
  2. Symmetry
  3. Expression (not explored)
  4. Proportion
  5. Mirror
  6. Mask (not explored)

In the last two days students were then asked to explore one of the subjects and to develop a personal project around it.

For more images and an overview of the five workshops held visit doc:LAB’s blog.


I was asked to create two prototypes to graphically display the search results of the powerful EBSCOhost online research databases.

“Blocks” prototype:








“Columns” prototype:




Proof of concept for a series of 360° stopmotion animations for an interactive exhibition-installation.
Several very little archeological objetcs and jewels where physically showcased at the exhibition. A huge projection on a wall acted as a magnifying glass: users could select an object and observe it at different angles. The final objects where still photographed on the same turntable but with better lights and camera.
Below some toy prototypes with 75 frames each, realized in 2006 for theredbox
protog1
protog2
protog3
protog4
protog5
protog6
protog7





 
©
2001–2012