Extend image filters to support spherical mapping

This feature request is for versions of existing filters (or future filters) that need to be tailored to a spherical co-ordinate space.

Filters that would need to be specialised for spherical co-ordinate spaces are spacial filters, such as (please note, some of these filters are not implemented in Vuo yet- but are given as an example):

  • Blur
  • Edge Detect
  • Sharpen
  • RGB Offset

Filters that would not need adjustment would predominantly be color filters, as they do not effect surrounding pixels- only color information:

  • Invert Color
  • Posterise Color
  • Color Correction

Without such tailoring effects applied to Spherical images would be incorrect at both the equator and poles. This is a really exciting area for Vuo to be involved in as 360º video is getting quite a following- and there are very few tools available for editing and compositing video together.

Component: 

Notes from Team Vuo

Vuo Pro: 

Yes — requires a Vuo Pro license

Complexity: 

●●○○ — A few weeks of work

Potential: 

●○○ — Appeals to current community

ShaderToy GLSL node re-purpose

Currently the shadertoy node does not run the updated ShaderToy GLSL code. In ShaderToy webpage- there are differences such as using fragCoord instead of gl_FragCoord etc. (https://vuo.org/node/1259 see Jaymie 's response)

These differences are SUPER SMALL, yet without knowing how to fix even these super small issues a beginner would be lost. (I was lost when I first tried to get ShaderToy node to run ShaderToy.com code)

Instead of changing the ShaderToy node to comply with ShaderToy, (which potentially may change again) maybe ShaderToy can be repurposed into a generic GLSL image generator node, with similarities to the yet to be released GLSL node.

It is my understanding that the GLSL node in 1.3 will export a shader, whereas the re-purposed ShaderToy node (lets call it vuo.image.make.shader) would only export an image. I am always wanting to bring in 3D points into ShaderToy node. I am aware of the great solution that jersmi came up with: https://vuo.org/node/1259 however, sometimes I just want to type a variable in and plug it in directly instead of cutting up text and formatting it.

My suggestion would be to bring the vuo.image.make.shader variables inline with GLSL node in 1.3, yet simply outputting an image.

Hopefully this would allow unlimited texture channels (currently shadertoy node is limited to 4) and custom variables such as in calculate maths node.

This feature would also allow a Fragment shader to be used easily either as texturing an objects surface, or as an image generator in its own right without re-coding variables, or unique ShaderToy GL input variables (between vuo.image.make.shader & vuo.shader.make).

Component: 

Notes from Team Vuo

Vuo Pro: 

No — available with both Vuo and Vuo Pro licenses

VUO_Flurry

VUO_Flurry is an attempt for fun to recreate the Flurry OSX screensaver

Shows a way to shade some points with "Shade Edges with color" to get the points to blend nicely.

The main difference with the original Flurry is that the points are not centered together here, they are positioned in a random 3D space.

Composition and supporting files: 

Exported App: 

Object tracking from video

Generate tracking points on a video to be able to composite screnes into videos or characters into virtual scenes.

Could be real-time, baked data, or both? Baked = analysis of video file for control point generation. Very cool for placing a video file into scene for augmented reality work. For example if a film scene had a mirror in it, then Vuo could be told the square control points for the mirror - then place a 3D quad with a real-time video camera into the movie mirror. By baking the data into the scene and using it for the 3D quad translation it would be very smooth and accurate.

Component: 

Notes from Team Vuo

Vuo Pro: 

No — available with both Vuo and Vuo Pro licenses

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