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

Cyrille Henry ch at chnry.net
Tue Nov 5 16:34:20 CET 2013


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 <ch at chnry.net <mailto:ch at 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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