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here's me controlling GLSL shader uniforms using my hands. imprecise exploratory inputs — like finding the right parameters when making highly-dimensional generative art — feel like they're better suited to fluid movements.

446,140 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von MANIKANTA MAHESH REDDY CHINTA
MANIKANTA MAHESH REDDY CHINTAvor 2 Jahren

How to do this I am interested in learning :) I am a coder Any starters please

Profilbild von harley turan
harley turanvor 2 Jahren

absolutely! the book of shaders by @patriciogv & @_jenlowe_ is fantastic: for hand tracking, i'm using the amazing mediapipe models, found here: and i've written up the code from this shader shader here:

Profilbild von Matt DesLauriers
Matt DesLauriersvor 2 Jahren

killing it

Profilbild von harley turan
harley turanvor 2 Jahren

🙏♥️

Profilbild von eric provencher
eric provenchervor 2 Jahren

Have you tried making experiments like this in VR? Hand tracking feels limited on a 2D view. The hands package in Unity will be supported by the vision pro, and you can started using it on quest or HoloLens right now.

Profilbild von harley turan
harley turanvor 2 Jahren

i've actually not done much in VR (besides a few hours spent with the vision pro). your work is a huge inspiration though, and would love to do more! there is something interesting about browser-based 2D vision approaches though — incredibly approachable, and very easy to grok.

Profilbild von oogabooga.inc 🫡 $3.7vps club member
oogabooga.inc 🫡 $3.7vps club membervor 2 Jahren

i came across your account and website yesterday, totally blown w your experiments!loving it 💫

Profilbild von Dani Grant
Dani Grantvor 2 Jahren

SO cool!

Profilbild von seda
sedavor 2 Jahren

Hey, harley! I was trying to do something very similar to your audio-reactive shaders for a personal project. Do you have any reference thar can help me build something like that?

Profilbild von harley turan
harley turanvor 2 Jahren

hey caio! that's great — i'd actually love to write more about audio-reactive work. for me, playing around with WebAudio helped a lot ( my work used WebAudio to bin frequencies and then send values to a shader as uniforms.

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