[PD] porting vade shaders collection to Pd

Guido Tamino guido.tamino at gmail.com
Tue Dec 27 13:02:29 CET 2011


actually the [pix_shader] abstraction comes from a depth of field simulation I made with glsl/gem a while ago. Download link, documentation and demo video are available at the link below. If anyone wants to try it out, the depth of field patch is pretty self-explainatory and should work just out of the box.

Before being swamped with work I was interested in porting Vade shaders and other glsl stuff to PD. I implemented his blur shaders (motion blur, zoom blur and fast blur) and they all seems to work fine but a lot of work has to be done before using them as solid generic effects. 

A couple months ago I opened a discussion with Cyrille on the theme but we were both too busy with work to fully dive into the subject. In the meanwhile I played around with the optical flow experiments by the jitter community with nice results, a demo could be seen here: 

I'm definetely interested in developing a set of glsl wrappers to make the whole thing easier for a beginner. I am a beginner myself and I had some tough times trying to figure out things like how to multipass glsl effects or how to feed multiple textures to a shader. This kind of stuff is almost undocumented and needs a lot of trial and error in order to be understood.


Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha scritto:

> Hello
> We have worked in codelab french forum about that since one month : 
> I give you the first test-lib that I have created : 
> <a_shader-tr.zip>
> [a_cons] is a usefull abstract to create box of variables.
> 2 exemples with multipass of texture
> http://t-pas-net.com/videos/test_multi_shad.mov
> http://vimeo.com/33974266
> Yet, I adapt GLSL. system of particules with pmpd.
> http://t-pas-net.com/videos/fragGLSLtest5.mov
> http://t-pas-net.com/videos/testGLSL_pmpd.flv
> :-)
> p
> Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit :
>> Hi all,
>> while studying glsl (after attending Cyrille's workshop at the PdCon), I'm porting Vade's collection of shaders [1] to Pd, 
>> and I only need to know I'm not reinventing the wheel.
>> I'm creating a glsl-help-files lib, based on the [pix_shader] wrap by Cyrille; adding ready made patches for diverse shaders and briefly explaining while some work out of the box and some others not.
>> It could be useful to have such documentation in Pd, as the glsl topic is not covered in depth, or at least not enough for a noob in this field as myself.
>> I recall Marius was doing something similar, but I'm not sure how the project ended up.
>> [1] http://001.vade.info/?page_id=20
>> -- 
>> Marco Donnarumma
>> Independent New Media and Sonic Arts Practitioner, Performer, Teacher
>> ACE, Sound Design MSc by Research (ongoing)
>> The University of Edinburgh, UK
>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Portfolio: http://marcodonnarumma.com
>> Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | http://www.flxer.net
>> Director: http://www.liveperformersmeeting.net
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