Converting video into geometric abstractions

    Jan 10 2013 | 9:15 pm
    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?

    • Jan 10 2013 | 10:37 pm
      > 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.
    • Jan 11 2013 | 1:21 am
      I looked through the jitter recipes and did not really see anything like what I described. Can you be a little more specific?
    • Jan 11 2013 | 10:14 am
      and there's this patch, which is from a relatively recent posting, but sorry can't figure which:
    • Jan 11 2013 | 10:36 am
      Sorry I can't find it. It's similar to (Jitter examples in Max program folder) but instead of nurbs it maps the video to vertices.
    • Jan 11 2013 | 10:43 am
      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 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
    • Jan 11 2013 | 4:34 pm
      here's a simple patch to get you started. it uses jit.gen and 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.
    • Jan 11 2013 | 8:08 pm
      Thanks guys, there are a lot of good ideas here. I will study them.