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

Experimenting with advanced effects


In this last section, we will explore a number of objects to tackle some common interactive art/design situations. Most of them involve more advanced knowledge of the GEM library.

Layering with gemhead

In a lot of design scenarios, we have a background image, instead of just the black background. In this case, we can use two gemhead objects, one for the background and the other for the foreground graphics. The gemhead object has a parameter to determine its render order.

If you have multiple gemhead objects in your patch, the render order depends on its render number, that is the number parameter in its specification. The default number is 50. The higher the number, the later it renders. In this example, the gemhead object with 50 renders first. The gemhead object with 55 renders later. In effect, the gemhead object 50 will be in the back, as a background layer. The gemhead object 55 will be in the front, as a foreground layer.

Coloring pixel data

The color...