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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 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля MANIKANTA MAHESH REDDY CHINTA
MANIKANTA MAHESH REDDY CHINTA2 лет назад

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

Фото профиля harley turan
harley turan2 лет назад

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:

Фото профиля Matt DesLauriers
Matt DesLauriers2 лет назад

killing it

Фото профиля harley turan
harley turan2 лет назад

🙏♥️

Фото профиля eric provencher
eric provencher2 лет назад

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.

Фото профиля harley turan
harley turan2 лет назад

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.

Фото профиля oogabooga.inc 🫡 $3.7vps club member
oogabooga.inc 🫡 $3.7vps club member2 лет назад

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

Фото профиля Dani Grant
Dani Grant2 лет назад

SO cool!

Фото профиля seda
seda2 лет назад

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?

Фото профиля harley turan
harley turan2 лет назад

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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