In any interactive installation environment there are plenty of way to get user input / data that will drive your visuals and give the audience the feeling of connected-ness with your installation. One of the more interesting ways that I have done recently is by tracking people and their movement around the space. This concept is […]
Category Archives: Programming
This has been asked for a lot – I figured I would post the content in an easy to reach spot. Included in the zip file is the .TOE and the Blender file which shows how to rig up a human form to work with the Kinect. Here is a preview: Download link: Kinect_mesh
Project Overview Public speaking and capturing an audiences attention about a topic you are passionate about is hard, especially for people who haven’t spent time in an improv or acting environment. Many times, when seeking funding or trying to inform an audience about a topic we get very rooted in what we have prepared to […]
Project overview While studying for my MFA at Arizona State University, I was a research assistant for Christian Ziegler. We were working on the next step in his research on matrix lighting systems started in his previous works, which consisted of statically hung neon lights arranged in a rectangular grid. For the next iteration we […]
Right now I am working on some software to educate public speakers. One of the requirements for the software is that it records and stores data gathered in real time during a talk and be able to be accessed later for playback and data analysis. This data needs to be managed in such a way […]
Today I’going to bring you through the basics of creating stereoscopic visuals. If you don’t have a set of anaglyphic 3D glass laying around you can make them fairly easily with plastic glasses frames from a movie theater and some red and blue lighting gel. Here is a picture of the glasses I made. It’s […]
Ripped right from Wikipedia: “UV mapping is the 3D modeling process of projecting a 2D image to a 3D models surface.” If you’re familiar with 3D modeling then UV maps might be second nature to you, they allow you to give the object you create texture. They allow you to manipulate the way light interacts […]
Here is an example of GLSL ray marching in TouchDesigner. The marching algorithm looks up the pixel value from a Texture3D and paints it in a GLSL TOP.
Here is a video where I go over some basic methods of generating realistic textures from a single image. I go over the Phong MAT, normal map, and a basic geometry displacement technique.
This tutorial will help you leverage Blenders physics engine to create complex 3D animations quickly. It will also walk-through programmatic solutions to deal with texturing and playing back those animations. The tutorial uses 3D assets from my previous tutorial on camera mapping which you can find here: http://www.design.ianshelanskey.com/technology/3d-content-part-1-camera-mapping/