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Noise Workshop Resonate 2015

The project files for my Noise Workshop at Resonate 2015.

This repository contains cheat sheets for the things we will program from scratch. https://github.com/andreasmuller/NoiseWorkshopScratchpad/

Some projects require ofxAutoReloadedShader, the oF 0.8.4 compatible version: https://github.com/andreasmuller/ofxAutoReloadedShader/tree/master_0.8.4

The Kinect project requires ofxCv, the oF 0.8.4 compatible version: https://github.com/kylemcdonald/ofxCv/tree/0.8.4

At the workshop we went through things in this order:

  • We started with the Empty template and turned it into NoiseWorkshopScratchpad/Frequency
  • StepFunctions
  • ShapingFunctions
  • Thresholding
  • Empty3D -> NoiseWorkshopScratchpad/NoiseTerrain
  • Empty3D -> NoiseWorkshopScratchpadNoiseGrid3D
  • NoiseGridParticles
  • LiveCodingSurface, focus on bin/data/Shaders/LiveCodingSurface/GL2/LiveCodingSurface.frag
  • PerlinClouds, focus on bin/data/Shaders/RayMarchingCloudsVolumeofCamera.frag
  • Grass
  • Tendrils
  • EmptyGPUParticles -> NoiseWorkshopScratchpad/ParticlesGPU
  • A little jump to ParticleCloudGPU, just a refactored version of what we just built, with some simple additions that make it prettier. Play with making motion in bin/data/Shaders/Particles/GL2/Update.frag
  • Your result from the GPU particles we made from scratch -> NoiseWorkshopScratchpad/ParticlesGPUInstancedGeometry
  • A little jump again to ParticleSystemInstancedGPU
  • ParticleSystemSpawnTexture, introduces the idea of filling up a texture with potential spawn positions for the particles every frame.
  • KinectParticles


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  • C++ 73.1%
  • Makefile 14.5%
  • GLSL 12.4%