A little real-time experiment with instancing and compute shaders
Here’s an implementation of shadow mapping to get real-time shadows. Points are little instanced cubes (~800K), and a compute shader is used to determine the geometry.
$ cd OR/openrndr.org/openrndr/
$ git log --reverse --format="format:%as" --all | head -n 1
2018-02-20
Happy birthday to OPENRNDR!! 6 years old today!
Something I started last night and finished after sleeping:
Details in the alt text.
Recent images I plotted for a coming art fair:
Did you create anything on recent months? I want to see!
Description at genart.social.
Here I played with contours again. I start with a square, choose one of the available segments, split it in five, offset the middle one of those five along the normal, repeat this a few times, then finally apply a subtle corner rounding. There are a few more variations here.
my first openrndr project it about beat detection.
Its not a lot to look at but after an hour of downloading openrndr and install intellij i got “tarsos dsp” (GitHub - JorenSix/TarsosDSP: A Real-Time Audio Processing Framework in Java) included as a dependency and got beat onset detection working plus a bpm calculator with default mic input as audio source.
Nice!! Congratulations!! And great that you shared your code
new example is how to do udp broadcast with a rendertarget (true broadcast as in one stream gets send to multiple receivers, not multicast where one sends a stream per receiver)
video of usage: https://youtu.be/ieR7PA7saro
code: GitHub - sloev/openrndr-udp-broadcast-example
thank you to @abe for helping out with the details here: Rendertarget to udp broadcast - #2 by abe
Work in progress: a compute shader implementation of Andy Lomas’ “Cellular Forms: an Artistic Exploration of Morphogenesis”. Most probably the most complex and fascinating project I have worked on so far.
Here’s just a little snapshot of the mesh generation and surgery.
When I’ll be happy about its state, I might think of writing something about it.