vrdj

This is a glimpse of what virtual reality could do for DJing

Virtual reality is suddenly a high-profile topic everywhere, from Facebook to gaming. And while such ideas have been around as long as computer graphics, consumer tech is finally catching up with the vision. Here’s the thing: now as we move from sci-fi to reality, it’s not totally clear what this tech is for. Sure, it’s fun for immersive games, but beyond that? One way to find out: try it yourself. Benjamin S. Hopkins writes us having done just that. This is definitely a hack – a proof of concept experiment to see what might be possible. But what’s clever about …

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Free Patching Tool Pd (Pure Data) 0.46 Released: Native OSC, Jack

Pd: Ugly. Hugely useful. Free. The open-source, free graphical patching environment can do everything from simple MIDI tasks to building synths and effects to advanced multimedia. And because it’s free software, it’s also been adapted to run places other tools can’t – it’s been used in commercial iOS apps with millions of downloads (via libpd), and will run happily on a Raspberry Pi or even a hacked e-reader or ancient iPod. Contrary to popular belief, it’s also getting a healthy stream of updates. And while those usually don’t merit specific mention, 0.46 is very cool. (It’s the “vanilla” version, so …

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Push Pixels Harder: Open Hap Video Codec Now on Windows and Mac

So, you’ve got a laptop and you want to play multiple video streams. And maybe it’s not a super-fast laptop – maybe it’s just a kind-of normal laptop that you’ve upgraded to an SSD. Or, wait — you’ve actually just gotten the dream job media art gig you always wanted. And they’ve assembled 52 projectors in the budget, and want 26 layers of video. And you need to deliver that efficiently. And they didn’t budget for some high-end media server. Either way, Hap is for you. It’s an open-source, GPU-accelerated video codec. The idea: go easy on your CPU by …

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Splash: Stunning 3D Visuals React to Sound, In New, Free Tool Built with Unity

Splash alpha test from XY01 on Vimeo. Splash alpha test from XY01 on Vimeo. “Visual synths” go in a slightly different direction from general-purpose tools. They produce visuals generatively in a way that seems more like an instrument. Splash is one new effort to do that, and thanks to the Unity game engine, it boasts some spectacular, bubbling, sparkling 3D graphics. The tool is free, supported only by donations, and currently in alpha. Melbourne-based developer Brad Hammond explains how he sees the tool: This is a program that anyone should be able to pick up, scribble a few lines, twist …

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Animation for Games, Fanciful and Surreal, by Mario von Rickenbach [Unity]

Zurich-based artist Mario von Rickenbach is a fine representation of what the new generation of visualists looks like. Adept in code and art alike, turning his talents in illustration beyond pretty pictures to experimental game design, he’s part of a breed of artists who expresses visual ideas in interactive, live form. Those real-time game engines are moving feasts of animated art, so it’s little wonder he takes his game engine of choice (Unity) and applies it to live performance, too, as he did in projections for a sci-fi musical theater work at the National Academy of Chinese Theatre Arts in …

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Planetary Exploration: 3D Warping with Unity Game Engine + OpenFrameworks + Syphon

Now you’re thinking in spheres. We’ve been covering Syphon since its introduction – see a recent interview with co-creator Anton Marini. The idea is to give visual apps on the Mac the ability to pipe textures from one app to another, as simply as you’d connect sound signal on a computer or in a studio. This example, though, really shows some of the potential for which we’d hoped, combining the Unity game engine with OpenFrameworks code freely and easily. (There’s a brief cameo by Modul8, too, but I think it was used only for testing, not in the finished piece …

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Powerful 3D Tech, Housebroken: Unity, OpenFrameworks, Blender, Dog in Action

Sniff from karolina sobecka on Vimeo. Right on cue, after mentioning that game engines like Unity can become powerful tools for live and interactive visuals — not just digital “games” in the conventional sense — here’s an example, via the Unity Twitter feed. SNIFF, by Karolina Sobecka with software development by Jim George, combines the beautiful, commercial Unity game engine with two free and open source tools — Blender for generating models, and OpenFrameworks for providing a tool for analyzing video input for interaction. Yes, the model could have been done in Blender’s own game engine, or with more OF …

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Immersive Music: Revo:oveR Installation, Lightbent Synth, Max + Unity

As an addendum to the last story, Ivica Ico Bukvic sends along an example of the [myu] Max/MSP + Unity game engine combination in action. Here’s the surprise: Unity isn’t generating visuals. Instead, Unity simulates ripples created by movement in the space, and builds physical models that are sonified and spatialized by Max/MSP. Speaking of work involving art museums and the combination of Max and Unity, VJ Anomolee notes in comments his own work with the pairing. Lightbent Synth is an in-progress piece with alternative controllers and sensors that produces sound with a novel visual representation (sound’s very quiet in …

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More Max+Unity Game Engine Goodness, with Powerful Toolkit for Max, Jitter, Pd

Take a powerful game engine (for animation, 2D and 3D graphics, physics, and on-screen interaction). Add the flexibility of a visual development environment for programming with virtual patch cords, for rich sonic and musical capabilities plus easy interaction with data and input. That’s the idea of combining something like Unity 3D with Max/MSP. In the example from earlier today, the solution simply routed basic data from a Unity-based game to a responsive music engine in Max. In the case of [myu] – the Max Unity Interoperability Toolkit – that integration goes further still. Developed at the DISIS (Digital Interactive Sound …

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Process Textures with Jitter, Connect to Unity Game Engine

Jitter works brilliantly when it comes to processing signal – and that means for signal-like work with video and textures, it’s fantastic, as well as the usual Max-y tasks like processing input from physical sensors and input devices and the like. But try to do a whole lot of sophisticated 3D work, and Jitter may not be the best tool. For game-style 3D graphics and interaction, you want some standardized rendering and scene graph tools to take care of the hard work, plus physics and other capabilities that bring together your 3D scene. That’s why [myu], the Max – Unity …

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