On the survey we conducted a few months ago, the Vuo Community's top request was for more graphics capabilities. Let's get specific.

We'd love to implement all of the graphics capabilities listed here (and we hope to do so eventually!) but this will take a lot of time, so we need your help to set our priorities. Some of these are simple and should only take a few hours to implement, whereas others could take months of work. Once we have the results, we'll try to schedule some of the most-requested graphics capabilities for the next few releases. This poll will be open for one week.

Please select the top ten graphics capabilities you'd like to see in Vuo:

GLSL shaders (live-edit text code)
7% (1901 points)
Export movie files (high-quality offline rendering, with sound)
6% (1649 points)
3D Object Primitives: Cylinder, Tube, Pipe, Cone, Torus, Pyramid, Tetrahedron, Hemisphere, Dish, Capsule
5% (1420 points)
Particle Emitters
5% (1395 points)
Shadows of 3D objects
3% (1005 points)
Physics Simulation: Gravitation, Magnetism, Drag, Wind, Vortex
3% (909 points)
Projection Mapping: Basic 4-corner warping
3% (893 points)
Export movie files (realtime recording / online rendering, with sound)
3% (838 points)
Computer Vision: Track objects in an image
3% (817 points)
Projection Mapping: Bezier grid warping
3% (811 points)
Drag-and-drop objects to position them in a scene (instead of numerical coordinates)
2% (787 points)
Motion Blur
2% (751 points)
Export image files
2% (737 points)
3D Mesh Filter: Noise, Gravity Warp, Ripple, Twister, Bend Box, Quantize
2% (682 points)
Volumetric Lighting
2% (674 points)
Antialiasing post-processing filter (FXAA)
2% (638 points)
Physics Simulation: Collisions (rigid-body)
2% (623 points)
Focal Blur / depth-of-field / bokeh
1% (515 points)
Physics Simulation: Fluid Dynamics
1% (500 points)
Trackball (drag to rotate camera)
1% (497 points)
3D Mesh Filter: Warp using curves (Free-form deformation)
1% (493 points)
Load and play animated 3D meshes
1% (489 points)
3D Mesh Filter: Blend between multiple objects
1% (488 points)
Import shaders in VIDVOX's Interactive Shader Format (ISF)
1% (433 points)
OpenCL (live-edit text code)
1% (424 points)
Projection Mapping: Texture coordinates from camera perspective
1% (418 points)
Computer Vision: Find direction of motion in an image (optical flow)
1% (389 points)
Computer Vision: Find faces in an image (Haar-like feature detection)
1% (355 points)
2D Curves: Create and render
1% (346 points)
Export compositions as FFGL source / effect plugin (Write in)
1% (345 points)
3D Mesh Filter: Explode
1% (342 points)
Javascript (live-edit text code)
1% (323 points)
Behavior Simulation: Flocking (boids)
1% (310 points)
2D Curves: Loading and rendering SVG files
0% (267 points)
Stereoscopic 3D Rendering
0% (264 points)
Shader: Physically-based Lighting (Bidirectional Reflectance Distribution Function / BRDF)
0% (209 points)
Screen-space ambient occlusion
0% (199 points)
Chart Rendering: Bar, Line, Area, Pie, XY
0% (194 points)
Shader: Reflection and Refraction
0% (190 points)
Camera: Fisheye lens
0% (183 points)
Behavior Simulation: Pathfinding / object avoidance
0% (153 points)
Terrains: Foliage (procedurally-generated trees, plants, grass) and Wind
0% (149 points)
2D Curves: Extrude and Lathe into 3D objects
0% (139 points)
0% (121 points)
Skeletal Mesh Deformation: Choose extremity positions (inverse kinematics)
0% (120 points)
Displace 3D Mesh using Image / Height Field, 2D Curves: Hit-testing
0% (111 points)
Physics Simulation: Hair
0% (108 points)
Terrains: Procedural generation
0% (100 points)
Fractals: vectors (IFS, L-system)
0% (98 points)
Sky Simulation (daytime atmospheric scattering), Skeletal Mesh Deformation: Choose joint rotations (forward kinematics)
0% (84 points)
Physics Simulation: Cloth, Shader: Wax (subsurface scattering)
0% (75 points)
Clouds: Viewed from cloud level (volumetric)
0% (71 points)
Buildings: Procedural generation
0% (63 points)
Sky Dome / Skybox textures
0% (59 points)
Fractals: 2D images
0% (57 points)
Water: Surface simulation and rendering, viewed from ground level
0% (56 points)
Constructive Solid Geometry
0% (48 points)
Shader: Skin, Shader: Cartoon Shading and Sketchy Drawing
0% (42 points)
Shader: Haloed / glowing objects
0% (41 points)
Skeletal Mesh Deformation: Library of ready-to-use skeletal meshes
0% (32 points)
Terrains: Multitexturing (splatmaps)
0% (28 points)
Clouds: Viewed from ground level
0% (16 points)
Lua (live-edit text code) (Write in)
0% (14 points)
Shader: Fur
0% (12 points)
Terrains: Large-scale rendering (level-of-detail reduction), Water: Filtering, viewed from underwater, Metaballs
0% (11 points)
Shader: Rough Surface (Oren/Nayar), Shader: Metal Surface (Cook/Torrance/Sparrow/Ward), Medical Volumetric Image (DICOM) loading and rendering, High Dynamic Range (HDR) image tone mapping
0% (0 points)
Total votes: 905


Glad to see GLSL on top . Its

iason's picture
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Glad to see GLSL on top . Its a great feature to use since you can do almost everything with shaders (generate visuals, blend modes, image filters, projection mapping...) i recently added a little glsl editor to my VJ app and its just great. its shadertoy.com compatible so you can copy and paste code from the website right into the app.

Reading this list is like

Bytezen's picture
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Reading this list is like reviewing the hot topics in modern computer graphics. Very interesting. It is also interesting to see where my needs/dreams/wants and workflow sophistication line up with the pros. Great tool with lots of potential. Cool and growing community.

Ha. I may remember it wrong,

George_Toledo's picture
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Ha. I may remember it wrong, but I think when features were voted on over at kineme, live glsl code came in way towards the bottom. Funny how a year or so changes things!

This is "extra credit", but I'd really like for shaders to be expressed in a way that main can be separate from functions, if desired. It's pretty cool how some apps handle this so that you can have your utility functions in separate files, and also swap out your scenes, while keeping your main() consistent.

I'll also add that if support

George_Toledo's picture
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I'll also add that if support for quads and triangles is there, then bezier deformation isn't really worth spending time on, regardless of how high it is in the list here.

Soft Body support is more important than gravity, magnetism, etc. or the rigid body support, since those can more easily be done with math, whereas Soft Body is harder to achieve since all of the bodies have to interact with one another. Particle systems where particles aren't able to interact with one another tend to look weaker. Focal blur/dof is already easy by making a custom shader. My $.02

Interesting points in the

3lab_tv's picture
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Interesting points in the list to choose. Overviewed the Open CV and exporter functions, they are also on my wish list.

Personal thoughts, a focus on live edit (GLSL, LUA, Javascript), the export functions and Open CV in the next step would be great for all of us, while they are basics for individual creativity. Physic and Mapping features are also great, but for me they could follow later.

I hadn’t much time to work with vuo in the last time, but really like the improvements, the on going process and the development of vuo.