Re: [PD] [PD-announce] KnobsAndSlidersDS

2007-03-01 Thread Frank Barknecht
Hallo,
Chris McCormick hat gesagt: // Chris McCormick wrote:

 On Wed, Feb 28, 2007 at 08:39:46AM +0100, Frank Barknecht wrote:
  I thought about this a bit more: Maybe it would be sufficient if the
  hit area of the slider's bar would be a bid bigger. Jump also
  probably is cool. But I'm not sure if it really would good if the
  movement wouldn't stop when the stylus leaves the slider area. 
 
 The double negatives in this sentence are confusing me. :) I think what
 you mean is if the stylus is moving outside of the slider area, there
 will be no effect on the slider. I think that's probably a good idea as
 long as it doesn't let go of the slider. So if you move back inside
 the area, it will continue to have an effect.

Yes, that's what I meant to write. ;)

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] strange behavior of splitfilename

2007-03-01 Thread IOhannes m zmoelnig
Matthias Blau wrote:
 Hi list,
 
 in the attached patch I supply a filename from savepanel to
 splitfilename. This works as expected *except* if I happen to choose
 decay as filename, in which case pd crashes.
 Any help?

this is a known bug in splifilename, which i think is fixed in the
latest and greatest iemlib2 release (or in  the CVS code; at least it
doesn't crash here).


promotion
and you could also use zexy's [symbol2list] which provides similar
functionality
/promotion

 
 By the way, there doesn't seem to be a help file for splitfilename.

there certainly is:
http://pure-data.cvs.sourceforge.net/pure-data/externals/iemlib/iemlib2/splitfilename-help.pd


nmfgasdr
IOhannes

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Re: [PD] small set of vector transforming abstractions

2007-03-01 Thread IOhannes m zmoelnig
Roman Haefeli wrote:
 hi all
 
 during my trials with gem i made a little set of abstractions, that
 hopefully could be usefull when dealing with vectors. at least they have
 been for me.
 
 the set contains:
 
 [v_+]   : adds two vectors
 [v_-]   : subtracts a vector from another
 [v_scale]   : scales a vector

funnily enough theses have been part of Gem for a long time.
they have been made abstractions and moved to markEx (along with other
objects that are not directly related to Gem)

 [v_mag] : outputs the magnitude of a vector
 [v_normalize]   : normalizes a vector (so that its magnitude becomes 1)
 [v_x]   : computes the cross product of two vectors
 [v_rotate]  : rotates a vector around another
 
 let me know if you miss something or if you find it not useable at all.

why don't you just make them part of the frank's list-abstractions?

mf.asdr
IOhannes

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Re: [PD] small set of vector transforming abstractions

2007-03-01 Thread Frank Barknecht
Hallo,
IOhannes m zmoelnig hat gesagt: // IOhannes m zmoelnig wrote:

 
 why don't you just make them part of the frank's list-abstractions?

Because they already are? ;) 

But the versions of these in [list]-abs also handle arbitrary length
lists and lists including symbols (which get ignored). If you already
know, that you always have 3-element float lists you can optimize
stuff a bit.

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-03-01 Thread cyrille henry


i made some change to this abstraction in order to compute only the time use 
for the gemhead loop and not the time between 2 images.
on my computer, it's about 11ms.
but with the display list optimisation, it fall to 6ms about.

cyrille

Roman Haefeli a écrit :

as always: i forgot the attachment

On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:

On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:

On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:


i might be wrong but in my eyes it doesn't make sense to do

all the work
that could be done in 50ms in only 1.45ms. 


What?  GEM doesn't use the DSP clock.  It will take as much time as
needed to render.  

oops. ok
 

For example, the current work I have uses three or four 1080i clips, a
live feed and records to disk and there is no way that all runs in
1.45ms.  It takes about 12-15ms!

anyway, i get dropouts when doing gem-rendering, although 'top' tells me
that pd uses only 20% cpu-time. i don't care much about the audio (as
IOhannes mentioned, i could run two instances of pd). the problem is
that the timing is not nice. i'd like to run the patch with 20 frames
per second. but in praxis each cycle needs 70ms, which gives me a
framerate of 14. 


is my gpu too slow? what happens, when the gpu is overloaded? can that
cause pd to stuck?

i attached a little gem-benchmark-test. although you say, gem doesn't
use the dsp-clock, it takes much longer to compute the first block after
a gem-rendering command. why is that? 
and: here on my system, the [realtime] measures up to 70ms, when i go

over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
that? here on my system, cpu-time used by pd is always 20%.

sorry to ask you so much.. but i try to understand things a bit
better...

roman











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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-03-01 Thread Roman Haefeli
hello cyrille

thank you for the adjustments. i think i understand the difference
between measuring the gemhead loop and the time between 2 images. but
the other thing with the optimization still remains unclear to me and it
seems, that it doesn't work here. when i stop the first and start the
second gemhead, the gemwin becomes black. no primitives are drawn. there
is no error in the pd-window (there is only a message '[GEMglNewList]:
mode=4864' when i load the patch).
does the optimization need some flags enabled when compiling gem?

it seems, there is so much about gem, i don't know yet (like all these
objects [GEMgl*] and [GLdefine] and the like, or the message 'FSAA 4').
to understand them, is it needed to know opengl well? are these objects
documented somewhere in the Gem-documentation?

i am not insulted if you don't have the time to answer all these
questions...

cheers
roman
 
 

On Thu, 2007-03-01 at 11:18 +0100, cyrille henry wrote:
 i made some change to this abstraction in order to compute only the time use 
 for the gemhead loop and not the time between 2 images.
 on my computer, it's about 11ms.
 but with the display list optimisation, it fall to 6ms about.
 
 cyrille
 
 Roman Haefeli a écrit :
  as always: i forgot the attachment
  
  On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:
  On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:
  On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
  
  
  i might be wrong but in my eyes it doesn't make sense to do
  all the work
  that could be done in 50ms in only 1.45ms. 
 
  What?  GEM doesn't use the DSP clock.  It will take as much time as
  needed to render.  
  oops. ok
   
  For example, the current work I have uses three or four 1080i clips, a
  live feed and records to disk and there is no way that all runs in
  1.45ms.  It takes about 12-15ms!
  anyway, i get dropouts when doing gem-rendering, although 'top' tells me
  that pd uses only 20% cpu-time. i don't care much about the audio (as
  IOhannes mentioned, i could run two instances of pd). the problem is
  that the timing is not nice. i'd like to run the patch with 20 frames
  per second. but in praxis each cycle needs 70ms, which gives me a
  framerate of 14. 
 
  is my gpu too slow? what happens, when the gpu is overloaded? can that
  cause pd to stuck?
 
  i attached a little gem-benchmark-test. although you say, gem doesn't
  use the dsp-clock, it takes much longer to compute the first block after
  a gem-rendering command. why is that? 
  and: here on my system, the [realtime] measures up to 70ms, when i go
  over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
  stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
  that? here on my system, cpu-time used by pd is always 20%.
 
  sorry to ask you so much.. but i try to understand things a bit
  better...
 
  roman
 
 
 
 
 
 
 
 
 
 
 
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Re: [PD] GEM : fx to make persons appear only when they move

2007-03-01 Thread Max Neupert
hi benjamin,

sebastian trippner did exactly this in i seminar i gave. here is the  
description and patch to download:
http://kunstundmedien.burg-halle.de/LEF/index.php?labor=erkenntniss=LEF
he was using a very simple method: a snapshot (still image) from the  
video feed was placed over the video image as soon as the video  
showed no more movement.
it's a very simple patch with not many onbjects.

have fun with it.

Am 01.03.2007 um 06:41 schrieb --:

 Hi list,

 I' trying to make an effect on a live camera feed with GEM for an
 installation in which only persons who move appear on a kind of video
 mirror, as chameleonTv of effecTv
 (http://effectv.sourceforge.net/chameleon.html)
 I tryed severals ways :
 with pix_background and pix_blob, modulating the alpha value of the
 rectangle on which the video is textured in function of the  
 quantity of
 movement but if one person moves, everybody appears.
 with pix_multiblob and combination of pix_image pix_rectangle and
 pix_mask, the [pix_multiblob 2] seems to eat all the processor,  
 even if
 I [pix_resize 320 240] the image before the multiblob.
 accumulating many (25) pix_movement and using the result by
 pix_masking it with  the live feed dig a hole in the person that  
 moves a
 little. Maybe I did not the average of alpha channel of the 25
 previous frame as I thought, due to the fact that pix_movement  
 works on
 the previous frame ?
 is there a better way with opengl instructions ? I tryed to look in  
 that
 direction but I didn't manage yet to find  how to analyze and  
 affect the
 pixels of a live feed
 thanks for any advice
 benjamin



 for the tech note : the video feed is from a PCI capture card
 (AlchemyTv) connected in s-video to a dv camera with [pix_video 720  
 576]
 on a G5 10.4 Pd ext7,
 for the first trial, I manage to mix this video feed with another DV
 camera connected in firewire, putting into a buffer an image  
 background,
 filling and playing another buffer with PAL images, and playing a non
 compressed video of the same size   output on a second screen
 800x600, with all that, the motion capture was really fast, only  
 40% of
 the proc used, it was really impressive (and stable), great dev  
 work, thks



 -- 
  ^
  -[O:O]-
  ~
  +--[¨]--
  |
  |
_/ \_


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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-03-01 Thread cyrille henry


Roman Haefeli a écrit :
 hello cyrille
 
 thank you for the adjustments. i think i understand the difference
 between measuring the gemhead loop and the time between 2 images. but
 the other thing with the optimization still remains unclear to me and it
 seems, that it doesn't work here. when i stop the first and start the
 second gemhead, the gemwin becomes black. no primitives are drawn. there
 is no error in the pd-window (there is only a message '[GEMglNewList]:
 mode=4864' when i load the patch).
 does the optimization need some flags enabled when compiling gem?
ous, sorry, it a bug in my patch. you just need to click on a bang : in the pd 
optimmized primitive windows  : the top one.
it should work if you click in this bang after starting the 2nd gemhead.

 
 it seems, there is so much about gem, i don't know yet (like all these
 objects [GEMgl*] and [GLdefine] and the like, or the message 'FSAA 4').
FSAA 4 is only here to enable antialiasing : the result is a much nice image if 
your hardware suport it.

 to understand them, is it needed to know opengl well? are these objects
 documented somewhere in the Gem-documentation?
all GEMgl* object are direct wrapper for openGL fonctionnality. so a openGL 
book is the best documentation. the red book is well known to be the 
reference.

but to be honest, it never try to understand how exaclty does the display list 
work in Gem, i just cut and paste.

cyrille

 
 i am not insulted if you don't have the time to answer all these
 questions...
 
 cheers
 roman
  
  
 
 On Thu, 2007-03-01 at 11:18 +0100, cyrille henry wrote:
 i made some change to this abstraction in order to compute only the time use 
 for the gemhead loop and not the time between 2 images.
 on my computer, it's about 11ms.
 but with the display list optimisation, it fall to 6ms about.

 cyrille

 Roman Haefeli a écrit :
 as always: i forgot the attachment

 On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:
 On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:
 On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
 
 
 i might be wrong but in my eyes it doesn't make sense to do
 all the work
 that could be done in 50ms in only 1.45ms. 

 What?  GEM doesn't use the DSP clock.  It will take as much time as
 needed to render.  
 oops. ok
  
 For example, the current work I have uses three or four 1080i clips, a
 live feed and records to disk and there is no way that all runs in
 1.45ms.  It takes about 12-15ms!
 anyway, i get dropouts when doing gem-rendering, although 'top' tells me
 that pd uses only 20% cpu-time. i don't care much about the audio (as
 IOhannes mentioned, i could run two instances of pd). the problem is
 that the timing is not nice. i'd like to run the patch with 20 frames
 per second. but in praxis each cycle needs 70ms, which gives me a
 framerate of 14. 

 is my gpu too slow? what happens, when the gpu is overloaded? can that
 cause pd to stuck?

 i attached a little gem-benchmark-test. although you say, gem doesn't
 use the dsp-clock, it takes much longer to compute the first block after
 a gem-rendering command. why is that? 
 and: here on my system, the [realtime] measures up to 70ms, when i go
 over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
 stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
 that? here on my system, cpu-time used by pd is always 20%.

 sorry to ask you so much.. but i try to understand things a bit
 better...

 roman











 ___ 
 Der frhe Vogel fngt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: 
 http://mail.yahoo.de


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 UNSUBSCRIBE and account-management - 
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Re: [PD] a little pitchshifter

2007-03-01 Thread robbert van hulzen
there's also G09.pitchshift.pd, which i've not looked at beyond simply
triggering it. not fft but two playheads. drumloop timing is a bit messy and
it looks different in construction than your patch (though i don't know what
happens inside [susloop~]). i'm looking forward to getting on with miller's
book and actually understand what this is all about...

Thomas Mayer [EMAIL PROTECTED] wrote:
 
 The patch is just a little dirty hack with looping a 10 ms long sample
 (or cutting off a bit when pitching down). It would be better to do that
 with Fourier transformation, but I am too
 stupid^H^H^H^H^H^H^inexperienced to do that in Pd ;)



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[PD] re:Lindenmayer system in pd / GEM

2007-03-01 Thread Luigi Rensinghoff
Hi List..

I came across these patches by Cyrille Henry, the postings are from  
august 2006.

when i try to open the patches i am missing rule and rule2.  
Strange that nobody mentioned it back then.

Well i was just curious to see how its done in GEM.

Best Regards Luigi



See below, for an example

 
--


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#X obj 34 562 rotateXYZ;
#X obj 28 93 t a b;
#X obj 170 386 random 1000;
#X obj 170 465 *;
#X obj 248 387 random 1000;
#X msg 170 361 seed \$1;
#X obj 248 338 + 1;
#X msg 248 362 seed \$1;
#X obj 248 468 *;
#X obj 78 385 random 1000;
#X obj 78 331 r rand_seed;
#X obj 117 430 r rand;
#X obj 78 461 *;
#X msg 78 357 seed \$1;
#X obj 170 335 + 1;
#X obj 78 410 - 500;
#X obj 170 412 - 500;
#X obj 248 412 - 500;
#X obj 106 19 inlet;
#X obj 106 48 unpack f f;
#X text 175 46 size \, order;
#X obj 116 73 - 1;
#X obj 74 78 / 300;
#X obj 114 128 / 300;
#X obj 74 502 *;
#X obj 165 505 *;
#X obj 243 504 *;
#X obj 317 440 + 1;
#X obj 34 588 spigot;
#X msg 190 572 1;
#X msg 217 576 0;
#X obj 34 612 color 0 1 0;
#X obj 28 161 color 0.6 0.6 0.6;
#X obj 34 635 scaleXYZ 1 0.33 0.1;
#X obj 34 683 scaleXYZ 1 3 10;
#X obj 34 659 sphere 0.05;
#X obj 197 542 sel 1;
#X obj 111 99 max 1;
#X obj 28 214 tube 0.02 0.02 1 10;
#X connect 0 0 9 0;
#X connect 1 0 2 1;
#X connect 1 0 46 3;
#X connect 2 0 3 0;
#X connect 3 0 8 0;
#X connect 4 0 3 3;
#X connect 5 0 3 1;
#X connect 6 0 46 0;
#X connect 7 0 2 0;
#X connect 8 0 36 0;
#X connect 9 0 40 0;
#X connect 9 1 10 0;
#X connect 9 1 17 0;
#X connect 9 1 12 0;
#X connect 10 0 24 0;
#X connect 11 0 33 0;
#X connect 12 0 25 0;
#X connect 13 0 10 0;
#X connect 14 0 15 0;
#X connect 15 0 12 0;
#X connect 16 0 34 0;
#X connect 17 0 23 0;
#X connect 18 0 21 0;
#X connect 18 0 22 0;
#X connect 19 0 20 1;
#X connect 19 0 11 1;
#X connect 19 0 16 1;
#X connect 20 0 32 0;
#X connect 21 0 17 0;
#X connect 22 0 13 0;
#X connect 22 0 14 0;
#X connect 23 0 20 0;
#X connect 24 0 11 0;
#X connect 25 0 16 0;
#X connect 26 0 27 0;
#X connect 27 0 29 0;
#X connect 27 0 30 0;
#X connect 27 1 35 0;
#X connect 27 1 44 0;
#X connect 29 0 45 0;
#X connect 30 0 46 1;
#X connect 31 0 46 2;
#X connect 32 0 8 1;
#X connect 33 0 8 2;
#X connect 34 0 8 3;
#X connect 35 0 34 1;
#X connect 35 0 33 1;
#X connect 35 0 32 1;
#X connect 36 0 39 0;
#X connect 37 0 36 1;
#X connect 38 0 36 1;
#X connect 39 0 41 0;
#X connect 40 0 6 0;
#X connect 41 0 43 0;
#X connect 43 0 42 0;
#X connect 44 0 37 0;
#X connect 44 1 38 0;
#X connect 45 0 31 0;
#X connect 46 0 7 0;
#X restore 37 446 pd F -;
#X obj 37 182 t b a b;
#X obj 111 226 s rand_seed;
#X obj 223 170 s rand;
#X obj 223 148 / 1000;
#X floatatom 223 130 5 0 0 0 - - -;
#X floatatom 309 457 5 0 0 0 - - -;
#X obj 37 298 route F + - [ ];
#X obj 68 323 t b;
#X obj 92 323 t b;
#X obj 118 323 t b;
#X obj 146 324 t b;
#X obj 37 323 t b l;
#X msg 37 207 F 1 0;
#X msg 260 409 30;
#X msg 309 434 -30;
#X obj 37 275 rule;
#X obj 37 254 rule;
#X msg 214 259 0.24;
#X obj 37 133 translateXYZ 1 -3 0;
#X msg 111 205 15;
#X obj 38 11 gemhead;
#X obj 38 33 world_light;
#X msg 223 107 -34;
#X obj 214 231 loadbang;
#X obj 223 84 loadbang;
#X obj 38 82 gemwin;
#X msg 38 57 create \, 1 \, lighting 1;
#X text 43 594 same exemple as the previus one \, but with some random.;
#X text 42 616 you nead a good graphyc card to load that patch.;
#X connect 0 0 38 0;
#X connect 3 0 19 0;
#X connect 4 0 1 0;
#X connect 5 0 2 0;
#X connect 8 0 6 0;
#X connect 9 0 7 0;
#X connect 10 0 19 2;
#X connect 11 0 20 0;
#X connect 12 0 1 1;
#X connect 13 0 19 3;
#X connect 14 0 15 0;
#X connect 15 0 13 0;
#X connect 16 0 19 4;
#X connect 17 0 14 0;
#X connect 18 0 36 0;
#X connect 20 0 32 0;
#X connect 20 1 3 1;
#X connect 20 1 4 1;
#X connect 20 1 5 1;
#X connect 

Re: [PD] small set of vector transforming abstractions

2007-03-01 Thread Roman Haefeli
On Thu, 2007-03-01 at 10:53 +0100, Frank Barknecht wrote:
 Hallo,
 IOhannes m zmoelnig hat gesagt: // IOhannes m zmoelnig wrote:
 
  
  why don't you just make them part of the frank's list-abstractions?
 
 Because they already are? ;) 
 
 But the versions of these in [list]-abs also handle arbitrary length
 lists and lists including symbols (which get ignored). If you already
 know, that you always have 3-element float lists you can optimize
 stuff a bit.

hey frank

after a closer look to list-abs again, it turned out that almost all of
the vector-abs are already implemented in list-abs and therefore could
be considered obsolet. the only really new is [v_rotate] (it's _not_ the
same as list-rot) and possibly [v_move], which is somehow related to
[triple-scale]. however, i started with [v_rotate] which i was really
missing and then one came after the other. 
i didn't meant to invent the wheel again.

roman 




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Re: [PD] small set of vector transforming abstractions

2007-03-01 Thread Roman Haefeli
On Thu, 2007-03-01 at 10:10 +0100, IOhannes m zmoelnig wrote:
 Roman Haefeli wrote:
  hi all
  
  during my trials with gem i made a little set of abstractions, that
  hopefully could be usefull when dealing with vectors. at least they have
  been for me.
  
  the set contains:
  
  [v_+]   : adds two vectors
  [v_-]   : subtracts a vector from another
  [v_scale]   : scales a vector
 
 funnily enough theses have been part of Gem for a long time.
 they have been made abstractions and moved to markEx (along with other
 objects that are not directly related to Gem)
 
  [v_mag] : outputs the magnitude of a vector
  [v_normalize]   : normalizes a vector (so that its magnitude becomes 1)
  [v_x]   : computes the cross product of two vectors
  [v_rotate]  : rotates a vector around another
  
  let me know if you miss something or if you find it not useable at all.
 
 why don't you just make them part of the frank's list-abstractions?

i don't think that these should get part of list-abs, though they share
some functionality. the list-abs are so cool, because they work with any
list with any length. the aim of the v_abs is really only dealing with
vectors (list of 3 floatatoms) and they are a bit faster because of
that. when passing 1000 vectors each gem render cycle, this could make a
difference, i think.

roman 



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Re: [PD] small set of vector transforming abstractions

2007-03-01 Thread Frank Barknecht
Hallo,
Roman Haefeli hat gesagt: // Roman Haefeli wrote:

 after a closer look to list-abs again, it turned out that almost all of
 the vector-abs are already implemented in list-abs and therefore could
 be considered obsolet. the only really new is [v_rotate] (it's _not_ the
 same as list-rot) and possibly [v_move], which is somehow related to
 [triple-scale]. however, i started with [v_rotate] which i was really
 missing and then one came after the other. 
 i didn't meant to invent the wheel again.

Not at all: I think, having a set of specific 3-element vector
operations available as abstractions is very useful. 

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] GEM : fx to make persons appear only when they move

2007-03-01 Thread ---------------[O:O]---------------
Thanks Max for this example, in fact it is quite close to my first 
trial, it works fine but if there is 2 persons in the image, one move, 
the 2 persons appears and I would like to see only the person who is moving.
I'll dig deeper...

Benjamin


Max Neupert a écrit :
 hi benjamin,

 sebastian trippner did exactly this in i seminar i gave. here is the  
 description and patch to download:
 http://kunstundmedien.burg-halle.de/LEF/index.php?labor=erkenntniss=LEF
 he was using a very simple method: a snapshot (still image) from the  
 video feed was placed over the video image as soon as the video  
 showed no more movement.
 it's a very simple patch with not many onbjects.

 have fun with it.

 Am 01.03.2007 um 06:41 schrieb --:

   
 Hi list,

 I' trying to make an effect on a live camera feed with GEM for an
 installation in which only persons who move appear on a kind of video
 mirror, as chameleonTv of effecTv
 (http://effectv.sourceforge.net/chameleon.html)
 I tryed severals ways :
 
 with pix_background and pix_blob, modulating the alpha value of the
   
 rectangle on which the video is textured in function of the  
 quantity of
 movement but if one person moves, everybody appears.
 
 with pix_multiblob and combination of pix_image pix_rectangle and
   
 pix_mask, the [pix_multiblob 2] seems to eat all the processor,  
 even if
 I [pix_resize 320 240] the image before the multiblob.
 
 accumulating many (25) pix_movement and using the result by
   
 pix_masking it with  the live feed dig a hole in the person that  
 moves a
 little. Maybe I did not the average of alpha channel of the 25
 previous frame as I thought, due to the fact that pix_movement  
 works on
 the previous frame ?
 is there a better way with opengl instructions ? I tryed to look in  
 that
 direction but I didn't manage yet to find  how to analyze and  
 affect the
 pixels of a live feed
 thanks for any advice
 benjamin



 for the tech note : the video feed is from a PCI capture card
 (AlchemyTv) connected in s-video to a dv camera with [pix_video 720  
 576]
 on a G5 10.4 Pd ext7,
 for the first trial, I manage to mix this video feed with another DV
 camera connected in firewire, putting into a buffer an image  
 background,
 filling and playing another buffer with PAL images, and playing a non
 compressed video of the same size   output on a second screen
 800x600, with all that, the motion capture was really fast, only  
 40% of
 the proc used, it was really impressive (and stable), great dev  
 work, thks



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Re: [PD] pd39.2 test 7 - text objects ++

2007-03-01 Thread Kyle Klipowicz
Sure! My Pd time is pretty much weekend warrior status at this point,
but I may make a project of trying to clean up some documentation/help
patches. If I did this, what's the best way to get the change
implemented?

Also, what's the status of PDDP?

~Kyle

On 2/28/07, Hans-Christoph Steiner [EMAIL PROTECTED] wrote:

 Complete, parsable documentation sounds good.  Wanna help? :)

 .hc

 On Feb 27, 2007, at 9:38 AM, Kyle Klipowicz wrote:

  All of this confusion really enforces to me the importance of using
  separate external objects rather than libraries. Either that, or more
  complete, parseable documentation.
 
  ~Kyle
 
  On 2/27/07, cyrille henry [EMAIL PROTECTED] wrote:
  line3 is in nusmuk folder, it is not related to any lib.
 
  hope that help
  cyrille
 
  IOhannes m zmoelnig a écrit :
  timon wrote:
  Ive got
 
  cyclone
  zexy
  list-abs
  mapping
  iemlib
  hid
  activated.
  Same libs activated in the latest release
  but the below objects are now broken.
 
 
  Alternate - broken
  line3 - broken
  randomF - broken
  invert - broken
 
  this _might_ relate to markEx (even though the markEx objects are
  called
  [alternate] and [tripleLine]).
 
  obviously markEx is not loaded, so this might be your problem
  (markEx
  used to be part of Gem in the golden days, but is no longer)
 
 
  remote - broken
  ascseq - broken
 
  at least these objects are not in Gem/markEx, zexy, list-abs and
  iemlib.
 
 
  Which libs?  I don't know the story on any of these.
 
  if you still have your old pd-extended version lying around (the one
  where these objects do work), you could start that one and open the
  help-patches for the borken objects.
  both the content of the help-patches and the full path of these
  might
  reveal which libraries they belong to.
 
 
  mfga.dr
  IOhannes
 
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Re: [PD] Lindenmayer system in pd / GEM

2007-03-01 Thread IOhannes m zmoelnig
Luigi Rensinghoff wrote:
 Hi List..
 
 I came across these patches by Cyrille Henry, the postings are from  
 august 2006.
 
 when i try to open the patches i am missing rule and rule2.  
 Strange that nobody mentioned it back then.

where did you get the patches from (exactly)?

everywhere i have looked, the [rule] and [rule2] abstractions are included.

mfa.sdr
IOhannes

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Re: [PD] PDContainer complains about missing h_multiset_setup()

2007-03-01 Thread Georg Holzmann
Hallo!

 I'm trying to install a new PDContainer, however while building goes
 fine, loading it makes Pd complain: 

thanks frank - this was a bug introduced because pdcontainer also 
compiles with the Pd-Extended buildsystem now!

It is fixed in cvs ...

LG
Georg

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[PD] Packing pointers into lists

2007-03-01 Thread Frank Barknecht
Hi,

it would be cool if the various operations of list-abs could also be
made to work with pointers. However one important construct doesn't
work and sometimes even lets Pd crash): extending a list with a
pointer element using [list append]X[pointer]

Attached patch illustrates what I mean: The example on the bottom
right doesn't work correctly. I wonder: is this even supposed to work? 

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__


pointer-pack-bug.pd
Description: application/puredata
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Re: [PD] Google Summer of Code WIKI

2007-03-01 Thread Kyle Klipowicz
Well, at least with OSX, there are Audio Units development kits
available for free with their developers package (also free).

I vaguely remember reading somewhere that Steinberg is cagey about VST
API stuff, but am not sure.

Something like this would really cause me to use Pd a whole lot more.

Features that would be great are:
-cross platform
-ability to encapsulate a plug-in that has all libraries and
abstractions included in a single file.
-edit-ability in this encapsulated form

I doubt that these things will be easy (if even possible to accomplish).

Oh, and on the subject, maybe we could think about enlisting some
'summer help' on tcl/tk interface improvements as well?

~Kyle

On 3/1/07, Josh Steiner [EMAIL PROTECTED] wrote:
 Georg Holzmann wrote:
  Hallo!
 
 
  Well, I guess updating PdVST is a little bit too small ...
 
 
  not if done correctly, it should be portable, support multiple plugin
  formats (ladsa, dx, vst), etc.  would be a really good summer project.
 
 
  you are right ... but aren't there already hosts for all the plugins ?
 

 other way around, the project isnt to host plugins in pd, its to host pd
 patches as a plugins in other vst hosts (live, flstudio, whatever)...
 check out PdVST if you have a windows box... it works pretty well, but
 is based of a really outdated pd:

 http://www-crca.ucsd.edu/~jsarlo/pdvst/

 
  i am unable... i removed PdVST from the short list, Pluggo4PD is
  probably a better descriptor, but now there is no little ? to click on.
 
 
  strange ;) ... I changed it to PluggoPD, now it's possible again ... it
  seems that for the wiki there should be no numbers in the names ...
 

 ahh, that makes some sense, thanks.  i'll try to find some time soon to
 writeup a description.  if anyone wants to pipe in with wanted features
 or maybe clues on how to implement this it would be helpful.

 -josh


 --
 
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Re: [PD] Packing pointers into lists

2007-03-01 Thread pierre cage

Hi,

See attached abstractions for a desperate (but working) way to store
and recall lists of pointers ... Nevertheless, making this possible in
a standard manner would be far more convincing ...

Cheers

Pierre Cage


2007/3/1, Frank Barknecht [EMAIL PROTECTED]:

Hi,

it would be cool if the various operations of list-abs could also be
made to work with pointers. However one important construct doesn't
work and sometimes even lets Pd crash): extending a list with a
pointer element using [list append]X[pointer]

Attached patch illustrates what I mean: The example on the bottom
right doesn't work correctly. I wonder: is this even supposed to work?

Ciao
--
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add-tag-pointer.pd
Description: Binary data


get-tag-pointer.pd
Description: Binary data


tag-pointer.pd
Description: Binary data


tag-pointers-help.pd
Description: Binary data
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[PD] pd joystick

2007-03-01 Thread Matteo Sisti Sette
Hi,

I was looking for an external to receive data from a standard joystick (at 
least for windows).
I only found the pd_joystick one that can be downloaded here:

http://crca.ucsd.edu/~jsarlo/pd/

It works fine, but it has a huge design flaw in that the number of outlets 
depends on the number of axes of the joystick detected at startup.
This makes it nearly useless in most serious patch development situations.
I don't need to explain why, do I?

Dose anyone know some better and more pd-minded alternative?
Well, I guess pd-extended includes some, doesn'tit? however I would like to 
download just the joystick external rather than the whole pd-extended, so it 
would be fine to know how it's called etc.

Thank you
M. 


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Re: [PD] a little pitchshifter

2007-03-01 Thread Peter Worth
on a related note, could someone answer a very basic question for me?

what's the cheapest (in my effort and cpu effort) way to simply change
the playback speed of some audio in an array? i.e. changing pitch and
speed.

at the moment i'm looping something with tabplay, but want to make a
slider that adjusts the speed like a turntable. does it end up
requiring fiddly interpolating or anything?

thanks,
pete.

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Re: [PD] newbie growing pains...

2007-03-01 Thread Hans-Christoph Steiner

On Feb 25, 2007, at 3:01 AM, carmen wrote:

 On Sun Feb 25, 2007 at 01:51:33AM -0500, Hans-Christoph Steiner wrote:

 On Feb 20, 2007, at 9:14 PM, Derek Holzer wrote:

 Hi Jared,

 for what it's worth, I've been working with PD for years and I still
 can't read most other people's patches ;-)

 Everybody has their own style, their own handwriting, and some are
 more readable than others. Diving right into somebody's finished  
 patch
 is pretty difficult for an experienced user, and almost impossible
 for a
 beginner, I'd say! If you were trying to learn German, would you  
 start
 by reading Goethe?

 Partially, I think this is due to lack of common practice in coding
 style and things like that.  Most languages, programming or other,
 have a lot of standard practices when it comes to writing them done
 in different contexts.  For whatever reason, the Pd/Max world has not
 developed many conventions, and I think that makes reading other
 people's patches harder.

 it couldnt possibly be beacuse the whole point or essence of a  
 patch is often sphaghetti, or that theres no way to zoom out to see  
 all the subpatches and abstractions on a single window..

Instead of zooming you can have subpatches of subpatches and  
abstractions that use abstractions.  Then you can have a complecated  
system that fits on your screen.  Some of my programs in Pd using 8  
or more levels of abstraction.

.hc



 .hc

 I learned PD by reproducing things which I understood already in
 stages,
 such as going from a quad-panner, a mixer, a sampler and a
 delay-network, to complex feedback-FM, a granular synthesizer and an
 algorithmic sequencer...etc etc. First I played around with the
 built-in
 examples, then I made simple things and basic utilities. After  
 that I
 went back to the examples I skipped and figured out what I did  
 wrong,
 and then I moved on to porting things from other apps I had used
 before and knew the structure of (AudioMulch units, Reaktor
 instruments,
 various VSTs, etc). These kinds of exercises are the ones I think  
 work
 best. Start from a point you know, and figure out how to do it with
 the
 most basic objects in PD. If core PD doesn't do it, then it's  
 time to
 reach for an external.

 best,
 d.

 jared wrote:

 obvious similarities, but the more time I spend with PD the more  
 they
 feel like different beasts.   I will definitely go back and start
 from
 square one with PD.


 -- 
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 ---Oblique Strategy # 77:
 Give way to your worst impulse

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Re: [PD] PD Workshop files

2007-03-01 Thread Hans-Christoph Steiner

On Feb 22, 2007, at 3:31 PM, Frank Barknecht wrote:

 Hallo,
 jared hat gesagt: // jared wrote:

 I downloaded the whole directory structure with wget !
  
  Sorry, but what is wget?  Where did you get it?

 Very nice workshop material - who made this ?

  Nicholas Ward Job Title:Part-time Lecturer (MScMM)
  Qualifications: M.A. Music Technology, M.Sc. Multimedia Systems
  e-mail: Nicholas dot Ward at cs.tcd.ie
  
  https://www.cs.tcd.ie/Nicholas.Ward/

 Well, but the files included aren't all written by Nicholas Ward. This
 seems to be a collection of files and documents, that Nicholas found
 useful. But it includes stuff like the pmpd examples from CVS, the
 Gem-tutorial pdf by IOhannes etc. some files are by Derek Holzer,
 others by Aymeric Mansoux etc. But it's a nice selection.


And Dave Sabine, and I would be very surprised if there wasn't a bit  
of Frank Barknecht in there ;).


There is a bunch of workshop materials here, please add anything that  
is missing. :

http://puredata.org/docs/workshops

Also, I collected all the workshop materials I could find a year ago,  
then put them together into a collection, and added a bunch more.   
There is a lot of good stuff there, but it could use more work.  It  
would be great to fold some of these into the existing collections.   
The idea is to break out into separate, standalone subtopics.  These  
are included in the latests Pd-extended test versions under Help -  
Browser - manuals.  There is 0.intro, '1.Sound', '2.Image',  
'3.Networking', and '4.Physical', in varying states of completion.

Those are all meant to be the basic intros.  It would be awesome to  
see topics like spectral gates, fm synthesis,  build your own  
sampler, etc. etc.

These are also in CVS in doc/tutorials:

http://pure-data.cvs.sourceforge.net/pure-data/doc/tutorials

.hc


 Ciao
 -- 
  Frank Barknecht _ __footils.org_ __goto10.org__

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