Webcams supported under Linux   1 comment

GSVideo uses the video4linux (v4l: wiki, resources) source plugin to do capture under Linux. However, not all webcams are supported by v4l. Here is a website with some information about supported USB video devices, and here a driver that supposedly supports more than 250 different USB webcams in Linux.

Posted March 27, 2008 by ac in Programming

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New version of GSVideo with capture object   31 comments

Here is a new release of the gsvideo library for processing. This version (0.3.9) includes the GSCapture and GSMovieMaker classes (however, GSMovieMaker is not functional yet):

library and examples

source code

So, the GSCapture class is the most important addition at this time. Video capture is highly platform dependent, and it requires different gstreamer input plugins on Linux, Mac OSX and MS Windows.
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Posted March 27, 2008 by ac in Programming

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New version of gsvideo   2 comments

Here you can download a new version of the gsvideo library for processing (0.3.3). It fixes a bug in the calculation of the playback time, and adds a few examples in the library package:

source

library

Posted February 27, 2008 by ac in Programming

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Upated version of gsvideo   Leave a comment

Wayne Meissner just released a new version of his java bindings for gstreamer (0.6), which introduces some changes in the API as well as stability, memory consumption & speed improvements. I updated the gsvideo library to make it compatible with the new API. No new functionality was added. Here you can download the library and the corresponding source:

gsvideo-library-0.3

gsvideo-source-0.3

Posted February 10, 2008 by ac in Programming

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Processing Painter   Leave a comment

I have been working since a while ago on a painter algorithm that uses GLSL shaders to handle a particle system in real time. The particles move on the screen, generating an effect that gives the impression of flowing paint. I implemented this algorithm in Processing, and the last week I finally managed to get some time to work on two optimizations to the original version of the algorithm: texture displacement mapping and Vertex Buffer Objects. With these two optimizations, the number of particles that can be displayed at a playable framerate goes from 10,000 up to 100,000. Here is the link.

Posted February 4, 2008 by ac in Programming

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