PROGRAM

Jitter for visual processing and programming

 

INTRO

  • 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.

Lighting

  • Texture superposition physics and lights;
  • Making gl shapes diffuse light techniques.

Particle systems

  • Using different instancing techniques to create particles;
  • How to use different fractal & noise types to control vertices transforms.

Interactivity

  • 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].

Animation

  • Explore different stop motion animation techniques;
  • Create motor and velocity using anim.drive.

Camera

  • 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