Jitter for visual processing and programming
- An intro to Max/Jitter (What is it and Why use Jitter);
- Understanding Max’s patching data workflow;
- Creating a basic movie sampler;
- Discovering the world of OpenGL;
- Create a GL version of our sampler with dynamic file loading.
GPU -Mapping & textures
- Understanding why use GPU over CPU;
- Creating a solid “swiss army knife” Jitter GL template;
- Understanding Transforms and Geometric Primitive;
- Creating textures and texture mapping;
- Built a lumakey and alphablending patch;
- Built a video mapping tool for projectors.
- Texture superposition physics and lights;
- Making gl shapes diffuse light techniques.
- Using different instancing techniques to create particles;
- How to use different fractal & noise types to control vertices transforms.
- Using different camera & mic types;
- Using hardware (Arduino/Teensy);
- Using the leap motion;
- Using the kinect.
Jitter’s physics engine
- Physical instancing with jit.phys.multiple (mass, force, tork);
- Anchor-point Families (phys.hinge./phys.barslide/phys.6dof/phys.point2point);
- Rigidbody groups (jit.phys.ghost/jit.phys.body).
Skybox backdrops & cube surface mapping
- Cube surface mapping and movement using anim.node;
- Studying the [oculus] object for the (oculus Rift).
Sequencing w. envelops -piloting parameters
- Learning different graphic envelop types [function, multi-step].
- Explore different stop motion animation techniques;
- Create motor and velocity using anim.drive.
- Using different interpolation technique with [pattrstorage];
- Learning how to interpolate matrix data with [jit.slide].
Effect & Shader Building
- Very basic GLSL shader building with jit.gl.pix.
MIDI/ OSC programming
- Basic networking system with [udpsend] [udpreceive];
- Develop our own MIDI modules to control Jitter Parameters.
MRT (Mulitple Rendering Targets)
- Depth of Field
- Motion Blur
- Bloom & Shader feedback techniques