Book Image

Multimedia Programming with Pure Data

By : Bryan, Wai-ching CHUNG
Book Image

Multimedia Programming with Pure Data

By: Bryan, Wai-ching CHUNG

Overview of this book

Preparing interactive displays, creating computer games, and conducting audio-visual performance are now achievable without typing lines of code. With Pure Data, a graphical programming environment, creating interactive multimedia applications is just visually connecting graphical icons together. It is straightforward, intuitive, and effective. "Multimedia Programming with Pure Data" will show you how to create interactive multimedia applications. You will learn how to author various digital media, such as images, animations, audio, and videos together to form a coherent title. From simple to sophisticated interaction techniques, you will learn to apply these techniques in your practical multimedia projects. You start from making 2D and 3D computer graphics and proceed to animation, multimedia presentation, interface design, and more sophisticated computer vision applications with interactivity. With Pure Data and GEM, you will learn to produce animations with 2D digital imagery, 3D modelling, and particle systems. You can also design graphical interfaces, and use live video for motion tracking applications. Furthermore, you will learn Audio signal processing, which forms the key aspect to multimedia content creation. Last but not least, Network programming using Pure Data extension libraries explores applications to other portable devices.
Table of Contents (17 chapters)
Multimedia Programming with Pure Data
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 6. Animation with Particle System

In the previous chapters, we animated only a few objects. If we have to animate a large number of graphical objects in a patch individually, it will require a lot of effort. In the GEM library, the particle system enables us to streamline the process. If we want to animate a large group of similar shapes with similar movements, we can take advantage of the particle system to do the job.

When we model everyday life objects, we use primitive shapes, such as sphere, cone, and cube to construct more sophisticated forms. It can be easy to use this approach to model a chair, a car, or even a human figure. It can be very difficult if we want to model natural phenomena such as fire, fountain, or smoke. Those phenomena do not have very precise geometrical forms and yet we have fuzzy descriptions about their physical appearance and behaviors over time. Particle system is the modeling method to describe and generate those fuzzy forms. This chapter will include...