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23. GLSL Webcam Ripples
2 years ago
12. Processing - Grow Study
3 years ago
this is a revisit of this project:
vimeo.com/833406

while back then the framerate was 10-20 fps at 640x480 pixels(the video back then was actually kind of prerendered), this new version still runs at 60 fps at a resolution of 1024x768(DAMN THAT IS FAST).

The huge speed imrpovement is because I portet the whole thing to GLSL using texture lookups which makes things alot faster. The funny thing is that there is still alot to improve in terms of my FBO handling. Anyways it's fast allready!

Also the ripples could maybe need some extra smoothing.

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  • it's great :) looks like you are putting your head into a bath! I should get into shaders coding. Performance is amazing!
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  • Ric Miskimmon 2 years ago
    This is VERY interesting 0 great effect especially if you are running at 60FPS
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  • baldakino 2 years ago
    nice effect! it looks around longer straighter edges (neckline) like you´re using some kind of set interval between the ripple sources, giving strings of 00000´s. is that a result of edge detection?!
  • moka plus 2 years ago
    I don't really know what you mean. I don't use any edge detection it's simple frame differencing. There is a little bug in the video with the refraction computation that causes some small ripples all the time. I fixed it though. Thanks!
  • Henry Dittrich 1 year ago
    lol
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  • Barbara Craig ツ 2 years ago
    I love it :-)
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  • Henry Dittrich 1 year ago
    cool
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  • Felipe Cuadra 1 year ago
    nice!
    although I have a few questions, since I've just started learning openFrameworks.

    Is this done with openF + ofxShaders?
    what part of the effect would be done by the Shaders themselves?

    ... so much to learn! =D
  • moka plus 1 year ago
    webcam differencing is done using openCV on the CPU, everything else is computed in two shaders, one blurring the scene to make the ripples move, another one doing the final composition. I use openframeworks for the webcam stuff, and my own simple shader class.
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