openframeworks audioreactive demos
sloopiDoopi | July 2, 2012To get up do date with openframeworks I made some audioreactive demos to show what you can do with this great framework.
I had a long list of very cool demos/examples from others and made some remixes of their work. It also was a good exercise to transfer older code to the latest 0071 version and to convert code to compile with VS2010. Most of the examples you get on Github are cool but only act as a starting point for own extensions. As an old multitouch dude the first obligation is to add TUIO support so you can play in an interactive way with the system.
My first demo is a remix of the Binned Particels Example from Kyle McDonald:
The Original example has no color and only has some mouse interaction, so I decided to extend this demo with TUIO input, audio forces and some color/blend stuff for better visual appealing.
The next demo is a remix of the great MPM Fluid from Grant Kot (Golan Levin OF implementation):
You can achieve a lot of behaviours when you play with the different parameters.
The next one is my own implementation of a 2d metablob/metaball shader in openframeworks. (Don’t know exactly where I got all the code inspiration, but it’s based on some work from Adrian Boeing) :
As you can see the shader implementation make it posible to render a lot of blobs with a high framerate.
The last one is a remix of Memo Aktens MSAOpenCL addon. Thanks to Matt Gingold who made some WIndows addition to the code, otherwise I had stumbled right at the beginning to get the example running on my PC as the original code is only for Mac. Anyway it was hard to do because it’s based on OpenCL:
I always dreamed of some particle system where you can move 1 million particles in realtime. It’s not so easy to get into the OpenCL development and it’s a lot of trial&error as you have just limited debugging capabilities. But now I have some feeling how to think in the “OpenCL way”.