Archive for the 'graphics' Category
Last night I was looking at depthkit and 8i while researching options for video-based 3D capture, and I felt inspired to rescue my old kinect from the bottom of a drawer. I got a fresh copy of openframeworks and ten minutes later I had a running build of the openframeworks kinect example in my computer. It was literally like time-traveling to 2011. I remember capturing a point cloud of Amy pregnant back before Maya was born. A couple of months later the kinect found oblivion in the bottom of a drawer and I stopped using openframeworks until now.
After he saw the THX inspired animation I made for the intro sequence of the VR House Party we shot with WEDIDIT in February, Nick Melons asked me to produce some graphics for their new line of Merch. I can’t wait to get my hands on some of that stuff. Hopefully it will all come out at the time we release the house party video.
Ever since I started working in cinematic Virtual Reality I have fantasized about the time when cameras will evolve from optics based mechanical contraptions to sensor based computational machines. Instead of projecting light into a flat image using lenses, computational photography collects data from the environment and uses it to reconstruct the scene after the fact. I find this subject matter fascinating. In fact, I almost attended Frédo Durand’s Computational Photography class at MIT, but I got too busy fooling around with symbolic programming and pattern recognition instead. I was not surprised to find out that Frédo is an advisor for the upcoming Light L16 digital camera. It looks insane and I definitely want one.
Before we had a Light 16 we had Lytro, a company famous for their shoot-first, focus-later consumer level funny looking cameras. To my knowledge this was the first time ever a data driven photography device has ever hit the consumer market. I didn’t get one, and I didn’t get their next generation DSLR model, but I always believed the Lytro guys were up to something interesting. It made total sense to me when they announced a few months ago they had begun development of a light field camera for Virtual Reality, and I even thought they might actually be the ones to pull that off.
Later I learned Wevr had been selected as a development partner to try the first working prototypes of Lytro’s VR capture system, called Immerge, and I might get to play with it before the end of this year. It will be a great relief after a couple of years dealing with custom rigs made with GoPro cameras and the limitations and difficulties inherited from having to stitch a bunch of deformed images at the very beginning of the postproduction pipeline. And since capturing light fields delivers data instead of pictures, you can move inside the scene almost like you were actually there, instead of being limited to just look around it.
Lytro CEO Jason Rosenthal sums it up in a recent press release: “To get true live-action presence in VR, existing systems were never going to get you there. To really do this, you need to re-think it from the ground up.” I can’t agree more.
“But this means we will need to make some books for it”, I said. “Exactly”, he replied.
Next thing you know we are talking about hunting down a Risograph printer and figuring out how to go nuts with it.
The LA Book Fair submission required a print oriented portfolio website, so I finally put one together and hosted it at cartoondistortion dot com. Please take a look. It’s nice to see most of my graphical morsels tightly organized and readily available like that.
Tom also had to make his own portfolio page. Hopefully we will get our little table at the book fair next year 😀