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trabajamos para ella !
anything to add to fantastic mr.gaudi ? 
Sunday, October 11, 2009, 10:52 AM - Maya.c++.api., Maya.general.modelling, Geometry, Differentiation, algorithms
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Technology , techniques , styles and rest of the jazz 
Friday, August 28, 2009, 02:11 AM - Maya.general.modelling
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Random thoughts o design , algorithms , technology , techniques

_sequence of actions vs sequence of snapshots.

"one of the first important paradigm shifts that programmers struggle to make is from viewing an algorithm as a sequence of actions to viewing it as a sequence of snapshots of the state of the computer." jeff edmonds , How to think about algorithms

Personally I think the latter is particularly useful in "design computing" , when the result desired is not known in exactitude . Once the snapshots are somewhat outlined, we can proceed to flesh out the design algorithm with operations to get from one state to another....

This inclination betrays a huge persnoal reliance on being able to use modelling techniques to "think-through" an algorithm .. i.e get from one state to another..

(to be continued..)










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aa dlab_09  
Sunday, August 23, 2009, 10:09 AM - Maya.c++.api., Maya Embedded Language, Maya.general.modelling, Research, production pipeline
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UNIT | TUTORS
Chikara Inamura and Shajay Bhooshan : ZHA Architects, london.

Primary software used : Catia and Maya.

UNIT | PARTICIPANTS
( some surnames to be corrected soon!)
Amorph
LorenzoPoli _PeyLingWeng _MariaEugeniaVillafane _IoannaSymeonidou
1+4
DenisLacej _PanizPeivandi _GeorgiosManousis _YijunHuangor _ RevanosAtria
Scuba
ManmitJandu _ThomasLegleu _MengTang _KnutBrunier _ Mohamed
Soda
JadalLeon _RicardoSosa _AliNahmad _Jheny _Fernando

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blade ! 
Sunday, August 23, 2009, 07:44 AM - Maya.general.modelling
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code maquette 
Friday, July 17, 2009, 07:48 AM - Maya.c++.api., programming interests
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original video at 18-45 fps.





_ reference source code : locomotion / kinematics
levFlagellum: by Jared Tarbell / Roberrt Hodgin (flight404).

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more OF - maya attempts : Webcams , blob detection , sprites , billBoarding 
Sunday, July 12, 2009, 11:12 AM - Maya.c++.api., programming interests
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videois real-time





(edit :)This looks like a much better idea!
wiimote + maya camera.


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Springs and Particles : initiation to a home-brew Solver 
Sunday, July 12, 2009, 11:08 AM - Maya.c++.api., programming interests, algorithms
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Its a bit dissappointing that the Nucleus solver (nCloth / nParticles) in Maya09 has very limited API access and thus I have trying to learn the anatomy of a solver - particles , springs, methods of integration et al - and these are very good references with source code:

memo : uses verlet integration
Traer : Runge kutte and Euler integration
toxi: verlet
Zach lieberman: Introduction to basic principles and hardware connections.

Many thanks to the good people who have give out source code!

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Squid ne 1? : more WIP :  
Sunday, July 5, 2009, 12:41 AM - programming interests
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maya-isoSurface node: wip 
Tuesday, June 16, 2009, 03:28 PM - Maya.c++.api., Geometry, algorithms
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OF-maya-p5 conxns 
Tuesday, June 16, 2009, 02:57 PM - Maya.c++.api., programming interests, production pipeline
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details:
_object duplication and data-maps.
Input polygon has 20 faces with the bottom face removed. Each instance stores two transform matrices: one for border vertices and the other for the inner vertices.These matrices are gradually changed across the field as a weighted mean of various parameters such as area of quad-face they occupy, the distance of the face-center to the colored lines, a vector field acquired from the Maya fluid algorithm, etc.

_communication / network:
The processing/ touch screen application and the Maya application run communicate through UDP ports. Maya :OF UDP wrappers inside a Maya dll. p5 : hypermedia UDP libraries..The rather pathetic 10-12 fps of the 3d side of things results in communication being out of sync. Current fix is a buffering window that keeps watch and sends event messages to the Maya commandport, thus also helping trigger the entire dependency graph(image above).

_opengl:
significant factors to the rather slow fps :
a. making / maintaining a Maya mesh object.(0.05 seconds/cycle) required only in case a rendered output is necessary.
b. shading the mesh with shared vertex normals (0.05 s / cycle).
haven't a clue how to calculate this myself, hence requiring mesh object above.
c.immediate mode gl shading:
Thanks to memo will look into vertex arrays/vbos et al.

So almost all factors are my owning making. time to starting cleaning the mess.




Video from recent OF workshop exercise in London that I had the good fortune of participating. Mad props for Memo , Joel Lewis, Ruairi Glynn and Marek Bereza.I tried to transcode the beautifully simple code levFlagellum: by Jared Tarbell / Roberrt Hodgin (flight404).I was also trying to learn some openGL glow/blur techniques....managed only to get some FBO down-sample tricks for simple glow. Hopefully someday soon properbloom techniques will be within grasp.




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