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  • Load’em all : snippets to load assets into std::maps

    By on March 5, 2018

    For a CODON project, I came up with two useful methods for loading .wav and .mov files into their respective std::maps. This way I could call the movie/sound by its name in the map and call the methods I want on it.

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    KINO'S DOME
  • KINECT PROCESS: Methods For Processing Kinect Data

    By on March 4, 2018

    For a recent “micro-theater” project I needed to turn actors into digital characters with variable designs. I decided to use the depth frame of the Kinect 2 and extract the 3D pointcloud of each actor and then use this data as the base for my CharacterGenerator class.

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    KINO'S DOME
  • Resolume-towr : Inter-clip transitions in VDMX

    By on February 3, 2017

    VDMX is a sexy piece of software in many many ways! It’s superb modular design and plugins mentality along with its support for external goodies like QC, Vuo and ISF assets makes it a flexible beast for doing live visuals. All that said sometimes it’s difficult to find some of the life saving features of other similar softwares in VDMX.

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    KINO'S DOME
  • KinoScene

    By on January 17, 2016

    KinoScene is the name of a Cinder Block I’ve made for a commercial project at our studio. The block is a Scenegraph system inspired by three.js, a very easy-to-use and yet powerful Javascript framework which is being used by a lot of people. Since the release of libCinder 0.9 I always wanted to see a easy to use system that implements something like three but with the underlying power of libCinder.

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    KINO'S DOME
  • Kino-san

    By on January 16, 2016

    Hi, Welcome to Kino’s Dome. This is the first of my blog posts, hopefully there’ll be more to come. Here I intend to talk about my experiences in creative coding and other fields I fiddle with under my alias Kino and share with you thoughts and notes about the tools, frameworks and concepts I’ll learn in the way. I also might blabber about

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    KINO'S DOME

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