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[[File:ImageCompute-header.png|700px]] | |||
=color%20= | =color%20= | ||
==Context== | ==Context== | ||
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==Concept== | ==Concept== | ||
Digital images can be treated as pseudo-random distributions of color. If these are interpreted as three-dimensional point-clouds, it is possible to overcome the planar image by adding depth and creating new ways to interpret the image by exploring the color distribution in its purest form. After using different color metrics to calculate the three-dimensional position of every point, complex structures and patterns emerge, colors shift, strains form and clusters of colors move from position to position. | |||
---- | ---- | ||
==Approach== | ==Approach== | ||
For every pixel in the image a colored voxel is spawned. The position of the voxel is than determined by different mapping functions that map the pixel (x, y, r, g, b) to position in space (x, y, z). In the default mapping every voxel is on a plane (z = 0) and the position in the plane is directly determined by the position in the original two-dimensional image. | For every pixel in the image a colored voxel is spawned. The position of the voxel is than determined by different mapping functions that map the pixel (x, y, r, g, b) to position in space (x, y, z). In the default mapping every voxel is on a plane (z = 0) and the position in the plane is directly determined by the position in the original two-dimensional image. | ||
[[File:ImageCloud-Default-Mapping.png|Default mapping| | [[File:ImageCloud-Default-Mapping.png|Default mapping|360px]] | ||
[[File:ImageCloud-Simple2.gif|RGB Space|360px]] | |||
Since the virtual space is three-dimensional space, the third dimension or depth (z-axis in this case) can be used to convey additional information thus revealing a new perspective on the image. The red channel could for example be mapped to the z-coordinate of every voxel. But we aren't limited to only using the z-axis. Since every digital image represents a subset of the rgb-space (cube), we can also map every pixel to a position in the rgb-space (represented as a cube). | Since the virtual space is three-dimensional space, the third dimension or depth (z-axis in this case) can be used to convey additional information thus revealing a new perspective on the image. The red channel could for example be mapped to the z-coordinate of every voxel. But we aren't limited to only using the z-axis. Since every digital image represents a subset of the rgb-space (cube), we can also map every pixel to a position in the rgb-space (represented as a cube). | ||
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File:ImageCloud-Approach2.png|Red Color Channel Depth | File:ImageCloud-Approach2.png|Red Color Channel Depth | ||
File:ImageCloud-Approach3.png|RGB Color Space | File:ImageCloud-Approach3.png|RGB Color Space | ||
File:ImageCloud-Approach4.png|HSV Color Space | |||
</gallery> | </gallery> | ||
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===Transitions=== | ===Transitions=== | ||
Because the compute-shader can run every frame transitions between different states can be calculated. In this case a simple particle-based system was used where every particle (voxel) has a position, velocity and acceleration. | Because the compute-shader can run every frame transitions between different states can be calculated. In this case a simple particle-based system was used where every particle (voxel) has a position, velocity and acceleration. | ||
[[File:ImageCloud-Transition1.mp4| | |||
[[File:ImageCloud-Transition2.mp4| | [[File:ImageCloud-Transition1.mp4|Mapping Transition|245px]] | ||
[[File:ImageCloud-Transition3.mp4| | [[File:ImageCloud-Transition2.mp4|Image Transition|245px]] | ||
[[File:ImageCloud-Transition3.mp4|Resolution Transition|245px]] | |||
Exmaples of transitions between mappings (left), images (middle) and resolutions (right). | |||
{{#ev:youtube|cA7D-l4XI84|735}} | |||
===Manipulation=== | ===Manipulation=== | ||
Since VR-headsets were rare this semester I tried to use the [https://www.ultraleap.com/product/leap-motion-controller/ Leap-controller] to capture the movement of the hands and try to manipulate the image with it. | |||
While I was able to set up and calibrate the controller in Unity, the captured motion was very inconsistent and jittery and the movement of the hand was limited. Since the camera had to be static the added value of the three-dimensionality was limited, using a VR-headset in combination with the Leap-controller might solve this problem. | |||
[[File:ImageCloud-Manipulation1.mp4|Hand Manipulation|735px]] | |||
Another problem with manipulating the voxels is that the particle representations of the voxels are not part of the physics-world and cannot collide with the other objects. Every collision of every particle with every object has to be calculated in the compute-shader. While I was able to implement simple interaction with the center of one hand, I failed to implement a working collision for simple geometric forms in the compute-shader that was efficient enough to run every frame. This is possible, but GPU-collision is a difficult task that takes a lot more work than expected. | |||
---- | ---- | ||
== | ===Video=== | ||
The uniforms of the compute-shader can be updated during runtime. With the use of the Unity-Video-Player the input image can be the current frame of a video. If the video is updated every frame the particles get a new target position every frame creating a moving cloud of particles that create ever-emerging patterns of movment. | |||
---- | {{#ev:youtube|ZSVnI2nV1V4|735}} | ||
==Media== | ==Media== | ||
[[File:Creating a Graph 11.05.2021 08_56_28.png|360px]] | |||
[[File:Creating a Graph 11.05.2021 08_57_26.png|360px]] | |||
[[File:Creating a Graph 11.05.2021 08_58_03.png|360px]] | |||
[[File:Creating a Graph 11.05.2021 08_59_21.png|360px]] | |||
[[File:Creating a Graph 11.05.2021 09_00_23 (1).png|360px]] | |||
[[File:Creating a Graph 11.05.2021 09_00_44.png|360px]] | |||
[[File:Creating a Graph 11.05.2021 09_01_11.png|360px]] | |||
[[File:Creating a Graph 12.05.2021 14_03_36.png|360px]] |
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