[PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Marco Donnarumma
Hi all,

I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a
pmpd system on top of it.

I'd need some cpu-friendly motion blur and glow effects on everything
rendered in the gemwin.

My strategy so far has been to split the final rendering into two 800x800
squares. That is:

I have two [snap2tex] snapping two separate [gemwin -1] onto two [square].
One [snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, by
modulating the opacity of [colorRGB] for the 2 squares I can get motion
blur effect.

This works fine, but the same splitting strategy doesn't work for shaders.
If I apply a shader to the two [square] the coordinate of the texture are
all mixed up.

Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex]
takes way less resources. is that normal?

What's the best way to go here?

thanks!
best,

--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net
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Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Cyrille Henry

hello Marco,

better than snap2tex, you can use rendering in framebuffer. The framebuffer can 
directly be rendered as a texture, no snapping is needed.

i did not understand the way you make your motion blur.
I  usually have my model to run at a frequency 5 or 10 time faster than the 
rendering. then, you can just render 10 primitives for every image...
or make 10 rendering per frame, and average them in the final render.

cheers
c




Le 05/11/2013 12:08, Marco Donnarumma a écrit :

Hi all,

I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a pmpd 
system on top of it.

I'd need some cpu-friendly motion blur and glow effects on everything rendered 
in the gemwin.

My strategy so far has been to split the final rendering into two 800x800 
squares. That is:

I have two [snap2tex] snapping two separate [gemwin -1] onto two [square]. One 
[snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, by modulating 
the opacity of [colorRGB] for the 2 squares I can get motion blur effect.

This works fine, but the same splitting strategy doesn't work for shaders. If I 
apply a shader to the two [square] the coordinate of the texture are all mixed 
up.

Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] takes 
way less resources. is that normal?

What's the best way to go here?

thanks!
best,

--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net


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Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Marco Donnarumma
Hi Cyrille,

ok, I now managed to use gemframebuffer in a smaller test patch. For some
reason, in my larger patch it crashes everytime I connect it to the pmpd
system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of
the gemwin.

Could you explain a little more how you achieve the motion blur?
i.e. what do you mean with just render 10 primitives for every image...?

thanks!
M




--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net


On Tue, Nov 5, 2013 at 11:35 AM, Cyrille Henry c...@chnry.net wrote:

 hello Marco,

 better than snap2tex, you can use rendering in framebuffer. The
 framebuffer can directly be rendered as a texture, no snapping is needed.

 i did not understand the way you make your motion blur.
 I  usually have my model to run at a frequency 5 or 10 time faster than
 the rendering. then, you can just render 10 primitives for every image...
 or make 10 rendering per frame, and average them in the final render.

 cheers
 c




 Le 05/11/2013 12:08, Marco Donnarumma a écrit :

 Hi all,

 I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a
 pmpd system on top of it.

 I'd need some cpu-friendly motion blur and glow effects on everything
 rendered in the gemwin.

 My strategy so far has been to split the final rendering into two 800x800
 squares. That is:

 I have two [snap2tex] snapping two separate [gemwin -1] onto two
 [square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset.
 Then, by modulating the opacity of [colorRGB] for the 2 squares I can get
 motion blur effect.

 This works fine, but the same splitting strategy doesn't work for
 shaders. If I apply a shader to the two [square] the coordinate of the
 texture are all mixed up.

 Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex]
 takes way less resources. is that normal?

 What's the best way to go here?

 thanks!
 best,

 --
 Marco Donnarumma
 New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
 Embodied Audio-Visual Interaction Research Team.
 Department of Computing, Goldsmiths University of London
 ~
 Portfolio: http://marcodonnarumma.com
 Research: http://res.marcodonnarumma.com
 Director: http://www.liveperformersmeeting.net


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Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Cyrille Henry

here is an example
c

Le 05/11/2013 16:10, Marco Donnarumma a écrit :

Hi Cyrille,

ok, I now managed to use gemframebuffer in a smaller test patch. For some 
reason, in my larger patch it crashes everytime I connect it to the pmpd 
system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of the 
gemwin.

Could you explain a little more how you achieve the motion blur?
i.e. what do you mean with just render 10 primitives for every image...?

thanks!
M




--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net


On Tue, Nov 5, 2013 at 11:35 AM, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net wrote:

hello Marco,

better than snap2tex, you can use rendering in framebuffer. The framebuffer 
can directly be rendered as a texture, no snapping is needed.

i did not understand the way you make your motion blur.
I  usually have my model to run at a frequency 5 or 10 time faster than the 
rendering. then, you can just render 10 primitives for every image...
or make 10 rendering per frame, and average them in the final render.

cheers
c




Le 05/11/2013 12:08, Marco Donnarumma a écrit :

Hi all,

I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a 
pmpd system on top of it.

I'd need some cpu-friendly motion blur and glow effects on everything 
rendered in the gemwin.

My strategy so far has been to split the final rendering into two 
800x800 squares. That is:

I have two [snap2tex] snapping two separate [gemwin -1] onto two 
[square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, 
by modulating the opacity of [colorRGB] for the 2 squares I can get motion blur 
effect.

This works fine, but the same splitting strategy doesn't work for 
shaders. If I apply a shader to the two [square] the coordinate of the texture 
are all mixed up.

Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] 
takes way less resources. is that normal?

What's the best way to go here?

thanks!
best,

--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.__liveperformersmeeting.net 
http://www.liveperformersmeeting.net


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Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Marco Donnarumma
thanks c!

way simpler than I thought :)

--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net


On Tue, Nov 5, 2013 at 3:34 PM, Cyrille Henry c...@chnry.net wrote:

 here is an example
 c

 Le 05/11/2013 16:10, Marco Donnarumma a écrit :

 Hi Cyrille,

 ok, I now managed to use gemframebuffer in a smaller test patch. For some
 reason, in my larger patch it crashes everytime I connect it to the pmpd
 system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of
 the gemwin.

 Could you explain a little more how you achieve the motion blur?
 i.e. what do you mean with just render 10 primitives for every image...?

 thanks!
 M




 --
 Marco Donnarumma
 New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
 Embodied Audio-Visual Interaction Research Team.
 Department of Computing, Goldsmiths University of London
 ~
 Portfolio: http://marcodonnarumma.com
 Research: http://res.marcodonnarumma.com
 Director: http://www.liveperformersmeeting.net


 On Tue, Nov 5, 2013 at 11:35 AM, Cyrille Henry c...@chnry.net mailto:
 c...@chnry.net wrote:

 hello Marco,

 better than snap2tex, you can use rendering in framebuffer. The
 framebuffer can directly be rendered as a texture, no snapping is needed.

 i did not understand the way you make your motion blur.
 I  usually have my model to run at a frequency 5 or 10 time faster
 than the rendering. then, you can just render 10 primitives for every
 image...
 or make 10 rendering per frame, and average them in the final render.

 cheers
 c




 Le 05/11/2013 12:08, Marco Donnarumma a écrit :

 Hi all,

 I have a 1900 x 800 gemwin. I render a few geos on a big [sphere]
 and a pmpd system on top of it.

 I'd need some cpu-friendly motion blur and glow effects on
 everything rendered in the gemwin.

 My strategy so far has been to split the final rendering into two
 800x800 squares. That is:

 I have two [snap2tex] snapping two separate [gemwin -1] onto two
 [square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset.
 Then, by modulating the opacity of [colorRGB] for the 2 squares I can get
 motion blur effect.

 This works fine, but the same splitting strategy doesn't work for
 shaders. If I apply a shader to the two [square] the coordinate of the
 texture are all mixed up.

 Also, when applying the shaders the cpu go up +30%, whereas
 [snap2 tex] takes way less resources. is that normal?

 What's the best way to go here?

 thanks!
 best,

 --
 Marco Donnarumma
 New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
 Embodied Audio-Visual Interaction Research Team.
 Department of Computing, Goldsmiths University of London
 ~
 Portfolio: http://marcodonnarumma.com
 Research: http://res.marcodonnarumma.com
 Director: http://www.__liveperformersmeeting.net http://www.
 liveperformersmeeting.net


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