Why FreeFrameGL 1.5, Open 3D Plug-in Format, Rocks Our Teenage Party World

image Bart from Resolume has posted some details of the release of FreeFrame 1.5, including OpenGL-based FreeFrameGL:

FreeFrame 1.5 Release

Here’s why it makes us smiling, happy visualists:

  • Open and wide: It’s open, and supported by multiple hosts (the creators of VJamm, Resolume, and Salvation all contributed to the 1.5 team)
  • GPU, go! It gives you GPU-powered goodness, meaning more flexibility, power, and speed for 2D and 3D effects alike
  • More pixels, more frames: It runs at higher resolutions and frame rates
  • Third Dimension: It supports 3D functions and pixel shaders for joyous new eye candy
  • Timing: A timing function allows time-dependent visual effects like particle systems and physical simulations (tasty!)
  • Developer-friendly: Sample projects (Microsoft Visual Studio, Delphi, Xcode) and source should help get coders up and running — and the coders then turn out goodness for you non-coders
  • User-friendly: If you don’t want to code, you can expect lots more awesome plug-ins for your VJ app of choice.

Join us in CDM Labs: If you’re interested in joining a special CDMotion team working on additional documentation and sample projects, give me a holler. Otherwise, stay tuned.

Pictured: one of the Resolume team’s plug-ins in development.

Anyone up for doing the Death Star?

OpenFrameWorks: Interactive Art in C++, Made Easier?

One notable problem with Java (and thus Processing) is that, on its own, it’s not the best solution for doing the pixel-by-pixel processing and computer vision / motion tracking / video analysis, as it’s not as efficient for those kind of tasks as C/C++. The motion tracking / computer vision library for processing JMyron is actually written in C++ and wrapped in Java, for instance — though it’s important to note that the ability to wrap C/C++ code in Java is very nice. (And once you’ve done the basic analysis, you can get away with some iterating through pixels in Java/Processing, and it is fast for some related tasks like doing the actual animation.)

But C++ can be a bit unfriendly. There are libraries that are very helpful for doing this kind of work, but you have to track them down. Chris O’Shea of Pixelsumo writes about a new solution that could bring some of the basic ease of use of Processing’s integrated libraries to C++ work, in the form of Zach Lieberman’s new C++ library “OpenFrameWorks”:

OpenFrameWorks at Ars Electronica [Pixelsumo]

Interactive art blogger Chris O’Shea makes himself all digital-like, using C++ code.

I’d keep a close eye on this, as Lieberman’s extensive experience building work that uses these techniques means he knows a lot about what’s needed in the way of performance. But there are some major caveats that mean this isn’t quite “Processing for C++”:

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