Converting video into geometric abstractions

Jan 10, 2013 at 9:15pm

Converting video into geometric abstractions

So I am trying to come up with an effect that will turn a video into geometry.
I basically want to be able to track an object and transform that object
into geometry and composite it back into the video.

So if it was Brad Pitt on screen, you would see a crude geometric Bizaro Pitt.
It would be nice to be able to control the vertex count so I could make it
more detailed. Vertex depth/height could be controlled by pixel color and luminosity.

Any suggestions on how I might go about implementing this?

#65999
Jan 10, 2013 at 10:37pm

> Vertex depth/height could be controlled by pixel color and luminosity.

There’s an example or jitter recipe – don’t remember which – that does exactly that.

#237637
Jan 11, 2013 at 1:21am

I looked through the jitter recipes and did not really see anything like what I described.
Can you be a little more specific?

#237638
Jan 11, 2013 at 10:14am

there’s this thread:

http://cycling74.com/forums/topic.php?id=36602

and there’s this patch, which is from a relatively recent posting, but sorry can’t figure which:

– Pasted Max Patch, click to expand. –
#237639
Jan 11, 2013 at 10:36am

Sorry I can’t find it. It’s similar to jit.gl.nurbs-video-deform.maxpat (Jitter examples in Max program folder) but instead of nurbs it maps the video to vertices.

#237640
Jan 11, 2013 at 10:43am

Though the principal is easy:
- run your video matrix through a luminosity converter (don’t remember the object name right now)
- run the lumo map into a jit.expr that takes the x and y coordinates of the input cells as output x and y, and takes the lumo (color) value for z
- run that into jit.gl.mesh position inlet and send the original video matrix into the texture inlet

you can also skip the first step and do the lumo calculation from the RGB values in jit.expr.

this reasoning might be a bit buggy but it’s the general direction you should be heading for

#237641
Jan 11, 2013 at 4:34pm

here’s a simple patch to get you started.
it uses jit.gen and jit.gl.pix to handle some of the minor things you need to do, like remap the xyz values, multiply the Z by luminosity, and rotate the texture properly.

let me know if you have any questions.

– Pasted Max Patch, click to expand. –
#237642
Jan 11, 2013 at 8:08pm

Thanks guys, there are a lot of good ideas here. I will study them.

#237643

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