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trabajamos para ella ! - maya-isoSurface node: wip
maya-isoSurface node: wip 
Tuesday, June 16, 2009, 03:28 PM - Maya.c++.api., Geometry, algorithms
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OF-maya-p5 conxns 
Tuesday, June 16, 2009, 02:57 PM - Maya.c++.api., programming interests, production pipeline
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_object duplication and data-maps.
Input polygon has 20 faces with the bottom face removed. Each instance stores two transform matrices: one for border vertices and the other for the inner vertices.These matrices are gradually changed across the field as a weighted mean of various parameters such as area of quad-face they occupy, the distance of the face-center to the colored lines, a vector field acquired from the Maya fluid algorithm, etc.

_communication / network:
The processing/ touch screen application and the Maya application run communicate through UDP ports. Maya :OF UDP wrappers inside a Maya dll. p5 : hypermedia UDP libraries..The rather pathetic 10-12 fps of the 3d side of things results in communication being out of sync. Current fix is a buffering window that keeps watch and sends event messages to the Maya commandport, thus also helping trigger the entire dependency graph(image above).

significant factors to the rather slow fps :
a. making / maintaining a Maya mesh object.(0.05 seconds/cycle) required only in case a rendered output is necessary.
b. shading the mesh with shared vertex normals (0.05 s / cycle).
haven't a clue how to calculate this myself, hence requiring mesh object above.
c.immediate mode gl shading:
Thanks to memo will look into vertex arrays/vbos et al.

So almost all factors are my owning making. time to starting cleaning the mess.

Video from recent OF workshop exercise in London that I had the good fortune of participating. Mad props for Memo , Joel Lewis, Ruairi Glynn and Marek Bereza.I tried to transcode the beautifully simple code levFlagellum: by Jared Tarbell / Roberrt Hodgin (flight404).I was also trying to learn some openGL glow/blur techniques....managed only to get some FBO down-sample tricks for simple glow. Hopefully someday soon properbloom techniques will be within grasp.

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GLSL and Maya 
Sunday, May 24, 2009, 03:08 PM - utilities, programming interests
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Videois in real-time

Ability to render size-able number of dynamic objects could be one of many reasons contributing to the growing popularity of Processing/OF amongst code-savvy, experimental architects. Unfortunately, this ability is not coupled with easy-to-use geometric operations.(Potential integration with Java libraries notwithstanding i.e.) . Wonder then, if with the addition of python script and API to Maya, there might be a 'scripted' method to register openGL callbacks within Maya nodes /DG ? Thus leveraging drawing capacities of openGL and the geometric capacities Maya.

Images/video below: early attempts to add a preview shaded mode for Large object population in Maya. The inclusion on smooth-mesh preview since Maya2008 has already eased many a work-flow.

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Wednesday, May 6, 2009, 12:10 PM - Maya.c++.api., Research
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Video is in real-time
Maya c++ node based on hierarchical bundling algorithm, developed by Danny Holten and described here . Implementation of the algorithm was used by Manuel lima of visual-complexity to elegant effect here .

Curve straightening (see video) is lame attempt based on local weights only.Hence doesn't 'hold' original shape very well. Probably needs 'pinning'/anchoring of some cvs.duno.will fight that battle another day.yet another battle-for-another-day: spring based curve-relaxing.

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Sunday, April 19, 2009, 09:44 AM - Maya.c++.api., Geometry
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Saturday, April 18, 2009, 04:15 AM - Maya.c++.api., Geometry
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video is in real-time

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Maya and Boost: primTreeUpdate 
Friday, April 10, 2009, 10:41 AM - Maya.c++.api., Analytical, algorithms
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update on minimal spanning trees videos are in real-time.
use of BOOST c++ template graph libraries within Maya plug-in, towards computing the euclidean minimal spanning tree of a set of points.The boost libraries implements both the Prim and Kruskal algorithm to compute the tree. Further, variation of the implementation is available as the Dijkstra shortest route algorithm

The lower video shows amateur attempts at implementing the algorithm using in c++ (left), in MEL (left) and a hybrid (middle).

The intention was always to achieve real time interaction, for the algorithm is useful towards path/route finding , calculating walking distances in a street network a la google maps etc. Evidently, none of the hack attempts were close to being real-time as opposed using the BOOST implementation that enables this.

Boost also includes other handy implementations to deal with graphs, and trees,statistical distributions et al.

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Wednesday, April 8, 2009, 03:29 AM - Maya.c++.api., Maya.general.modelling, Maya Code library, Research, papers
Posted by Administrator
drl unit trip

Images from collaborative design research paper with Victor Orive


_Prototype of team manifold (c) includes Maria Araya and James Warton.

WIP: branching plug-in for Maya. see previous post

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Wednesday, March 11, 2009, 06:18 AM - Maya Embedded Language, Maya.general.modelling
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Monday, December 8, 2008, 02:13 AM - Maya.c++.api., Analytical
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