Video Examples
Start with the kind of image you want to make: footage that reacts to a performer, patterns that grow from their own history, or a composition that spans a physical space. Each patch isolates one technique.
Make an image respond
For a first patch, open Video manipulation: a looping movie becomes patterned traces controlled by sound. Then choose where your image and its control should come from:
- Camera input keeps a live subject visible while sound changes its color, blur and distortion.
- Audio-reactive visuals combines generated percussion and live sound to animate a geometric pattern.
- Camera blobs, contours and tracking reduces the camera view to regions, outlines and tracked positions for camera-based interaction.
Compose motion and timing
- Video transforms and fitting separates moving an image from fitting it to a display’s proportions.
- Scrubbing video and scenario time makes speed, reversal and jumps through an arrangement playable controls.
- Timed sound and image effects composes image distortion and changing reverberation with independently editable audio and video.
- FFmpeg input and output streams sends a treated image to another application while retaining a separate local treatment.
Let patterns develop
Begin with Delayed shader texture feedback to see how repeatedly processing an earlier frame turns a moving dot into a complex trail.
- Layered analog-style effects mixes fresh procedural patterns with distressed image history.
- Reaction-diffusion geometry feedback grows organic structures by retaining simulation state instead of an image.
- Compute-rendered Clifford attractor accumulates points into a slowly changing mathematical form.
- Multiple shader render targets produces color, image-derived normals and edges from the same changing source.
Fit the work to a space
Mapping textures to editable shapes composes images within quads, polygons and freehand outlines. Use it when the shapes themselves are part of the composition. Multi-projector output mapping aligns and blends an already composed image across displays. The two techniques can be combined.
Reference and setup
See Video for playback modes, HDR conversion and pixel formats, ISF shaders for image effects, and Compute Shaders for GPU computation. Capture, streaming and output backends are listed under Devices; availability depends on platform and build. Each example notes its particular camera, package or output requirements.
Table of contents
- Audio-reactive visuals
- Camera blobs, contours and tracking
- Camera input
- Compute-rendered Clifford attractor
- Delayed shader texture feedback
- FFmpeg input and output streams
- Layered analog-style effects
- Mapping textures to editable shapes
- Multi-projector output mapping
- Multiple shader render targets
- Reaction-diffusion geometry feedback
- Scrubbing video and scenario time
- Timed sound and image effects
- Video manipulation
- Video transforms and fitting