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Showing posts with the label addons

Raymarching - a way to liberation of generative graphics

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I published this article on openFrameworks forum also. Recently I was so fascinating to work with raymarching technology in oF, that I decide to write this detailed post about it. Such technology allows to render non-rigid objects such as clouds, create dynamic and truly geneative volumes without meshes, and, additionally, very simply render in in VR or 360-degrees panoramic images. It was not so fast to collect all information, so I sure it will be useful for somebody desired to work with in in a modern oF/GLSL. We (art-duet Endless Attractions Museum ) recently released VR art project "Night sleep was taken from my eyes, V.2". In the project we are thinking, how are our memories formed? Is it possible to visualize the amnesia process? What will the storage look like in the future? Wearing the VR HMD, a viewer found himself flying in a cloudy space. Some clouds contain inside transformed panoramic photos illustrating one day in the life of...

Programming VR with openFrameworks

To work with VR using openFrameworks, you can use ofxOpenVR addon: https://github.com/perevalovds/ofxOpenVR It's implementation of Valve Software's OpenVR API, which was originally developed by smallfly https://github.com/smallfly/ofxOpenVR , next I forked it into Kuflex repo, and finally to my repo. The most important fix comparing original version is about problem of one eye's vertical shift due matrices computations errors. This addon lets create VR applications (using HTC Vive) on openFrameworks, Windows 10. It's using oF's programmable render. Requirements HTC Vive (though, it is not required to compile projects, just to deploy) and Steam VR Visual Studio 2017 openFrameworks 10.1 ofxOpenVR addon folder, which should be placed to openFrameworks/addons/ofxOpenVR. Running examples To check addons is working, compile and run its examples located in openFrameworks/addons/ofxOpenVR . There are two examples: exam...