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

Rendering particles with images


Our examples use either lines or points to render the particle system. In the GEM library, we can have other choices. With the use of the part_render object, we can use other graphical shapes we have learnt to render the particles. In the next patch, Particle011.pd, we start with a 2D square as shown in the following screenshot:

We put the square object below the part_render object. All particles from the patch become square shapes. We also have a new object part_size to modify the size of each particle. The patch uses the speed message in the part_head object to control the speed of emission. The following screenshot is what you expect to see with the draw line message enabled:

We can use a 3D shape, such as the sphere object with lighting on. The following is an example of the same and the resulting image in the GEM window:

The resulting image of the particles in spheres is as follows:

We can replace the particles by text messages. Using the text2d or text3d...