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	<title>Nick Hardeman &#187; Experiment</title>
	<atom:link href="http://nickhardeman.com/category/experiment/feed/" rel="self" type="application/rss+xml" />
	<link>http://nickhardeman.com</link>
	<description>Blog about design and technology in various forms</description>
	<lastBuildDate>Tue, 30 Apr 2013 04:41:44 +0000</lastBuildDate>
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		<title>ofPrimitives</title>
		<link>http://nickhardeman.com/537/ofprimitives/</link>
		<comments>http://nickhardeman.com/537/ofprimitives/#comments</comments>
		<pubDate>Sat, 26 Jan 2013 19:31:43 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Open Frameworks]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/?p=537</guid>
		<description><![CDATA[New primitives that extend ofNode. ofPlane, ofSphere, ofIcoSphere, ofIcosahedron, ofCylinder, ofCone and ofBox. Source Code: https://github.com/NickHardeman/openFrameworks/tree/feature-3dGraphics Calculate face normals to get a different lighting effect. Smooth normals is also a convenience function. Changing texture coords is easy, even after the primitive is created. Planes and meshes have the option to resize to the texture and [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/58236557?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>
New primitives that extend ofNode. ofPlane, ofSphere, ofIcoSphere, ofIcosahedron, ofCylinder, ofCone and ofBox.
</p>
<p>
Source Code: <a href="https://github.com/NickHardeman/openFrameworks/tree/feature-3dGraphics" target="_blank">https://github.com/NickHardeman/openFrameworks/tree/feature-3dGraphics</a>
</p>
<p><a href="http://www.flickr.com/photos/95943853@N00/8392136896/" title="OF 3dPrimitives by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8514/8392136896_b6c3e90ba1_z.jpg" width="640" height="413" alt="OF 3dPrimitives"></a></p>
<p>
Calculate face normals to get a different lighting effect. Smooth normals is also a convenience function.
</p>
<p><a href="http://www.flickr.com/photos/95943853@N00/8391051869/" title="OF 3dPrimitives Vertex normals by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8221/8391051869_faf66f83bd_z.jpg" width="640" height="413" alt="OF 3dPrimitives Vertex normals"></a></p>
<p>
Changing texture coords is easy, even after the primitive is created. Planes and meshes have the option to resize to the texture and do appropriate mapping for arb and non-arb textures. So repeat textures is easy to create.
</p>
<p><a href="http://www.flickr.com/photos/95943853@N00/8391051917/" title="OF 3dPrimitives tex coords by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8091/8391051917_5129504193_z.jpg" width="640" height="413" alt="OF 3dPrimitives tex coords"></a></p>
<p>
Easily map live videos.
</p>
<p><a href="http://www.flickr.com/photos/95943853@N00/8392136872/" title="OF 3dPrimitives - textured video by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8072/8392136872_2ca4ff31d3_z.jpg" width="640" height="413" alt="OF 3dPrimitives - textured video"></a></p>
<p>
Manipulate the meshes by accessing the mesh faces individually. The texture coords will stay put. You can also access sides or parts of the mesh with functions like box.getSide( ofBox::FRONT );
</p>
<p><a href="http://www.flickr.com/photos/95943853@N00/8391051845/" title="OF 3dPrimitives - mesh manip by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8228/8391051845_563826f667_z.jpg" width="640" height="413" alt="OF 3dPrimitives - mesh manip"></a></p>
<p>
Calculate the normals based on the triangles (ofMeshFace) if you move the faces around in 3d space.
</p>
<p><a href="http://www.flickr.com/photos/95943853@N00/8391051891/" title="OF 3dPrimitives mesh manip by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8326/8391051891_5d8d72a374_z.jpg" width="640" height="413" alt="OF 3dPrimitives mesh manip"></a></p>
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		<item>
		<title>Lil Wayne Bobble Head App</title>
		<link>http://nickhardeman.com/528/lil-wayne-bobble-head-app/</link>
		<comments>http://nickhardeman.com/528/lil-wayne-bobble-head-app/#comments</comments>
		<pubDate>Sat, 13 Oct 2012 21:23:03 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[lil wayne]]></category>
		<category><![CDATA[Unity3d]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/?p=528</guid>
		<description><![CDATA[I had some down time and thought I would make this lil wayne bobble head app for fun. Ultimately I would like to get it on the iPad, but for now it is a desktop app. All of the interaction is handled with Unity3D I modeled everything in Blender, except these buildings I got from [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/51360007?title=0&amp;byline=0&amp;portrait=0" width="650" height="504" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>I had some down time and thought I would make this lil wayne bobble head app for fun. Ultimately I would like to get it on the iPad, but for now it is a desktop app.</p>
<p>All of the interaction is handled with <a href="http://unity3d.com/" target="_blank">Unity3D</a></p>
<p>I modeled everything in <a href="http://www.blender.org/" target="_blank">Blender</a>, except these buildings I got from TurboSquid</p>
<ul>
<li><a href="http://www.turbosquid.com/3d-models/free-3ds-mode-building-games/689820">Low Poly Building 11</a></li>
<li><a href="http://www.turbosquid.com/3d-models/free-max-mode-building-night/652825">Low Poly Building</a></li>
<li><a href="http://www.turbosquid.com/3d-models/free-raleigh-office-building-3d-model/655760">Raleigh Office Building</a></li>
</ul>
<p>Below are some renders from the app</p>
<p>
<a href="http://www.flickr.com/photos/95943853@N00/8084017553/" title="Lil Wayne Bobble Head by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8324/8084017553_c062c34303_z.jpg" width="640" height="494" alt="Lil Wayne Bobble Head"></a>
</p>
<p>
<a href="http://www.flickr.com/photos/95943853@N00/8084011815/" title="Lil Wayne Bobble Head by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8187/8084011815_37c7286e07_z.jpg" width="640" height="494" alt="Lil Wayne Bobble Head"></a>
</p>
<p>
<a href="http://www.flickr.com/photos/95943853@N00/8084012422/" title="Lil Wayne Bobble Head Space by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8190/8084012422_f387d8e04c_z.jpg" width="640" height="494" alt="Lil Wayne Bobble Head Space"></a>
</p>
<p>
<a href="http://www.flickr.com/photos/95943853@N00/8084017213/" title="Lil Wayne Bobble Head Loses Glasses by NHardeman, on Flickr"><img src="http://farm9.staticflickr.com/8045/8084017213_0b81421971_z.jpg" width="640" height="494" alt="Lil Wayne Bobble Head Loses Glasses"></a></p>
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		<item>
		<title>Sphere Displacement</title>
		<link>http://nickhardeman.com/495/sphere-displacement/</link>
		<comments>http://nickhardeman.com/495/sphere-displacement/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 15:01:28 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Open Frameworks]]></category>
		<category><![CDATA[displacement map]]></category>
		<category><![CDATA[glsl shader]]></category>
		<category><![CDATA[height map]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/?p=495</guid>
		<description><![CDATA[Playing around with ofxMPMFluid to create a displacement map for a sphere.]]></description>
			<content:encoded><![CDATA[<p>
<iframe src="http://player.vimeo.com/video/35936697?title=0&amp;byline=0&amp;portrait=0" width="645" height="484" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>
</p>
<p>
Playing around with <a href="https://github.com/obviousjim/ofxMPMFluid" target="_blank">ofxMPMFluid</a> to create a displacement map for a sphere.
</p>
<p>
<a href="http://www.flickr.com/photos/95943853@N00/6794227619/" title="Sphere Displacement by NHardeman, on Flickr"><img src="http://farm8.staticflickr.com/7158/6794227619_3e655b7650_z.jpg" width="640" height="508" alt="Sphere Displacement"></a></p>
<p><a href="http://www.flickr.com/photos/95943853@N00/6794227517/" title="Screen Shot 2012-01-31 at 1.42.42 AM by NHardeman, on Flickr"><img src="http://farm8.staticflickr.com/7022/6794227517_4319158e1f_z.jpg" width="640" height="508" alt="Screen Shot 2012-01-31 at 1.42.42 AM"></a></p>
<p><a href="http://www.flickr.com/photos/95943853@N00/6794227273/" title="Screen Shot 2012-01-31 at 1.40.53 AM by NHardeman, on Flickr"><img src="http://farm8.staticflickr.com/7012/6794227273_5a8e97ce93_z.jpg" width="640" height="508" alt="Screen Shot 2012-01-31 at 1.40.53 AM"></a></p>
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		<item>
		<title>Wreather Head</title>
		<link>http://nickhardeman.com/486/wreather-head/</link>
		<comments>http://nickhardeman.com/486/wreather-head/#comments</comments>
		<pubDate>Tue, 20 Dec 2011 18:26:03 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[ofxFaceTracker]]></category>
		<category><![CDATA[OpenFrameworks]]></category>
		<category><![CDATA[wreath]]></category>
		<category><![CDATA[WreatherHead]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/?p=486</guid>
		<description><![CDATA[A quick app just in time for the holidays. Blinking your eyes creates berry branches and moving your eyebrows up and down makes thin branches. The colors of the branches are based on the camera feed. Moving your head influences the direction of the branches. A slight clockwise or counter-clockwise force is applied to help [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://nickhardeman.com/blog/wp-content/uploads/2011/12/wreath_work.jpg"><img src="http://nickhardeman.com/blog/wp-content/uploads/2011/12/wreath_work-1024x682.jpg" alt="" title="wreath_work" width="645" height="429" class="alignnone size-large wp-image-487" /></a></p>
<p><iframe src="http://player.vimeo.com/video/33975779?title=0&amp;byline=0&amp;portrait=0" width="645" height="411" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>A quick app just in time for the holidays. Blinking your eyes creates berry branches and moving your eyebrows up and down makes thin branches. The colors of the branches are based on the camera feed. Moving your head influences the direction of the branches. A slight clockwise or counter-clockwise force is applied to help obtain the &#8220;wreath&#8221; effect.</p>
<p>Download the mac osx <a href='http://nickhardeman.com/blog/wp-content/uploads/2011/12/WreatherHead.zip'>WreatherHead app</a> to make your own.<br />
<em>Not compatible with osx Lion.</em></p>
<p><span id="more-486"></span><br />
<strong>Glitch</strong><br />
<a href="http://www.flickr.com/photos/95943853@N00/6513365167/" title="Wreath Glitch by NHardeman, on Flickr"><img src="http://farm8.staticflickr.com/7151/6513365167_3c45d42047_z.jpg" width="640" height="361" alt="Wreath Glitch"></a></p>
<p><strong>Too Many Forces</strong><br />
<a href="http://www.flickr.com/photos/95943853@N00/6513365075/" title="Too many forces by NHardeman, on Flickr"><img src="http://farm8.staticflickr.com/7015/6513365075_9a757e8c00_z.jpg" width="640" height="361" alt="Too many forces"></a></p>
<p><strong>Eyes Open</strong><br />
<a href="http://www.flickr.com/photos/95943853@N00/6513344053/" title="Wreather Head Debug 01 by NHardeman, on Flickr"><img src="http://farm8.staticflickr.com/7006/6513344053_6715b2cfb1_z.jpg" width="640" height="387" alt="Wreather Head Debug 01"></a></p>
<p>Using FaceTracker by Jason Saragih <a href="http://web.mac.com/jsaragih/FaceTracker/FaceTracker.html">web.mac.com/jsaragih/FaceTracker/FaceTracker.html</a><br />
ofxFaceTracker addon by Kyle McDonald <a href="http://github.com/kylemcdonald/ofxFaceTracker">github.com/kylemcdonald/ofxFaceTracker</a><br />
Made with <a href="http://openFrameworks openframeworks.cc/">openFrameworks openframeworks.cc/</a></p>
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		<item>
		<title>Smash it, Shoot it, Break it</title>
		<link>http://nickhardeman.com/424/smash-it-shoot-it-break-apart-3d-models/</link>
		<comments>http://nickhardeman.com/424/smash-it-shoot-it-break-apart-3d-models/#comments</comments>
		<pubDate>Wed, 17 Aug 2011 22:08:33 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[3D Physics]]></category>
		<category><![CDATA[Bullet Physics]]></category>
		<category><![CDATA[Interactive 3D Physics]]></category>
		<category><![CDATA[ofxBullet]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/blog/?p=424</guid>
		<description><![CDATA[In this application, the text is dynamically created in 3D by using ofxDelaunay triangulation and then extruding along the text outline. I tested it on 5 fonts, two of them being rather complex outlines and it worked with a good amount of accuracy. There is a breakdown of the 3D text creation process at the [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/27835420?title=0&amp;byline=0&amp;portrait=0" width="550" height="413" frameborder="0"></iframe></p>
<p>In this application, the text is dynamically created in 3D by using ofxDelaunay triangulation and then extruding along the text outline. I tested it on 5 fonts, two of them being rather complex outlines and it worked with a good amount of accuracy. There is a breakdown of the 3D text creation process at the end of the video, although it is not very descriptive, you get the general idea. </p>
<p>Both the decomposition of the dynamic text and loaded 3D models is done on the fly and is based on the examples provided by Bullet. </p>
<p>Didn&#8217;t spend too much time on the sounds as you can probably tell.</p>
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		<item>
		<title>ofxBullet</title>
		<link>http://nickhardeman.com/415/ofxbullet/</link>
		<comments>http://nickhardeman.com/415/ofxbullet/#comments</comments>
		<pubDate>Tue, 26 Jul 2011 14:04:41 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Open Frameworks]]></category>
		<category><![CDATA[3D Physics]]></category>
		<category><![CDATA[Interactive 3D Physics]]></category>
		<category><![CDATA[ofxBullet]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/blog/?p=415</guid>
		<description><![CDATA[ofxBullet Examples from Nick Hardeman on Vimeo. ofxBullet is an addon for OpenFrameworks for the incredible Bullet Physics library. Included are all of the primitive shapes; sphere, cone, capsule, box and cylinder. Joints are supported as well, between two shapes and a shape and a location. Collision events can be enabled to fire an event. [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/26886772?title=0&amp;byline=0&amp;portrait=0" width="500" height="375" frameborder="0"></iframe>
<p><a href="http://vimeo.com/26886772">ofxBullet Examples</a> from <a href="http://vimeo.com/nickhardeman">Nick Hardeman</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>ofxBullet is an addon for OpenFrameworks for the incredible Bullet Physics library. Included are all of the primitive shapes; sphere, cone, capsule, box and cylinder. Joints are supported as well, between two shapes and a shape and a location. Collision events can be enabled to fire an event. The object passed contains information about the collision, including the two colliding objects, the location of the collision, etc. Mouse events can be enabled as well, and pass an event similar to the collision events. Mouse grabbing is also supported. The custom shape example illustrates passing a mesh from a loaded collada file (the OF logo) and building the bullet shape. This custom shape class also takes all of the primitives and supports multiple meshes. <br />
<span id="more-415"></span><br />
<br />
These screen captures are from the included examples; Simple, Events, Joints and Custom Shapes.</p>
<p>Check it out!<br />
ofxBullet: <a href="https://github.com/NickHardeman/ofxBullet">Source Code</a></p>
<p><a href="http://www.openframeworks.cc/">OpenFrameworks</a><br />
<a href="http://bulletphysics.org/wordpress/">Bullet Physics</a></p>
<p>OF logo by <a href="http://www.laurenlicherdell.com/">Lauren Licherdell</a></p>
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		<item>
		<title>Door Projection Mapping</title>
		<link>http://nickhardeman.com/410/door-projection-mapping-test/</link>
		<comments>http://nickhardeman.com/410/door-projection-mapping-test/#comments</comments>
		<pubDate>Sun, 17 Jul 2011 02:25:01 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Open Frameworks]]></category>
		<category><![CDATA[OpenFrameworks]]></category>
		<category><![CDATA[Projection Mapping]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/blog/?p=410</guid>
		<description><![CDATA[Experiment mapping pre-rendered videos by the lab intern Lauren Licherdell to the geometry of the doors. It was rather hard to match up the mapping to the door. As you can see by the photo below, the stool was not the most stable. We used a folded up napkin to keep it from wobbling too [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/26015435?title=0&amp;byline=0&amp;portrait=0" width="500" height="375" frameborder="0"></iframe><br />
<br/><br />
Experiment mapping pre-rendered videos by the lab intern <a href="http://www.laurenlicherdell.com/" target="_blank">Lauren Licherdell</a> to the geometry of the doors. It was rather hard to match up the mapping to the door. As you can see by the photo below, the stool was not the most stable. We used a folded up napkin to keep it from wobbling too much.<br />
<span id="more-410"></span><br />
<br/><br />
<a href="http://www.flickr.com/photos/95943853@N00/5905053469/" title="Projector Setup by hardman20022, on Flickr"><img src="http://farm7.static.flickr.com/6032/5905053469_542bc4bfa3.jpg" width="500" height="299" alt="Projector Setup"></a><br />
Probably should have picked a non-moving surface, as people were coming in and out of the doors all day. Every time the doors were opened and closed, they were slightly off. The projection had to be manipulated quite a bit to match up with the door geometry. The application used to manipulate it was <a href="http://www.openframeworks.cc/">OpenFrameworks</a>, and I used Julapy&#8217;s amazing <a href="http://code.google.com/p/julapy/source/browse/trunk/openframeworks/ofxDelaunay/?r=869">OF Delaunay wrapper</a> for real-time image triangulation. Below are a few screen grabs of the mesh deformation from my screen.<br />
<br/><br />
<a href="http://www.flickr.com/photos/95943853@N00/5885437838/" title="Mesh Deform Screenshot by hardman20022, on Flickr"><img src="http://farm6.static.flickr.com/5032/5885437838_65cda0428a.jpg" width="500" height="375" alt="Mesh Deform Screenshot"></a><br />
<br/><br />
<a href="http://www.flickr.com/photos/95943853@N00/5884871311/" title="Mesh Deform Screenshot by hardman20022, on Flickr"><img src="http://farm6.static.flickr.com/5066/5884871311_499c2d2360.jpg" width="500" height="375" alt="Mesh Deform Screenshot"></a></p>
<p>More control points could have been added to refine and smooth out the mesh a little more, but the door kept moving! </p>
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		<item>
		<title>Bullet Spheres Destruction</title>
		<link>http://nickhardeman.com/405/bullet-spheres-destruction/</link>
		<comments>http://nickhardeman.com/405/bullet-spheres-destruction/#comments</comments>
		<pubDate>Fri, 10 Jun 2011 22:07:55 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Open Frameworks]]></category>
		<category><![CDATA[Bullet Physics]]></category>
		<category><![CDATA[Interactive Physics]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/blog/?p=405</guid>
		<description><![CDATA[When spheres touch each other or the boxes, they become more red. The spheres gather to make the outline of a bullet and then are shot into the pile of boxes. Once the boxes are touched by a sphere, they become deactivated, not glowing any longer. The spheres then form the letters &#8216;OF&#8217; toward the [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/24940693?title=0&amp;byline=0&amp;portrait=0" width="500" height="375" frameborder="0"></iframe>
<p>When spheres touch each other or the boxes, they become more red. The spheres gather to make the outline of a bullet and then are shot into the pile of boxes. Once the boxes are touched by a sphere, they become deactivated, not glowing any longer. The spheres then form the letters &#8216;OF&#8217; toward the end of the video.</p>
<p>Runs in real time without the glow filter, which is not very apparent in this video. With the glow filter shown in this video, it stays around 50 fps.</p>
<p>Created with OpenFrameworks http://www.openframeworks.cc/<br />
using the Bullet 3d physics library http://bulletphysics.org/wordpress/</p>
<p><span id="more-405"></span><br />
<br/><br/><br />
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		<item>
		<title>Audio Reactive Meat Worm</title>
		<link>http://nickhardeman.com/399/audio-reactive-worm-experiment/</link>
		<comments>http://nickhardeman.com/399/audio-reactive-worm-experiment/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 20:01:09 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[FFT Analysis]]></category>
		<category><![CDATA[OpenFrameworks]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/blog/?p=399</guid>
		<description><![CDATA[FFT data is mapped to the worm&#8217;s body, causing it to expand and light up, like he ate an led. Runs in real time at 60 fps. The style of the worm doesn&#8217;t really go to well with the song, and the video is kind of long. Still a bunch to add and quite a [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/19133734?title=0&amp;byline=0&amp;portrait=0" width="645" height="484" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></p>
<p>FFT data is mapped to the worm&#8217;s body, causing it to expand and light up, like he ate an led. Runs in real time at 60 fps. The style of the worm doesn&#8217;t really go to well with the song, and the video is kind of long. Still a bunch to add and quite a bit to tweak, but pretty happy with the early test.</p>
<p>Music: &#8220;Call Me Up&#8221; by Chromeo</p>
]]></content:encoded>
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		<title>3D Vector Field with Kinect</title>
		<link>http://nickhardeman.com/394/3d-vector-field-with-xbox-kinect/</link>
		<comments>http://nickhardeman.com/394/3d-vector-field-with-xbox-kinect/#comments</comments>
		<pubDate>Tue, 07 Dec 2010 17:30:34 +0000</pubDate>
		<dc:creator>NickHardeman</dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[open source]]></category>
		<category><![CDATA[OpenFrameworks]]></category>
		<category><![CDATA[xbox kinect]]></category>

		<guid isPermaLink="false">http://nickhardeman.com/blog/?p=394</guid>
		<description><![CDATA[3D Vector Field with Kinect from Nick Hardeman on Vimeo. This is an initial experiment using the kinect to generate a 3D vector field. This would not be possible without the efforts of the OF team and other people openly hacking the kinect. Some images on flickr can be seen here. The snow is particles [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/17552930?portrait=0&amp;color=ff9933" width="500" height="306" frameborder="0"></iframe>
<p><a href="http://vimeo.com/17552930">3D Vector Field with Kinect</a> from <a href="http://vimeo.com/user950255">Nick Hardeman</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>This is an initial experiment using the kinect to generate a 3D vector field. This would not be possible without the efforts of the OF team and other people openly hacking the kinect. <br/><br />
Some images on <a href="http://www.flickr.com/photos/95943853@N00/sets/72157625514366356/with/5240116721/">flickr can be seen here</a>.<br/><br/><br />
<span id="more-394"></span><br />
The snow is particles are a bill-boarded sprite sheet and rendered with a simple depth of field algorithm.<br />
In the image below you can see the original snow flake image, the final blurred image and the resulting sprite sheet. The z distance from the eye center determines the corresponding blurriness image index and sets the texture coordinates in the sprite sheet. <br/><br />
<a href="http://nickhardeman.com/359/social-sqncr/359-revision-2/" rel="attachment wp-att-363"><img src="http://lab.arn.com/cms/wp-content/uploads/2010/12/Screen-shot-2010-12-07-at-12.12.22-PM.png" alt="" title="Screen shot 2010-12-07 at 12.12.22 PM" width="244" height="347" class="alignnone size-full wp-image-363" /></a><br />
<br/><br />
The rendered snow<br/><br />
<img src="http://lab.arn.com/cms/wp-content/uploads/2010/12/ofxKinectScreenSnapz002.png" alt="" title="ofxKinectScreenSnapz002" width="500" height="319" class="alignnone size-full wp-image-364" /><br/></p>
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