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

Obtaining the frame difference


To begin with, we create a patch with name Frame001.pd. Put in all those elements for displaying the live webcam image in a rectangle. We use a dimen 800 600 message for the gemwin object to show the GEM window in 800 x 600 pixels. We plan to display the video image in the full size of the window.

From Chapter 2, Computer Graphics with the GEM Library, we understood that a square of size 4 x 4 occupied the default GEM window. The aspect ratio of the current GEM window is now 4:3. We use a rectangle of size 5.33 x 4 (4:3 aspect ratio) to cover the whole GEM window:

Now we have one single frame of the video image. To make a comparison with another frame, we have to store that frame in memory. In Chapter 3, Image Processing, we learned the use of the pix_buffer object. We can store a frame by using pix_buffer_write and retrieve it for comparison by using pix_buffer_read. In the following patch, you can click on the bang box to store a copy of the current video frame...