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

Comparing colors


The next technique to detect motion is by comparing colors across different frames. Firstly, we identify a pixel in the video frame. We store the pixel color information in the Pure Data patch. In the subsequent frame, we compare the color of that pixel with the stored information. If the colors change significantly, we assume there is movement in that area. To work with these tasks, we have to know the pixel color information. The pix_data object does it. We have briefly introduced it in Chapter 3, Image Processing, in the image-processing examples. Now we make use of it for interaction design:

We need to provide four inlets for the pix_data object. The first one is a bang message to trigger the reading of the pixel color. The second is the video image. The last two are the X and Y positions of the pixel in the range between 0 and 1. We use two horizontal sliders for the X and Y positions. The position (0, 0) is the top-left corner. The position (1, 1) is the bottom-right...