PROGRAMMATION
- outils d'analyse vidéo et de gestion vidéo |
MAX
MSP / JITTER / CYCLOPS
/ SOFTVNS / PURE DATA [GEM] / LIENS
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Introduction
MAX est, à
l'origine, un environnement qui permet de contrôler des machines
MIDI.
MSP est une série
d'objets qui permettent de générer et traiter des signaux
sonores.
NATO.0+55+3d
(0f0003.MASCHIN3NKUNST) est une librairie d'objets qui permettent
de manipuler des éléments vidéo dans l'environnement
MAX.
SoftVNS (David
Rokeby) est une autre série d'objets dédiés au
tracking et à la vidéo en temps réel.
Jitter est une
série d'objets matriciels qui permettent de manipuler en temps
réel des données vidéo et audio.
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MAX
MSP
MAX/MSP
est un environnement visuel pour la programmation d'applications interactives
temps réel. C'est actuellement la référence mondiale
pour la création d'installations sonores interactives. MAX/MSP
est la combinaison du logiciel MAX (IRCAM/Opcode/Cycling'74) pour
le contrôle temps réel d'applications musicales et multimédia
interactives par MIDI et de MSP, une bibliothèque d'objets
pour l'analyse, la synthèse et le traitement du signal audio
en temps réel. MAX/MSP est conçu pour les musiciens,
les designers sonores, les enseignants et les chercheurs qui souhaitent
développer des programmes interactifs temps réel.
MAX/MSP est développé par la société Cycling'74
(USA) sous licence exclusive de l'Ircam.

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JITTER
Jitter
is a set of 135 brilliant new video, matrix, and 3D graphics objects
for the Max graphical programming environment. The Jitter objects extend
the functionality of Max4/MSP2 with flexible means to generate and manipulate
matrix data -- any data that can be expressed in rows and columns, such
as video and still images, 3D geometry, as well as text, spreadsheet
data, particle systems, voxels, or audio. Jitter is useful to anyone
interested in real-time video processing, custom effects, 2D/3D graphics,
audio/visual interaction, data visualization, and analysis.

Since Jitter is built upon the Max/MSP programming environment, the
limitations inherent in fixed purpose applications is eliminated. You
are able to build the programs you want to use, rather than being forced
to work around somone else's idea of how things should be done. This
power is not to be underestimated, so please use it wisely.
Jitter
1.1 System Requirements
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A PowerPC MacOS computer (G3/300 or faster with an OpenGL hardware-accelerated
video card is recommended).
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Jitter 1.1 for OS9 requires MacOS 9.x and 64 MB of RAM.
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Jitter 1.1 for OSX requires MacOS X 10.2 or higher and 256 MB
of RAM.
- Max/MSP
4.1 (for OS9) or Max/MSP (for OSX) installed on your system.
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QuickTime 4.0 or later (QuickTime 5 or later recommended).
-
OpenGL 1.2 or later installed on your system.
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| CYCLOPS
- track dancers
or other performers on stage
- interact with
users in interactive installations
- create video-tracking-based
musical instruments and performance interfaces
- create non-invasive
user interfaces
How Cyclops
Works
Cyclops receives live video from a QuickTime input source and analyzes
each frame of captured video in real-time. It divides the image area
into a grid of rectangular zones and analyzes the zones for greyscale,
threshold, difference (motion) and color. Cyclops allows you to specify
the grid resolution, target zones for analysis and indicate the type
of analysis to be performed in each zone. Cyclops outputs messages
for each analyzed video frame that can be used to trigger any Max
processes or control any patch parameters.


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SoftVNS
softVNS
2 is a set of external objects for MAX/MSP that allows you to process
video in real-time.
David
Rokeby est un des pionniers dans la conception d'installations interactives,
sonores et visuelles, depuis 1982. Il développe ses propres
outils technologiques (traitement vidéo en temps réel,
motion tracking, logiciel softVNS) au service d'une pratique et d'une
réflexion sur les environnements interactifs. Son travail d'artiste
est basé sur l'immersion du corps humain dans des systèmes
de reconnaissance artificielle. Il explore ainsi le temps, les modes
de perception de l'homme, ses relations avec les machines interactives,
les questions autour de la surveillance digitale.
Highlights:
Extremely fast!
All functions are coded for the velocity engine on the G4. This results
in 4 x the processing speed of non-velocity engine code. And video
can be processed in YUV mode as well as RGB. YUV yields twice the
performance of rgb with no visible loss of quality. Add the two up
and you get up to 8 times the video performance. (Note: softVNS does
not speed up quicktime movie access itself)
High Quality processing
Due to the speed of softVNS 2, most functions offer full anti-aliasing
and interpolation. Zooms, pans, displacements, rotations, etc., are
very clean and detailed without jaggies.
Very Stable
softVNS has been in use in interactive video installations in its
beta form over the past 2 years. Some of these are permanent exhibits
that have been running all day every day for well over a year without
downtime.
Extensive Tracking functions
softVNS 2 was developed with a focus on real-time video tracking,
so softVNS includes a broad range of tools for tracking, including
presence and motion tracking, colour tracking, head-tracking, object
following, etc.
640 x 480 video capabilities
With the right digitizer, softVNS 2 can process 640 x 480 yuv colour
images in real-time at 30 frames per second. (Depends of course on
the complexity of the video stream).
works
with jitter (compatibility objects included)

*SoftVNS
developper David Rokeby is a sound and video installation artist based
in Toronto, Canada. He has been creating interactive installations since
1982. He has focussed on interactive pieces that directly engage the
human body, or that involve artificial perception systems. His work
has been performed / exhibited in shows across Canada, the United States,
Europe and Asia.
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PURE
DAT [GEM]
Pd
is a real-time graphical programming environment for audio and graphical
processing. It resembles the Max/MSP system but is much simpler and
more portable; also Pd has two features not (yet) showing up in Max/MSP:
first, via Mark Dank's GEM package, Pd can be used for simultaneous
computer animation and computer audio. Second, an experimental facility
is provided for defining and accessing data structures.
The main window, canvases, and printout
When Pd is running, you'll see a main "Pd" window, and possibly
one or more "canvases" or "patches". The main
Pd window looks like this:
There are peak level and clip indicators for audio input and output;
these report peak levels over all input and all output channels. Note
that DC shows up as an input level; many cards have DC levels which
show up in the 50s. To see an RMS audio level, select "test audio
and MIDI" from the Media menu. The main window display is intended
only to help you avoid clipping on input and output. You can turn
the peak meters on and off using the control at bottom left.
At bottom right is a control to turn audio processing on and off globally.
Turning audio off stops the computation and relinquishes any audio
devices Pd is using. The "Media" menu is also provided,
with accelerators "Control-." to turn audio computation
off and "Control-/" to turn it on. When audio is on, Pd
is computing audio samples in real time according to whatever patches
you have open (whether they are visible or not).

Installing Pd in Macintosh OSX
Pd version 0.35 and up support Macintosh OSX. You need the Jaguar
distribution (10.2) of OSX.
To install Pd you can always just download the sources and compile
them yourself, or (easier) find a MacOSX-style "package".
The first package was put together by Adam Lindsay; the most current
one seems to be the one by Hans on http://www.pure-data.org/Members/hans/.
The package simply installs itself and you needn't follow the directions
below.
GEM
introduction
GEM
is the Graphics Environment for Multimedia. It was originally
written by Mark Danks to generate real-time computer graphics, especially
for audio-visual compositions. Because GEM is a visual programming
environment, users do not need any experience in traditional computer
languages.
GEM is a collection of externals which allow the user to create OpenGL
graphics within Pd, a program for real-time audio processing by Miller
Puckette (of Max fame).
There are many different shapes and objects, including polygonal graphics,
lighting, texture mapping, image processing, and camera motion. All
of this is possible in real-time without any previous programming
experience. Because GEM is an add-on library for Pd, users can combine
audio and graphics, controlling one medium from another.
GEM is supported in part by a grant from the Intel Research Council
for the The Global Visual Music project of Vibeke Sorensen, Miller
Puckette and Rand Steiger.
An important thing to remember is that GEM is NOT an application.
It is a library that Pd loads at run-time. Make sure that
you see the section on using GEM with Pd. This manual assumes that
you have Pd working correctly and can load up patches already. If
you do not have that working yet, look at the Pd manual and the GEM
FAQ. Also, it is assumed that you have a basic understanding of how
to use Pd and the idea behind the data flow model. In other words,
if I ask you to pass a message with 3 floats into an object, you would
know what I mean.
The system requirements vary depending on your system and what you
are trying to do. In general, you should have the most powerful computer
available and the best graphics accelerator on the market. In reality,
people have been doing some amazing work with a Pentium II and an
nVidia Riva TNT or 3Dfx Voodoo2 card. If you are on an SGI, then everything
from an O2 up seems to be okay. The biggest requirement is that you
have some kind of OpenGL graphics accelerator. This means that a Matrox
Millennium II will not run very quickly.
The other factor is what you are trying to do. Pushing real-time video
around requires a fast bus, which really only exists on SGIs. Doing
thousands of texture mapped polygons is great on a PC...if it is a
constant texture. There are many issues which mean that there is no
one answer to "Is this system good enough?". In general,
you will have to try and see.
Exemple
d'objets GEM
Pixes
pix_2grey -
convert rgb pixels to grey (still an RGBA image)
pix_a_2grey - convert rgb pixels to grey based on alpha channel
pix_add - add two pixes together
pix_aging - super8-like aging effect
pix_alpha - set the alpha value of a pix
pix_background - let through only pixels that differ from a static
"background" image
pix_backlight - a backlight photo effect
pix_biquad - 2p2z-filter for subsequent images
pix_bitmask - apply a bitmask to a pix
pix_blob - get center of gravity
pix_buf - buffer a pix
pix_buffer - storage room for pixes (like [table] for floats)
pix_buffer_read/pix_buffer_write - put/get pixes into/from a pix_buffer
pix_chroma_key - color keying (like "blue-box")
pix_coloralpha - set the alpha-channel of a pix as a mean-value
of the color-components
pix_colormatrix - recombine the RGBA-channels with matrix-operation
pix_color - set the color of a pix (leaving alpha alone)
pix_colorreduce - reduce the number of colors (statistically)
pix_composite - composite two pixes together
pix_convolve - convolve a pix with a kernal
pix_coordinate - set the texture coordinates
pix_crop - get a sub-image of a pix
pix_curve - apply color-curves onto a pix
pix_data - get pixel data information
pix_delay - frame-wise delay
pix_diff - get absolute difference of two pixes
pix_dot - rasterize a pix with big dots
pix_draw - draw a pix
pix_dump - dump the pixel-data as a long list of floats
pix_duotone - reduce the number of colors by thresholding
pix_film - use a movie file as a pix source for image-processing
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LIENS
Paragraphie,
Manon De Pauw - Installation avec MAX / SoftVNS
http://www.er.uqam.ca/nobel/interstc/projets/mdpAutoRepeat.html
ORACLE - installation
interactive
http://www.ekran.org/ben/oracle/process/
Cycling 74 - Max/Msp
- Jitter - Cyclops
http://www.cycling74.com/products/index.html
Le site officiel
de Pure Data
http://www.pure-data.org/about/
Documentation
Pure data (english)
http://crca.ucsd.edu/~msp/Pd_documentation/
Movement and Sound,
Controlling Digital Audio with softVNS
http://music.utsa.edu/tdml/conf-VIII/VIII-Ball/VIII-Ball.html
SoftVNS de David Rockeby
http://homepage.mac.com/davidrokeby/softVNS.html
Résonances 2003
- divers projets
http://www.musicrun.com/evenements/ircam2003/resonances.php3
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