jstrecker's picture
Jaymie commented on bLackburst's Bug Report, “Auto type-convertor bug

Bodysoulspirit's explanation is correct. Still, as bLackburst pointed out, the fact that the Transform -> Rotation type converter is automatically chosen there can easily to mistakes when building a composition, so it could be considered a usability bug. Scheduled for work.

jstrecker's picture
Jaymie commented on Bodysoulspirit's Feature Request, “Get Object Shader / Get Child Shaders

We're planning to provide both a Get 3D Mesh Object Info that outputs the shader (among other things) and a Get Mesh Info node that outputs the full mesh data (vertices, etc.). Get Mesh Info would take more time to execute, since it would have to download the vertices and stuff from the GPU and process them. But you wouldn't need to do that if you were just grabbing the shader. You would use Get 3D Mesh Object Info.

jstrecker's picture

I'm able to receive the simpler "Depth" image via Syphon and then displace an object with it, it works fine, but amount of details is really low.

That would be because Syphon is limited to 8bpc, whereas the Kinect is providing higher bit depth images.

1) When operating with Kinect v1, does Vuo.Kinect node decode more details than I'm currently able to read with the greyscale image?

The node receives 16bpc images from the Kinect v1. However, since the sensor hardware is better on the Kinect v2 than the Kinect v1, I'm not sure how Kinect v1 at 16bpc would compare to what you're getting now with Kinect v2 at 8bpc.

2.a) Thinking about adding support for Kinect v2 and ROS118 encoded depth - I think it should be easy to write a node decoding RGB Syphon images to a 3d plane, but won't the performance degrade because of Syphon protocol usage? Shouldn't it rather use system drivers to fetch data directly from Kinect v2 via USB bus? (that would be beyond my capabilities)

Yes, native Kinect support in Vuo should use less system resources and provide better-quality images than importing from NI mate + Syphon. There's an open feature request for Add support for Xbox One Kinect (Kinect V2). I expect we'd use https://github.com/OpenKinect/libfreenect2 .

2.b) Would Vuo be able to process 30 frames per second with this amount of 3d data, or I should rather think about using lower-level tool like openFrameworks?

Since Vuo does mesh deformations on the GPU, it should be able to handle large meshes like that quickly. Though in general performance is hard to predict because it depends on a number of factors, including your computer. You're using Displace 3D Object with Image now? You could test by feeding it a series of images at the size and level of detail that you would expect from the Kinect v2.

cwilms-loyalist's picture

The performance is the same in 1.2.5. I haven't tested 1.2.4 yet though.

jstrecker's picture

OK. The only things that changed between 1.2.5 and 1.2.6-alpha1 were the Tree node set and the Sort nodes, nothing that could have affected Duet performance.

cwilms-loyalist's picture

Thanks for the quick response Jamie, I will do that. I think it was working well with 1.2.5 (but I'm working with 1.2.6 Beta right now for the XML features), I'll test it to be sure though. I'm not sure I can get older version of Duet to test with, I'll ask though. I definitely can't get older versions of the iOS component.

jstrecker's picture

I'd suggest doing some further testing of different Vuo versions with Duet, and different Duet versions too if you can. This would tell you if the problem is in Vuo or Duet and when it started.

cwilms-loyalist's picture

I'm checking with the makers of Duet as well but has anything changed within Vuo that could affect performance of the Duet display? I'm just getting back into using Duet for this project and for some reason my compositions slow to a crawl unless I’m running Duet in mirror mode of another display then it runs at full speed again. After the extra display information was added I only tested my compositions out a little but didn't notice this at the time, I don't think it would have affected this at all. Thoughts?

Bodysoulspirit's picture
Bodysoulspirit commented on Bodysoulspirit's Feature Request, “`Change Items in List` node

Well, out of context right now I'm not sure but, for the example of Xavier's composition, if I had a list of shaders, and I would want a specific range of the shader list to be replaced, how would I do it without ranges ?

And he wanted the items to be replaced not always to be the same but to change.

If for example there was a Replaces Ranges In Lists with drawers, I could make a range from 2-5 for example and fill a 5 shaders list that would place itself at positions 2-5.

How would I be able to choose the position of the items to be replaced ?

Perhaps I overview the simpler method !?



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