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pixels, motion, and scripting
david van brink // Wed 2008.11.19 12:21 // {after effects general}

Rehi All! Rewelcome to Pixel Blog

Hello seekers!

I’ve been getting a fair amount of traffic lately, mostly from Pixel Bender searches and a few references from forums and other blogs. And the number of subscribers is steadily growing. I guess some of the stuff here is useful to someone. Hooray, I say!

(And of course by “fair amount of traffic” I don’t mean, like, enough hire an editor or start selling ad space. My ISP isn’t complaining yet about the load. I mean, enough traffic that you and I can still enjoy an intimate little shared pixel experience, as told with words and numbers.)

So this post is mostly just a quick blog reintroduction. And below is a cool little video I did last year that I’ve been meaning to document. Ok, let’s go.

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Reintroduction

I started this blog a bit over a year ago, focusing mostly on After Effects techniques and scripts. Adobe After Effects is just about my favorite piece of software ever. So clean and elegant, so complete, and rather delightfully ROCK SOLID. I’m a software engineer myself, and can appreciate just how monumental that simple truth is.

Lately I’ve been having GREAT FUN with Adobe Pixel Bender. It’s so satisfying to rapidly implement a complex function and see it in action. Also: math. Yay.

Perhaps prematurely, I’m thinking in this coming year of 2009, I’ll be getting back to After Effects and techniques… and of course announcements of updates to my free plugins, scripts, and Pixel Bender kernels. If this is the sort of thing you like, too, please consider subscribing.

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A Retro-tv Treatment

And now, some pixels. Here’s a little video I did last year as part of a “fundraiser” for my friend Briya. She injured her ankle playing roller derby in Santa Cruz, and we helped pay for her ambulance ride.

I grew up staring at our black and white tv set, and tried to capture that feeling here. I think, often, various “retro” image treatments are too aggressive on the degradation. Black and white tv in the 1960’s was actually quite sharp! I tried to keep that feeling here. Here’s the recipe I used.

  1. Character generator. Old tv production had only a few effects available. I used a “character generator” here, white text at about 80% opacity. In the olden days, they rarely used shadow or background to enforce contrast; if the text was over something light-colored, it was just harder to read, sorry!
  2. Picture in picture. I also drop in a rectangular insert image, flat. Notice both the insert and the text only flash, no fading or morphing. That came later.
  3. The telethon look. This was the fun part, of course. I videotaped about 45 seconds each of three different actors sitting at my kitchen table, in front of our red curtain. That’s it! In After Effects, these are shoved next to each other and lined up in rows. It’s amazing how forgiving our eyes are. Yes, you can see that it’s all wrong. But it’s also oh-so-right.
  4. Curved glass tube. I added some arbitrary mesh distortion, suggestive of a glass picture tube. But tubes also get magnetized this way and that. (Or at least, in the 1960’s, mine did, because I played with magnets on it.) It adds an interesting travel to the image.
  5. Transmission loss. To add “ringing” and “aliasing” to the image, something I keenly remember from seeing television, I used my plugin called omino_diffusion, superimposed slightly over the original and blurred. It somewhat simulates the analog behavior of errors and their correction, since it proceeds left to right just like the scanning of the vacuum tube.
  6. Brevity. And of course, the most important trick here is to keep it short, to reduce the time one might have to ponder the image and question it too closely…
  7. I had worked up a “tv-turning-off” dotsweep, also. There’s something wonderfully dramatic about the old CRT dotfall… Modern tv’s just “turn off” and that’s that, but the old disappearing dot was an event providing real closure. But for this piece, I went with looping.

    And good night.

2 comments
subblue // Thu 2008.11.20 15:203:20 pm

Hi David, I recently discovered your site via your Pixel Bender experiments. Great stuff! I’m pretty new to After Effects, but with the new PB integration some exciting possibilities have opened up 🙂

david van brink // Thu 2008.11.20 15:333:33 pm

Hi!
Um wow. I just checked out your Droste effect post, and a few others. Wow. Hi!

oh, i dont know. what do you think?


david van brink // Sun 2008.11.2 22:58 // {pixel bender}

Pixel Bender: Sphere Redux

Tweaks and improvements to the previous diced sphere Pixel Bender kernel.

Just click Go. Really.

As before, it uses a sort of orthogonal ray tracing technique. The depth into a particular cell determines the amount of darkness. In this sense it’s a short cut for HDRI and radiosity in that, simply, the further into the “cave”, the darker it is. Seems to work.

oh, i dont know. what do you think?


david van brink // Sat 2008.11.1 21:10 // {pixel bender}

Pixel Bender: Waves

Everyone loves sine waves.

In the above .swf, a Pixel Bender kernel is summing three sine waves at various frequencies and amplitudes, and drawing it in three colors. Each pixel gets either black, or one of the three colors, depending how close it is to the waveform.

The distance to the waveform is measured only vertically, though, so the peaks get extended in a strange, sort of 60’s/70’s op-ish way.

oh, i dont know. what do you think?


david van brink // Tue 2008.10.28 21:22 // {pixel bender}

Pixel Bender: Circles, Squares, Lines, & Metadata

This post will show a handful of simple tricks for “drawing” using Pixel Bender. That’s not what it’s for, especially in Flash. But it’s still interesting to see how it’s done.

But first, the demo:

And I’m sure the handy tabs across the top for the source code won’t escape your attention, either!

Pixel Bender Metadata

In the demo above, you can notice a couple of things. Some of the parameters are drawn as sliders, but also there’s a checkbox, some color pickers, and, in the drawing area, some draggable spots. This is done by a collusion between the Pixel Bender kernel, and the Flash viewer code. Here’s the parameters from the Pixel Bender kernel:

    parameter float3 backgroundColor<kind:"color";defaultValue:float3(1,1,1);>;

    parameter float spotRadius<defaultValue:50.0;minValue:1.0;maxValue:800.0;>;
    parameter float3 spotColor<kind:"color";defaultValue:float3(0,0,0);>;
    parameter float spotSquare<kind:"checkbox";defaultValue:0.0;>;

    // This parameter just gets poked with the rendering dimensions, always
    // Doesn't get shown to user. In my custom viewer, that is.
    parameter float2 dims<kind:"dstsize";defaultValue:float2(300,300);>;

    // "point" means it lives somewhere in the image, as a coordinate.
    parameter float2 lineStart<kind:"point";minValue:float2(0,0);maxValue:float2(400,400);defaultValue:float2(10,10);>;
    parameter float2 lineEnd<kind:"point";minValue:float2(0,0);maxValue:float2(400,400);defaultValue:float2(30,100);>;
    parameter float lineWidth<minValue:0.5;maxValue:30.0;defaultValue:2.0;>;

I’ve added a kind property to some of the parameters. Pixel Bender ignores it, but in ActionScript we can access it as part of the ShaderData. For example, it is true that shader.data.spotSquare.kind == "checkbox".

These aren’t special or magic! My Pixel Bender kernel says it, and my Flash viewer reads it. It’s a handy trick, if you happen to be in control of both parts.

How to Draw a Circle

It’s so easy! Given a center and a radius, you check each pixel to see if it’s within that distance of the center. Like so:

        float d = distance(co,center);
        if(d < spotRadius)
            dst = spotColor;

How to Draw a Square

This is ever so slightly trickier. Again, with a center and a radius, we want to see that both the x- and y-distances from the center are within the radius. Like so:

        float d = max(abs(co.x - center.x),abs(co.y - center.y));
        if(d < spotRadius)
            dst = spotColor;

How to Draw a Line

Now this is getting mathy. In an earlier post about Gradient fills, I derive an equation for “position between two points”, like so:

t = dot(uv,xy) / dot(xy,xy)

where a line segment is given by the endpoints (0,0) and (x,y), and some screen spot is given by (u,v). If t is within the range 0 to 1, then (u,v) is somewhere along that line segment if it’s drawn infinitely wide. That’s a short stubby line no matter how you slice it.

To constrain the width of the line, we need to know how far from the center (u,v) is, which is given by:

d = abs(length(xy) * dot(uv,yx) / dot(xy,xy))

(If you followed the Gradient post, it’s the right half — the y-component — of the final 2×2 matrix, times the length of the line, for scaling. But it’s not important.)

So, the combined code to draw a line between two endpoints, with a particular line width, and square-capped ends, is:

       // and now, a bit of fun math, as we plot a line between two points.
        float2 uv = co - lineStart;
        float2 xy = lineEnd - lineStart;
        float xy2 = dot(xy,xy);
        float g = dot(uv,xy) / xy2;
        // if we are between the two points, then g is between 0 and 1.
        float dl = abs(dot(uv,float2(-xy.y,xy.x)) / xy2 * length(xy));
        // dl is now the distance, in pixels, from outCoord to the line
        
        // if we're between the endpoints and close enough, draw.
        if(g >= 0.0 && g <= 1.0 && dl < lineWidth / 2.0)
            dst = float3(1,0,0); // draw the line in RED.

Ridiculous?

To reiterate: This is a ridiculous use for Pixel Bender. But the ideas may come in handy. Doing something with a squarish area-of-influence isn’t so outlandash… and while a solid-colored line is a bit unsubtle, a shaded field or beam area begins to seem plausible. Pixel Bender is so powerful and flexible, I know we’re going to continue to see unexpected and novel results from it.

oh, i dont know. what do you think?



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