You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
@@ -130,21 +128,18 @@ Any software is usable if it can create, distort, and texture geometry and/or fl
130
128
131
129
====
132
130
133
-
## Day 1, Aug 19 2014, 6-9pm
131
+
## Day 1
134
132
135
133
### Quad Mapping
136
134
137
-
In its simplest form, the light cast from a typical project is typically a rectangle.
138
-
139
-
A straightforward way to map graphics to a surface is to draw to a quad, and "corner pin" the quad to match the perspective of the projected image.
140
-
141
-
Using this hand-mapping technique, we can draw a series of rectangles that are hand-mapped onto the scene. This is great for:
135
+
In its purest form, the light cast from a typical projector is a rectangle. Additionally, most content built for screens are rectangles. Therefore, a straightforward method of mapping graphics to a surface is to draw it in a quad, and "corner pin" the quad to match the perspective of the projected image. Using this hand-mapping technique, we can draw a series of rectangles that are aligned onto a space or object. This is great for:
142
136
143
-
- Simple Shapes
144
-
- Images
145
-
- Video
137
+
- Existing Images
138
+
- Existing Videos
139
+
- Emulation of Multiple Displays
140
+
- Placing "displays" of content where ever you like
146
141
147
-
#### Processing
142
+
#### Using Processing
148
143
149
144
In the examples/ folder, you will find a few Processing sketches. One of which is an example that uses Projected Quads, based on a processing sketch by [Marcin Ignac](http://marcinignac.com/blog/projectedquads-source-code/). Navigate to the examples/ folder in this repo and open ProjectedQuadsGLShaders, for example.
150
145
@@ -169,13 +164,19 @@ Key Commands
169
164
170
165
[Demo of this sketch in action](http://vimeo.com/110955580), as used by Stephanie Sherriff for her "White Paintings" series.
171
166
167
+
#### Exercise
168
+
169
+
Load your own content into these sketches, and quad-map the content.
170
+
172
171
====
173
172
174
-
## Day 2, Aug 21 2014, 6-9pm
173
+
## Day 2
175
174
176
175
### Mesh Mapping
177
176
178
-
By manipulating a mesh, we are effectively interleaving form and software geometry by
177
+
By manipulating a mesh, we are effectively interleaving form and software geometry. There is an addtional step of digitally modeling a 3D form, which can be done a variety of ways. You can use 3D modeling software, like [Sketchup](http://www.sketchup.com/) or [Rhinoceros 3D](http://www.rhino3d.com/), [Maya](http://www.autodesk.com/products/maya/overview), [Cinema4D](http://www.maxon.net/products/cinema-4d-studio/who-should-use-it.html), and etc.
178
+
179
+
Additionally there are a variety of methods to scan forms, using a depth camera, 2D camera vision, or 3D laser scanners. Even [DIY](http://makezine.com/projects/diy-3d-laser-scanner-using-arduino/) methods.
179
180
180
181
#### OpenFrameworks
181
182
@@ -190,17 +191,21 @@ Computer Vision techniques use matrix transformations to approzimate focal disto
190
191
191
192
Mapamok is a module of ProCamToolkit used for for exploring projection mapping. It includes features for matching geometry to space using camera vision, rapid prototying with GLSL Shaders, and camera calibration tools.
192
193
193
-
### Manual Calibrated Optical Mapping with Mapamok
After downloading Mapamok, grab the grandtheater.dae file in the assets/ folder of this repo, and put it inside Mapamok data folder. Rename the "grandtheater.dae" to "model.dae". You'll have to rename the original "model.dae" to something else.
198
199
199
200
Then, follow along with the [Mapamok Tutorial](https://github.com/YCAMInterlab/ProCamToolkit/wiki/mapamok-(English).
200
201
202
+
#### Exercise
203
+
204
+
Model 3D wirefrem, and align it to a physical shape via projection. Choose a simple elements such as a corner, or a window, or a doorway. Deconstruct your shape down to its component parts and try to use modeling primitives in a modular way.
0 commit comments