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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 görüntüleme • 2 yıl önce •via X (Twitter)

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MANIKANTA MAHESH REDDY CHINTA profil fotoğrafı
MANIKANTA MAHESH REDDY CHINTA2 yıl önce

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

harley turan profil fotoğrafı
harley turan2 yıl önce

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:

Matt DesLauriers profil fotoğrafı
Matt DesLauriers2 yıl önce

killing it

harley turan profil fotoğrafı
harley turan2 yıl önce

🙏♥️

eric provencher profil fotoğrafı
eric provencher2 yıl önce

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.

harley turan profil fotoğrafı
harley turan2 yıl önce

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.

oogabooga.inc 🫡 $3.7vps club member profil fotoğrafı
oogabooga.inc 🫡 $3.7vps club member2 yıl önce

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

Dani Grant profil fotoğrafı
Dani Grant2 yıl önce

SO cool!

seda profil fotoğrafı
seda2 yıl önce

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?

harley turan profil fotoğrafı
harley turan2 yıl önce

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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